TEXT: Dead Man's Chest
  177
  Frog God 
  Games
  Necromancer 
  Games
  Lance Hawvermale
  
  1
  Concept and Design: 
  Lance Hawvermale
  Writing Team: Lance Hawvermale, Rob Mason, Robert Hunter,  
  Patrick Goulah, Greg Ragland, Matt McGee, Chris Bernhardt,  
  Casey W. Christofferson, Chad Coulter, Skeeter Green, and Travis Hawvermale
  Additional Contributors
  Erica Balsley, Lindsey Barrentine, Jay Decker, 
  Rachel Mason, and Nadine Oatmeyer
  Developer
  Erica Balsley, Bill Webb and Skeeter Green
  Producers
  Clark Peterson and Bill Webb
  Editors
  Pat Lawinger, John Ling, and Karen McDonald 
  Pathfinder Rules Content Editing
  Erica Balsley, John Ling, Karen McDonald and 
  Skeeter Green
  Art Direction and Design
  Mike Chaney and Charles A. Wright
  Interior Art
  Brian Leblanc, Llyn Hunter, James Stowe, Chad 
  Sergesketter, Grey Thornberry, Eric Lofgren, 
  Richard Thomas, Becky Jollensten, Jeff Rebner, 
  MKUltra Studios and Ed Bourelle
  Front Cover Art
  Rick Sardinha
  Cartography
  Matt Milberger
  Playtesters
  Shane and Danielle Shirley, Kathy Christofferson, 
  Clint Bennett, Bill Webb, and Steve Meyer
  Special Thanks
  This book is dedicated to June McGee and  
  Linda Mason; you are the wind in our sails
  ©2013 Frog God Games & Necromancer Games.
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. 
  See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not 
  guarantee compatibility, and does not endorse this product.
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying 
  Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying Game 
  Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license.
  
  2
  Table of Contents
  Introduction  ........................................... 3
  Chapter One: An Oceanography Primer  ........4
  Chapter Two:  
  Supplemental Ship and Sea Rules ..................9
  Chapter Three: Weather  ..........................18
  Chapter Four: Feats and Prestige Classes  .......56
  Chapter Five: New Magic Items  .................65
  Chapter Six: New Monsters  .......................77
  Chapter Seven: New Spells  ......................109
  Chapter Eight:  
  The Ghosting of the Lady Quay ................115 
  Chapter Nine: The Isle of Bonjo Tombo  .... 126
  Chapter Ten:  
  Where the Ocean Meets the Sky ................ 145
  Appendix:  
  Random Shipboard Events  
  and Monster Encounters  ......................... 168
  Legal Appendix ......................................175
  CEO
  Bill Webb
  Creative Director: Swords & Wizardry
  Matthew J. Finch
  Creative Director: Pathfinder
  Greg A. Vaughan
  V. P. of Marketing & Sales
  Rachel Ventura
  Art Director
  Charles A. Wright
  He is the Pirate King
  Skeeter Green
  FROG GOD GAMES IS
  
  3
  Dead Man's Chest
  Introduction
  No place offers more adventure than the ocean. No dungeon is as deep, no jungle as full 
  of exotic and dangerous life. Most folk spend their lives on dry ground, unaware that entire 
  civilizations thrive beneath the waves, sometimes far more ancient and steeped in mystery than 
  any on the world’s upper surface. Though player characters (PCs) have long grown familiar 
  with the air-breathing world above, seldom do they venture into the depths, and when they do, 
  they discover wonders they never dreamed existed. The ocean environment is radically different 
  from the surface world, in at least three very important ways: an insufficiency or complete 
  absence of sunlight, the ever-increasing ambient pressure, and the fact that water rather than air 
  is the omnipresent medium for respiration, movement, and all other activities. Because of these 
  and other factors, the ocean offers a venue for adventure that is at once alien and appealing. 
  Strange things exist down there, as perilous as they are compelling.
  But the water’s surface is also a world unto itself. Great ships vie for control of the 
  trading lanes. Dangerous reefs protect lost islands full of treasures yet unearthed. Dead 
  Man’s Chest lays bare the ocean, the ships that sail it, and the creatures that inhabit 
  it. Within these pages you’ll not only find dozens of new monsters, spells, feats, and 
  wondrous items, but also information from the science of oceanography. Also included 
  are three full adventures to test the PCs against the rigors of the trackless sea.
  Note that this is not a book in which you will find complex rules for sea combat, 
  or rules governing constructing and operating a sailing ship. For a thorough look at 
  shipbuilding and naval combat, you should take a look at Frog God Games’ Fire as 
  She Bears! product. Within its pages, you’ll find step-by-step directions on building 
  myriad ocean-going vessels, and then rules on testing them in combat. Feel free, of 
  course, to mix and match the spells, feats, and items found in Dead Man’s Chest with 
  the material in Fire as She Bears!, and vice versa, too. 
  You, the GM, should have at your disposal the Pathfinder Roleplaying Game Core 
  Rulebook as well as the Pathfinder Roleplaying Game Bestiary. A few of the creatures 
  presented in the included adventures are described fully in The Tome of Horrors Complete, 
  by Frog God Games, though the stats you need to run the encounters are provided. 
  To start things off right, here’s an original sea shanty. A song like this might have 
  been sung aboard a pirate ship of a bygone age, such as Robert Louis Stevenson’s 
  immortal Hispaniola.
  Shanty o’ the Sea
  A pull o’ the rum and a pull o’ the row;
  Away o’er the bitter waves I go.
  I lost my love and my life on the sea . . .
  She stole my treasure from me.
  Damn, damn, damn the sea!
  She stole my treasure from me.
  Sweet William, my boy, played on the strand
  With the gulls and the shells and the salt-white sand.
  The rum’ll for aye my comfort be . . .
  She stole sweet William from me.
  Damn, damn, damn the sea!
  She stole sweet William from me.
  I called my wife from the lonely shore,
  And she sailed to me but wept the more.
  Seein’ her babe on the thievin’ swell,
  She reached to him and, Oh!, she fell!
  I’ll always curse and blame the sea
  For stealin’ my Frances from me!
  Damn, damn, damn the sea!
  For stealin’ my Frances from me.
  A pull o’ the rum and a pull o’ the row;
  My gold and my bright brigantine’s gone below.
  My mates are asleep in the cold blue sea . . .
  She stole my treasure from me.
  Damn, damn, damn the sea!
  She stole my treasure from me.
  
  4
  The ocean contains a variety of natural occurrences that can enliven any 
  campaign. A GM shouldn’t be dependent solely on monstrous encounters 
  to make a PC’s life eventful on the high seas. This chapter reveals the 
  scientific low-down on many oceanic features, enabling you, the GM, to 
  present your players with a more realistic gaming environment.
  Each entry also explains how best to use that particular feature in your 
  own game.
  Mid-Ocean Ridge
  The mid-ocean ridge is the region along the ocean floor where new 
  seafloor is created. This typically takes place near the center of an ocean 
  basin, though it exists in any location where two ocean plates spread apart 
  from one another. Mid-ocean ridges are featured throughout the world, 
  stretching over 65,000 kilometers in length. Their pattern winds across 
  the globe in a fashion that is often likened to the seams of a baseball. 
  They appear as mountainous formations or merely as mild swells upon 
  the seafloor up to 4,000 km wide. Their crest is marked with a V-shaped 
  depression running throughout its range, up to a couple kilometers deep 
  and 20 to 35 kilometers wide. This rift valley is actually a volcanic fissure 
  from which the new seafloor extends from below gradually over time.
  The origin of the seafloor naturally begins beneath the surface. Within 
  the rift where the two tectonic plates diverge, the reduction of pressure 
  affecting the mantle allows the rock of the asthenosphere to rise and melt. 
  The upwelling leads to the formation of magma chambers just beneath 
  the mid-ocean ridge, acting as focal reservoirs of the material needed 
  to produce new ocean crust. Molten rock from the depths of the magma 
  chamber gradually hardens, producing several miles of coarse rock. 
  Vertical sheets of magma from within the chamber rise up through fissures 
  in the overlying crust, creating dikes. Portions of this uprising magma 
  will break through to the surface, oozing along the seafloor exterior. The 
  outer layer of the surface lava solidifies immediately in the near-freezing 
  seawater, forming a pillowed layer of volcanic basalt—the surface of the 
  new seafloor.
  The mid-ocean ridge axis is marked with deep, jagged indentations 
  known as fracture zones. These appear in frequent intervals across the 
  ridge, offsetting its crest up to hundreds of miles in either direction. The 
  fracture zones appearing between two offset segments of the ridge are 
  recognized as transform faults, and the fracture zones outside of these 
  segments are simply remnants of the plate’s movement over millions of 
  years. The segmented ridge is generally widest and highest in the middle 
  of the offset, and slimmest and shortest near the ends, and is believed to 
  occur due to an interaction between fracturing of the seafloor and magma 
  accumulation.
  Another feature of interest to be found on the mid-ocean ridge is hot 
  springs, or hydrothermal vents. Hydrothermal vent fields are areas of 
  underwater geysers that form in places along the mid-ocean ridge axis. 
  When seawater creeps into deep cracks and fissures found in the flanks 
  of the ridge, it reacts with the hot volcanic rock, chemically altering 
  and heating it up to temperatures reaching 700 degrees Fahrenheit. This 
  superheated fluid rises, dissolving metals found within the rocks on its 
  way back up to the surface. Continuous streams of thick black or white 
  immensely hot fluid projects straight up through vents in the surface, 
  showering the surroundings with precipitated minerals.
  The fluids in vents known as black smokers precipitate so quickly as 
  they cool in the seawater that the metal sulfides form solid, smokestack 
  structures, typically a couple of stories high (the largest ever discovered is 
  160 feet tall). In regions where the altered seawater is substantially cooled 
  before reaching the surface, the ejected fluid is usually spread out among 
  numerous vents in the area and takes on a diffused, clear glow. These 
  diffuse vents are often found among larger more focused black smokers.
  Life on the ocean floor is known for its scarcity, but hydrothermal vent 
  fields are packed with an abundance and variety of life in one of the most 
  volatile and unlikely of places. Organisms such as tubeworms, mussels, 
  clams, and crustaceans gather or attach themselves near vents in incredibly 
  dense clumps. However, it is the sulfur-eating bacteria found around and 
  inside those creatures that grants them nourishment. The sulfide-oxidizing 
  bacteria convert the vent chemicals into energy for the organisms through 
  a process called chemosynthesis. This localized ecosystem is one of few 
  known to exist independent of sunlight and photosynthesis.
  Using Mid-Ocean  
  Ridges in the Game
  In campaign worlds, mid-ocean ridges should be an important feature 
  of the ocean. They mark the birthplace of the seafloor, directly influencing 
  the geography of the planet, and provide an unlikely though successful 
  site for life. The ridge shapes and sizes vary slightly from ocean to ocean, 
  as does their productivity. In certain areas of the mid-ocean ridge, profuse 
  magma accumulation beneath the ridge may produce large volcanic 
  islands bisected by the active spreading ridge, such as Iceland in the North 
  Atlantic.
  Given the importance and regional nature of the mid-ocean ridge, 
  implementing them into your game should prove simple and rewarding. 
  Moderately intelligent ocean life dwelling on or near the ocean floor 
  would certainly hold some opinion of it. Whether or not they fully 
  understand its significance and true nature, some races may believe it to 
  be sacred territory, or even a place where the deities exercise their direct 
  will through volatile bursts of eruption. Denizens of the deep might even 
  go to war over the rights to claim such land for spiritual and ancestral 
  beliefs and practice. Races like sahuagin place great value on these areas. 
  Furthermore, in specific places along the mid-ocean ridge, valuable 
  minerals and metals could be discharged into the ocean in addition to 
  seafloor, ripe for harvesting, and for conflict.
  Ocean Floor
  From the time of its birth within the mid-ocean ridge, the young ocean 
  floor is in constant motion. From the flanks of the ridge axis, gravity causes 
  the new crust to fall away, accentuating the peaks of the ridge formation. 
  Continuing, it becomes colder and contracts with time, growing denser 
  and settling further. Sediment accumulation obscures its rock and hill-
  laden topography gradually, resulting in vast flatlands. Eventually, its 
  existence will conclude in the inevitable return to the planet’s mantle in 
  Chapter One:  
  An Oceanography Primer
  
  Dead Man's Chest
  5
  deep trenches, some thousand miles away and millions of years later.
  The ocean floor is a place of mystery. By its very nature it is not prone 
  to exploration. At the average depth of the ocean floor at 4,000 meters, 
  near-freezing seafloor water, crushing water pressure, and complete lack 
  of sunlight make for a very uninviting environment. For these reasons, 
  ocean floor exploration has been a slow and educating process. The 
  topography of the ocean floor is every bit as varied as the land we’re 
  more familiar with. Stretching flatlands, peaking mountains, rolling hills, 
  and plummeting canyons are all common ocean floor features. But as is 
  often the case, the features that characterize the ocean have the tendency 
  to be larger in scale, more severe, and more frequent than on land. In 
  addition to the mid-ocean ridge and ocean trenches (both explained in 
  detail elsewhere within the chapter), the following ocean floor features 
  are of special significance:
  Abyssal Hills: The abyssal hills emerge in the wake of seafloor 
  spreading at the mid-ocean ridge. They are composed most generally 
  in linear rows stretching parallel to the spreading ridge axis, appearing 
  as fractured, elongated peaks up to over 1 km high and about 10-15 km 
  across. These hills are the most prominent geologic feature of the planet’s 
  surface. It is generally agreed that they are caused by an interaction of 
  the faulting and eruptions taking place within the mid-ocean ridge axis. 
  However, little of their formation and development is well understood.
  Abyssal Plains: The abyssal plains are the flat regions of the ocean 
  floor, constituting roughly half of the planet’s topography. In fact, there 
  is no flatter location on the planet, with a gradient no greater than .05 
  degrees. They are produced when the rocky terrain of the abyssal hills 
  is obscured by sediment accumulation over the course of millions of 
  years. The most significant contributor to the abyssal plains’ flatness is 
  the submarine flow of density-heavy currents called turbidity currents. 
  These currents are basically underwater sediment avalanches, generated 
  by earthquakes or simply acting as continuations of enduring river outlets. 
  They transport mostly terrigenous (land originating) sediment from its 
  settled location along the continental shelf to the continental slope and 
  into the deep sea.
  Sediment composition is varied throughout the ocean, based largely 
  on a particular basin’s history and location. The most abundant sediment 
  composition is comprised of assorted clays, silts, and sands originating 
  from land, metal-rich sediments, pebbles, and stones from the spreading 
  ridges, and oozes consisting of calcareous and siliceous skeletal remains. 
  On average, the thickness of sediment cover on the ocean floor is over half 
  a mile. Typically, it is thickest near continental masses and thinnest near the 
  center of an ocean basin, but other circumstances impact its accumulation. 
  For instance, the Pacific Ocean’s immense size places the inner regions 
  of its basin out of reach from turbidity currents and most wind-carried 
  sediments. In addition, its basin is nearly surrounded by hundreds of deep 
  ocean trenches that funnel and trap a great deal of the sediments within 
  their depths. As such, the abyssal hills comprise approximately three-
  quarters of the Pacific. The floor of the Atlantic Ocean, much smaller and 
  with few trenches of significant size for sediments to escape, is nearly 
  half-featured with abyssal hills.
  Seamounts: Punctuating the ocean floor are seamounts, isolated 
  seafloor volcanoes of heights greater than 1,000 km. They are most often 
  conical, and have a recessed caldera within their summit. Seamounts that 
  have flattened tops due to excessive erosion caused by water currents are 
  called guyots. There are thousands of seamounts on the ocean floor, and 
  many serve as great habitats for life. Creatures classified as suspension 
  feeders adorn the steep slopes of seamounts near the top to intercept organic 
  matter passing by in the water currents. Various coral polyps, sponges, and 
  xenophyophores cling to seamounts to feed in this manner. Their presence 
  also attracts other ocean wildlife. Seamounts are also larvae catchers; the 
  very currents that provide food for seamount communities also provide 
  for its continued population.
  A small percentage of seamounts appear to have been created at the 
  mid-ocean ridge. However, most are formed above regions known as 
  hot spots, exceedingly hot locations within the mantle where plumes 
  of magma have risen and melted through the oceanic lithosphere. The 
  
  6
  majority of these seamounts are no longer volcanically active, having 
  been carried away from the magma source by the movement of the ocean 
  plate. The seamounts created by exceptionally prolific hotspots break the 
  surface of the ocean, often producing a chain of volcanic islands. As the 
  oceanic crust glides over the excessive hot spot, one by one and oldest 
  to youngest, an arcing trail of volcanic islands forms. A notable real-life 
  example of this is the Hawaiian Islands. Chains of these seamount islands 
  can extend many thousands of kilometers.
  Life on the ocean floor—its presence, diversity, and development—is 
  constantly being redefined. As we further explore the great depths of the 
  ocean, the perceptions of a stale and stagnant seafloor largely devoid of life 
  are being shattered. Despite the relative scarcity of life to be found there, it 
  is startlingly diverse. The possible number of species is projected to soar 
  well beyond one million, and possibly possessing more biodiversity than 
  the rain forest. Among the countless species of life inhabiting the deep 
  sea are grenadier fish, slime-secreting, eel-like hagfish, echinoderms such 
  as sea cucumbers and brittle stars, and various species of crustaceans and 
  invertebrates.
  The primary source of food for many of these bottom-dwellers is 
  organic debris that falls from the surface waters. This organic detritus, or 
  marine snow, consists of microscopic, one-celled plant (phytoplankton) 
  and animal (zooplankton) remains, along with various dissolved 
  particulates that have clumped together into tiny flakes. Throughout 
  the oceans, marine snow falls, raining down in sporadic pulses. In the 
  summer, the spring-born plankton die in great numbers and immerse 
  the ocean in a blizzard of organic matter, blanketing some spots on the 
  ocean floor in a thick green blanket of dead matter. This, in addition to 
  the rare arrival of whole animal carcasses, is what feeds the majority of 
  the ocean floor life.
  Using the Ocean Floor in the Game
  Adventure in the deep ocean should be highlighted with a constant hint 
  of danger and suspense to keep the players on edge. Those brave enough 
  to defy the pulverizing pressure, near-freezing water, and utter blackness 
  of the sea at those depths should be rewarded with an eventful experience. 
  Whether it’s subterranean monsters burrowing within the mud-packed 
  sediment floor of the abyssal plains; ancient civilizations living in the 
  abyssal hills, forced to migrate towards the mid-ocean ridge as their 
  habitat is slowly consumed with sediments; or perhaps even elemental-
  driven turbidity currents sweeping throughout the sea like colossal sand 
  storms, the ocean floor should provide plenty of excitement, and endless 
  possibilities in your campaign.
  Reefs
  An important part of oceanic life, reefs are defined as elevated ridges 
  along shallow places on the seafloor. Reefs are formed from creatures 
  known as coral polyps, hence the popular name coral reef. Upon death, 
  these tiny coral polyps leave behind hardened exoskeletons made of a 
  calcerous (calcium-containing), stony material. These small bits of 
  limestone, when combined with similar deposits from countless polyps, 
  form the beautiful and labyrinthine structures that are coral reefs.
  Depending on the number of polyps that die in the area, coral reefs 
  grow at rates between 1 to 40 inches each year. Coral reefs are found 
  exclusively in tropical regions of the ocean, never beyond 30˚ north 
  or south of the planet’s equator and never in waters cooler than 61˚ 
  Fahrenheit. Two primary types of coral exist—hard and soft. Categories 
  of hard coral include brain coral and elkhorn coral, both having hard 
  limestone frames. Soft corals such as sea fingers and sea whips do not 
  form reefs.
  Most campaign worlds boast at least three different kinds of coral reefs, 
  though there is no limit on the variety of reef that can appear in a fantasy 
  setting. One such example is listed below, along with the three typical 
  types of reefs. 
  Barrier reefs. These reefs always run parallel to the shoreline, but 
  several yards out and separated by a lagoon. Because these reefs form a 
  kind of protective palisade around the beach, they are known as barrier 
  reefs.
  Coral atolls. These are rings of coral atop old, sunken volcanoes. 
  Coral atolls begin as fringe reefs surrounding volcanic islands, but when 
  the island sinks, the reef keeps growing and is classified as a coral atoll. 
  Horseshoe-shaped collections of coral, atolls form rings around small 
  lagoons that fill the caldera of inactive volcanoes.
  Fringing reefs. Running directly along the coastline, the fringing reefs 
  are found built close to the continental shelf in the shallow waters near 
  shore.
  Spherical reef. One example of the kind of reef found in a fantasy world 
  is the spherical reef. Also known as reef globes, these huge structures of 
  coral are formed into great spheres by some unknown natural process. 
  The walls of the reef globe are hard enough that the spheres can act as a 
  temporary shelter for marine travelers.
  Regardless of the exact nature of the reef, all such coral mazes are 
  robust ecosystems supporting a variety of marine life. The reef’s far 
  layer consists of the living polyps, while below them is the calcerous 
  reef framework, containing filamentous green algae. This algae 
  provides nourishment for many of the animals that make their home 
  in or near the reef. Fish and other creatures abound. A brief list of a 
  reef’s inhabitants includes the following: sponges, nudibranchs, reef 
  sharks, groupers, clown fish, eels, snappers, jellyfish, anemones, sea 
  stars, crabs, shrimps, lobsters, sea snakes, snails, octopi, nautilus, 
  and clams.
  Using Reefs in the Game
  Coral reefs make excellent sites for exotic adventure. Imagine a villain’s 
  underwater lair constructed from confusing coral passages. Spherical reefs 
  can serve as hideouts for all manners of creatures, or hauled onto shore 
  to use as part of an NPC’s elaborate home. The stereotypical dungeon 
  maze can take on a new form when made of coral; the winding coral 
  corridors can present PCs with a challenging labyrinth to solve. Reefs 
  are notorious haunts for many dangerous beasts, such as eels, sharks, and 
  octopi. Societies of sea elves can use coral to make armor, weapons, and 
  other trade goods. Reefs are also known to conceal sunken ships beneath 
  their protective arms of coral.
  Tectonic Plates
  The surface of the planet is essentially a rigid shell, a layer of thick 
  rock comprised of continental or oceanic crust along with the uppermost 
  portion of the mantle. This layer of the planet is known as the lithosphere. 
  The oceanic lithosphere is on average 10 km thick, while the continental 
  lithosphere can be up to 100 kilometers thick. It is broken up into a 
  dozen or more slabs or plates, known commonly as tectonic plates, 
  which move and interact in relation to one another as they glide upon the 
  asthenosphere, the partially molten rock region of the planet’s mantle. The 
  size and position of these tectonic plates are constantly changing, though 
  only at rates of centimeters per year.
  Tectonic plates interact with one another in several different ways, and 
  the results of these interactions have a severe impact upon the topography 
  and geology of the planet. In divergent boundaries, plates pull away from 
  each other, creating new crust in the process. Since the size of the planet 
  does not change, older crust must be destroyed simultaneously as new 
  crust is formed. This occurs in the areas known as convergent boundaries, 
  where two tectonic plates commit a slow collision. Transform boundaries, 
  or transform-fault boundaries, are where two lithospheric plates simply 
  glide or shift past the other.
  Tectonic activity is never more evident, nor more crucial, than in 
  the ocean. Geology occurs foremost at plate boundaries, and the plate 
  boundaries of the ocean floor are of particular consequence to the rest 
  of the planet as seismic and volcanic events occurring anywhere on the 
  globe can be traced to activity at an ocean plate boundary. Furthermore, 
  Chapter One: An Oceanography Primer
  
  Dead Man's Chest
  7
  the phenomenon of seafloor spreading in divergent boundaries and the 
  imminent result of ocean floor subduction in convergent boundaries point 
  directly towards the composition and layout of the rest of the planet’s 
  surface.
  Using Tectonic Activity  
  In the Game
  Tectonic plates are the origin of many large-scale events on any 
  planet. Continental shelves are constantly moving—and sometimes this 
  movement results in the release of a monster that had been contained 
  for millennia deep in the crust of the earth. If an NPC sorcerer wants to 
  wreak havoc on the world above, he could cause a great explosion at the 
  juncture of two lithospheric plates, resulting in massive land shifts. The 
  movement of the plates can result in tidal waves and earthquakes. Seeing 
  this, it’s no surprise that powerful NPCs might contrive to take control of 
  certain points on the ocean floor, places where they can use their magic to 
  command tectonic activity.
  Tides and Waves
  So much depends upon the tide. As one of the most fundamental aspects 
  of oceanography, the importance of tides and tidal activity cannot be 
  overstated. Without the constant movement of the tides, life below the 
  surface would be greatly different, as would the lives of those dependent 
  upon the incoming and outgoing waters along the coast. Any capable 
  sailor is well-versed in tidal lore. The study of the nature of tides involves 
  unraveling some of the core tenets of the universe, namely mass and 
  gravity. Quite simply, tides are the occasional rise and fall of a planet’s 
  waters, including oceans, seas, and bays. This constant up-and-down 
  motion is due directly to the gravitational forces exerted upon the planet 
  by the sun and moon.
  Lunar pull accounts for most of the tidal activity on a planet. In a game 
  world that has no moon, or on a planet with multiple moons, the tides will 
  behave differently depending on the amount of gravitational pull being 
  exerted at any one time. On an earthlike planet, two “high water” and two 
  “low water” occur every lunar day. This rising and falling of water results 
  Wave Height Table
  Roll (%)
  Height in feet
  Day
  Summer
  Winter
  Autumn
  Spring
  01–10
  5
  15
  20
  15
  11–20
  25
  18
  20
  15
  21–30
  42
  20
  15
  35
  31–40
  20
  35
  15
  25
  41–50
  18
  10
  5
  22
  51–60
  35
  18
  20
  15
  61–70
  15
  30
  10
  22
  71–80
  17
  25
  20
  10
  81–90
  45
  20
  30
  15
  91–00
  10
  10
  25
  20
  Roll (%)
  Height in feet
  Night
  Summer
  Winter
  Autumn
  Spring
  01–10
  25 
  18
  25
  15
  11–20
  42
  20
  20
  35
  21–30
  20
  35
  15
  25
  31–40
  18
  10
  5
  22
  41–50
  35
  18
  20
  15
  51–60
  15
  30
  10
  22
  61–70
  17
  25
  20
  10
  71–80
  45
  20
  30
  15
  81–90
  10
  10
  25
  20
  91–00
  5
  15
  20
  15
  Wave Effects
  Wave Force
  Wave Size
  Acrobatics 
  Checks
  Creature Size
  Wave Effect  
  on Creatures
  Fort DC
  Light
  0–2 feet
  —
  Any
  None
  —
  Moderate
  3–5 feet
  —
  Any
  None
  —
  Strong
  6–10 feet
  –2
  Tiny or smaller 
  Small or larger
  Knocked down
  None
  10
  —
  Severe
  11–30 feet
  –4
  –2
  —
  —
  Tiny
  Small 
  Medium 
  Large or larger
  Swept overboard
  Knocked down 
  Checked
  None
  15
  15
  15
  —
  Windstorm
  31–50 feet
  –4
  –2
  —
  —
  Small or smaller 
  Medium 
  Large or Huge
  Gargantuan or Colossal
  Swept overboard
  Knocked down 
  Checked
  None
  18
  18
  18
  —
  Hurricane
  51–100 feet
  Impossible
  –4
  —
  —
  Medium or smaller
  Large
  Huge
  Gargantuan or Colossal
  Swept overboard
  Knocked down 
  Checked
  None
  20
  20
  20
  —
  Tornado
  101+ feet
  Impossible
  –4
  —
  Large or smaller
  Huge
  Gargantuan or Colossal
  Swept overboard
  Knocked down 
  Checked
  30
  30
  30
  
  8
  in lateral water movements called tidal currents (not to be confused with 
  ocean currents). Tidal currents flow in a shoreward or upstream direction 
  during high water, then reverses flow during low water.
  Waves are the result of the wind. Generally speaking, the greater 
  the wind speed, the higher the waves. Note that waves do not move 
  horizontally, but only up and down. Another type of wave, the tsunami, 
  can cause vast and terrible damage to structures when it crashes upon the 
  shore. Tsunamis are not caused by tides, but rather by tectonic activity 
  such as earthquakes and undersea volcanoes.
  Using Tides and  
  Waves in the Game
  Tides can be used to reveal or conceal sunken ships, the entrances to 
  hidden lairs, or other things. Waves can make life miserable for anyone 
  trying to travel across the open sea. Refer to the Wave Height table for a 
  quick way to determine wave height. Roll 1d00 and consult either the day 
  or night portion of the chart.
  Big waves can cause trouble for those aboard ships. The Wave Effects 
  table shows what happens when waves of a certain size wash over the 
  sides, or gunwales, of ships. The following are guidelines for using the 
  table.
  Wave Size. Compare the wave height from the Wave Height table to the 
  height of the ship’s gunwale to determine “wave size.” This is the amount 
  by which the wave is taller than the ship’s side.
  Acrobatics Checks. Anyone forced to make a balance check for any 
  reason does so at a penalty when large waves wash over the ship.
  Creature Size. This is the size of creature that a particular wave can 
  affect.
  Wave Effects. Any of these effects can be resisted with a Fortitude 
  save, the DC indicated in the final column.
  Knocked Down: Creatures who fail their save are knocked prone by the 
  force of the wave and swept in a random direction 1d6 feet.
  Checked: Creatures who fail their save are unable to move against the 
  force of the wave, and can take no action that round but that of stabilizing 
  themselves.
  Swept Overboard: Creatures who fail their save are knocked prone and 
  carried 1d4x10 feet, taking 1d4 points of nonlethal damage per 10 feet 
  traveled. If the distance traveled extends beyond the sides of the deck, the 
  creature is tossed overboard.
  Trenches
  Ocean trenches are deep and narrow subterranean depressions within 
  the ocean floor. They mark the deepest areas on the planet. It is in these 
  trenches that the seafloor, now denser and well over 200 million years 
  older, returns to the mantle where it is effectively recycled. Most often 
  appearing adjacent to continental masses, their length can stretch up to 
  thousands of kilometers. The depth of these trenches varies anywhere 
  from the 20,000 ft. necessary to generally be considered a trench, to over 
  35,000 ft.
  Trenches form in the convergent plate boundaries known as subduction 
  zones. General theory suggests that in these zones, an oceanic plate meets 
  either another oceanic plate or continental plate and slides beneath it. 
  The denser lithospheric ocean plate commits a slow plummet towards 
  the mantle below, dragging the edge of the non-subducting plate down 
  with it, producing the linear V-shaped trench. The dense lithosphere of 
  older, thicker oceanic plates subducts quickly and steeply into the mantle, 
  whereas the buoyant young lithosphere that is thinner and warmer bends 
  slowly, creating a gentle trench slope.
  The process of subduction has many consequences that impact the 
  surrounding area, most notably, sweeping arcs of volcanoes. Over millions 
  of years the convergence of the two plates leads to volcanic arc formations 
  appearing on the overriding plate parallel to the subduction zone. As the 
  descending oceanic plate lunges deeper towards the mantle below, it is 
  subjected to greater pressure and rising temperatures. Eventually the 
  surface water of the crust and hydrated minerals from within the basaltic 
  portions of the subducting plate are discharged into the mantle portion of 
  the overlying lithospheric plate. As the water interacts with the mantle, it 
  decreases the mantle’s melting temperature, allowing it to melt. A supply 
  of the magma created rises through the crust of the overriding plate and 
  forms the volcanic arc. When subduction zones involve two oceanic 
  plates, the chain of volcanoes that break the ocean surface are called 
  volcanic island arcs.
  Other side effects characterize subduction zones. Interactions between 
  the two converging plates generate some of the most seismically powerful 
  earthquakes in the world. The plot of the subducting plate’s ascension can 
  be outlined by the seismic activity occurring deeper and deeper within the 
  planet’s mantle, several hundred thousand kilometers beneath the surface. 
  The earthquakes focused along subduction zones tend to be cyclic and 
  reactionary. Subduction zone earthquakes can also wreak havoc upon the 
  coastal areas by causing the incredibly destructive waves called tsunamis. 
  Tsunamis caused by the subduction zone earthquakes or earthquake-
  triggered submarine landslides can be catastrophic events, wiping out 
  miles of coastlands.
  Despite frequent sediment-dense avalanches along the slopes, ocean 
  trenches provide fairly hospitable homes for creatures that are capable 
  of withstanding the crushing water pressure. The water temperature and 
  seawater salinity found in trenches is identical to the other areas of the deep 
  sea, and sources of food tend to be slightly less scarce. The trench profile 
  traps generous amounts of organic matter within, distributing it down to 
  even the deepest dwellers. Their proximity to the coasts also grants access 
  to especially plankton-rich surface waters raining in nourishment from 
  above. Additionally, cold methane seeps exist along the slopes of some 
  trenches, packed with methane-eating bacteria that nourish the creatures 
  nearby through chemosynthesis. Anemones, crustaceans, bristle worms, 
  and most prominently, holothurians (sea cucumbers), make homes in 
  ocean trenches.
  Using Trenches in the Game
  In campaign worlds, trenches serve as perhaps the most remote 
  locations of the planet—much like in reality. Very few would likely 
  know of their existence, and fewer still would be willing to explore them. 
  However, those that take the proper precautions and brave the seemingly 
  bottomless depths of these trenches should have plenty of sights to see. 
  Long-abandoned ruins of ancient civilizations found along the trench 
  walls or partially submerged treasures of immeasurable worth within the 
  sediment-filled valley are but a couple enticements. A strong downward 
  suction could exist within the trench formation, or the subduction zone 
  might cease and become dormant. This is to say nothing of the possibilities 
  as to what terrors might exist within these fearsome depths.
  Chapter One: An Oceanography Primer
  
  Dead Man's Chest
  9
  This chapter deals with the game mechanics of moving a ship across the 
  sea, making improvements upon that ship when she puts into dock, and 
  exploring the underwater depths.
  Note that Dead Man’s Chest presents only basic statistics for specific 
  sailing vessels. History offers us a countless arrays of ships—flutes, 
  barques, pinks, pinnances, sloops, and schooners, just to name a few—
  most of which have been addressed in at least one of the many D20 
  reference books available today. Considering this surplus of information 
  on the subject, it would be redundant for this sourcebook to assign yet 
  another set of statistics to these vessels and detail how combat works 
  between them. Instead, we’ll examine a single ship—the standard “sailing 
  ship,” as presented in the Pathfinder Roleplaying Game Core Rulebook—
  and expand upon its description and capabilities. You are encouraged to 
  apply the following rules for speed, crew, and other factors to all ships 
  of your campaign world, be they brigs, frigates, cutters, tartans, or junks. 
  And, as mentioned in the Introduction, if you want to get into more nitty 
  gritty detail then you should check out Fire as She Bears! from Frog 
  God Games.
  Ship Speed
  When one takes into account all of the factors involved in ship 
  movement—varying winds of unpredictable speeds, ponderous vessels 
  weighing several dozen tons, and a dizzying array of sails, jibs, ropes, 
  and shrouds—it’s easy to see that piloting a ship is a complicated affair. 
  Perforce, any effort to simulate reality involves detailed record-keeping, 
  multiple die rolls, and frequent mathematics. In order to provide a 
  comprehensive yet fairly simple method of handling nautical speed, the 
  material presented here represents a synthesis of many sources that have 
  dealt with the subject of ship movement, both fictional and fact.
  According to the Pathfinder Roleplaying Game Core Rulebook, the 
  sailing ship has a keel length between 75 and 90 feet, with a 20-foot beam. 
  She requires a crew of 20 sailors. She carries 150 tons of cargo, has two 
  masts, and moves at 2 miles per hour, or a speed of 20 feet.
  Sailing Speed
  There are three steps in the process of deciding how fast a ship is 
  traveling at any given time.
  1. Establish the current wind speed.
  2. Note the point of sail.
  3. Determine the ship’s speed.
  Wind Speed
  The single most important factor with regard to a ship’s rate of travel 
  is the rate of the wind in the sails. Refer to Chapter Three for details 
  on how to determine local wind conditions for any given area. Consider 
  a normal sailing wind to be anywhere from 5 to 10 miles per hour. A 
  wind of this strength is said to have a wind speed value (WSV) of 1.0. 
  For purposes of sailing, the base WSV is always 1.0; the WSV rises in 
  correspondence with strengthening winds. As the winds increase beyond 
  10 mph, refer to the Wind Speed Value table to find the appropriate WSV, 
  according to actual wind speed. For now, ignore the column labeled 
  “Break,” as this topic will be addressed later. Once the WSV is known, 
  it’s easy to find the ship’s speed: simply multiply the WSV by the ship’s 
  current speed. (Optionally, for ease of play, you may then round to the 
  nearest number divisible by 5.) Note that winds greater than 75 miles 
  per hour are considered hurricane-force, and no ship is able to maneuver 
  without the aid of magic. Ships unprotected by magic sink in hurricanes 
  within 1d4 hours.
  Example: The schooner of Moonsilver Sea privateer Willoughby Blair 
  is enjoying a 40-mph wind. The ship is sleek and fast, with a base speed of 
  30. To calculate the ship’s wind-assisted speed, Blair’s player multiplies 
  30 by a WSV of 1.6. Captain Blair cuts the foam at a speed of 48 (or 50, if 
  the GM prefers to keep all speeds divisible by 5).
  Modifying the Sailing Ship: If the standard sailing ship from the 
  Pathfinder Roleplaying Game Core Rulebook is being ushered along by a 
  stout 49-mph wind, her speed is calculated as follows: 20 x 1.8 = 36 (or 
  round down to 35).
  Chapter Two:  
  Supplemental Ship  
  And Sea Rules
  Wind Speed Value
  WSV
  MPH
  Break
  .9
  0–5
  —
  1.0
  6–10
  —
  1.1
  11–15
  —
  1.2
  16–20
  —
  1.3
  21–25
  —
  1.4
  26–30
  —
  1.5
  31–35
  +2
  1.6
  36–40
  +3
  1.7
  41–45
  +4
  1.8
  46–50
  +6
  1.9
  51–55
  +10
  2.0
  56–60
  +12
  2.1
  61–65
  +14
  2.2
  66–70
  +16
  2.3
  71–75
  +20
  NA
  76+
  +25
  
  10
  Point of Sail
  Though the speed of the wind is the primary contributor to a ship’s 
  overall performance, the wind’s direction also plays a major role. The 
  direction from which the wind is blowing and how it strikes the sails is 
  more properly referred to as the point of sail. 
  The point of sail (POS) determines if a ship is “reaching,” “running,” 
  or “beating.” When a ship is reaching, it’s getting the most the wind has to 
  offer; the wind direction is favorable to the ship’s current bearing. Captains 
  always hope that their ships are reaching the wind, as this means a speedy 
  voyage. But reaching isn’t always possible. Running occurs when the wind 
  is directly behind the ship and the aft sails prevent the forward sails from 
  catching any wind. So contrary to popular belief, a direct tailwind isn’t the 
  ideal POS for a vessel with dozens of a sails. The worst POS is a wind 
  that forces a ship to sail into it. The only thing a captain dreads more than 
  beating the wind is trying to sail head-on into a wind that blows directly 
  at his bow. Such a ship is usually dead in the water. A ship traveling at 
  anything less than “reaching” will not be able to make use of its full speed. 
  To determine what direction the wind is blowing, see Chapter Three. 
  Then refer to the compass diagram. Each point of the diagram shows a 
  different direction, with sixteen points in all. Consider the ship’s bow 
  pointed “up” on the diagram, (“bow” and “stern” are both printed on 
  the diagram for your convenience). This “bow” position is always the 
  direction the ship is heading (e.g., west, southeast, north-northwest, et 
  cetera). Mark the direction the wind is blowing in relation to the ship, 
  and note the number indicated. For example, if the ship has set a course 
  to the southwest, then the “bow” position of the diagram is noted as being 
  “SW.” An easterly wind will strike the ship’s starboard aft section, which 
  is marked “Reach,” with the POS number 6. In other words, if “bow” 
  on the diagram is southwest, then a wind from the east is marked on 
  the diagram’s lower left portion. You may find that rotating the diagram 
  makes it easier to determine the POS. 
  The numbers on the compass diagram, ranging from 0 to 8, are known 
  as points off the bow. If the wind is from 0 to 2 points off the bow, you’re 
  dead in the water; oars must be used, if available. A mark of 3 points 
  off the bow means your ship is beating, while 4 through 6 is considered 
  reaching, and 7 and 8 are running. The optimal POS are thus 4, 5, and 6, 
  when the maximum number of sails may be deployed to make use of the 
  wind. A captain uses these numbers when relaying orders to his sailors, as 
  in, “Mind the possible pirate rig two points off the port bow!”
  Chapter TWo: Supplemental Ship and Sea Rules
  
  Dead Man's Chest
  11
  Example: Now it’s time for Willoughby Blair’s player to determine his 
  point of sail, and thus his final speed. Blair’s ship, Her Desire, is moving due 
  south, thus the “bow” on the diagram is labeled “south.”   The wind is coming 
  from the north-northeast or a position of 7 on the diagram, in relation to the 
  bow. This means the ship is running the wind and thus moving at 3/4 her max 
  speed. Referring back to the earlier example, we see that Blair’s speed after 
  applying WSV is 50. Since Her Desire is running the wind, this is reduced 
  to 3/4, rounded to the nearest number divisible by 5, for a final speed of 40.
  Other Speed-Influencing Factors
  Depending on the situation, a ship’s ultimate speed can also be affected 
  by two other elements, notably the crew and the captain.
  Crew Complement
  The sailing ship of the Pathfinder Roleplaying Game Core Rulebook 
  requires a crew of 20 sailors. This is the amount of trained sailors needed 
  for the sailing ship to function at full efficiency. Half of any ship’s required 
  number of crewmembers constitutes a “skeleton crew.”
  A ship with only 75% of its “Average” crew number travels at 3/4 its speed, 
  after all other factors have been figured (e.g., wind speed, point of sail, et al), 
  and any checks made to maneuver the ship are done so at a –2 penalty. With 
  at least a skeleton crew but less than 75% of “Average,” the ship’s final speed 
  is cut in half, and all checks to maneuver the ship are made at a –4 penalty.
  A crew is considered a “crack” crew if at least half of its members have 
  a minimum of 4 ranks in Profession (sailor). This ship may add +5 to its 
  speed, and +1 to any type of die roll for ship maneuvering. 
  A crew is considered “veterans” or “old salts” if at least half of its 
  members have a minimum of 7 ranks in Profession (sailor). This ship may 
  add +10 to its speed and +2 to any type of die roll for ship maneuvering. 
  Note that these bonuses are not cumulative with those of the crack crew, 
  but rather used instead of those bonuses. Furthermore, old salts have 
  unshakable morale; they make all Will saves at +4, so long as they are 
  aboard their captain’s vessel.
  Leadership
  A good captain is an inspiration to his crew and can persuade them to 
  reach their fullest potential as sailors. The captain of a vessel may add 
  5 to the ship’s final speed rating if he possesses the Leadership feat or 
  the Lieutenancy class ability (see the Mariner prestige class in Chapter 
  Four). The captain of a vessel may add 10 to the ship’s final speed rating 
  if he possesses the Captaincy class ability. The bonuses to speed do not 
  stack if the character has both Leadership and Lieutenancy/Captaincy.
  GMs may require the captain’s player to roleplay this situation with the 
  NPC sailors in order to gain the speed benefit.
  Additional Speed Concerns
  When a ship moves swiftly, an able crew prepares for two events: 
  yardarm breakage and ship heeling.
  Snapping Yards
  Powerful gusts can break a thick yardarm as easily as an ogre snapping 
  a tree limb. Whenever the WSV is 1.5 or higher, refer to the Wind Speed 
  Value table, under the column labeled “Break.” This number is, in effect, 
  the wind’s chances to snap a yardarm. Roll 1d20 and add the Break 
  number, then compare the result to the yardarm’s statistics to see if the 
  wind fractures the wood. The typical piece of lumber used as a yardarm 
  has the following statistics: 
  Yardarm: 6 in. thick; Hardness 5; hp 60; Break DC 23
  This check is made once every hour during noncombat situations, or 
  once every 10 minutes during combat, as the strain of battle maneuvering 
  puts additional pressure on the yards. Note that this check must be made 
  for every sail in use. The ship’s speed is immediately reduced by a 
  percentage equal to the percentage of the sails that have failed.
  Example: Captain Blair’s ship, Her Desire, encounters some ferocious 
  wind off the coast of the Cliffs of Perdition. The vessel sports a total of 
  eight sails on separate yardarms. Over the course of the next three hours, 
  four sails are lost due to fractured supports. Since half the sails are no 
  longer in use, the ship moves at half speed.
  Heeling
  When a ship is employing several sails and the wind is high, the vessel 
  has a natural tendency to lean over on one side. This canting effect is 
  known in sailor lingo as “heeling.” As the wind speed increases, so too 
  does the degree of heeling. During strong winds, when the ship has run 
  up every yard of sailcloth on board, the ship can heel so dramatically that 
  she’s almost lying flat on her side.
  If the wind speed is above 30 mph, consult the Ship Heeling table to 
  determine penalties for Dexterity checks and attack rolls, as it’s quite 
  difficult to keep one’s footing when the deck is sharply angled. Characters 
  with the skill of Profession (sailor) negate all these penalties on a 
  successful skill check, with the DC depending on the angle of heeling, 
  as detailed on the Ship Heeling table. This check is made whenever a 
  character tries to move or attack during extreme heeling (but never more 
  than once each round).
  Ship Modifications
  Not all ships are created equally. Players looking for a ship that is faster, 
  tougher, or more agile should consider adding modifications to their 
  vessels. Each of the following ship add-ons must be planned, built, or 
  installed (as appropriate) by someone with the skill of Craft (shipwright), 
  or other skill, as described. Some modifications are more difficult to install 
  than others. In order to alter a ship by making one of these adjustments, 
  the shipwright must make a skill check, with the final DC dependent upon 
  the overall complexity of the desired modification. A failed check means 
  that this particular ship-builder is unable to install that feature, though 
  1/2 of the cost of the feature is nonetheless expended on wasted parts. 
  Another shipwright must be consulted to complete the work, and his 
  check is made at +2 to the DC if previous additions have been added by 
  another shipwright (different builders have different techniques). Certain 
  modifications require other skills, such as Profession (sail-mender) or 
  Craft (woodworking). Finally, any modification marked with an asterisk 
  (*) must be installed at the time of the ship’s construction and cannot be 
  fitted later.
  Point of Sail and Speed
  Points Off the Bow
  Speed Modifier
  0–2
  Oars must be used
  3 (beating)
  1/2 Speed
  4–6 (reaching)
  Full Speed
  7–8 (running)
  3/4 Speed
  Ship Heeling Table
  Wind 
  Speed
  Angle
  Dex 
  Penalty
  Penalty
  Attack DC
  31–39
  25˚
  –2
  –2
  12
  40–49
  45˚
  –4
  –3
  16
  50–59
  65˚
  –6
  –4
  20
  60–75
  80˚
  –8
  –5
  24
  76+
  85˚
  –10
  –6
  28
  
  12
  Ship Enhancements
  DC 10
  Elaborate Figurehead. Some ships sport fanciful carvings on their 
  bowsprits. This modification is strictly cosmetic, with no real impact on 
  game play. Players are encouraged to design their own custom figureheads, 
  such as dolphins, mermaids, and other such creatures of myth.
  Skill: Craft (woodworking), Craft (sculpture)
  Cost: 100–1,000 gp, depending on the port and the craftsman.
  Benign Spirit*. Certain ships are favored by spirits—either real or 
  imagined—from another plane of existence. Whether these spirits are the 
  essence of dead sailors or the messengers of benevolent nature deities, 
  they are responsible for at least a portion of the good fortune a ship 
  enjoys. Regardless of their nature, friendly spirits are never truly seen by 
  sailors; if anything, they appear only as a “trick of the light” or something 
  seen in the corner of a man’s eye. Though the exact benefits of having a 
  friendly spirit aboard depend on the GM’s discretion, possibilities include 
  an occasionally increase in wind speed, a hull hit point that is magically 
  repaired overnight, or similar fortuitous happenings.
  Skill: NA
  Cost: +10% of the total ship cost
  Lucky*. This ship is legendary for its good luck. No one really knows 
  why a particular vessel is favored by fortune; all that matters is that events 
  usually work out for the best for the ship’s captain and crew. Maybe the 
  sea gods smile upon the men, or the ship was unknowingly blessed by a 
  passing mermaid. In any event, once per day, the player controlling the 
  lucky ship may modify any ship- or sailing-related die roll by +1; the 
  player need not announce its use before the roll is made, but may wait to 
  see the outcome of the roll before using the bonus.
  Skill: NA
  Cost: +15% of ship cost
  Ram. The ship bears a standard wooden ram mounted on its bow.
  Skill: Craft (shipwright)
  Cost: 10% of ship total cost
  DC 13
  Hidden Towline. Primarily used to haul contraband past the eyes of 
  suspicious dock wardens, a hidden towline consists of a bundle of nets 
  dragged under the ship as she sails through crucial checkpoints. Illegal 
  goods are stored in watertight containers and pulled along under the sea, 
  so as not to be discovered if the ship proper is searched. A hidden towline 
  holds 20 tons of cargo. However, the ship’s draft is 1 foot greater (deeper) 
  per 5 tons of excess cargo.
  Skill: Craft (trapmaking)
  Cost: 400 gp
  Iron Ram. The ship must first sport a ram, as per above. Then the 
  existing ram is encased in a thick iron sheath, adding to its potency as a 
  weapon. Any damage rolls in combat are increased by +1d6. 
  Skill: Craft (shipwright or blacksmith)
  Cost: 1,000 gp
  Chapter TWo: Supplemental Ship and Sea Rules
  
  Dead Man's Chest
  13
  Reinforced Masts. The yardarms and masts of this ship have been 
  improved structurally to help resist the effects of powerful winds. Reduce 
  Break numbers on the Wind Speed Value table by –10.
  Skill: Craft (shipwright)
  Cost: 10% of ship total cost
  DC 16
  Concealed Weapon Port. The belowdecks area undergoes major 
  reconstruction in order to house light or medium ballistae, or even 
  cannons, if they are in use in the campaign. A concealed weapon port 
  can only be recognized on a successful DC 15 Perception check. Each 
  concealed port requires 5 tons of “cargo room,” in addition to the space 
  required by the weapon itself.
  Skill: Craft (shipwright)
  Cost: 500 gp per port (in addition to the cost of the weapons).
  Silk Sails. Few ship modifications are as beautiful as the addition of 
  silk sails. These sails can be designed in whatever color the player desires; 
  they are often embroidered with striking images of the sea. Silk sails give 
  the ship superior rates of movement, as they capture and displace the wind 
  more efficiently. Such sails are usually imported from faraway lands. The 
  ship’s Speed is improved by +1.
  Skill: Craft (sail-maker)
  Cost: 15% of ship total cost
  Sturdy Hull*. The ship’s body has had additional layers of wood added 
  to it, making it thicker and more resilient. The hull’s hardness is increased 
  by +2. Making a sturdy hull uses up 10% of the ship’s cargo space.
  Skill: Craft (shipwright)
  Cost: 10% of ship total cost
  Broad Rudder. A wide rudder makes a ship more nimble. Add +1 to 
  any die roll made while maneuvering the ship.
  Skill: Craft (shipwright)
  Cost: 500 gp
  DC 19
  Extended Keel*. The keel length of this ship is greater than usual for 
  a vessel of its type. The ship’s measurements from bow to stern are 10% 
  longer than normal, though cargo space is not appreciably affected. The 
  ship enjoys a +1 to all checks made to stay afloat, such as during storm 
  conditions or collisions.
  Skill: Craft (shipwright)
  Cost: 10% of overall ship cost
  Glass Bottom. The bottom of the ship is inset with wide windows, 
  permitting those inside to gaze into the ocean. This has no effect on ship 
  performance, other than making the ship’s bottom only as strong as thick 
  glass (Hardness 2; hit points 3; Break DC 8).
  Skill: Craft (glass working)
  Cost: 5% of overall ship cost
  Smuggling Holds. The bulkheads have been modified so that gaps 
  between them serve as hidden cargo storage areas. The ship’s total cargo 
  capacity is decreased accordingly. Only 10% of the total cargo space 
  may be converted, otherwise sharp-eyed customs inspectors might notice 
  that alterations have made. Anyone investigating a ship can discover a 
  smuggling hold with a successful DC 18 Perception or Craft (shipwright) 
  check.
  Skill: Craft (shipwright)
  Cost: 10% of overall ship cost
  DC 22
  Increased Cargo Space. An efficient remodeling of the layout means 
  more room for the ship’s stores. Cargo maximum is improved by 10%.
  Skill: Craft (shipwright)
  Cost: 15% of overall ship cost
  Additional Crew Quarters. This translates into more space for sailors 
  to sleep and eat. The ship may support 10% more passengers, but the 
  cargo room is decreased by 10%.
  Skill: Craft (shipwright)
  Cost: 20% of overall ship cost
  Narrow Hull*. This ship has been intentionally designed with a more 
  slender hull, enabling it to slip through smaller spaces. The beam is 
  decreased by 20%, and cargo room is reduced by 10%. However, the ship 
  gets +2 to any die roll made for maneuvering the vessel.
  Skill: Craft (shipwright)
  Cost: 5% of overall ship cost
  DC 25
  Rapid-Deploy Sails. This ship’s rigging undergoes a wholesale change 
  as improvements in engineering enable the sails to be raised and lower 
  much faster. The ship takes only half as long to make any sail adjustment 
  and it enjoys +1 on any die roll for purposes of maneuvering.
  Skill: Knowledge (engineering)
  Cost: 10% of overall ship cost
  Decreased Draft*. This ship requires less water to stay afloat. The draft 
  is reduced by 2 feet, permitting the vessel to travel through more shallow 
  waters.
  Skill: Craft (shipwright)
  Cost: 15% of overall ship cost
  Wooden Plating. For protection during naval combat, this ship has 
  received additional wooden planks nailed to its hull. The hull’s hit points 
  are increased by +10 and its hardness increased by +2 for every 1 inch 
  of plating, up to a maximum of 3 inches. However, this reduces cargo 
  space by 10% as extra room must be made inside for beams to support the 
  reinforcements. Ship’s speed is also reduced by –5.
  Skill: Craft (shipwright or carpenter)
  Cost: 20% of overall ship cost
  DC 28
  Armor Plating. By attaching metal plates to the ship, the hull’s hit 
  points are increased by +20 and its hardness is increased by +4 per 1 inch 
  of thickness, to a maximum of 3 inches. This reduces cargo space by 15% 
  and speed by –10.
  Skill: Craft (shipwright or blacksmith)
  Cost: 30% of overall ship cost
  Movable Deck. The features of the deck are designed to be moved in 
  order to disguise the ship as an altogether different vessel. After pulling 
  up dozens of kingpins, the crew can slide the sterncastle forward on 
  hidden rails, rearrange the position of the masts, extend the gunwales, 
  lower the poop deck, transfer the ship’s wheel, and make other, merely 
  cosmetic changes such as a new figurehead and different-colored sails. 
  The secret pins, levers, and tracks can only be found if a knowledgeable 
  observer (customs officer, naval inspector, et cetera) succeeds on a DC 22 
  Perception check while actively searching.
  Skill: Craft (shipwright)
  Cost: 40% of overall ship cost
  
  14
  Alternate Ships
  Not satisfied with the vessels presented in the Pathfinder Roleplaying 
  Game Core Rulebook? Following is a brief and generalized account of 
  various ship types that have sailed throughout history, included game 
  statistics. Substitute the standard “sailing ship” with these crafts to add a 
  dash of color to your nautical campaign.
  Barque
  To be called a barque, a ship must have at least three masts, all of 
  them square-rigged save the sternmost one, which is rigged both fore and 
  aft. Barques are notoriously quick with a shallow draft. Historically the 
  barque (or bark) was a favorite of the Caribbean pirates. Required crew is 
  50 sailors, cargo is 80 tons. Base speed of 30 feet/3 miles per hour.
  Brigantine
  A member of the schooner family, the brigantine has two masts. Her 
  foremast is square-rigged while her mainmast is rigged with both fore 
  and aft mainsail, as well as square topsails. The name “brigantine” comes 
  from the Italian word brigantino, or “brigand’s ship.” The brigantine is 
  smaller than a frigate but more nimble in the water, thus it is a choice of 
  pirates and freebooters. Required crew is 40 sailors, cargo is 100 tons. 
  Base speed of 25 feet/2.5 miles per hour.
  Caravel
  The predecessor of the carrack, the caravel is a lumbering explorer. 
  Though originally lateen-rigged, the Spanish and Portuguese later altered 
  them to square-masted ships during the early years of colonization. Most 
  caravels are between 70 and 90 feet long. Required crew is 40 sailors, 
  cargo is 20 tons. Base speed of 20 feet/2 miles per hour.
  Carrack
  The last of the medieval ships, the carracks were the towering workhorses 
  of the sea before the advent of the galleon. Spain and Portugal used 
  these vessels extensively in their explorations of Southeast Asia and the 
  Americas. Carracks are three-masted, square-rigged ships easily identified 
  by their high aft and forecastles, these deck structures being built to often 
  cumbersome heights as defenses against potential boarders. Unlike later 
  designs, the carrack is built not with offensive firepower in mind, but rather 
  to defend against attacks, much like a floating fortress. Required crew is 60 
  sailors, cargo is 140 tons. Base speed of 20 feet/2 miles per hour.
  Cutter
  Cutters differ from sloops in that they always have more than one 
  jib (staysail) in front of the mast. Cutters have a single mast. They’re 
  notoriously light and quick. Required crew is 30 sailors, cargo is 70 tons. 
  Base speed of 25 feet/2.5 miles per hour.
  Frigate
  Throughout history, various types of ships have been known as frigates. 
  Taking its name from the Italian word fregata, the frigate started out as a 
  small oared boat from Venice no more than 35 feet long. The English used 
  the term “frigate” to describe a large warship second only to the man-o-war 
  in fighting capabilities. For the purposes of this sourcebook, a frigate is a 
  three-masted ship with two decks and superior battle prowess. A frigate is 
  swifter than a man-o-war, but not quite so fully armed. If cannons are in use 
  in the campaign, a frigate sports between 24 and 38 guns. Required crew is 
  50 sailors, cargo is 130 tons. Base speed of 20 feet/2 miles per hour.
  Full-Rigged
  Though her name might be confusing, any ship with three masts that are 
  all square-rigged is properly called a full-rigged ship, or simply a ship. Most 
  such vessels also boast small gaff sails on their sternmost mast. Requiring a 
  larger crew than the barque, the full-rigged ship is nonetheless a common 
  cargo carrier. Her rigging is quite complicated, necessitating the need for 
  experienced sailors. Square sails demand more work from all hands. Required 
  crew is 70 sailors, cargo is 120 tons. Base speed of 20 feet/2 miles per hour.
  Galleon
  The galleon was the first ship of the Renaissance period, a vessel 
  designed for both exploration and firepower. The Spanish Armada 
  was comprised of galleons, as were the treasure fleets of most nations 
  plying the coasts of the Americas. Her main weapon batteries are in her 
  broadsides. Though somewhat ungainly when compared to later vessels, 
  the galleon is an integral part of navies the world over. Required crew is 
  60 sailors, cargo is 260 tons. Base speed of 25 feet/2.5 miles per hour.
  Galley
  The galley is one of the oldest and most historied of ships. They were 
  used from the times of the ancient Greeks to as late as 1809 in the Russo-
  Swedish War. Generally speaking, galleys have a single deck and are 
  moved by oar power. Galleys come in a variety of styles, some with up 
  to three tiers of oarlocks. Some galleys complemented their oarlocks with 
  sails. The most famous English galley was that of Captain Kidd, who 
  commanded the notorious Adventure Galley. Required crew is 30 sailors, 
  cargo is 60 tons. Base speed of 20 feet/2 miles per hour.
   Junk
  The most famous type of keelless boat is the junk. The Javanese word 
  djong (ship) led to the Portuguese term junco, used to describe a ship with a 
  flat bow, no keel, and a high stern. Because of a rudder which can be raised 
  and lowered at any time, a junk has superior maneuverability. A junk has 
  two or three masts made of bamboo or rattan and a mat-covered castle or 
  living quarters. Junks are most often found in Oriental cultures. Required 
  crew is 20 sailors, cargo is 90 tons. Base speed of 30 feet/3 miles per hour.
  Ketch
  One of the smaller ocean-going vessels, the ketch is identified by its 
  two masts, the foremast always taller than the aft. The ship’s wheel is 
  always positioned behind the aft mast, otherwise the ship is a yawl. The 
  ketch is favored for her shallow draft, her agility, and the fact that she can 
  be manned by a relatively small crew. Required crew is 30 sailors, cargo 
  is 70 tons. Base speed of 30 feet/3 miles per hour.
  Man-o-War
  Commonly known as “ships of the line,” these tremendous fighters are 
  an advanced form of galleon laden with an average of 65 guns. A man-o-
  war is designed purely for offensive power rather than cargo transportation 
  or exploration. They are so costly to construct and so expensive to 
  outfit that only the wealthiest of countries can afford to maintain them. 
  Chapter TWo: Supplemental Ship and Sea Rules
  
  Dead Man's Chest
  15
  Historically, only England, France, and Spain could support such costly 
  vessels. Required crew is 80 sailors, cargo is 130 tons. Base speed of 20 
  feet/2 miles per hour.
  Pink
  The name “pink” comes from both the Italian word pinco and the Dutch 
  word pincke. A pink is usually square-rigged and used as a merchant 
  hauler and warship. Required crew is 20 sailors, cargo is 90 tons. Base 
  speed of 30 feet/3 miles per hour.
  Schooner
  A schooner is better defined as a class of vessel, rather than a single 
  type of ship. Certain barques, brigantines and other ships are classified as 
  schooners, characterized by their narrow hulls, dual masts, and light cargo 
  capacity. The sail combination must be fore-and-aft rigged to be called a 
  schooner, and the sails are usually hung from spars stretching from the 
  mast’s top toward the stern. Schooners have a low draft and are quick 
  enough to serve as able raiding vessels. Required crew is 30 sailors, cargo 
  is 100 tons. Base speed of 30 feet/3 miles per hour.
  Shebec
  Also known as the xebec, this vessel was found in the hands of the 
  Barbary pirates. A shebec has three lateen-rigged masts, as well as a large 
  complement of oars. She is remarkable for her prominent overhanging 
  bow and stern. Required crew is 30 sailors, cargo is 90 tons. Base speed of 
  25 feet/ 2.5 miles per hour.
  Sloop
  The sloop has only a single mast. The sail is always attached to a spar 
  above, along the edge of the mast, and to a long boom below. As a narrow, 
  lightweight vessel, the sloop is extremely quick in close quarters and is 
  thus often employed by thieves of the sea. As she cannot boast heavy 
  armament, she relies solely on speed. Required crew is 20 sailors, cargo is 
  50 tons. Base speed of 40 feet/4 miles per hour.
  Tartan
  From a historical standpoint, the tartan was used chiefly on the 
  Mediterranean, rather than on the Atlantic. The tartan was made famous 
  (or infamous) by the Barbary Corsairs. As a small, slender, and quick 
  one-masted vessel, the tartan is another fine choice of pirates. She carries 
  fifteen oars per side. Required crew is 10 sailors, cargo is 20 tons. Base 
  speed of 35 feet/3.5 miles per hour.
  Underwater Adventuring
  Many factors come into play when the PCs venture beneath the water’s 
  surface. Following are several important elements to consider whenever 
  the characters explore the undersea depths.
  Swimming
  Characters can swim in the ocean at half their normal speed on a 
  successful Swim check (DC 10 in calm water, DC 15 in rough water, DC 
  20 in stormy water). If not trying to cast a spell or fight, the swimmer 
  can take 10 on this check. Monsters with a Swim speed have a +8 racial 
  bonus on the check, and they may make Run and Charge actions while 
  swimming, so long as they swim in a straight line.
  Breathing
  Any character can hold her breath for a number of rounds equal to 
  twice her Constitution score, but only if she does nothing but take move 
  and free actions. If she takes a standard action or full-round action (such 
  as attacking) the remainder of the duration is reduced by 1 round. After 
  this period of time, the character must make a DC 10 Constitution check 
  every round in order to continue holding her breath. Each round, the DC 
  increases by 1. When the character finally fails her Constitution check, 
  she begins to drown. In the first round, she falls unconscious (0 hp). In 
  the following round, she drops to –1 hit points and is dying. In the third 
  round, she drowns.
  Vision
  How far a PC can see underwater depends on the water’s clarity. As 
  a guideline, creatures can see 4d8 x 10 feet if the water is clear, and 1d8 
  x 10 feet if it’s murky. Moving water is always murky, unless it’s in a 
  particularly large, slow-moving river.
  Perception checks to hear and Stealth checks to move silently function 
  normally underwater. An invisible creature displaces water and leaves a 
  visible, body-shaped “bubble” where the water was displaced. The creature 
  still has concealment (20% miss chance), but not total concealment (50% 
  miss chance).
  Pressure
  Humanoid bodies can only withstand so much pressure before 
  sustaining fatal damage. For every 33 feet a diver descends, the “weight” 
  he feels pressing on him increases by 15 pounds per square inch. In other 
  words, it doesn’t take long at all before the body is forced to withstand 
  incredible force. This pressure affects everything, including the skin, 
  the blood vessels, the lungs, internal organs, and the skeleton. Real-life 
  divers have been unable to descend much beyond 1,000 ft. due to a variety 
  of medical factors, not the least being the need to  depressurize, which 
  requires that they remain submerged for periods as long as 12 hours—this 
  means that they must be able to eat and drink while underwater!
  In a fantasy game, however, magic can protect the body from such 
  things as pressure damage and “the bends.” Two new spells included 
  in Chapter Seven, cure bends and protection from pressure, are all a 
  character needs to survive the depths—as long as he doesn’t forget his 
  water breathing magic!
  Consult the following table for pressure-related information.
  Humanoids and Water Depth
  Race
  Max Safe Depth
  Coralite*
  1,000 ft.
  Dwarf
  700 ft.
  Elf
  300 ft.
  Elf, Sea
  800 ft.
  Gnome
  400 ft.
  Human/Half-elf
  500 ft.
  Half-orc
  600 ft.
  Thume*
  2,000 ft.
  Weedge*
  1,000 ft.
  *New race described in Chapter Six.
  
  16
  Beyond the limits described on the table, characters take damage unless 
  they succeed on a Fortitude save. The base DC for this save is 15. Increase 
  the DC by +1 for every increment of 50 ft. beyond the Max Safe Depth. In 
  other words, if a human PC tries to swim down to a depth of 526 feet, he 
  must succeed on a DC 15 Fort save; attempting a depth of 658 feet increases 
  the DC to 18. Failing any save means that the PC takes 1d6 points of damage 
  per round, until he ascends to a level not beyond his Max Safe Depth.
  If someone exceeds their Max Safe Depth and then swims back toward the 
  surface, they risk the “bends.” The bends is another name for aeroembolism, 
  a condition in which small bubbles form under the skin and cause paralysis, 
  excruciating pain, and sometimes death. After the Max Safe Depth is 
  passed, a diver must swim up very slowly on the return trip, giving his body 
  time to depressurize. Specifically, he can ascend no quicker than 100 feet 
  every 10 minutes. Failure to follow these guidelines results in the bends. 
  Anyone afflicted with the bends suffers 1d6 points of damage per round; 
  Fortitude save (DC 18) for half damage. Furthermore, he must succeed on 
  a Constitution check (DC 15) or pass out from the wrenching pain. Anyone 
  who fails either of these checks on the roll of a natural 1 dies instantly.
  Combat
  While moving through a water medium is at times difficult, fighting in 
  water is nearly impossible. Refer to the accompanying table whenever a 
  PC attempts to engage in underwater combat. Water affects a creature’s 
  Armor Class, attack rolls, damage, and movement. In some cases 
  a creature’s opponents may get a bonus on attacks. The effects are 
  summarized on the table.
  Ranged Attacks
  Thrown weapons are ineffective underwater, even when launched from 
  land. Attacks with other, non-thrown ranged weapons take a –2 penalty on 
  attack rolls for every 5 feet of water they pass through, in addition to the 
  normal penalties for range.
  Attacks from Land
  Characters swimming, floating, or treading water on the surface, or wading 
  in water at least chest deep, have improved cover (+8 bonus to AC, +4 bonus 
  on Reflex saves) from opponents on land. Land-bound opponents who have 
  freedom of movement effects ignore this cover when making melee attacks 
  against targets in the water. A completely submerged creature has total cover 
  against opponents on land unless those opponents have freedom of movement 
  effects. Magical effects are unaffected except for those that require attack rolls 
  (which are treated like any other effects) and fire effects.
  Fire
  Non-magical fire (including alchemist’s fire) does not burn underwater. 
  Spells or spell-like effects with the fire descriptor are ineffective 
  underwater unless the caster makes a Spellcraft check (DC 20 + spell 
  level). If the check succeeds, the spell creates a bubble of steam instead 
  of its usual fiery effect, but otherwise the spell works as described. A 
  supernatural fire effect is ineffective underwater unless its description 
  states otherwise. The surface of a body of water blocks line of effect for 
  any fire spell. If the caster has made a Spellcraft check to make the fire 
  spell usable underwater, the surface still blocks the spell’s line of effect.
  Chapter TWo: Supplemental Ship and Sea Rules
  
  Dead Man's Chest
  17
  Combat Adjustments Underwater
  Condition
  Attack/Damage 
  Slashing or 
  Bludgeoning
  Tail
  Movement
  Off Balance4
  Freedom of 
  movement
  normal/normal
  normal/normal
  normal
  No
  Has a swim speed
  –2/half
  normal
  normal
  No
  Successful Swim check
  –2/half1
  –2/half
  quarter or half2
  No
  Firm footing3
  –2/half
  –2/half
  half
  No
  None of the above
  –2/half
  –2/half
  normal
  Yes
  1 A creature without a freedom of movement effect or a swim speed makes grapple checks underwater at a –2 penalty, but deals damage normally 
  when grappling.
  2 A successful Swim check lets a creature move one-quarter its speed as a move action or one-half its speed as a full-round action.
  3 Creatures have firm footing when walking along the bottom, braced against a ship’s hull, or the like. A creature can only walk along the bottom if 
  it wears or carries enough gear to weigh itself down—at least 16 pounds for Medium creatures, twice that for each size category larger than Medium, 
  and half that for each size category smaller than Medium.
  4 Creatures flailing about in the water (usually because they failed their Swim checks) have a hard time fighting effectively. An off-balance creature 
  loses its Dexterity bonus to Armor Class, and opponents gain a +2 bonus on attacks against it.
  
  18
  The bulk of this chapter contains daily weather entries, small capsules 
  that describe the weather for a particular day, including high and low 
  temperatures, wind speed, and other events. Preceding this information, 
  however, is a look at certain weather-related factors that impact the data 
  in the daily weather entries.
  Temperature
  Temperature in the daily weather entries is listed in Fahrenheit and 
  Celsius, with both highs and lows. For example, you might find this entry: 
  Temp H 92/34 L 71/22. This means that the high temperature for that day 
  will be 92 degrees Fahrenheit or 34 degrees Celsius, with lows of 71 and 
  22 degrees respectively.
  Humidity and Wind Chill
  Two factors that combine with temperature to cause misery to travelers 
  are humidity and wind chill. Though it might actually be 85 degrees, a 
  high humidity can make it feel like an unbearable 105, while a strong 
  wind can drop that and make it feel like a comfortable 72 degrees. High 
  humidity prohibits the body from being able to cool itself properly, thus 
  the body perceives the temperature as being higher than it actually is. This 
  perceived temperature is called the heat index. The daily weather entries 
  show you the base high and low temperatures, but you may optionally 
  alter these temperatures by adding the effects of humidity and wind chill. 
  On warm days, roll on the Random Humidity Table to find the percentage 
  of humidity. When humidity is 50% or higher, refer to the daily weather 
  entry to find the day’s high temperature, then use the Heat Index Table to 
  see how hot a PC feels in such conditions. On days where the cold can be 
  a problem, read the wind speed in the daily weather entry, then refer to the 
  Wind Chill Table.
  Temperature Effects
  Extremely high and low temperatures have serious effects on PCs who 
  are unprotected from the elements. Some of these effects are detailed in 
  the daily weather entries. Other effects include the following:
  Temperature Below 40° F. An unprotected character must succeed on 
  a Fortitude save each hour (DC 15, +1 per previous check) or take 1d6 
  points of nonlethal damage
  Chapter Three: Weather
  
  Dead Man's Chest
  19
   A character who has the Survival skill may receive a bonus on this 
  saving throw and may be able to apply this bonus to other characters 
  as well (see the skill description). A character who takes any nonlethal 
  damage from cold or exposure is beset by frostbite or hypothermia (treat 
  her as fatigued). These penalties end when the character recovers the 
  nonlethal damage she took from the cold and exposure.
  Temperature Below 0° F. In conditions of severe cold or exposure, an 
  unprotected character must make a Fortitude save once every 10 minutes 
  (DC 15, +1 per previous check), taking 1d6 points of nonlethal damage 
  on each failed save. A character who has the Survival skill may receive a 
  bonus on this saving throw and may be able to apply this bonus to other 
  characters as well (see the skill description). Characters wearing winter 
  clothing only need check once per hour for cold and exposure damage.
  Temperature Below -20° F. Extreme cold deals 1d6 points of lethal 
  damage per minute (no save). In addition, a character must succeed on 
  a Fortitude save (DC 15, +1 per previous check) or take 1d4 points of 
  nonlethal damage. Those wearing metal armor or coming into contact 
  with very cold metal are affected as if by a chill metal spell. 
  Temperature Above 90° F. A character in very hot conditions must 
  succeed on a Fortitude saving throw each hour (DC 15, +1 for each 
  previous check) or take 1d4 points of nonlethal damage. Characters 
  wearing heavy clothing or armor of any sort take a –4 penalty on their 
  saves. A character with the Survival skill may receive a bonus on this 
  saving throw and may be able to apply this bonus to other characters as 
  well (see the skill description). Characters reduced to unconsciousness 
  begin taking lethal damage (1d4 points per hour). A character who takes 
  any nonlethal damage from heat exposure now suffers from heatstroke 
  and is fatigued. These penalties end when the character recovers the 
  nonlethal damage she took from the heat.
  Temperature Above 110° F. In severe heat, a character must succeed 
  on a Fortitude save once every 10 minutes (DC 15, +1 for each previous 
  check) or take 1d4 points of nonlethal damage. Characters wearing heavy 
  clothing or armor of any sort take a –4 penalty on their saves. A character 
  with the Survival skill may receive a bonus on this saving throw and 
  may be able to apply this bonus to other characters as well. Characters 
  reduced to unconsciousness begin taking lethal damage (1d4 points per 
  each 10-minute period).
  Temperature Above 140° F. Extreme heat deals lethal damage. 
  Breathing air in these temperatures deals 1d6 points of damage per minute 
  (no save). In addition, a character must succeed on a Fortitude save every 
  5 minutes (DC 15, +1 per previous check) or take 1d4 points of nonlethal 
  damage. Those wearing heavy clothing or any sort of armor take a –4 
  penalty on their saves. In addition, those wearing metal armor or coming 
  into contact with very hot metal are affected as if by a heat metal spell.
  Random Humidity
  1d20
  Arctic
  Tropical
  Temperate
  Equatorial
  1–2
  10%
  50%
  10%
  60%
  3–6
  10%
  60%
  20%
  70%
  7–10
  20%
  70%
  30%
  80%
  11–14
  30%
  80%
  40%
  80%
  15–18
  40%
  80%
  50%
  90%
  19
  50%
  90%
  60%
  90%
  20
  50%
  90%
  70%
  90%
  Heat Index Table
  Humidity
  Temp. (F)
  50%
  60%
  70%
  80%
  90%
  80
  80
  81
  82
  84
  85
  85
  86
  90
  92
  96
  101
  90
  94
  99
  105
  113
  121
  95
  105
  113
  122
  133
  142
  100
  118
  129
  142
  161
  178
  Wind Chill Table
  Wind Speed (mph)
  Temp. (F)
  5
  10
  15
  20
  25
  30
  35
  40
  45
  50
  55
  60
  40
  36
  34
  32
  30
  29
  28
  28
  27
  26
  26
  25
  25
  35
  31
  27
  25
  24
  23
  22
  21
  20
  19
  19
  18
  17
  30
  25
  21
  19
  17
  16
  15
  14
  13
  12
  12
  11
  10
  25
  19
  15
  13
  11
  9
  8
  7
  6
  5
  4
  4
  3
  20
  13
  9
  6
  4
  3
  1
  0
  –1
  –2
  –3
  –3
  –4
  15
  7
  3
  0
  –2
  –4
  –5
  –7
  –8
  –9
  –10
  –11
  –11
  10
  1
  –4
  –7
  –9
  –11
  –12
  –14
  –15
  –16
  –17
  –18
  –19
  5
  –5
  –10
  –13
  –15
  –17
  –19
  –21
  –22
  –23
  –24
  –25
  –26
  0
  –11
  –16
  –19
  –22
  –24
  –26
  –27
  –29
  –30
  –31
  –32
  –33
  –5
  –16
  –22
  –26
  –29
  –31
  –33
  –34
  –36
  –37
  –38
  –39
  –40
  –10
  –22
  –28
  –32
  –35
  –37
  –39
  –41
  –43
  –44
  –45
  –46
  –48
  –15
  –28
  –35
  –39
  –42
  –44
  –46
  –48
  –50
  –51
  –52
  –54
  –55
  –20
  –34
  –41
  –45
  –48
  –51
  –53
  –55
  –57
  –58
  –60
  –61
  –62
  –25
  –40
  –47
  –51
  –55
  –58
  –60
  –62
  –64
  –65
  –67
  –68
  –69
  –30
  –46
  –53
  –58
  –61
  –64
  –67
  –69
  –71
  –72
  –74
  –75
  –76
  –35
  –52
  –59
  –61
  –68
  –71
  –73
  –76
  –78
  –79
  –81
  –82
  –84
  –40
  –57
  –66
  –71
  –74
  –78
  –80
  –82
  –84
  –86
  –88
  –89
  –91
  –45
  –63
  –72
  –77
  –81
  –84
  –87
  –89
  –91
  –93
  –95
  –97
  –98
  
  20
  Wind
  A typical entry for wind might look like this: Wind—10–15 mph. This 
  means that the wind is moving between 10 and 15 miles per hour. Note 
  that this is the base wind speed. You may, at your discretion, roll 4d6 and 
  add the result to the base wind speed. This is especially useful if you are 
  using the advanced sailing rules in Chapter Two and wish to have higher 
  wind speeds to propel a ship faster across the sea.
  Wind Direction. A very important aspect to sailing as ship, as detailed 
  in Chapter Two, is the direction from which the wind is blowing. There 
  are 16 points on the compass diagram in Chapter Two. To determine the 
  direction of the wind, consult the Wind Direction table.
  Daily Weather
  The remainder of this chapter is comprised of the daily weather entries. 
  The information is broken into several parts. To determine daily weather, 
  find the current season (Spring, Summer, Autumn, Winter). Then find the 
  appropriate terrain type (Tropical, Equatorial, Temperate, or Arctic). At 
  this point you can select from one of the following 4 options: Rain/Day, 
  Rain/Night, Dry/Day, Dry/Night. It’s up to you to decide whether it’s day 
  or night, but for purposes of rain, roll 1d20 and use the Precipitation at 
  Sea table. Note that this table in no way represents realistic precipitation 
  chances, but simply provides a ready means to determine random weather. 
  Finally, roll 1d100 to find the exact weather entry for that day.
  Summer
  Tropical
  Heat stroke is a risk for any who travel the warm regions of the world. 
  Those unprepared must succeed on a DC 10 Fortitude save. Another save 
  is required each hour with a DC of 10 + 1 per hour of strenuous work. 
  Resting in shaded areas for 10 minutes per hour negates the +1 to the DC 
  for that hour. Spell components run a 10% chance of spoiling in humidity, 
  if the GM determines they are subject to such damage. Characters with 
  heat stroke may become fatigued, as per the Pathfinder Roleplaying Game 
  Core Rulebook.
  Rain/Day
  01–20
  A gentle breeze blows, adding a pleasant cooling 
  to the warm rain falling. Large drops patter 
  along the deck, occasional sunshine warms the 
  deck, quickly evaporating the rain and adding 
  to the humidity. A sticky aspect of the air grows 
  throughout the day as the humidity rises. Sunlight 
  glints off the water like numerous smaller suns, 
  blinding those not ready for the effect. Waves are 
  large in width but not in height, rocking the ship 
  with their passage. (Temp H 92/34 L 71/22, Wind—
  10–15 mph. Concentration –2 from humidity/
  heat.)
  21–40
  Steady rain pummels the ship and those onboard, 
  quickly soaking all equipment and people. 
  The waves are sedated, rarely topping 5 feet 
  seemingly held down with the rain. The sun tries 
  to pierce the cloud cover with its intense glare, 
  only succeeding in raising the temperature. Wind 
  is non-existent hammered to submission by the 
  heavy rain (Temp H 91/33 L 80/27, Wind—0–5 mph. 
  No impact to skills.)
  41–60
  Seemingly in rhythm with the lapping waves, 
  periodic rain drops in vast amounts, quickly 
  soaking all surfaces and washing away loose 
  items. Between rainfalls the sun attempts to burn 
  away the moisture with blistering heat. Waves roll 
  languidly topping 6 feet in height but not steep 
  enough to make more than an exaggerated 
  rocking motion. The wind blows merrily, billowing 
  out the sails of the ship and propelling the vessel 
  over the large waves. (Temp H 89/32 L 71/22, 
  Wind—10–15 mph. Acrobatics check to balance 
  required during each deluge of rain to avoid 
  being swept along.)
  61–80
  A drizzle of rain, sometimes hard and sometimes 
  light falls continuously throughout the day. All 
  surfaces are thoroughly soaked and heavy 
  with water. The warmth of the occasional sun 
  is diminished slightly by the cool rain, keeping 
  it tolerable for all involved. Waves are present 
  but pose no real threat to the direction of the 
  ship or her course. The wind blows constantly, 
  keeping the sails full but not pushing the limit of its 
  capabilities. (Temp H 87/31 L 78/26, Wind—15-20 
  mph. No impact to skills.)
  81–00
  Heavy rain from unseen clouds pummels the ship 
  and those on deck. Waves like great gray-green 
  boulders smash against the ship every minute. 
  The overhead clouds have descended to a point 
  where it seems the ship is in a large chamber. 
  Wind hurtles against the vessel and its sail, trying to 
  rip it from the mast and rigging. All loose items on 
  deck vie for attention from the crashing waves or 
  the blustery wind. (Temp H 91/33 L 80/27, Wind—
  50–55 mph. Acrobatics –1, Climb –5, Perception 
  –2, concentration checks –2.)
  Precipitation at Sea
  Dry
  Rain/Snow
  Arctic Sea
  1–6
  7–20
  Desert Coast
  1–18
  19–20
  Jungle Coast
  1–4
  5–20
  Swamp Coast
  1–9
  10–20
  Temperate Sea
  1–12
  13–20
  Tropical Sea
  1–7
  8–20
  Random Wind Direction
  Roll 1d4, then 1d8
  1–2
  3–4
  1d8
  Wind Direction
  1d8
  Wind Direction
  1
  NNE
  1
  SSW
  2
  NE
  2
  SW
  3
  ENE
  3
  WSW
  4
  E
  4
  W
  5
  ESE
  5
  WNW
  6
  SE
  6
  NW
  7
  SSE
  7
  NNW
  8
  S
  8
  N
  Chapter Three: Weather
  
  Dead Man's Chest
  21
  Rain/Night
  01–20
  The cool of the night is accompanied by the 
  patter of rain upon the deck. The humidity keeps 
  the coolness of the night from being comfortable. 
  The moon makes itself known through the clouds, 
  illuminating a portion of the night sky to milky 
  white. The waves crash against the hull as if 
  trying to keep the ship from reaching its goal. The 
  bounce of the ship as it passes over the waves 
  keeps all but the soundest sleepers awake. (Temp 
  H 90/32 L 71/22, Wind—0–5 mph. No impact to 
  skills)
  21–40
  Heavy rain from unseen clouds pummels the ship 
  and those on deck. Waves can be seen in the 
  dark like great gray-green boulders smash against 
  the ship every minute. The clouds press on the 
  ship cloaking all details over 10 feet away. Wind 
  crashes against the vessel and its sail, trying to 
  tear it from its supports. All loose items on deck 
  vie for attention from the crashing waves or the 
  blustery wind. (Temp H 91/33 L 80/27, Wind—60–65 
  mph. Acrobatics –1, Climb –5, Perception –3, 
  concentration checks –2.)
  41–60
  Seemingly in rhythm with the lapping waves, 
  periodic rain drops in vast amounts, quickly 
  soaking all surfaces and washing away loose 
  items. Waves roll languidly topping 6 feet in height 
  but not steep enough to make more than an 
  exaggerated rocking motion. A light wind blows 
  carrying mist from the still warm water, visible in 
  the occasional moonlight. (Temp H 76/25 L 71/22, 
  Wind—5–10 mph. Vision is reduced to 1/2 from the 
  mist and the darkness. Darkvision is unaffected. 
  Acrobatics check to balance required during 
  each deluge of rain to avoid being swept along.)
  61–80
  A drizzle of rain, varying in strength continuously 
  throughout the nighttime hours. All surfaces are 
  thoroughly soaked and heavy with water. The 
  warmth of the day rapidly disappears replaced 
  with the humidity of the still evaporating water 
  around the ship. Waves are present but pose no 
  real threat to the direction of the ship. The wind 
  blows constantly, keeping the sails full but not 
  pushing the limit of its capabilities. (Temp H 80/27 L 
  78/26, Wind—12–18 mph. No impact to skills.)
  81–00
  A constant rain falls from gray clouds overhead 
  keeping all within it thoroughly soaked. The wind 
  propels the ship slowly, seemingly held back by 
  the rain, over the large hillock shaped waves. 
  Occasional lightning flashes illuminate the depth 
  of the rain, looking like iron bars for as far as the 
  eye can see, peppering the water. (Temp H 79/27 
  L 71/22, Wind—5–10 mph. Climb –1, vision-based 
  Perception –1, Reflex saves –1, Vision is reduced to 
  1/2 due to heavy rain. Darkvision is unaffected.)
  Dry/Day
  01–20
  The large sun dominates the sky but a swift breeze 
  keeps the temperature to a more moderate level. 
  Spray pulled up from the many waves, capped 
  in white froth. The horizon is marked with a large 
  bank of gray clouds promising rain in the next day 
  or two. (Temp H 90/33 L 75/24, Wind—10–15 mph. 
  No impact to skills.)
  21–40
  Clouds run amok along the sky, occasionally 
  blocking the sun and its warmth. The wind 
  seemingly growls as it tears across the water at the 
  ship. The sail quivers trying to keep the wind from 
  escaping. Waves rise up and crash against the 
  hull of the ship, each impact like a bludgeon from 
  nature itself. (Temp H 89/32 L 77/25, Wind—45–50 
  mph. Acrobatics –1, Climb –5, hearing-based 
  Perception –1.)
  41–60
  A crystal clear sky magnifies the sun directing its 
  heat against the ship and her crew. The wind puffs 
  slowly, not enough to extinguish a candle let alone 
  cool the flesh of those in the open. Waves move 
  across the water like a herd, trying to carry the ship 
  along in their wake, fighting the vessel should it try 
  to turn away. The spray carries over the rail into 
  the faces of those on deck, quickly drying to leave 
  powdered salt. (Temp H 92/33 L 87/31, Wind—0–5 
  mph. No impact to skills.)
  61–80
  The thick clouds overhead threaten to release 
  their burden but maintain their hold for now. The 
  moderate wind moves both the ship and the 
  clouds, lifting the waves to heights of 10 feet, 
  launching the spray into the air. The ship rolls with 
  the impacts as it tips down one wave and up 
  another, the prow having difficulty cutting through 
  the water. (Temp H 89/32 L 82/28, Wind—10–12 
  mph. No impact to skills.)
  81–00
  The sky is clear, dotted with numerous small 
  unimposing puffs of cloud. A steady wind blows 
  determined to cart items away in its embrace. The 
  sun, high overhead seems a greater distance than 
  usual given the lack of heat generated. Abundant 
  waves run to the horizon, making up for size with 
  numbers. Churned to a gray-green only a few feet 
  under the surface can be seen with any clarity; 
  another indicator of the weak sun. (Temp H 79/26 L 
  77/25, Wind—18–20 mph. No impact to skills.)
  Dry/Night
  01–20
  Clear sky provides a view of the numerous 
  constellations and guiding stars. Wind gusts from 
  the northeast creating a flapping staccato to 
  match the waves breaking on the hull of the ship. 
  White capped waves, visible in the moonlight 
  reach for the sailors onboard, topping 7–8 feet. A 
  slight mist can be felt in the wind; consequently, all 
  surfaces are slick and shiny with moisture. (Temp 
  H 80/27 L 79/26, Wind—15–25 mph. Acrobatics –1, 
  Climb –1, hearing-based Perception –1.)
  21–40
  Clouds of stone gray run from horizon to horizon, 
  extinguishing the stars and moon from view. The 
  absence of wind allows the sails and rigging to 
  hang listless, like cloth in a shop window. The water 
  is unmarked, calm for many miles around the ship, 
  waves visible in the far distance. Pressure seems to 
  build, raising the temperature over several hours 
  to just above a comfortable level. (Temp H 78/26 
  L 75/24, Wind—0–5 mph. Experienced sailors (2+ 
  ranks) know a storm is coming. No impact to skills. 
  Reroll on Tropical Rain/Day chart in 1d4 hours for 
  result.)
  
  22
  41–60
  The cool of the night is identified by the daytime 
  heat escaping the decking, misting the moisture 
  collected through the daylight hours. Raising the 
  humidity to an uncomfortable level it deadens 
  the night sounds of creaking riggings and lapping 
  waves. Lone trenches of waves roll the ship as it 
  moves through them like long strides of a great 
  beast. Occasional clouds plunge the ship into 
  darkness, allowing the moon and stars to peer 
  through again in a few moments. (Temp H 90/32 L 
  78/26, Wind—10–20 mph. No impact to skills.)
  61–80
  Moon and gray clouds do battle overhead for 
  dominance, sometimes plunging the world into 
  darkness or a dim twilight. Numerous waves about 
  the size of a man run the length of the water as 
  far as the eye can see, all topped with a cone of 
  greenish white froth. The rigging and sails have 
  rivulets of collected water which pools on the 
  deck. Lines are heavy with water and deck boards 
  are slick and shiny, sometimes reflecting the 
  occasional starlight. (Temp H 78/26 L 75/24, Wind—
  20–25 mph. Climb –1, vision-based Perception –1, 
  Reflex saves –1.)
  81–00
  Clear ebony night overhead provides astronomers 
  and navigators a fine view of the stars and planets. 
  A gentle wind blows from the west flapping the 
  sail and nettings. Small waves lap against the 
  side of the ship like a heartbeat; reflections of the 
  moon on the waves stand out stark white against 
  the black background of the water and night 
  sky. (Temp H 79/26 L 75/24, Wind—5–10 mph. No 
  impact to skills.)
  Temperate
  Rain/Day
  01–20
  A gentle breeze blows, adding a slight chill to the 
  damp air. Large drops patter along the deck, 
  warmed by the occasional sunshine and quickly 
  evaporating. Gray-white clouds fill the sky from 
  horizon to horizon predicting a constant rainfall. 
  Waves are large in width but not in height, rocking 
  the ship with their passage (Temp H 70/21 L 54/12, 
  Wind—5–10 mph. No Impact to skills.)
  Chapter Three: Weather
  
  Dead Man's Chest
  23
  21–40
  Intense rain from ebony clouds pummel the ship 
  and those unfortunate enough to be on deck. 
  Waves like great gray-green boulders smash 
  against the ship every minute. The overhead 
  clouds have descended to a point where it seems 
  the ship is in a large subterranean chamber. The 
  sail struggles to remain attached to the mast as 
  the wind tries to rip it from the rigging. All loose 
  items on deck vie for attention from the crashing 
  waves or the blustery wind. (Temp H 64/18 L 62/17, 
  Wind—70–75 mph. Acrobatics –1. Perception –3, 
  concentration checks –2.)
  41–60
  The sky carries a darker shade than normal, clouds 
  so thick they block out all trace of light. Rain is 
  propelled horizontally with the wind, hitting like 
  daggers and needles reducing vision to mere feet 
  around each person. Winds blow loose objects 
  and people unprepared for its force off course. 
  Waves 15–30 feet high assault the ship, blowing 
  over the rail and soaking sailors with its frigid 
  embrace. (Temp H 79/26 L 75/24, Wind—27–35 
  mph. Acrobatics –2, Perception –4, Disable Device 
  and other skills requiring fine manipulation of 
  objects –5.)
  61–80
  A constant rain falls from gray clouds overhead 
  keeping all within it thoroughly soaked. The wind 
  propels the ship slowly, seemingly held back by 
  the rain, over the large hillock shaped waves. 
  Occasional lightning flashes illuminate the depth 
  of the rain, looking like iron bars for as far as the 
  eye can see, peppering the water. (Temp H 61/16 
  L 53/12 Wind—5–10 mph. Climb –1, vision-based 
  Perception –1, Reflex –1, vision reduced to 1/2, 
  darkvision is unaffected.)
  81–00
  A simple rain falls creating a constant drone of 
  rain on the wooden deck. The wind is not strong 
  enough to alter the vertical direction of the rain 
  letting the sail hang like a soaked rag from the 
  mast. The subtle waves rock the ship almost 
  undetectably as they move on under currents. 
  Clouds looking like an inverted mountain range 
  press down upon the ship and crew. (Temp H 48/9 
  L 44/7, Wind—5–10 mph. No impact to skills)
  Rain/Night
  01–20
  Lightning rippled clouds streak by overhead, 
  waves lift like cliffs (6–15 feet) around the vessel. 
  Rain alternates from side to side and straight 
  down with the force of a hammer blow. Rivers 
  of water course around the deck from the rain 
  and waves creating treacherous footing for all 
  onboard. The sails snap and crack as it fills with 
  the wind, dropping deluges of collected rain 
  to the deck below. Periodically the sky lights up 
  with a lightning blast nearby painting everything 
  within shades of white and gray, all other times 
  the charcoal sky and water bestow a sense of 
  isolation. (Temp H 37/3 L 36/2, Wind—55–60 mph. 
  Acrobatics –5, Climb –3, Disable Device and 
  other skills requiring fine manipulation of objects 
  –3, vision-based Perception –3, concentration 
  checks –5.)
  21–40
  A constant rain falls from gray clouds overhead 
  keeping all within it thoroughly soaked. The wind 
  propels the ship slowly, seemingly held back by 
  the rain, over the large hillock shaped waves. 
  Occasional lightning flashes illuminate the depth 
  of the rain, looking like iron bars for as far as the 
  eye can see, peppering the water. (Temp H 42/6 
  L 39/4 Wind—5–10 mph. Acrobatics –1, Climb 
  –1, vision-based Perception –2, Reflex –1, vision 
  reduced to 1/2; darkvision is unaffected.)
  41–60
  Thick rolling clouds erupt constantly with thunder 
  and rain beating upon the wooden planks. 
  The percussion of the rain is accented with the 
  occasional spray of mountainous waves carried 
  on the wind. Gusts of wind blow across the ship 
  attempting to pull everything along in its wake. 
  Sight is reduced to feet, distance eliminated 
  with the thick sheets of rain. (Temp H 59/15 L 
  48/9, Wind—15–20 mph. Acrobatics –5, Climb 
  –3, Disable Device and other skills requiring 
  fine manipulation of objects –2, vision-based 
  Perception –3, Reflex saves –5.)
  61–80
  Hurricane force rain and wind, the ship is tossed 
  like a child’s doll. Huge waves like mountains 
  threaten to topple the vessel and launch the 
  sailors into the unforgiving sea. Wind blows 
  fiercely lifting all heavy objects not lashed down 
  and propelling them around and off the ship. The 
  sky and water are undistinguishable, erasing the 
  horizon as both are steel gray. (Temp H 62/17 L 
  54/12, Wind—60–80 mph. Acrobatics –10, Climb 
  –5, Disable Device and other skills requiring fine 
  manipulation of objects –10, Reflex saves –10, 
  concentration checks –10.)
  81–00
  A simple rain falls creating a constant drone of 
  rain on the wooden deck. The wind is not strong 
  enough to alter the vertical direction of the rain 
  letting the sail hang like a soaked rag from the 
  mast. The subtle waves rock the ship almost 
  undetectably as they move on under currents. 
  Clouds looking like an inverted mountain 
  range press down upon the ship and crew. 
  Navigation can only be done through compass 
  or landmarks. (Temp H 59/15 L 58/14 Wind—5–10 
  mph. No impact to skills)
  Dry/Day
  01–20
  The large sun dominates the sky but a swift 
  breeze keeps the temperature to a cooler level. 
  Spray pulled up from the many waves, capped 
  in white froth and thrown across the deck. The 
  horizon is marked with a large bank of gray clouds 
  promising rain in the next day or two. (Temp H 48/9 
  L 35/2, Wind—10–15 mph. No impact to skills.)
  21–40
  The sky is clear, dotted with numerous small 
  unimposing puffs of cloud. A steady wind blows, 
  determined to cart items away in its embrace. The 
  sun, high overhead, seems a greater distance than 
  usual given the lack of heat generated. Abundant 
  waves run to the horizon, making up for size with 
  numbers. Churned to a gray-green only a few feet 
  under the surface can be seen with any clarity, 
  another indicator of the weak sun. (Temp H 70/21 L 
  54/12, Wind—18–20 mph. No impact to skills.)
  
  24
  41–60
  A crystal clear sky magnifies the sun directing its 
  heat against the ship and her crew. The wind 
  puffs slowly, not enough to extinguish a candle let 
  alone cool the flesh of those on this warmer than 
  usual day. Waves move across the water like a 
  herd, trying to carry the ship along in their wake, 
  fighting the vessel should it try to turn away. The 
  spray carries over the rail into the faces of those on 
  deck, quickly drying to leave traces of powdered 
  salt. (Temp H 82/28 L 68/20, Wind—5–10 mph. Sun 
  stroke in 3d8 rounds unless properly attired for the 
  sun. Sunburn in 15 minutes on exposed flesh. Vision-
  based Perception –1, concentration checks –2.)
  61–80
  Sun and gray clouds do battle overhead for 
  dominance, sometimes plunging the water into a 
  dark twilight or bright daylight. Numerous waves, 
  about the size of a man, run the length of the 
  water as far as the eye can see, all topped with a 
  cone of white froth. The wind picks this froth from 
  each and carries it along and coats all surfaces. 
  This cooling spray makes the trip enjoyable for 
  most onboard, even in the shade. The rigging and 
  sails flap in the breeze, occasionally dropping 
  additional sprays to the deck, glinting like jewels 
  in the periodic sun. (Temp H 75/24 L 61/16, Wind—
  18–20 mph. No impact to skills.)
  81–00
  Gray the color of stone has been painted from 
  horizon to horizon, plunging the day into twilight. 
  The absence of wind allows the sails and rigging 
  to hang listless, like cloth in a shop window. 
  The water is unmarked, calm for many miles 
  around the ship, waves visible in the far distance. 
  Pressure seems to build, raising the temperature 
  over several hours to a more comfortable level. 
  (Temp H 64/18 L 51/11, Wind—5–10 mph. Reroll 
  in 4 game hours on the wet-day chart for the 
  approaching storm. No impact to skills).
   
  Dry/Night
  01–20
  Clear sky provides a view of the numerous 
  constellations and guiding stars. Wind gusts 
  from the northeast creating a flapping staccato 
  to match the waves breaking on the hull of 
  the ship. White capped waves, visible in the 
  moonlight reach for the sailors onboard, topping 
  7–8 feet. A slight mist can be felt in the wind; 
  consequently, all surfaces are slick and shiny 
  with moisture (Temp H 39/4 L 37/3, Wind—15–25 
  mph. Acrobatics –1, Climb –1, hearing-based 
  Perception –1.)
  21–40
  Clear ebony night overhead provides astronomers 
  and navigators a fine view of the stars and planets. 
  A gentle wind blows from the south flapping the sail 
  and nettings. Small waves lap against the side of 
  the boat like a heartbeat; small white caps stand 
  out stark against the black background of the 
  water and night sky. (Temp H 64/18 L 62/17, Wind—
  15–25 mph. No impact to skills)
  41–60
  An overcast sky blocks the view of all but the 
  brightest stars and planets. Some navigation can 
  still be done by experienced sailors. A breeze 
  comes and goes, proving to be a fickle asset 
  for the sails on the ship, waves playing tag rock 
  the ship gently back and forth. (Temp H 79/26 L 
  75/24, Wind—5–10 mph. No impact to skills)
  61–80
  Numerous stars turn the night sky into a twilight 
  gray, offsetting the jet black of the calm water. A 
  steady soft wind blows propelling the ship along 
  on its way. The sound of the surf being cut by 
  the hull is seemingly alone, periodically joined by 
  the creak of the rigging and the soft voice of a 
  sailor. (Temp H 61/16 L 53/12, Wind—10–15 mph. 
  Navigation +1, concentration checks +1)
  81–00
  A severe wind blows threatening to rip the sail 
  from the mast, propelling the vessel over the 
  waves like a toy. Thick ribbons of cloud race 
  overhead like gray gashes in the constellations. 
  Many large waves run the length of vision, 
  occasionally growing to such a large size (45 
  feet) they threaten to topple the ship like flotsam. 
  (Temp H 48/9 L 44/7, Wind—60–65 mph. Climb –1, 
  concentration checks –1.)
   
  Arctic
  Wind chill is a real concern when the temperature drops below 32 
  degrees Fahrenheit. Exposure to the wind risks frostbite for flesh. The 
  time it takes for the cold to damage flesh can be found on the Wind Chill 
  Table.
  Rain/Day
  01–20
  White gray clouds span from horizon to horizon, 
  periodic deluges of snow drop upon the water 
  and the ship. The deck is quickly covered in a 
  white blanket of snow making progress slow 
  around the ship. Finding equipment is difficult 
  for the inexperienced sailor, boxes and barrels 
  becoming nondescript objects in the snow. The 
  wind moves the snow in various directions as it 
  descends, moving the sails to half full with their 
  strongest force. (Temp H –10/–23 L –15/–26, Wind—
  10–15 mph. Movement reduced to 1/2 normal for 
  deep snow, exposed flesh risk frostbite).
  21–40
  Sleet drops like sheets of needles upon sailors 
  in the open. The wind drives the sleet almost 
  horizontally across the waves. Large mountains of 
  water move across the area threatening to bash 
  the vessel into submission. The steel gray sky rolls 
  like the underside of a surf promising many hours 
  of attack. The rigging creaks and sails moan 
  ominously in the barrage of the storm. Movement 
  along the deck is perilous at best; those in the 
  upper reaches of the vessel cling for their lives. 
  (Temp H –15/–26 L –25/–31, Wind—20–25 mph. 
  Exposed flesh risks frostbite in 1d10 minutes. 
  Acrobatics –2, Climb –2, Disable Device and 
  other skills requiring fine manipulation of objects 
  –2, Perception –5, concentration checks –3.)
  41–60
  Freezing mist falls like a cloud landing on the 
  water. Wind is present but too weak to fill sails. 
  Ice floes move on the sunken currents, dancing 
  around the ship at great distances. Waves 
  are subdued, seemingly moving in numerous 
  directions, no pattern discernible. Ice forms on 
  most surfaces with extended exposure, sails and 
  rigging becoming rigid and hazardous with each 
  passing hour. (Temp H –15/–26 L –20/–29 Wind—
  0–5 mph. Hypothermia and ice burn for exposed 
  flesh in 1d20 minutes of continuous exposure. 
  Acrobatics –2, Perception –2.)
  Chapter Three: Weather
  
  Dead Man's Chest
  25
  61–80
  Lightning rippled clouds streak by overhead, 
  waves lift like cliffs (6–15 feet) around the vessel. 
  Rain and sleet alternate from side to side and 
  straight down with the force of a hammer blow. 
  Ice coats all exposed surfaces in minutes creating 
  treacherous areas on the ship and rigging. The 
  sails snap and crack as it fills with the wind, snow 
  and ice, chunks of collected ice dropping to 
  the deck below. Periodically the sky lights up 
  with a lightning blast nearby painting everything 
  within shades of white and gray, all other times 
  the charcoal sky and water bestow a sense of 
  isolation. (Temp H –20/–29 L –31/–35 Wind—25–35 
  mph. Acrobatics –2, Perception –5, Reflex saves 
  –2. Hypothermia and frostbite on any exposed 
  flesh in 1d8 minutes of continued exposure. 
  10% chance of course change required for ice 
  formation in path of ship.)
  81–00
  The sky carries a darker shade than normal, 
  clouds so thick they block out all trace of light. 
  Rain is propelled horizontally with the wind, hitting 
  like daggers and needles, reducing vision to 
  mere feet around each person. Ice forms on all 
  surfaces making passage difficult on deck. Winds 
  blow loose objects and people unprepared for 
  its force off course. Waves 5–30 feet high assault 
  the ship, blowing over the rail and soaking sailors 
  with its frigid embrace. (Temp H –20/–29 L –29/–34 
  Wind—27–35 mph. Hypothermia for ill-prepared 
  individuals on deck, frostbite and numb limbs 
  within 1d8 minutes of continued exposure. 
  Acrobatics –5, Climb –3, Disable Device and 
  other skills requiring fine manipulation of objects 
  –10, Perception –6.)
  Rain/Night
  01–20
  Lightning rippled clouds streak by overhead, 
  waves lift like cliffs (6–15 feet) around the vessel. 
  Hail alternates from side to side and straight 
  down with the force of a hammer blow. Ice 
  coats all exposed surfaces in minutes creating 
  treacherous areas on the ship and rigging. The 
  sails snap and crack as it fills with the wind, 
  snow and ice, dropping chunks of ice to the 
  deck below. Periodically the sky lights up with 
  a lightning blast nearby painting everything 
  within shades of white and gray, all other times 
  the charcoal sky and water bestow a sense of 
  isolation. (Temp H –20/–29 L –31/–35 Wind—45–50 
  mph. Acrobatics –2, Perception –5, Reflex saves 
  –2. Hypothermia and frostbite on any exposed 
  flesh in 1d8 minutes of continued exposure. 
  10% chance of course change required for ice 
  formation in path of ship).
  21–40
  Freezing mist falls like a cloud landing on the 
  water. Wind is present but too weak to fill sails. 
  Ice floes move on the sunken currents, dancing 
  around the ship at great distances. Waves 
  are subdued, seemingly moving in numerous 
  directions, no pattern discernible. Ice forms on 
  most surfaces with extended exposure, sails and 
  rigging becoming rigid and hazardous with each 
  passing hour. (Temp H –15/–26 L –20/–29 Wind—
  0–5 mph. Hypothermia and ice burn for exposed 
  flesh in 1d20 minutes of continuous exposure. 
  Acrobatics –2, Perception –2.)
  41–60
  The night sky carries a darker shade than normal, 
  clouds so thick they block out all trace of light. 
  Rain is propelled horizontally with the wind, hitting 
  like daggers and needles reducing vision to 
  mere feet around each person. Ice forms on all 
  surfaces making passage difficult on deck. Winds 
  blow loose objects and people unprepared for 
  its force off course. Waves 15–30 feet high assault 
  the ship, blowing over the rail and soaking sailors 
  with its frigid embrace. (Temp H –20/–29 L –29/–34 
  Wind—27–35 mph. Hypothermia for ill-prepared 
  individuals on deck, frostbite and numb limbs 
  within 1d8 minutes of continued exposure. 
  Acrobatics –5, Climb –3, Disable Device and 
  other skills requiring fine manipulation of objects 
  –10, Perception –6.)
  61–80
  Constant icy drizzle settles on all surfaces, turning 
  the dark night into a dark gray, reducing vision to 
  nearly nonexistent. Frigid temperatures freeze the 
  moisture within minutes on every surface. Travel 
  across deck is difficult but manageable to those 
  familiar with surroundings. Sound is subdued 
  with the ice pellets, adding a muffling effect to 
  conversations. Waves are unseen but can be felt 
  hitting the ship every few seconds, occasionally 
  bathing the deck with its spray, a testament to its 
  height of several feet. (Temp H –10/–23 L –15/–26 
  Wind—5–10 mph. Perception –2. Movement on 
  deck reduced to 1/2 from ice. Those moving at 
  full require a Dexterity check (DC 25) to remain 
  standing (15% chance of falling into the water). 
  Darkvision reduced by two-thirds.)
  81–00
  Large thick flakes drop around the ship, landing 
  softly on the water before melting. Equipment 
  and decking are quickly covered in a thick 
  blanket of white snow. Waves roll languidly 
  topping 6 feet in height but not steep enough 
  to make more than an exaggerated rocking 
  motion. A light wind blows carrying the flakes 
  on the air currents, visible in the occasional 
  moonlight. (Temp H 19/–7 L –2/–19 Wind—5–10 
  mph. Vision is reduced to 1/2 from the snow and 
  darkness. Darkvision is unaffected. Acrobatics 
  check required to move through deep snow and 
  slippery deck beneath.)
   
  Dry/Day
  01–20
  Clear blue sky overhead provides ample room 
  for the bright sun to shine. Wind gusts from the 
  northeast flapping the sail and nettings. White 
  capped waves, topping 7–8 feet high seem to 
  be pushing large chunks of ice along in their 
  grasp. (Temp H –21/–29L –28/–33, Wind—10–15 
  mph. Those working while facing the sun risk 
  sun blindness 10% chance, 15% should their 
  race normally dwell in the dark (duergar, drow, 
  goblin, etc) 10% chance of course change 
  required for ice floe in path of ship).
  
  26
  21–40 
  Sun and gray clouds do battle overhead for 
  dominance, sometimes plunging the water 
  into a dark twilight or bright daylight. Numerous 
  waves, about the size of a man run the length 
  of the water as far as the eye can see, all 
  topped with a cone of white froth. The wind 
  picks this froth from each and carries it along 
  freezing it to any surface it covers. The rigging 
  and sails labor under the extra weight of the ice, 
  glinting like jewels in the periodic sun. (Temp H 
  –25/–32 L –32/–36, Wind—20–25 mph. Acrobatics 
  –2. Climb –2, vision-based Perception –1, 
  Reflex saves –2. Exposed flesh risk frostbite in 
  1d10 minutes. 12% chance of course change 
  required for ice floe in path of ship.)
  41–60 
  Gray the color of stone has been painted from 
  horizon to horizon, plunging the day into twilight. 
  The absence of wind allows the sails and rigging 
  to hang listless, like cloth in a shop window. The 
  water is unmarked, calm for many miles around 
  the ship, waves visible in the far distance. 
  Pressure seems to build, raising the temperature 
  over several hours to a more comfortable 
  level. Icebergs in the distance hold steady like 
  islands. (Temp H –17/–27 L –20/–29, Wind—0–5 
  mph. Experienced sailors (2+ ranks) know a 
  storm is coming. No impact to skills. Reroll on 
  Arctic Rain/Day chart in 1d4 hours for result. 2% 
  chance of course change for icebergs in path 
  of ship.)
  61–80
  Streamers of billowy clouds race overhead 
  in the wind. Large waves buffet the ship 
  attempting to carry it along with them. Wind 
  assaults the vessel hard from the west, never 
  wavering or letting up. Tacking into the wind 
  seems impossible from its vicious force while 
  tacking with the wind runs a risk of never getting 
  control of the ship back. (Temp H –20/–29 L 
  –27/–33 Wind—35–40 mph. Acrobatics –1, Climb 
  –1, Reflex saves –1.)
  81–00
  The air burns with the wind chill crusting ice all 
  over the ship, the sun adding no aid to the frigid 
  temperature. Clouds are non-existent in the sky, 
  collecting only on the horizons. While filling the 
  sails, the wind steals the breath from those on 
  deck freezing exposed flesh in minutes. (Temp H 
  –18/–28 L –35/–37 Wind—45–50 mph. Acrobatics 
  –1, Climb –2, Disable Device and other skills 
  requiring fine manipulation of objects –2.)
   
  Dry/Night
  01–20
  Clear ebony night overhead provides 
  astronomers and navigators a fine view of the 
  stars and planets. A gentle wind blows from 
  the south flapping the sail and nettings. Small 
  waves lap against the side of the boat like 
  a heartbeat, icebergs stand out stark white 
  against the black background of the water and 
  night sky. (Temp H –20/–29 L –25/–32, Wind—5–10 
  mph. 10% chance of course changes required 
  for ice floe in path of ship. No impact to skills).
  21–40
  Large clouds move overhead, blocking the stars 
  and moon with their bulk. The ship rolls gently 
  on the waves as it rides through the water. 
  Occasionally larger waves provide a small drop 
  for the vessel as it is carried over the lip of the 
  wave. The strong wind takes the ship along with 
  it, filling the sails and pulling at cloaks of those 
  onboard. (Temp H –22/–30 L –26/–32, Wind—
  10–15 mph. Acrobatics –1, hearing-based 
  Perception –1.)
  41–60
  Clouds block all stars and only hint at the 
  location of the moon, adding a claustrophobic 
  feel to the trip. The absence of wind allows the 
  sails and rigging to hang listless, like cloth in a 
  shop window. The ebony water ripples in the soft 
  breeze, white caps standing out like glowing 
  embers. (Temp H –19/–28 L –25/–32, Wind—0–5 
  mph. No impact to skills. 2% chance of course 
  change for icebergs in path of ship).
  61–80
  Partial clouds cover sections of the sky, 
  seemingly unmoving. Large waves buffet the 
  ship attempting to carry it along with them. 
  Wind assaults the vessel hard from the west, 
  never wavering or letting up. Travel during the 
  night at full sail runs double risk of collision with 
  ice. (Temp H –25/–32 L –29/–34 Wind—25–35 
  mph. Acrobatics –1, Climb –1, Reflex saves –1. 
  15% chance of course change for ice.)
  81–00
  Wisps of cloud move across the sky sometimes 
  blocking the stars. The brightness of the 
  visible stars and moon provides ample light to 
  maneuver around the ship and perform most 
  tasks. The ever-present wind provides enough 
  force to keep the ship moving at optimum 
  speed. The absence of spray from the calm 
  waters allows for equipment to dry. (Temp H 
  –29/–34 L –31/–35, Wind—20–25 mph. No impact 
  to skills.)
   
  Equatorial
  Within the Equatorial region, humidity becomes an issue for temperature 
  measurement. Reference to the Humidity Table will bring about a more 
  realistic gauge for temperature; consequently, the effects of heat upon 
  those traveling the waves should be watched closely.
  Rain/Day
  01–20
  A heavy wind blows, adding a texture to the 
  warm rain falling. Large drops patter along the 
  deck, occasional sunshine warms the deck, 
  quickly evaporating the rain and adding to 
  the humidity. A sticky aspect of the air grows 
  throughout the day as the humidity rises. Sunlight 
  glints off the water like numerous smaller suns, 
  blinding those not ready for the effect. Waves 
  are large in width but not in height, rocking the 
  ship with their passage. (Temp H 89/32 L 80/27, 
  Wind—30–35 mph. Concentration checks –2.) 
  Chapter Three: Weather
  
  Dead Man's Chest
  27
  21–40
  Heavy rain pummels the ship and those 
  onboard, quickly soaking all equipment and 
  people. The waves are sedated, rarely topping 5 
  feet seemingly held down with the impact of the 
  rain. The sun tries to pierce the cloud cover with 
  its intense glare, only succeeding in raising the 
  temperature. Wind is non-existent, hammered 
  to submission by the heavy rain (Temp H 75/24 L 
  71/22, Wind—0–5 mph. No impact to skills.)
  41–60
  Seemingly in rhythm with the lapping waves, 
  periodic rain drops in vast amounts, quickly 
  soaking all surfaces and washing away loose 
  items. Between rainfalls the sun attempts to 
  burn away the moisture with blistering heat, 
  never quite successful and so leaving all with 
  a heaviness of moisture. Waves roll languidly 
  topping 6 feet in height but not steep enough 
  to make more than an exaggerated rocking 
  motion. The wind blows merrily, billowing out 
  the sails of the ship and propelling the vessel 
  over the large waves. (Temp H 79/26 L 71/22, 
  Wind—10–15 mph. Acrobatics check to balance 
  required during each deluge of rain to avoid 
  being swept along.)
  61–80
  A drizzle of rain, sometimes hard and sometimes 
  light, falls continuously throughout the day. All 
  surfaces are thoroughly soaked and heavy 
  with water. The warmth of the occasional sun 
  is diminished slightly by the cool rain, keeping it 
  tolerable for all involved. Waves are present but 
  pose little threat to the navigation of the ship or 
  to the course she wishes to take. The wind blows 
  constantly, keeping the sails full but not pushing 
  the limit of its capabilities. (Temp H 87/31 L 78/26, 
  Wind—15–20 mph. No impact to skills.)
  81–00
  Heavy rain from unseen clouds pummels the 
  ship and those on deck. Waves like great gray-
  green boulders smash against the ship every 
  minute. The overhead clouds have descended 
  to a point where it seems the ship is in a large 
  chamber. Wind hurtles against the vessel and its 
  sail, trying to rip it free from the mast and rigging. 
  All loose items are tossed around the decking 
  creating hazards for those on deck. (Temp H 
  80/27 L 74/23, Wind—50–55 mph. Acrobatics –2, 
  Climb –3, concentration checks –1.)
   
  Rain/Night
  01–20
  The humidity of the night is made comfortable 
  by the patter of rain upon the deck. The 
  coolness of the rain seems to steal some of the 
  moisture from the air. The thin clouds mask the 
  presence of the stars but leave a large halo 
  where the moon tries to shine. The waves crash 
  against the hull as if trying to keep the ship 
  from reaching its goal. The bounce of the ship 
  as it passes over the waves keeps all but the 
  soundest sleepers awake. (Temp H 80/27 L 71/22, 
  Wind—0–5 mph. No impact to skills)
  21–40
  Heavy rain from ebony clouds press down on 
  the ship and those on deck. Waves can be 
  seen in the dark like great gray-green boulders 
  smashing against the ship every minute. The 
  overhead clouds have descended to a point 
  where it seems the ship is in a large chamber. 
  Wind hurtles against the vessel and its sail, trying 
  to rip it from the mast and rigging. All loose items 
  on deck vie for attention from the crashing 
  waves or the blustery wind. (Temp H 77/25 L 
  62/17, Wind—20–25 mph. Acrobatics –1, Climb 
  –5, Perception –3, concentration checks –2.)
  41–60
  Seemingly in rhythm with the lapping waves, 
  periodic rain drops in vast amounts, quickly 
  soaking all surfaces and washing away loose 
  materials. Waves roll languidly topping 6 feet 
  in height but not steep enough to make more 
  than an exaggerated rocking motion. A light 
  wind blows carrying a humid mist from the still 
  warm water, visible in the intermittent moonlight. 
  (Temp H 76/24 L 71/22, Wind—5–10 mph. Vision is 
  reduced to 1/2 from the mist and the darkness. 
  Acrobatics check to balance required during 
  each deluge of rain to avoid being swept 
  along.)
  61–80
  A drizzle of rain, sometimes hard and sometimes 
  light, falls continuously throughout the nighttime 
  hours. All surfaces are thoroughly soaked and 
  heavy with water. The warmth of the day rapidly 
  disappears replaced with the humidity of the still 
  evaporating water around the ship. The waves 
  are smaller than normal and works with the rain 
  to stay weak enough to be inconsequential. The 
  wind blows constantly, keeping the sails full but 
  not pushing the limit of its capabilities. (Temp H 
  80/27 L 78/26, Wind—12–18 mph. No impact to 
  skills.)
  81–00
  A thrashing rain accompanies hurricane force 
  winds. In the distance amid lightning flashes 
  water spouts can be seen reaching for the 
  sky. Waves, the size of small mountains, rise 
  above the vessel giving the ship a wide span 
  of view when atop a wave, and a sense of 
  claustrophobia when in a gully. (Temp H 79/26 L 
  71/22, Wind—45–50 mph. Acrobatics –5, Climb 
  –5, vision-based Perception –3. Vision is reduced 
  to 1/2 due to heavy rain.)
   
  Dry/Day
  01–20
  The large sun dominates the sky but a swift 
  breeze keeps the temperature to a more 
  moderate level. Spray is pulled up from the 
  many waves, capped in white froth. The 
  horizon is marked with a large bank of gray 
  clouds promising rain in the next day or two. 
  The humidity rises throughout the day adding 
  a weight to the sun which saps the strength of 
  those not acquainted with the Equatorial waters. 
  (Temp H 81/28 L 75/24, Wind—10–15 mph. No 
  impact to skills.)
  
  28
  21–40
  Clouds run amok along the sky, occasionally 
  blocking the sun and its warmth. The wind 
  seemingly growls as it tears across the water at 
  the ship. The sail quivers trying to keep the wind 
  from escaping. Waves rise up and crash against 
  the hull of the ship each impact like a bludgeon 
  from nature itself. (Temp H 77/25 L 74/23, Wind—
  60–65 mph. Acrobatics –1, Climb –5, hearing-
  based Perception –2.)
  41–60
  A crystal clear sky magnifies the sun directing its 
  heat against the ship and her crew. The wind 
  puffs slowly, not enough to extinguish a candle let 
  alone cool the flesh of those in the open. Waves 
  move across the water like a herd, trying to carry 
  the ship along in their wake, fighting the vessel 
  should it try to turn away. The spray carries over 
  the rail into the faces of those on deck, quickly 
  drying to leave powdered salt. (Temp H 77/25 L 
  74/23 Wind—0–5 mph. No impact to skills.)
  61–80
  The thick clouds overhead threaten to release their 
  burden, moisture released in the form of a thick 
  palpable air. While no rain has fallen during the 
  day all surfaces are beaded with sweat and spray 
  from the moisture-laced air. The moderate wind 
  moves both the ship and the clouds, lifting the 
  waves to heights of 10 feet, launching the spray 
  into the air. The ship rolls with the impacts as it tips 
  down one wave and up another, the prow having 
  difficulty cutting through the water. (Temp H 77/25 
  L 75/24, Wind—10–12 mph. No impact to skills.)
  81–00
  The sky is clear, dotted with numerous small 
  unimposing puffs of cloud. A steady wind blows 
  determined to cart items away in its embrace. 
  The sun, high overhead, seems a greater 
  distance than usual given the lack of heat 
  generated. Abundant waves run to the horizon, 
  making up for size with numbers. Churned to a 
  gray-green only a few feet under the surface 
  can be seen with any clarity, another indicator 
  of the weak sun. (Temp H 79/26 L 77/25, Win—
  20–25 mph. No impact to skills.)
   
  Dry/Night
  01–20
  Clear sky provides a view of the numerous 
  constellations and guiding stars. Wind gusts from 
  the southwest creating a flapping staccato to 
  match the waves breaking on the hull of the ship. 
  White capped waves, visible in the moonlight, 
  reach for the sailors onboard, topping 7–8 feet. A 
  slight mist can be felt in the wind; consequently, all 
  surfaces are slick and shiny with moisture. (Temp 
  H 75/24 L 61/16, Wind—15–25 mph. Acrobatics –1, 
  Climb –1, hearing –based Perception –1.) 
  21–40
  Clouds of stone gray run from horizon to horizon, 
  extinguishing the stars and moon from view. The 
  absence of wind allows the sails and rigging to 
  hang listless, like cloth in a shop window. The 
  water is unmarked, calm for many miles around 
  the ship, waves visible in the far distance. 
  Pressure seems to build, raising the temperature 
  over several hours to just above a comfortable 
  level. (Temp H 76/24 L 75/24, Wind—0–5 mph. 
  Experienced sailors (2+ ranks) know a storm is 
  coming. No impact to skills. Reroll on Equatorial 
  Rain/Day chart in 1d4 hours for result.)
  41–60
  The cool of the night is identified by the daytime 
  heat escaping the decking, misting the moisture 
  collected through the daylight hours. Raising the 
  humidity to an uncomfortable level, it deadens 
  the night sounds of creaking riggings and lapping 
  waves. Long trenches of waves roll the ship as it 
  moves through them like long strides of a great 
  beast. Occasional clouds plunge the ship into 
  darkness, allowing the moon and stars to peer 
  through again in a few moments. (Temp H 76/24 
  L 69/21, Wind—10–20 mph. No impact to skills.)
  61–80
  Periodic clouds block the moon and stars 
  stealing their dim light and guidance. Numerous 
  waves, about the size of a man run the length of 
  the water as far as the eye can see, all topped 
  with a cone of greenish-white froth. The rigging 
  and sails have rivulets of collected water which 
  pools on the deck. Lines are heavy with water 
  and deck boards are slick and shiny, reflecting 
  any light source. (Temp H 78/26 L 75/24, Wind—
  20–25 mph. Climb –1, vision-based Perception 
  –1, Reflex save –1.)
  81–00
  Clear ebony night overhead provides 
  astronomers and navigators a fine view of the 
  stars and planets. A gentle wind blows from the 
  west flapping the sail and nettings. Small waves 
  lap against the side of the boat like a heartbeat, 
  reflections of the moon on the waves stand out 
  stark white against the black background of 
  the water and night sky. (Temp H 79/26 L 75/24, 
  Wind—5–10 mph. No impact to skills.)
  Spring
  Tropical
  Heat stroke is a risk for any who travel the warm regions of the world. 
  Those unprepared must make a Fortitude save DC 10. Another save is 
  required each hour with a DC of 10 + 1 per hour of strenuous work. 
  Resting in shaded areas for 10 minutes per hour negates the +1 to the DC 
  for that hour. Spell components run a 10% chance of spoiling in humidity, 
  if the GM determines they are subject to such damage. Characters with 
  heat stroke may become fatigued, as per the Pathfinder Roleplaying Game 
  Core Rulebook.
  Rain/Day
  01–20
  A gentle breeze blows, adding a pleasant 
  cooling to the warm rain falling. Large drops 
  patter along the deck, occasional sunshine 
  warming the deck, quickly evaporating the rain 
  and adding to the humidity. A sticky aspect of 
  the air grows throughout the day as the humidity 
  rises. Sunlight sparkles off the water like numerous 
  smaller suns, blinding those unprepared for 
  the effect. Waves are large in width but not 
  in height, rocking the ship with their passage. 
  (Temp: H 85/29 L 78/26, Wind—5–10 mph. 
  Concentration checks –2.) 
  Chapter Three: Weather
  
  Dead Man's Chest
  29
  21–40
  Heavy rain beats the ship and those onboard, 
  quickly drenching all equipment and people. 
  The waves are minimal, rarely topping 5 
  feet, held down with the rain. The sun tries to 
  penetrate the cloud cover with its intense glare, 
  only succeeding in raising the temperature. 
  Wind is non-existent, beaten to submission by the 
  heavy rain (Temp: H 91/33 L 88/31, Wind—0–5 
  mph. No impact to skills.)
  41–60
  Seemingly in rhythm with the lapping waves, 
  periodic rain drops in vast amounts, quickly 
  soaking all surfaces and washing away loose 
  items. Between rainfalls the sun attempts to burn 
  away the moisture with blistering heat. Waves roll 
  languidly topping 6 feet in height but not steep 
  enough to make more than an exaggerated 
  rocking motion. The wind blows merrily, billowing 
  out the sails of the ship and propelling the vessel 
  over the large waves. (Temp: H 89/32 L 71/22, 
  Wind—10–15 mph. Acrobatics check to balance 
  required during each deluge of rain to avoid 
  being swept along.)
  61–80
  A drizzle of rain, alternating between light and 
  hard, falls continuously throughout the day. All 
  surfaces are thoroughly waterlogged and heavy 
  with water. The warmth of the occasional sun 
  is diminished slightly by the cool rain, keeping it 
  tolerable for all involved. Waves are present but 
  pose no real threat to the direction of the ship or 
  her course. The wind blows constantly, keeping 
  the sails full but not pushing the limit of its 
  capabilities. (Temp: H 86/30 L 75/24, Wind—30–35 
  mph. No impact to skills.)
  81–00
  Grayish clouds dump heavy rains upon the 
  ship and her riders. Waves like great gray-
  green boulders smash against the ship every 
  minute. The overhead clouds have descended 
  to a point where it seems the ship is in a large 
  chamber. Wind hurtles against the vessel and its 
  sail, trying to rip it from the mast and rigging. All 
  loose items on deck vie for attention from the 
  crashing waves or the blustery wind. (Temp: H 
  90/32 L 80/27, Wind—20–25 mph. Acrobatics –1, 
  Climb –5, Perception –3, concentration checks 
  –2. 5% chance of a colossal sized wave hitting 
  the ship (20% chance of capsize if hit on the side, 
  10% if on the nose of the ship))
   
  Rain/Night
  01–20
  The cool of the night is accompanied by the 
  patter of rain upon the deck. The humidity 
  keeps the coolness of the night from being 
  comfortable. The moon makes itself known 
  through the clouds, illuminating a portion of the 
  night sky to milky white. The waves crash against 
  the hull as if trying to keep the ship from reaching 
  its goal. The bounce of the ship as it passes over 
  the waves keeps all but the soundest sleepers 
  awake. (Temp: H 89/32 L 78/26, Wind—0–5 mph. 
  No impact to skills)
  21–40
  Falling rain eliminates possible viewing of any 
  distance greater than 50 feet. Waves can be 
  seen in the dark like great gray-green boulders 
  smashing against the ship every minute. Wind 
  hurtles against the vessel and its sail, trying to rip 
  it from the mast and rigging. The strong wind tries 
  to steal any small items from the ship through 
  sheer determination and strength. (Temp: H 
  87/31 L 81/27, Wind—45–50 mph. Acrobatics –1, 
  Climb –5, Perception –3, concentration checks 
  –2.)
  41–60
  The waves rock the ship in cadence to the 
  heavy rain, quickly soaking all surfaces and 
  washing away loose items. Waves roll languidly 
  topping 6 feet in height but not steep enough to 
  make more than an exaggerated rolling motion. 
  A light wind blows carrying mist from the still 
  warm water, visible in the occasional moonlight. 
  (Temp: H 85/29 L 78/26, Wind—5–10 mph. Vision 
  is reduced to 1/2 from the mist and the darkness. 
  Acrobatics check to balance required during 
  each deluge of rain to avoid being swept 
  along.)
  61–80
  A thick misting of rain keeps all items and 
  equipment saturated. The comfort of the day 
  rapidly disappears replaced with the humidity 
  of the still evaporating water around the ship. 
  Waves are present but pose no real threat to the 
  ship. The wind blows constantly, keeping the sails 
  full but not pushing the limit of its capabilities. 
  (Temp: H 83/28 L 72/22, Wind—25–30 mph. No 
  impact to skills.)
  81–00
  A constant rain falls from gray clouds overhead 
  keeping all within it thoroughly soaked. The wind 
  propels the ship slowly, seemingly held back by 
  the rain, over the large hillock shaped waves. 
  Occasional lightning flashes illuminate the depth 
  of the rain, looking like iron bars for as far as the 
  eye can see, peppering the water. (Temp: H 
  89/32 L 85/29, Wind—5–10 mph. Climb –1, vision-
  based Perception –1, Reflex saves –1. Vision is 
  reduced to 1/2 due to heavy rain.)
   
  Dry/Day
  01–20
  The large sun dominates the sky but a swift 
  breeze keeps the temperature to a more 
  moderate level. Spray is pulled up from the 
  many waves, capped in white froth. The horizon 
  is marked with a large bank of gray clouds 
  promising rain in the next day or two. (Temp: H 
  91/33 L 79/26, Wind—20–25 mph. No impact to 
  skills.)
  21–40
  Clouds run amok along the sky, occasionally 
  blocking the sun and its warmth. The wind 
  seemingly howls as it tears across the water at 
  the ship. The sail quivers trying to keep the wind 
  from escaping. Waves rise up and crash against 
  the hull of the ship, each impact like a bludgeon 
  from nature itself. (Temp: H 86/30 L 79/26, Wind—
  60–65 mph. Acrobatics –1, Climb –5, hearing-
  based Perception –2.)
  
  30
  41–60
  A crystal clear sky magnifies the sun, directing 
  its heat against the ship and her crew. The wind 
  puffs slowly, not enough to quench the heat 
  from the flesh of those in the open. Waves move 
  across the water like a herd, trying to carry 
  the ship along in their wake, fighting the vessel 
  should it try to turn away. The spray carries over 
  the rail into the faces of those on deck, quickly 
  drying to leave powdered salt. (Temp: H 85/30 L 
  73/23, Wind—0–5 mph. No impact to skills.)
  61–80
  The thick clouds overhead threaten to release 
  their burden but maintain their hold for now. The 
  moderate wind moves both the ship and the 
  clouds, lifting the waves to heights of 10 feet, 
  launching the spray into the air. The ship rolls 
  with the impacts as it tips down one wave and 
  up another, the prow having difficulty cutting 
  through the water. (Temp: H 87/31 L 79/26, 
  Wind—20–25 mph. No impact to skills.)
  81–00
  The sky is clear, dotted with numerous small 
  unimposing puffs of cloud. A steady wind blows 
  determined to cart items away in its embrace. 
  The sun, high overhead, seems a greater 
  distance than usual given the lack of heat 
  generated. Abundant waves run to the horizon, 
  making up for size with numbers. Churned to a 
  gray-green only a few feet under the surface 
  can be seen with any clarity, another indicator 
  of the weak sun. (Temp: H 84/29 L 72/22, Wind—
  18–20 mph. No impact to skills.)
   
  Dry/Night
      01–20
  Clear sky provides a view of the numerous 
  constellations and guiding stars. Wind gusts from 
  the northeast creating a flapping staccato to 
  match the waves breaking on the hull of the ship. 
  White capped waves, visible in the moonlight, 
  reach for the sailors onboard, topping 7–8 feet. A 
  slight mist can be felt in the wind; consequently, all 
  surfaces are slick and shiny with moisture. (Temp: 
  H 86/30 L 75/24, Wind—15–25 mph. Acrobatics –1, 
  Climb –1, hearing-based Perception –1.)
  21–40
  Clouds of stone gray run from horizon to horizon, 
  extinguishing the stars and moon from view. The 
  absence of wind allows the sails and rigging to 
  hang listless, like cloth in a shop window. The 
  water is unmarked, calm for many miles around 
  the ship, waves visible in the far distance. 
  Pressure seems to build, raising the temperature 
  over several hours to just above a comfortable 
  level. (Temp: H 78/26 L 73/23, Wind—0–5 mph. 
  Experienced sailors (2+ ranks) know a storm is 
  coming. No impact to skills. Reroll on Tropical 
  Rain/Day chart in 1d4 hours for result.)
  41–60
  The cool of the night is identified by the daytime 
  heat escaping the decking, misting the moisture 
  collected through the daylight hours. Raising the 
  humidity to an uncomfortable level, it deadens 
  the night sounds of creaking riggings and lapping 
  waves. Long trenches of waves roll the ship as it 
  moves through them like long strides of a great 
  beast. Occasional clouds plunge the ship into 
  darkness, allowing the moon and stars to peer 
  through again in a few moments. (Temp: H 88/31 
  L 80/27, Wind—10–20 mph. No impact to skills.)
  61–80
  Moon and gray clouds do battle overhead 
  for dominance, sometimes plunging the world 
  into a dark twilight or bright daylight. Numerous 
  waves, about the size of a man run the length of 
  the water as far as the eye can see, all topped 
  with a cone of greenish white froth. The rigging 
  and sails have rivulets of collected water which 
  pools on the deck. Lines are heavy with water 
  and deck boards are slick and shiny, sometimes 
  reflecting the occasional illumination. (Temp: 
  H 78/26 L 75/24, Wind—20–25 mph. Acrobatics 
  –1, Climb –1, vision-based Perception –1, Reflex 
  saves –1.)
  81–00
  Clear ebony night overhead provides 
  astronomers and navigators a fine view of the 
  stars and planets. A gentle wind blows from the 
  west flapping the sail and nettings. Small waves 
  lap against the side of the boat like a heartbeat; 
  reflections of the moon on the waves stand out 
  stark white against the black background of 
  the water and night sky. (Temp: H 75/24 L 72/22, 
  Wind—5–10 mph. No impact to skills.)
  Temperate
  Rain/Day
  01–20
  A gentle breeze blows, adding a slight chill to 
  the damp air. Large drops patter along the 
  deck, occasionally warmed by the occasional 
  sun and quickly evaporating. Gray white clouds 
  fill the sky from horizon to horizon predicting a 
  constant rainfall. Waves are large in width but 
  not in height, rocking the ship with their passage 
  (Temp: H 39/4 L 37/3, Wind—5–10 mph. No 
  impact to skills.)
  21–40
  Heavy rain from ebony clouds pummels the ship 
  and those unfortunate enough to be on deck. 
  Waves like great gray-green boulders smash 
  against the ship every minute. The overhead 
  clouds have descended to a point where 
  it seems the ship is in a large subterranean 
  chamber. Wind plunges against the vessel and 
  its sail, trying to rip it from the mast and rigging. 
  All loose items on deck vie for attention from 
  the crashing waves or the blustery wind. (Temp: 
  H 45/7 L 36/2 Wind—35–45 mph. Acrobatics –1, 
  Climb –5, Perception –3, concentration checks 
  –2.)
  41–60
  The sky carries a darker shade than normal, 
  clouds so thick they block out all trace of light. 
  Rain is propelled horizontally with the wind, 
  hitting like daggers and needles reducing vision 
  to mere feet around each person. Winds blow 
  loose objects and people unprepared for its 
  force off course. Waves 15–30 feet high assault 
  the ship, blowing over the rail and soaking sailors 
  with its frigid embrace. (Temp: H 42/6 L 40/4, 
  Wind—45–50 mph. Acrobatics –2, Disable Device 
  and other skills requiring fine manipulation of 
  objects –5, Perception –4.)
  Chapter Three: Weather
  
  Dead Man's Chest
  31
  61–80
  A constant rain falls from gray clouds overhead 
  keeping all within it thoroughly soaked. The wind 
  propels the ship slowly, seemingly held back by 
  the rain, over the large hillock shaped waves. 
  Occasional lightning flashes illuminate the depth 
  of the rain, looking like iron bars for as far as the 
  eye can see, peppering the water. (Temp: H 
  42/6 L 35/2 Wind—5–10 mph. Climb –1, vision-
  based Perception –1, Reflex saves –1. Vision is 
  reduced to 1/2 due to heavy rain.)
  81–00
  The drone of the rain on the wooden deck 
  becomes hypnotic after a time. The wind is not 
  strong enough to alter the vertical direction 
  of the rain letting the sail hang like a soaked 
  rag from the mast. The subtle waves rock the 
  ship almost undetectably as they move on 
  under currents. Clouds looking like an inverted 
  mountain range press down upon the ship and 
  crew. (Temp: H 48/9 L 40/4, Wind—5–10 mph. No 
  impact to skills)
   
  Rain/Night
  01–20
  Lightning-rippled clouds streak by overhead, 
  waves lift like cliffs (12–20 feet) around the vessel. 
  Large rain drops alternate from side to side and 
  straight down with the force of a hammer blow. 
  Rivers of water course around the deck from the 
  rain and waves creating treacherous footing for 
  all onboard. The sails snap and crack as it fills 
  with the wind, dropping deluges of collected 
  rain to the deck below. Periodically the sky 
  lights up with a lightning blast nearby painting 
  everything within shades of white and gray, all 
  other times the charcoal sky and water bestow a 
  sense of isolation. (Temp: H 36/2 L 26/–3, Wind—
  30–35 mph. Acrobatics –5, Disable Device and 
  other skills requiring fine manipulation of objects 
  –3, vision-based Perception –3, concentration 
  checks –5.)
  21–40
  A constant rain falls from gray clouds overhead 
  keeping all within it thoroughly soaked. The wind 
  propels the ship slowly, seemingly held back by 
  the rain, over the large hillock shaped waves. 
  Occasional lightning flashes illuminate the depth 
  of the rain, looking like iron bars for as far as the 
  eye can see, peppering the water. (Temp: H 
  43/6 L 31/–1, Wind—5–10 mph. Climb –1, vision-
  based Perception –1, Reflex saves –1. Vision is 
  reduced to 1/2 from heavy rain.)
  
  32
  41–60
  Thick rolling clouds erupt constantly with thunder 
  and rain beating upon the wooden planks. 
  The percussion of the rain is accented with the 
  occasional spray of mountainous waves carried 
  on the wind. Gusts of wind blow across the ship 
  attempting to pull everything along in its wake. 
  Sight is reduced to feet, distance eliminated 
  with the thick sheets of rain. (Temp: H 41/5 L 
  38/3, Wind—30–50 mph. Acrobatics –5, Climb 
  –2, Disable Device and other skills requiring 
  fine manipulation of objects –2, vision-based 
  Perception –3, concentration checks –1.)
  61–80 
  Hurricane force rain and wind, the ship is tossed 
  like a child’s doll. Huge waves like mountains 
  threaten to topple the vessel and launch the 
  sailors into the unforgiving sea. Wind blows 
  fiercely lifting all heavy objects not lashed down 
  and propelling them around and off the ship. 
  The sky and water are undistinguishable, erasing 
  the horizon as both are steel gray. (Temp: H 
  35/2 L 29/–2, Wind—80–90 mph. Acrobatics –10, 
  Disable Device and other skills requiring fine 
  manipulation of objects -10, Reflex saves –10. 
  Movement is reduced to 1/3 normal.)
  81–00
  A simple rain falls creating a drumbeat of rain 
  on the wooden deck. The wind is not strong 
  enough to alter the vertical direction of the rain 
  letting the sail hang like a soaked rag from the 
  mast. The subtle waves rock the ship almost 
  undetectably as they move on under currents. 
  Clouds looking like an inverted mountain 
  range press down upon the ship and crew. 
  Navigation can only be done through compass 
  or landmarks. (Temp: H 37/3 L 28/–2 Wind—5–10 
  mph. No impact to skills.
   
  Dry/Day
  01–20
  The large sun governs the sky but a swift breeze 
  keeps the temperature to a cooler level. Spray 
  is pulled up from the many waves, capped in 
  white froth and thrown across the deck. The 
  horizon is marked with a large bank of gray 
  clouds promising rain in the next day or two. 
  (Temp: H 47/8 L 39/4, Wind—20–25 mph. No 
  impact to skills.)
  21–40
  The sky is clear, dotted with numerous small 
  unimposing puffs of cloud. A steady wind blows, 
  determined to cart items away in its embrace. 
  The sun, high overhead, seems a greater 
  distance than usual given the lack of heat 
  generated. Abundant waves run to the horizon, 
  making up for size with numbers. Churned to a 
  gray-green only a few feet under the surface 
  can be seen with any clarity, another indicator 
  of the weak sun. (Temp: H 43/6 L 33/1, Wind—18–
  20 mph. No impact to skills.)
  41–60
  A crystal clear sky amplifies the sun directing its 
  heat against the ship and her crew. The wind 
  puffs slowly, not enough to extinguish a candle let 
  alone cool the flesh of those on this warmer than 
  usual day. Waves move across the water like a 
  herd, trying to carry the ship along in their wake, 
  fighting the vessel should it try to turn away. The 
  spray carries over the rail into the faces of those on 
  deck, quickly drying to leave traces of powdered 
  salt. (Temp: H 40/4 L 35/2, Wind—5–10 mph. Sun 
  stroke in 3d8 rounds unless properly attired for the 
  sun. Sunburn in 15 minutes on exposed flesh. Vision-
  based Perception –1, concentration checks–2.)
  61–80
  Sun and gray clouds do battle overhead for 
  dominance, sometimes plunging the water into a 
  dark twilight or bright daylight. Numerous waves, 
  about the size of a man, run the length of the 
  water as far as the eye can see, all topped with a 
  cone of white froth. The wind picks this froth from 
  each and carries it along and coats all surfaces. 
  This cooling spray makes the trip enjoyable for 
  most onboard, even in the shade. The rigging and 
  sails labor and flap in the breeze, occasionally 
  dropping additional sprays to the deck, glinting 
  like jewels in the periodic sun. (Temp: H 44/7 L 
  39/4, Wind—18–20 mph. No impact to skills.)
  81–00
  Gray the color of stone has been painted from 
  horizon to horizon, plunging the day into twilight. 
  The absence of wind allows the sails and rigging 
  to hang listless, like cloth in a shop window. 
  The water is unmarked, calm for many miles 
  around the ship, waves visible in the far distance. 
  Pressure seems to build, raising the temperature 
  over several hours to a more comfortable level. 
  (Temp: H 37/3 L 32/0, Wind—5–10 mph. Reroll 
  in 4 game hours on the Wet/Day chart for the 
  approaching storm. No impact to skills.)
   
  Dry/Night
  01–20
  Clear sky provides a view of the numerous 
  constellations and guiding stars. Wind gusts from 
  the east creating a flapping staccato to match 
  the waves breaking on the hull of the ship. White 
  capped waves, visible in the moonlight reach for 
  the sailors onboard, topping 7–8 feet. A slight mist 
  can be felt in the wind; consequently, all surfaces 
  are slick and shiny with moisture (Temp: H 38/3 L 
  31/–1, Wind—15–25 mph. Acrobatics –1, Climb –1, 
  Navigation +1, hearing-based Perception –1.)
  21–40
  Clear ebony night overhead provides 
  astronomers and navigators a fine view of the 
  stars and planets. A gentle wind blows from the 
  south flapping the sail and nettings. Small waves 
  lap against the side of the boat like a heartbeat; 
  small white caps stand out stark against the 
  black background of the water and night sky. 
  (Temp: H 41/5 L 36/2, Wind—15–25 mph. No 
  impact to skills.)
  41–60
  An overcast sky blocks the view of all but the 
  brightest stars and planets. Some navigation can 
  still be done by experienced sailors. A breeze 
  comes and goes, proving to be a fickle asset 
  for the sails on the ship. Waves playing tag rock 
  the ship gently back and forth. (Temp: H 42/6 L 
  29/–2, Wind—5–10 mph. No impact to skills.) 
  Chapter Three: Weather
  
  Dead Man's Chest
  33
  61–80
  Numerous stars turn the night sky into a twilight 
  gray, offsetting the jet black of the calm water. 
  A steady soft wind blows propelling the ship 
  along on its way. The sound of the surf being cut 
  by the hull is seemingly alone, periodically joined 
  by the creak of the rigging and the soft voice of 
  a sailor. (Temp: H 45/7 L 39/4, Wind—10–15 mph. 
  Navigation +1, concentration checks +1.)
  81–00
  Gale force winds blow threatening to rip the sail 
  from the mast, propelling the vessel over the waves 
  like a toy. Thick ribbons of cloud race overhead 
  like gray gashes in the constellations. Many large 
  waves run the length of vision, occasionally 
  growing to such a large size (45 feet) they threaten 
  to topple the ship like flotsam. (Temp: H 37/3 L 
  26/–3, Wind—65–70 mph. Acrobatics –1, Climb –1, 
  concentration checks –1.)
   
  Arctic
  Wind chill is a real concern when the temperature drops below 32 
  degrees Fahrenheit. Exposure to the wind will risk frostbite for flesh. 
  Times for damage to skin and flesh can be found on the Wind Chill Table.
  Rain/Day
  01–20
  White gray clouds span from horizon to horizon; 
  periodic deluges of snow drop upon the water 
  and the ship. The deck is quickly covered in a 
  white blanket of snow making progress slow 
  around the ship. Finding equipment is difficult for 
  the inexperienced sailor, with boxes and barrels 
  becoming nondescript objects in the snow. The 
  wind moves the snow in various directions as it 
  descends, moving the sails to half full with their 
  strongest force. (Temp: H –11/–24 L –16/–27, Wind—
  0–5 mph. Movement reduced to 1/2 normal for 
  deep snow, exposed flesh risks frostbite).
  21–40
  Frozen rain drops like sheets of needles upon 
  sailors in the open. The wind drives the sleet almost 
  horizontally across the waves. Large mountains 
  of water move across the area threatening to 
  bash the vessel into submission. The steel gray sky 
  rolls like the underside of a surf promising many 
  hours of attack. The rigging creaks and sails moan 
  ominously in the barrage of the storm. Movement 
  along the deck is perilous at best; those in the 
  upper reaches of the vessel cling for their lives. 
  (Temp: H –15/–26 L –25/–32, Wind—20–25 mph.
  Acrobatics –2, Climb –2. Disable Device and other 
  skills requiring fine manipulation of objects –2, 
  Perception –5, concentration checks –3. Exposed 
  flesh risks frostbite in 1d10 minutes.)
  41–60
  Freezing mist falls like a cloud landing on the water. 
  Wind is present but too weak to fill sails. Ice floes 
  move on the sunken currents, dancing around 
  the ship at great distances. Waves are subdued, 
  seemingly moving in numerous directions, no pattern 
  discernible. Ice forms on most surfaces with extended 
  exposure, sails and rigging becoming rigid and 
  hazardous with each passing hour. (Temp: H –12/–24 
  L –17/–27 Wind—0–5 mph. Acrobatics –2. Perception 
  –2. Hypothermia and ice burn for exposed flesh in 
  1d20 minutes continuous exposure.)
  61–80
  Clouds pregnant with lightning streak by 
  overhead, waves lift like cliffs (6–15 feet) around 
  the vessel. Rain alternates from side to side 
  and straight down with the force of a hammer 
  blow. Ice coats all exposed surfaces in minutes 
  creating treacherous areas on the ship and 
  rigging. The sails snap and crack as they fill 
  with the wind, snow and ice, dropping chunks 
  of ice to the deck below. Periodically the sky 
  lights up with a lightning blast nearby painting 
  everything within shades of white and gray; all 
  other times the charcoal sky and water bestow 
  a sense of isolation. (Temp: H –19/–28 L –22/–30 
  Wind—35–40mph. Acrobatics –2, Perception –5, 
  Reflex saves –2. Hypothermia and frostbite on 
  any exposed flesh in 1d8 minutes of continued 
  exposure. 10% chance of course change 
  required for ice formation in path of ship.)
  81–00
  The sky carries a darker shade than normal, 
  clouds so thick they block out all trace of light. 
  Rain is propelled horizontally with the wind, 
  hitting like daggers and needles reducing vision 
  to mere feet around each person. Ice forms 
  on all surfaces making passage difficult on 
  deck. Winds blow loose objects and people 
  unprepared for its force off course. Waves 5–30 
  feet high assault the ship, blowing over the 
  rail and soaking sailors with its frigid embrace. 
  (Temp: H –16/–27 L –27/–33 Wind—27–35 mph. 
  Acrobatics –5, Disable Device and other skills 
  requiring fine manipulation of objects –10, 
  Perception –6.)
   
  Rain/Night
  01–20
  Clouds infused with lightning fill the sky around 
  the ship while waves lift like cliffs (6–15 feet) 
  around the vessel. Rain alternates from side 
  to side and straight down with the force of a 
  slashing blade. Ice coats all exposed surfaces in 
  minutes creating treacherous areas on the ship 
  and rigging. The sails snap and crack as it fills 
  with the wind, snow and ice, dropping chunks 
  of ice to the deck below. Periodically the sky 
  lights up with a lightning blast nearby painting 
  everything within shades of white, blue and 
  gray, all other times the charcoal sky and water 
  bestow a sense of isolation. (Temp: H –25/–32 
  L –30/–34 Wind—50–55 mph. Acrobatics –2, 
  Perception –5, Reflex saves –2. 10% chance of 
  course change required for ice formation in path 
  of ship.)
  21–40
  Freezing mist falls like a cloud landing on the 
  water. Wind is present but too weak to fill sails. 
  Ice floes move on the sunken currents, dancing 
  around the ship at great distances. Waves 
  are subdued, seemingly moving in numerous 
  directions, no pattern discernible. Ice forms on 
  most surfaces with extended exposure, sails 
  and rigging becoming rigid and hazardous with 
  each passing hour. (Temp: H –12/–24 L –22/–30 
  Wind—0–5 mph. Acrobatics –2, Perception –2. 
  Hypothermia and ice burn for exposed flesh in 
  d20 minutes continuous exposure.)
  
  34
  41–60
  The night sky carries a darker shade than 
  normal, clouds so thick they block out all 
  trace of light. Rain is propelled horizontally 
  with the wind, hitting like daggers and needles 
  reducing vision to mere feet around each 
  person. Ice forms on all surfaces making 
  passage difficult on deck. Winds blow loose 
  objects and people unprepared for its force 
  off course. Waves 15–30 feet high assault the 
  ship, blowing over the rail and soaking sailors 
  with its frigid embrace. (Temp: H –17/–27 L 
  –24/–31 Wind—27–35 mph. Acrobatics –5, 
  Disable Device and other skills requiring fine 
  manipulation of objects –10, Perception –5. 
  Hypothermia for ill prepared individuals on 
  deck, frostbite and numb limbs within 1d8 
  minutes of continued exposure.)
  61–80
  Constant icy drizzle settles on all surfaces, 
  turning the dark night into a dark gray, reducing 
  vision to nearly non-existent. Frigid temperatures 
  freeze the moisture within minutes on every 
  surface. Travel across deck is difficult but 
  manageable to those familiar with surroundings. 
  Sound is subdued with the ice pellets, adding 
  a muffling effect to conversations. Waves 
  are unseen but can be felt hitting the ship 
  every few seconds, occasionally bathing the 
  deck with its spray, a testament to its height 
  of several feet. (Temp: H –16/–27 L –25/–32 
  Wind—5–10 mph. Perception –2. Movement on 
  deck reduced to 1/2 from ice. Those moving at 
  full require a Dexterity check to remain standing 
  (15% chance of falling into the water).) 
  81–00
  Large thick flakes drop around the ship, landing 
  softly on the water before melting. Equipment 
  and decking are quickly covered in a thick 
  blanket of white snow. Waves roll languidly 
  topping 6 feet in height but not steep enough 
  to make more than an exaggerated rocking 
  motion. A light wind blows carrying the flakes 
  on the air currents, visible in the occasional 
  moonlight. (Temp: H –20/–29 L –26/–32, Wind—5–
  10 mph. Vision is reduced to 1/2 from the snow 
  and darkness. Acrobatics check to balance 
  required through snow build up and icy deck 
  beneath.)
   
  Dry/Day
  01–20
  Clear blue sky overhead provides ample room 
  for the bright sun to shine. Wind gusts from 
  the northeast flap the sail and nettings. White 
  capped waves, topping 7–8 feet high, seem 
  to be pushing large chunks of ice along in their 
  grasp. (Temp: H –19/–28 L –24/–31, Wind—20–
  25 mph. Those working while facing the sun 
  risk sun blindness 10% chance, 15% should their 
  race normally dwell in the dark (duergar, drow, 
  goblin, etc.), 10% chance of course change 
  required for ice floe in path of ship.)
  21–40
  Sun and gray clouds do battle overhead for 
  dominance, sometimes plunging the water into a 
  dark twilight or bright daylight. Numerous waves, 
  about the size of a man run the length of the water 
  as far as the eye can see, all topped with a cone 
  of white froth. The wind picks this froth from each 
  and carries it along freezing it to any surface it 
  covers. The rigging and sails labor under the extra 
  weight of the ice, glinting like jewels in the periodic 
  sun. (Temp: H –21/–29 L –28/–33, Wind—20–25 mph. 
  Acrobatics –2, Climb –2, vision-based Perception 
  –2, Reflex saves –2. 12% chance of course change 
  required for ice floe in path of ship.)
  41–60
  Gray the color of stone has been painted from 
  horizon to horizon, plunging the day into twilight. 
  The absence of wind allows the sails and rigging 
  to hang listless, like cloth in a shop window. 
  The water is unmarked, calm for many miles 
  around the ship, waves visible in the far distance. 
  Pressure seems to build, raising the temperature 
  over several hours to a more comfortable level. 
  Icebergs in the distance hold steady like islands. 
  (Temp: H –18/–28 L –25/–32, Wind—0–5 mph. 
  Experienced sailors (2+ ranks) know a storm is 
  coming. No impact to skills. Reroll on Arctic Rain/
  Day chart in 1d4 hours for result. 2% chance of 
  course change for icebergs in path of ship.)
  61–80
  Streamers of billowy clouds race overhead in the 
  wind. Large waves buffet the ship attempting to 
  carry it along with them. Wind assaults the vessel 
  hard from the west, never wavering or letting 
  up. Tacking into the wind seems impossible from 
  its vicious force while tacking with the wind runs 
  a risk of never getting control of the ship back. 
  (Temp: H –18/–28 L –30/–34 Wind—50–55 mph. 
  Acrobatics –1, Reflex saves –1.)
  81–00
  The air burns with the wind chill crusting ice all 
  over the ship, the sun adding no aid to the frigid 
  temperature. Clouds are non-existent in the sky, 
  collecting only on the horizons. While filling the 
  sails, the wind steals the breath from those on 
  deck freezing exposed flesh in minutes. (Temp: H 
  –16/–27 L –29/–34 Wind—45–50 mph, Acrobatics 
  –1, Climb –2, Disable Device and other skills 
  requiring fine manipulation of objects –2.)
   
  Dry/Night
  01–20
  Clear ebony night overhead provides astronomers 
  and navigators a fine view of the stars and planets. 
  A gentle wind blows from the south flapping the sail 
  and nettings. Small waves lap against the side of 
  the boat like a heartbeat. Icebergs stand out stark 
  white against the black background of the water 
  and night sky. (Temp: H –20/–29 L –27/–33, Wind—5–
  10 mph. 10% chance of course changes required 
  for ice floe in path of ship. No impact to skills).
  21–40
  Large clouds move overhead, blocking the stars 
  and moon with their bulk. The ship rolls gently 
  on the waves as it rides through the water. 
  Occasionally larger waves provide a small drop for 
  the vessel as it is carried over the lip of the wave. 
  The strong wind takes the ship along with it, filling 
  the sails and pulling at cloaks of those onboard. 
  (Temp: H –17/–27 L –25/–32, Wind—40–45 mph. 
  Acrobatics –1, hearing-based Perception –1.)
  Chapter Three: Weather
  
  Dead Man's Chest
  35
  41–60
  Clouds block all stars and only hint at the 
  location of the moon, adding a claustrophobic 
  feel to the trip. The absence of wind allows the 
  sails and rigging to hang listless, like cloth in a 
  shop window. The ebony water ripples in the soft 
  breeze, white caps standing out like glowing 
  embers. (Temp: H –14/–26 L –28 /–33 Wind—0–5 
  mph. No impact to skills. 2% chance of course 
  change for icebergs in path of ship.) 
  61–80
  Partial clouds cover sections of the sky, 
  seemingly unmoving. Large waves buffet the 
  ship attempting to carry it along with them. Wind 
  assaults the vessel hard from the west, never 
  wavering or letting up. Travel during the night 
  at full sail runs double risk of collision with ice. 
  (Temp: H –19/–28 L –25/–32 Wind—45–50 mph. 
  Acrobatics –1, Reflex saves –1. 15% chance of 
  course change for ice.)
  81–00
  Wisps of cloud move across the sky sometimes 
  blocking the stars. The brightness of the 
  visible stars and moon provides ample light to 
  maneuver around the ship and perform most 
  tasks. The ever-present wind provides enough 
  force to keep the ship moving at optimum 
  speed. The absence of spray from the calm 
  waters allows for the removal of ice. (Temp: H 
  –25/–32 L –35/–37, Wind—10–15 mph. No impact 
  to skills.)
  Equatorial
  Within the Equatorial region humidity will become an issue for 
  temperature measurement. The effects of heat upon those traveling the 
  waves should be watched closely.
  Rain/Day
  01–20
  A heavy wind blows, adding a texture to the 
  warm rain falling. Large drops patter along the 
  deck, occasional sunshine warms the deck, 
  quickly evaporating the rain and adding to 
  the humidity. A sticky aspect of the air grows 
  throughout the day as the humidity rises. Sunlight 
  glints off the water like numerous smaller suns, 
  blinding those not ready for the effect. Waves 
  are large in width but not in height, rocking the 
  ship with their passage. (Temp: H 75/24 L 58/14, 
  Wind—20–25 mph. Concentration checks –2.)
  21–40
  Driving rain pummels the ship and those 
  onboard, quickly soaking all equipment and 
  people. The waves are sedated, rarely topping 
  5 feet, seemingly held down with the impact 
  of the rain. The sun tries to pierce the cloud 
  cover with its intense glare, only succeeding in 
  raising the temperature. Wind is non-existent, 
  hammered to submission by the heavy rain 
  (Temp: H 77/25 L 63/17, Wind—0–5 mph. No 
  impact to skills.)
  41–60
  Seemingly in rhythm with the lapping waves, 
  periodic rain drops in vast amounts, quickly 
  soaking all surfaces and washing away loose 
  items. Between rainfalls the sun attempts to 
  burn away the moisture with blistering heat, 
  never quite successful and so leaving all with 
  a heaviness of moisture. Waves roll languidly 
  topping 6 feet in height but not steep enough 
  to make more than an exaggerated rocking 
  motion. The wind blows merrily, billowing out 
  the sails of the ship and propelling the vessel 
  over the large waves. (Temp: H 79/26 L 71/22, 
  Wind—10–15 mph. Acrobatics check to balance 
  required during each deluge of rain to avoid 
  being swept along.)
  61–80
  A drizzle of rain, sometimes hard and sometimes 
  light, falls continuously throughout the day. All 
  surfaces are thoroughly soaked and heavy 
  with water. The warmth of the occasional sun 
  is diminished slightly by the cool rain, keeping it 
  tolerable for all involved. Waves are present but 
  pose no threat to the navigation of the ship or 
  to the course she desires to take. The wind blows 
  constantly, keeping the sails full but not pushing 
  the limit of its capabilities. (Temp: H 76/24 L 
  66/19, Wind—30–35 mph. No impact to skills.)
  81–00
  Rain drops like a swarm of arrows carried at a 
  velocity that actually inflicts pain on exposed 
  skin. Waves like great gray-green boulders smash 
  against the ship every minute. The overhead 
  clouds have descended to a point where it 
  seems the ship is in a large chamber. Wind 
  hurtles against the vessel and its sail, trying to 
  rip it free from the mast and rigging. All loose 
  items are tossed around the decking creating 
  hazards for those on deck. (Temp: H 73/23 L 
  62/17, Wind—60–65 mph. Acrobatics –2, Climb 
  –3, concentration checks –1.)
   
  Rain/Night
  01–20
  The humidity of the night is made 
  comfortable by the patter of rain upon the 
  deck. The coolness of the rain seems to 
  steal some of the weight of the air. The thin 
  clouds mask the presence of the stars but 
  leave a large halo where the moon tries to 
  shine. The waves crash against the hull as 
  if trying to keep the ship from reaching its 
  goal. The bounce of the ship as it passes 
  over the waves keeps all but the soundest 
  sleepers awake. (Temp: H 73/23 57/14, 
  Wind—0–5 mph. No impact to skills.)
  
  36
  21–40
  Heavy rain from ebony clouds press down 
  on the ship and those on deck. Waves 
  can be seen in the dark like great gray-
  green boulders smashing against the ship 
  every minute. The overhead clouds have 
  descended to a point where it seems the 
  ship is in a large gray bubble. Wind hurtles 
  against the vessel and its sail, trying to rip it 
  from the mast and rigging. All loose items 
  on deck vie for attention from the crashing 
  waves or the blustery wind. (Temp: H 71/22 
  L 68/20, Wind—50–60 mph. Balance –1, 
  Climb –5, Perception –3, concentration 
  checks –2.)
  41–60
  Seemingly in rhythm with the lapping 
  waves, periodic rain drops in vast 
  amounts, quickly soaking all surfaces and 
  washing away loose materials. Waves 
  roll languidly topping 6 feet in height but 
  not steep enough to make more than 
  an exaggerated rocking motion. A light 
  wind blows carrying a humid mist from the 
  still warm water, visible in the intermittent 
  moonlight. (Temp: H 72/22 L 65/18, Wind—
  5–10 mph. Vision is reduced to 1/2 from the 
  mist and the darkness. Acrobatics check to 
  balance required during each deluge of 
  rain to avoid being swept along.)
  61–80
  A drizzle of rain, sometimes hard and 
  sometimes light, falls continuously 
  throughout the nighttime hours. All surfaces 
  are thoroughly soaked and heavy with 
  water. The warmth of the day rapidly 
  disappears replaced with the humidity of 
  the still evaporating water around the ship. 
  The waves are smaller than normal and 
  work with the rain to stay weak enough 
  to be inconsequential. The wind blows 
  constantly, keeping the sails full but not 
  pushing the limit of its capabilities. (Temp: 
  H 71/22 L 66/19, Wind—20–25 mph. No 
  impact to skills.)
  81–00
  A thrashing rain accompanies hurricane 
  force winds. In the distance amid lightning 
  flashes water spouts can be seen reaching 
  for the sky. Waves, the size of small 
  mountains, rise above the vessel giving 
  the ship a wide span of view when atop a 
  wave, and a sense of claustrophobia when 
  in a gully. (Temp: H 74/23 L 64/18, Wind—
  70–75 mph. Climb –5, Perception –4, Reflex 
  saves –5. Vision is reduced to 1/2 due to 
  heavy rain.)
  Chapter Three: Weather
  
  Dead Man's Chest
  37
  Dry/Day
  01–20
  The large sun dominates the sky but a swift breeze 
  keeps the temperature to a more moderate 
  level. Spray is pulled up from the many waves, 
  capped in white froth. The horizon is marked with 
  a large bank of gray clouds promising rain in the 
  next day or two. The humidity rises throughout 
  the day adding a weight to the sun which saps 
  the strength of those not acquainted with the 
  Equatorial waters. (Temp: H 76/24 L 64/18, Wind—
  30–35 mph. No impact to skills.)
  21–40
  Clouds run amok along the sky, occasionally blocking 
  the sun and its warmth. The wind seemingly growls as it 
  tears across the water at the ship. The sail quivers trying 
  to keep the wind from escaping. Waves rise up and 
  crash against the hull of the ship, each impact like a 
  bludgeon from nature itself. (Temp: H 77/25 L 74/23, 
  Wind—25–35 mph. Acrobatics –1, Climb –5, hearing-
  based Perception –2.)
  41–60
  A crystal clear sky seems to enlarge the sun, 
  directing its heat against the ship and her crew. 
  The wind puffs slowly, not enough to extinguish 
  a candle let alone cool the flesh of those in the 
  open. Waves move across the water like a herd, 
  trying to carry the ship along in their wake, fighting 
  the vessel should it try to turn away. The spray 
  carries over the rail into the faces of those on deck, 
  quickly drying to leave powdered salt. (Temp: H 
  77/25 L 70/21, Wind—0–5 mph. No impact to skills.)
  61–80
  The thick clouds overhead threaten to release their 
  burden, moisture released in the form of a thick 
  palpable air. While no rain has fallen during the 
  day all surfaces are beaded with sweat and spray 
  from the moisture laced air. The moderate wind 
  moves both the ship and the clouds, lifting the 
  waves to heights of 10 feet, launching the spray 
  into the air. The ship rolls with the impacts as it tips 
  down one wave and up another, the prow having 
  difficulty cutting through the water. (Temp: H 71/22 
  L 58/14, Wind—10–15 mph. No impact to skills.)
  81–00
  The sky is clear, dotted with numerous small 
  unimposing puffs of cloud. A steady wind blows, 
  determined to cart items away in its embrace. 
  The sun, high overhead, seems a greater 
  distance than usual given the lack of heat 
  generated. Abundant waves run to the horizon, 
  making up for size with numbers. Churned to a 
  gray-green only a few feet under the surface 
  can be seen with any clarity, another indicator 
  of the weak sun. (Temp: H 73/23 L 67/19, Wind—
  25–30 mph. No impact to skills.)
   
  Dry/Night
  01–20
  Clear expanse overhead provides a view of 
  the numerous constellations and guiding stars. 
  Wind gusts from the south creating a flapping 
  staccato to match the waves breaking on the 
  hull of the ship. White capped waves, visible in 
  the moonlight, reach for the sailors onboard, 
  topping 7–8 feet. A slight mist can be felt in the 
  wind; consequently, all surfaces are slick and 
  shiny with moisture. (Temp: H 75/24 L 64/18, 
  Wind—15–25 mph. Acrobatics –1, Climb –1, 
  hearing-based Perception –1.)
  21–40
  Clouds of stone gray run from horizon to horizon, 
  extinguishing the stars and moon from view. The 
  absence of wind allows the sails and rigging 
  to hang listless, like cloth in a shop window. 
  The water is unmarked, calm for many miles 
  around the ship, waves visible in the far distance. 
  Pressure seems to build, raising the temperature 
  over several hours to just above a comfortable 
  level. (Temp: H 77/25 L 58/14, Wind—0–5 mph. 
  Experienced sailors (2+ ranks) know a storm is 
  coming. No impact to skills. Reroll on Equatorial 
  Day/Rain chart in 1d4 hours for result.)
  41–60
  The cool of the night is identified by the daytime 
  heat escaping the decking, misting the moisture 
  collected through the daylight hours. Raising the 
  humidity to an uncomfortable level it deadens 
  the night sounds of creaking riggings and 
  lapping waves. Lone trenches of waves roll the 
  ship as it moves through them like long strides 
  of a great beast. Occasional clouds plunge the 
  ship into darkness, allowing the moon and stars 
  to peer through again in a few moments. (Temp: 
  H 73/23 L 65/18, Wind—10–20 mph. No impact to 
  skills.)
  61–80
  Stars and gray clouds do battle overhead for 
  control, sometimes plunging the world into 
  darkness or bright twilight. Numerous waves, 
  about the size of a man, run the length of the 
  water as far as the eye can see, all topped 
  with a cone of greenish white froth. The rigging 
  and sails have rivulets of collected water which 
  pools on the deck. Lines are heavy with water 
  and deck boards are slick and shiny, sometimes 
  reflecting the occasional moonlight. (Temp: 
  H 74/23 L 56/13, Wind—20–25 mph. Climb –1, 
  vision-based Perception –1, Reflex saves –1.)
  81–00
  Clear ebony night overhead provides 
  astronomers and navigators a fine view of the 
  stars and planets. A gentle wind blows from the 
  south-southeast, flapping the sail and nettings. 
  Small waves lap against the side of the boat 
  like a heartbeat. Reflections of the moon on the 
  waves stand out stark white against the black 
  background of the water and night sky. (Temp: 
  H 78/26 L 67/19, Wind—5–10 mph. No impact to 
  skills.)
   
  
  38
  Autumn
  Tropical
  Heat stroke is a risk for any who travel the warm regions of the world. 
  Those unprepared must make a Fortitude save (DC 10). Another save 
  is required each hour with a DC of 10 + 1 per hour of strenuous work. 
  Resting in shaded areas for 10 minutes per hour negates the +1 to the DC 
  for that hour. Spell components run a 10% chance of spoiling in humidity, 
  if the GM determines they are subject to such damage. Characters with 
  heat stroke may become fatigued, as per the Pathfinder Roleplaying Game 
  Core Rulebook.
  Rain/Day
  01–20
  A gentle breeze blows, adding a pleasant 
  cooling to the warm rain falling. Large drops 
  patter along the deck, occasional sunshine 
  warms the deck, quickly evaporating the rain 
  and adding to the humidity. A sticky aspect 
  of the air grows throughout the day as the 
  humidity rises. Sunlight glints off the water like 
  numerous smaller suns, blinding those not ready 
  for the effect. Waves are large in width but not 
  in height, rocking the ship with their passage. 
  (Temp: H 90/32 L 78/26, Wind—10–15 mph. 
  Concentration checks –2.) 
  21–40
  Severe rain pummels the ship and those 
  onboard, quickly soaking all equipment and 
  people. The waves are sedated, rarely topping 
  5 feet, seemingly held down with the rain. 
  The sun tries to pierce the cloud cover with its 
  intense glare, only succeeding in raising the 
  temperature. Wind is non-existent, hammered 
  to submission by the heavy rain (Temp: H 89/32 L 
  84/29, Wind—0–5 mph. No impact to skills.)
  41–60
  Seemingly in rhythm with the lapping waves, 
  periodic rain drops in large amounts, quickly 
  soaking all surfaces and washing away loose 
  items. Between rainfalls the sun attempts to burn 
  away the moisture with searing heat. Waves roll 
  languidly topping 6 feet in height but not steep 
  enough to make more than an exaggerated 
  rocking motion. The wind blows merrily, billowing 
  out the sails of the ship and propelling the 
  vessel over the large waves. (Temp: H 88/31 L 
  74/23, Wind—20–25 mph. Acrobatics check to 
  balance required during each deluge of rain to 
  avoid being swept along.)
  61–80
  A drizzle of rain, sometimes hard and sometimes 
  light, falls continuously throughout the day. All 
  surfaces are thoroughly soaked and heavy 
  with water. The warmth of the occasional sun 
  is diminished slightly by the cool rain, keeping 
  it tolerable for all involved. The wind blows 
  constantly, keeping the sails full but not pushing 
  the limit of its capabilities. (Temp: H 86/30 L 
  79/26, Wind—30–35 mph. No impact to skills.)
  81–00
  Rain from imposing clouds strikes the ship and 
  those on deck. Waves like great gray-green 
  boulders smash against the ship every minute 
  or so. The overhead clouds have descended to 
  a point where it seems the ship is alone in the 
  world. Wind hurtles against the vessel and its 
  sail, trying to rip it from the mast and rigging. All 
  loose items on deck vie for attention from the 
  crashing waves or the blustery wind. (Temp: H 
  85/30 L 75/24, Wind—45–50 mph. Acrobatics –1, 
  Climb –5, Perception –3, concentration checks 
  –2.)
   
  Rain/Night
  01–20
  The cool of the night is accompanied by the 
  patter of rain upon the deck. The humidity 
  keeps the coolness of the night from becoming 
  entirely comfortable. The moon makes itself 
  known through the clouds, illuminating a portion 
  of the night sky to milky white. The waves 
  crash against the hull as if trying to keep the 
  ship from reaching its goal. The bounce of the 
  ship as it passes over the waves keeps all but 
  the soundest sleepers awake. (Temp: H 84/29 
  L 74/23 Winds—15–20 mph. Concentration 
  checks –1.)
  21–40
  Steady rainfall beats at the ship with 
  determination normally reserved for the cursed. 
  Waves can be seen in the dark like a herd of 
  turquoise animals smashing against the ship 
  every minute. Wind plunges against the vessel 
  and its sail, trying to rip it from its bindings. All 
  loose items on deck vie for attention from the 
  crashing waves or the blustery wind. (Temp: H 
  87/31 L 81/27, Wind—60–65 mph. Acrobatics –2, 
  Climb –5, Perception –3, concentration checks 
  –2.)
  41–60
  Sheets of rain drop upon the water and the 
  unfortunate sea-going vessel completely water 
  logging the ship and her crew. Occasionally 
  easing off in intensity the rain soon begins 
  again, ramping up its strength. Waves roll 
  languidly topping 12 feet in height, steep 
  enough to make more a difference in any 
  ship’s course should they attempt to climb its 
  expanse. A light wind blows carrying mist from 
  the still warm water, visible in the occasional 
  moonlight. (Temp: H 83/28 L 79/26, Wind—5–10 
  mph. Vision is reduced to 1/2 from the mist 
  and the darkness. Darkvision is unaffected. 
  Acrobatics check to balance required during 
  each deluge of rain to avoid being swept 
  along.)
  61–80
  A light drizzle of rain falls continuously 
  throughout the nighttime hours. All surfaces are 
  thoroughly soaked and heavy with water. The 
  warmth of the day rapidly disappears replaced 
  with the humidity of the still evaporating water 
  around the ship. Waves are present but pose 
  no real threat to the direction of the ship or to 
  the course taken. The wind blows constantly, 
  keeping the sails full but not pushing the limit of 
  its capabilities. (Temp: H 82/28 L 82/28, Wind—
  15–20 mph. No impact to skills.)
  Chapter Three: Weather
  
  Dead Man's Chest
  39
  81–00
  A continual rain falls from gray clouds overhead 
  keeping all within it thoroughly soaked. The 
  wind propels the ship slowly, seemingly held 
  back by the rain, over the large hillock shaped 
  waves. Occasional lightning flashes illuminate 
  the depth of the rain, looking like iron bars for 
  as far as the eye can see, peppering the water. 
  (Temp: H 77/25 L 68/20, Wind—15–20 mph. 
  Climb –1, vision-based Perception –1, Reflex 
  saves –1. Vision is reduced to 1/2 due to heavy 
  rain.)
   
  Dry/Day
  01–20
  The large sun dominates the sky but a swift 
  breeze keeps the temperature to a more 
  moderate level. Spray is pulled up from the 
  many waves, capped in white froth and tossed 
  upon the ship and anything on deck. The 
  horizon is marked with a large bank of gray 
  clouds promising rain in the next day or two. 
  (Temp: H 88/31 L 75/24, Wind—20–25 mph. No 
  impact to skills.)
  21–40
  Clouds run amok along the sky, occasionally 
  blocking the sun and its warmth. The wind 
  seemingly growls as it tears across the water 
  at the ship. The sail quivers trying to keep the 
  wind from escaping. Waves rise up and crash 
  against the hull of the ship, each impact like a 
  bludgeon from nature itself. (Temp: H 86/30 L 
  79/26, Wind—25–35 mph. Acrobatics –1, Climb 
  –5, hearing-based Perception –2.)
  41–60
  A crystal clear sky magnifies the sun directing 
  its heat against the ship and her crew. The wind 
  puffs slowly, not enough to extinguish a candle 
  let alone cool the flesh of those in the open. 
  Waves move across the water like a herd, trying 
  to carry the ship along in their wake, fighting 
  the vessel should it try to turn away. The spray 
  carries over the rail into the faces of those on 
  deck, quickly drying to leave powdered salt. 
  (Temp: H 90/32 L 84/29, Wind—0–5 mph. No 
  impact to skills.)
  61–80
  The thick clouds overhead threaten to release 
  their burden but maintain their hold for now. The 
  moderate wind moves both the ship and the 
  clouds, lifting the waves to heights of 10 feet, 
  launching the spray into the air. The ship rolls 
  with the impacts as it tips down one wave and 
  up another, the prow having difficulty cutting 
  through the water. (Temp: H 84/29 L 79/26, 
  Wind—15–20 mph. No impact to skills.)
  81–00
  The sky is clear, dotted with numerous small 
  unimposing puffs of cloud. A steady wind blows, 
  determined to cart items away in its embrace. 
  The sun, high overhead, seems a greater 
  distance than usual given the lack of heat 
  generated. Abundant waves run to the horizon, 
  making up for size with numbers. Churned to a 
  gray-green only a few feet under the surface 
  can be seen with any clarity, another indicator 
  of the weak sun. (Temp: H 79/26 L 77/25, Wind—
  30–35 mph. No impact to skills.)
   
  Dry/Night
  01–20
  Clear sky provides a view of the numerous 
  constellations and guiding stars. Wind gusts 
  from the northeast creating a flapping staccato 
  to match the waves breaking on the hull of 
  the ship. White capped waves, visible in the 
  moonlight, reach for the sailors onboard, 
  topping 7–8 feet. A slight mist can be felt in the 
  wind; consequently, all surfaces are slick and 
  shiny with moisture. (Temp: H 80/27 L 79/26, 
  Wind—15–25 mph. Acrobatics –1, Climb –1, 
  hearing-based Perception –1.)
  21–40
  Clouds of stone gray run from horizon to horizon, 
  extinguishing the stars and moon from view. The 
  absence of wind allows the sails and rigging to 
  hang listless, like cloth in a shop window. The 
  water is unmarked, calm for many miles around 
  the ship, waves visible in the far distance. 
  Pressure seems to build, raising the temperature 
  over several hours to just above a comfortable 
  level. (Temp: H 81/27 L 77/25, Wind—0–5 mph. 
  Experienced sailors (2+ ranks) know a storm is 
  coming. No impact to skills. Reroll on Tropical 
  Day/Rain chart in 1d4 hours for result.)
  41–60
  The cool of the night is easily identified by the 
  daytime heat escaping the decking, misting 
  the moisture collected through the daylight 
  hours. Raising the humidity to an uncomfortable 
  level, it deadens the night sounds of creaking 
  riggings and lapping waves. Long trenches of 
  waves roll the ship as it moves through them like 
  long strides of a great beast. Occasional clouds 
  plunge the ship into darkness, allowing the 
  moon and stars to peer through again in a few 
  moments. (Temp: H 85/30 L 83/28, Wind—10–20 
  mph. No impact to skills.)
  61–80
  Alternating cloud cover keeps the world in 
  either the pitch dark or luminescent twilight. 
  Numerous waves, about the size of a large 
  horse (8 feet), run the length of the water as far 
  as the eye can see, all topped with a cone of 
  grayish-white froth. The rigging and sails have 
  rivulets of collected water which pools upon 
  the deck. Lines are heavy with water and deck 
  boards are slick and shiny, sometimes reflecting 
  the occasional moonlight. (Temp: H 78/26 L 
  75/24, Wind—20–25 mph. Climb –1, vision-based 
  Perception –1, Reflex saves –1.)
  81–00
  Clear ebony night overhead provides 
  astronomers and navigators a fine view of the 
  stars and planets. A gentle wind blows from 
  the west flapping the sail and nettings. Small 
  waves lap against the side of the boat like 
  a heartbeat. Reflections of the moon on the 
  waves stand out stark white against the black 
  background of the water and night sky. (Temp: 
  H 82/28 L 80/27, Wind—5–10 mph. No impact to 
  skills.)
  
  40
  Temperate
   
  Rain/Day
  01–20
  A placid breeze blows, adding a slight chill to 
  the damp air. Large drops patter along the 
  deck, occasionally warmed by the periodic sun 
  and quickly evaporating. Gray-white clouds 
  fill the sky from horizon to horizon predicting a 
  constant rainfall. Waves are large in width but 
  not in height, rocking the ship with their passage 
  (Temp: H 75/24 L 63/17, Wind—5–10 mph. No 
  Impact to skills.)
  21–40
  Heavy rain from ebony clouds attack the ship 
  and those unfortunate enough to be on deck. 
  Waves like great grayish-green hammers smash 
  against the ship every minute. The overhead 
  clouds have descended to a point where they 
  encase the ship in a world of twilight. Wind 
  hurtles against the vessel and its sail, trying to rip 
  it from the mast and rigging. All loose items on 
  deck vie for attention from the crashing waves 
  or the blustery wind. (Temp: H 82/28 L 69/21 
  Wind—50–60 mph. Acrobatics –1, Climb –5, 
  Perception –3, concentration checks –2.)
  41–60
  The sky carries a darker shade than normal, 
  clouds so thick they block out all trace of light. 
  Rain is propelled horizontally with the wind, 
  hitting like daggers and needles reducing 
  vision to mere feet around each person. Winds 
  blow loose objects and people unprepared 
  for its force off course. Waves 15–30 feet high 
  assault the ship, blowing over the rail and 
  soaking sailors with its frigid embrace. (Temp: 
  H 79/26 L 75/24, Wind—45–50 mph. Acrobatics 
  –2, Disable Device and other skills requiring fine 
  manipulation of objects –5, Perception –4.) 
  61–80
  A constant rain falls from gray clouds overhead 
  keeping all within it thoroughly soaked. The 
  wind propels the ship slowly, seemingly afraid 
  to let its fury loose. Waves remain small and 
  inconsequential providing no hindrance to 
  navigation or speed. Occasional lightning 
  flashes illuminate the depth of the rain, looking 
  like iron bars for as far as the eye can see, 
  peppering the water. (Temp: H 76/24 L 65/18 
  Wind—5–10 mph. Acrobatics –1, Climb –1, 
  vision-based Perception –1, Reflex saves –1. 
  Vision is reduced to 1/2 due to heavy rain.)
  81–00
  A simple rain falls creating a constant drone 
  of rain on the wooden deck. The wind is not 
  strong enough to alter the vertical direction 
  of the rain letting the sail hang like a soaked 
  rag from the mast. The subtle waves rock the 
  ship almost undetectably as they move by on 
  unseen currents. Clouds looking like an inverted 
  mountain range press down upon the ship and 
  crew. (Temp: H 82/28 L 63/17, Wind—5–10 mph. 
  No impact to skills.)
   
  Rain/Night
  01–20
  Lightning rippled clouds streak by overhead, 
  waves lift like cliffs (6–15 feet) around the vessel. 
  Rain alternates from side to side and straight down 
  with the force of a hammer blow. Rivers of water 
  course around the deck from the rain and waves 
  creating treacherous footing for all onboard. 
  The sails snap and crack as it fills with the wind, 
  dropping deluges of collected rain to the deck 
  below. Periodically the sky lights up with a lightning 
  blast nearby painting everything within shades of 
  white and gray, all other times the charcoal sky 
  and water bestow a sense of isolation. (Temp: 
  H 75/24 L 74/23, Wind—20–25 mph. Acrobatics 
  –5, Disable Device and other skills requiring 
  fine manipulation of objects –3, vision-based 
  Perception –3, concentration checks –5.)
  21–40
  Rain constantly falls from gray clouds overhead 
  keeping all caught within thoroughly soaked. The 
  wind propels the ship slowly, seemingly held in 
  check by the rain, over the large hillock-shaped 
  waves. Occasional lightning flashes illuminate 
  the depth of the rain, looking like fine iron bars for 
  as far as the eye can see, peppering the water. 
  (Temp: H 78/26 L 69/21 Wind—5–10 mph. Climb 
  –1, vision-based Perception –1, Reflex saves –1. 
  Vision is reduced to 1/2 from heavy rain.)
  41–60
  Thick rolling clouds erupt continuously with 
  thunder and rain beating upon the wooden 
  planks. The percussion of the rain is accented 
  with the occasional spray of enormous waves 
  carried on the wind. Gusts of wind blow across 
  the ship attempting to pull everything along in 
  its wake. Sight is reduced to feet while seeing 
  into the distance is eliminated with the thick 
  sheets of rain. (Temp: H 76/24 L 63/17, Wind—
  35–45 mph. Acrobatics –5, Disable Device and 
  other skills requiring fine manipulation of objects 
  –2, vision-based Perception –3, Reflex save –5, 
  concentration checks –1.)
  61–80
  Hurricane force rain and winds, consequently, 
  the ship is tossed like a doll during a child’s 
  tantrum. Huge waves like mountains threaten 
  to topple the vessel and launch the sailors 
  into the unforgiving sea. Wind blows fiercely 
  lifting all heavy objects or small creatures not 
  lashed down; propelling them around and 
  off the ship. The steel-gray sky and water are 
  undistinguishable, erasing the horizon and any 
  gauge for distance. (Temp: H 69/21 L 61/16 
  Wind—55–60 mph. Acrobatics –10, Climb –4, 
  Disable Device and other skills requiring fine 
  manipulation of objects –10, Reflex saves –10, 
  concentration checks –10.)
  81–00
  A simple rain falls creating a constant drumming 
  of rain on the wooden deck. The wind is not 
  strong enough to alter the direction of the rain, 
  letting the sail hang like a soaked rag from the 
  mast. The waves rock the ship almost lovingly as 
  they move past, propelled by unseen currents. 
  Clouds looking like an inverted mountain range 
  press down upon the ship and crew. Navigation 
  can only be done through compass, arcane 
  means, or landmarks. (Temp: H 74/23 L 68/20 
  Wind—5–10 mph. No impact to skills.)
   
  Chapter Three: Weather
  
  Dead Man's Chest
  41
  Dry/Day
  01–20
  The enormous sun dominates the sky but a 
  swift breeze keeps the temperature to a cooler 
  level. Spray is pulled up from the many waves, 
  capped in white froth and thrown across the 
  deck. The horizon is marked with a large bank 
  of gray clouds promising rain in the next day or 
  two. (Temp: H 78/26 L 70/21, Wind—30–35 mph. 
  No impact to skills.)
  21–40
  The sky is clear, dotted with numerous small 
  unimposing puffs of cloud. A solid wind blows 
  determined to cart items away in its embrace. 
  The sun, high overhead, seems a greater 
  distance than usual given the lack of heat 
  generated. Abundant waves run to the horizon, 
  making up for size with numbers. Churned to a 
  gray-green only a few feet under the surface 
  can be seen with any clarity, another indicator 
  of the weak sun. (Temp: H 76/24 L 69/21 Wind—
  25–30 mph. No impact to skills.)
  41–60
  A crystal clear sky magnifies the sun, directing 
  its heat against the ship and her crew. The wind 
  puffs slowly, not enough to extinguish a candle 
  let alone cool the flesh of those caught in the 
  sun’s angry glare. Waves move across the water 
  like a herd, trying to carry the ship along in their 
  wake, fighting the vessel should it try to turn 
  away. The spray carries over the rail into the 
  faces of those on deck, quickly drying to leave 
  traces of powdered salt. (Temp: H 82/28 L 74/23, 
  Wind—5–10 mph. Vision-based Perception 
  –1, concentration checks –2. Sun stroke in 
  3d8 rounds unless properly attired for the sun. 
  Sunburn in 15 minutes on exposed flesh.)
  61–80
  Sun and gray clouds do battle overhead for 
  supremacy, sometimes plunging the ship into a 
  dark twilight or bright daylight. Numerous waves, 
  about the size of a man, run the length of the 
  water as far as the eye can see, all topped with 
  a cone of greenish-white froth. The wind picks 
  this froth from each and carries it along, coating 
  all surfaces. This cooling spray makes the trip 
  enjoyable for most onboard, even in the shade. 
  The rigging and sails labor to flap in the breeze, 
  occasionally dropping additional sprays to the 
  deck, glinting like jewels in the periodic sun. 
  (Temp: H 75/24 L 67/19, Wind—18–20 mph. No 
  impact to skills.)
  
  42
  81–00
  The sky resembles a great slab of granite from 
  horizon to horizon, plunging the day into twilight. 
  The absence of wind allows the sails and rigging 
  to hang lifeless, like robes on a wizard. The water 
  is unmarked, calm for many miles around the 
  ship, waves visible in the far distance. Pressure 
  seems to build, raising the temperature over 
  several hours to a more comfortable level. 
  (Temp: H 71/22 L 66/19, Wind—5–10 mph. Re-roll 
  in 4 game hours on the Wet/Day chart for the 
  approaching storm. No impact to skills.)
   
  Dry/Night
  01–20
  Clear sky provides a view of the numerous 
  constellations and guiding stars. Wind gusts from 
  the west to create a flapping staccato to match 
  the waves breaking on the hull of the ship. White 
  capped waves, visible in the moonlight, reach 
  for the sailors onboard, topping 15 feet. A slight 
  mist can be felt in the wind; consequently, all 
  surfaces are slick and shiny with moisture (Temp: 
  H 78/26 L 63/17, Wind—15–25 mph. Acrobatics 
  –1, Climb –1, hearing-based Perception –1.)
  21–40
  Clear ebony night overhead provides 
  astronomers and navigators a fine view of the 
  stars and planets. A gentle wind blows from the 
  south flapping the sail and nettings. Small waves 
  lap against the side of the boat like a heartbeat; 
  small white caps stand out stark against the 
  black background of the water and night sky. 
  (Temp: H 80/27 L 66/19, Wind—15–25 mph. No 
  impact to skills.)
  41–60
  An overcast sky blocks the view of all but the 
  brightest stars and planets. Some navigation 
  can still be done by experienced sailors. A 
  breeze comes and goes, proving to be a fickle 
  asset for the sails on the ship. Waves playing tag 
  rock the ship gently back and forth. (Temp: H 
  79/26 L 75/24, Wind—5–10 mph. No impact to 
  skills.)
  61–80
  Numerous stars turn the onyx sky into a twilight 
  gray, offsetting the jet black of the calm water. 
  A steady soft wind blows propelling the ship 
  along on its way. The sound of the surf being cut 
  by the hull is seemingly alone, periodically joined 
  by the creak of the rigging and the soft voice 
  of a sailor. (Temp: H 70/21 L 66/19, Wind—10–15 
  mph. Navigation +1, concentration checks +1.)
  81–00
  A severe wind blows threatening to rip the 
  sail from the mast, propelling the vessel over 
  the waves like a plaything. Thick ribbons of 
  cloud race overhead like gray gashes in the 
  constellations. Many large waves run the length 
  of vision, occasionally growing to such a large 
  size (45 feet) they threaten to topple the ship 
  like flotsam. (Temp: H 69/21 L 61/16, Wind—15–25 
  mph. Climb –1, concentration checks –1.)
  Arctic
  Wind chill is a real concern when the temperature drops below 32 
  degrees Fahrenheit. Exposure to the wind will risk frostbite for flesh. The 
  time it takes for the cold to damage flesh can be found on the Wind Chill 
  Table.
  Rain/Day
  01–20
  White-gray clouds span from horizon to horizon; 
  periodic deluges of snow drop upon the water 
  and the ship. The deck is quickly covered in a 
  blanket of white snow making progress slow 
  around the ship. Finding equipment is difficult 
  for the inexperienced sailor, boxes and barrels 
  becoming nondescript objects in the snow. 
  The wind moves the snow in various directions 
  as it descends, moving the sails to half full with 
  their strongest force. (Temp: H 29/–2 L 21/–6, 
  Wind—10–15 mph. Disable Device and other 
  skills requiring fine manipulation of objects –2. 
  Movement reduced to 1/2 normal for deep 
  snow.)
  21–40
  Sleet drops like sheets of needles upon sailors 
  in the open. The wind drives the sleet almost 
  horizontally across the waves. Large mountains 
  of water move across the area threatening to 
  bash the vessel into submission. The steel gray 
  sky rolls like the underside of a surf promising 
  many hours of attack. The rigging creaks and 
  sails moan ominously in the barrage of the storm. 
  Movement along the deck is perilous at best; 
  those in the upper reaches of the vessel cling for 
  their lives. (Temp: H 23/–5 L 20/–7, Wind—35–40 
  mph. Acrobatics –2, Climb –2, Disable Device 
  and other skills requiring fine manipulation of 
  objects –2, Perception –5, concentration checks 
  –3.)
  41–60
  Freezing mist falls like a cloud landing on the 
  water. Wind is present but too weak to fill sails. 
  Ice floes move on the sunken currents, dancing 
  around the ship at great distances. Waves 
  are subdued, seemingly moving in numerous 
  directions, no pattern discernible. Ice forms on 
  most surfaces with extended exposure, sails 
  and rigging becoming rigid and hazardous 
  with each passing hour. (Temp: H 28/–2 L 21/–6 
  Wind—0–5 mph. Acrobatics –2, Perception 
  –2. Ice burn for exposed flesh in 1d20 minutes 
  continuous exposure.)
  61–80
  Crimson lightning tears through the clouds 
  streaking by overhead, waves lift like cliffs (6–15 
  feet) around the vessel. Rain alternates from 
  side to side and straight down with the force of 
  a hammer blow. Ice coats all exposed surfaces 
  in minutes creating treacherous areas on the 
  ship and rigging. The sails snap and crack as 
  they fill with the wind, snow and ice, dropping 
  chunks of ice to the deck below. Periodically 
  the sky lights up with a lightning blast nearby 
  painting everything within shades of white and 
  gray, all other times the charcoal sky and water 
  bestow a sense of isolation. (Temp: H 31/–1 L 
  24/–4 Wind—50–55 mph. Acrobatics –2, Climb 
  –4, Perception –5, Reflex saves –2. 10% chance 
  of course change required for ice formation in 
  path of ship.)
  Chapter Three: Weather
  
  Dead Man's Chest
  43
  81–00
  The sky carries a darker shade than normal, 
  clouds so thick they block out all trace of light. 
  Hail is propelled horizontally with the wind, 
  hitting like daggers and needles reducing vision 
  to mere feet around each person. Ice forms 
  on all surfaces making passage difficult on 
  deck. Winds blow loose objects and people 
  unprepared for its force off course. Waves 15–30 
  feet high assault the ship, blowing over the 
  rail and soaking sailors with its frigid embrace. 
  (Temp: H 33/1 L 27/–3, Wind—35–40 mph. 
  Acrobatics –5, Climb –4, Disable Device and 
  other skills requiring fine manipulation of objects 
  –10, Perception –7.)
   
  Rain/Night
  01–20
  Lightning-rippled clouds streak by overhead, 
  waves lift like cliffs (6–15 feet) around the vessel. 
  Rain alternates from side to side and straight 
  down with the force of a hammer blow. Ice 
  coats all exposed surfaces quickly creating 
  treacherous areas on the ship and rigging. The 
  sails—resounding with snaps and cracks as it 
  fills with the wind, snow and ice—drop chunks 
  of ice to the deck below. Periodically the sky 
  lights up with a violet or crimson lightning blast 
  nearby painting everything within shades of 
  white and gray, all other times the charcoal sky 
  and water bestow a sense of isolation. (Temp: 
  H 28/–2 L 21/–6 Wind—25–35 mph. Acrobatics 
  –2, Perception –5, Reflex saves –2. 10% chance 
  of course change required for ice formation in 
  path of ship.)
  21–40
  Icy mist falls like a cloud landing on the water. 
  Wind is present but too weak to fill sails. Ice floes 
  move on the sunken currents, dancing around 
  the ship like predators at great distances. Waves 
  are subdued, seemingly moving in numerous 
  directions, no pattern discernible. Ice forms on 
  most surfaces with extended exposure, sails 
  and rigging becoming rigid and hazardous 
  with each passing hour. (Temp: H 30/–1 L 23/–5 
  Wind—0–5 mph. Acrobatics –2, Perception –2.)
  41–60
  The night sky carries a darker shade than 
  normal, clouds so thick they block out all trace 
  of light. Rain is propelled horizontally with the 
  wind, hitting like daggers and needles reducing 
  vision to mere feet around each person. Ice 
  forms on all surfaces making passage difficult 
  on deck. Winds blow loose objects and people 
  unprepared for its force off course. Waves 15–30 
  feet high assault the ship, blowing over the 
  rail and soaking sailors with its frigid embrace. 
  (Temp: H 33/1 L 23/–5 Wind—27–35, mph. 
  Acrobatics –5, Climb –5, Disable Device –10, 
  Perception –6.)
  61–80
  Constant sub-zero drizzle settles on all surfaces, 
  turning the dark night into a dark gray, reducing 
  vision to nearly non-existent. Frigid temperatures 
  freeze the moisture within minutes on every 
  surface. Travel across deck is difficult but 
  manageable to those familiar with surroundings. 
  Sound is subdued with the ice pellets, adding 
  a muffling effect to conversations. Waves are 
  unseen but can be felt hitting the ship every 
  few seconds, occasionally bathing the deck 
  with its spray, a testament to its height of several 
  feet. (Temp: H 28/–2 L 21/–6 Wind—5–10 mph. 
  Perception –2. Movement on deck reduced 
  to 1/2 from ice. Those moving at full require a 
  Dexterity check to remain standing (15% chance 
  of falling into the water). Darkvision reduced by 
  two-thirds.)
  81–00
  Large thick flakes drop around the ship, landing 
  softly on the water before melting. Equipment 
  and decking are quickly covered in a thick 
  blanket of white snow. Waves roll languidly 
  topping 6 feet in height but not steep enough 
  to make more than an exaggerated rocking 
  motion. A light wind blows carrying the flakes 
  on the air currents, visible in the occasional 
  moonlight. (Temp: H 33/1 L 26/–3, Wind—5–10 
  mph. Vision is reduced to 1/2 from the snow and 
  darkness (darkvision is unaffected). Acrobatics 
  check to balance required through deep snow 
  and slippery deck beneath.)
   
  Dry/Day
  01–20
  Clear blue sky overhead provides ample room 
  for the bright sun to shine. Wind gusts from the 
  northeast flapping the sail and nettings. White 
  capped waves, topping 7–8 feet high seem to 
  be pushing large chunks of ice along in their 
  grasp. (Temp: H 30/–1 L 26/–3, Wind—10–15 
  mph. Those working while facing the sun risk 
  sun blindness 10% chance, 15% should their 
  race normally dwell in the dark (duergar, drow, 
  goblin, etc) 10% chance of course change 
  required for ice floe in path of ship.)
  21–40
  Sun and gray clouds do battle overhead for 
  authority, sometimes plunging the day into a 
  gray twilight and other times bright light of a 
  noonday sky. Numerous waves, about the size 
  of a man, run the length of the water as far as 
  the eye can see, all topped with a cone of blue-
  white froth. The wind picks this froth from each 
  and carries it along, freezing it to any surface 
  it covers. The rigging and sails labor under the 
  extra weight of the ice, glinting like jewels in the 
  periodic sun. (Temp: H 29/–2 L 21/–6, Wind—20–
  25 mph. Climb –2, vision-based Perception –1, 
  Reflex saves –2. 12% chance of course change 
  required for ice floe in path of ship.)
  
  44
  41–60
  A wide bank of clouds have blotted out the 
  sun; consequently, the diluted light colors the 
  world in tints of dull twilight-gray. The absence 
  of wind allows the sails and rigging to hang 
  listless, like cloth in a shop window. The water is 
  unmarked, calm for many miles around the ship, 
  waves visible in the far distance. Pressure seems 
  to build, raising the temperature over several 
  hours to a more comfortable level. Icebergs in 
  the distance hold steady like islands. (Temp: H 
  32/0 L 28/–2, Wind—0–5 mph. Experienced sailors 
  (2+ ranks) know a storm is coming. No impact 
  to skills. Reroll on Arctic Day/Rain chart in 1d4 
  hours for result. 2% chance of course change for 
  icebergs in path of ship.)
  61–80
  Streamers of billowy clouds race overhead in the 
  wind. Large waves buffet the ship attempting to 
  carry it along with them. Wind assaults the vessel 
  hard from the west, never wavering or letting 
  up. Tacking into the wind seems impossible from 
  its vicious force while tacking with the wind 
  runs a risk of never getting control of the ship 
  back. (Temp: H 23/–5 L 18/–8 Wind—25–35 mph. 
  Acrobatics –1, Reflex saves –1.)
  81–00
  The air burns with the wind chill, crusting ice all 
  over the ship, the sun adding no aid to the frigid 
  temperature. Clouds are non-existent in the sky, 
  collecting only on the horizons. While filling the 
  sails, the wind steals the breath from those on 
  deck, freezing exposed flesh in minutes. (Temp: 
  H 22/–6 L 15/–9 Wind—35–40 mph. Acrobatics –1, 
  Climb –2, Disable Device and other skills requiring 
  fine manipulation of objects –2.)
   
  Dry/Night
  01–20
  Clear ebony night overhead provides 
  astronomers and navigators a fine view of the 
  stars and planets. A gentle wind blows from the 
  south flapping the sail and nettings. Small waves 
  lap against the side of the boat like a heartbeat; 
  icebergs stand out stark white against the black 
  background of the water and night sky. (Temp: 
  H 32/0 L 25/–4, Wind—5–10 mph. 2% chance of 
  course changes required for ice floe in path of 
  ship. No change to skills.)
  Chapter Three: Weather
  
  Dead Man's Chest
  45
  21–40
  Large clouds move overhead, blocking the stars 
  and moon with their bulk. The ship rolls gently 
  on the waves as it rides through the water. 
  Occasionally larger waves provide a small drop for 
  the vessel as it is carried over the lip of the wave. 
  The strong wind takes the ship along with it, filling 
  the sails and pulling at cloaks of those onboard. 
  (Temp: H 29/–2 L 24/–4, Wind—10–15 mph. 
  Acrobatics –1, hearing-based Perception –1.) 
  41–60
  Clouds block all stars and only hint at the location 
  of the moon, adding a claustrophobic feel to 
  the trip. The absence of wind allows the sails and 
  rigging to hang listless, like cloth in a shop window. 
  The ebony water ripples in the soft breeze, white 
  caps standing out like glowing embers. (Temp: H 
  31/–1 L 26/–3, Wind – 0-5 mph. No impact to skills. 
  2% chance of course change for icebergs.)
  61–80
  Partial clouds cover sections of the sky, seemingly 
  unmoving. Large waves buffet the ship attempting 
  to bear it along with them. Wind assaults the vessel 
  hard from the west, never wavering or letting up. 
  Travel during the night at full sail runs a double risk 
  of collision with ice. (Temp: H 30/–1 L 22/–6 Wind—
  25–35 mph. Acrobatics –1, Reflex saves –1. 15% 
  chance of course change for ice.)
  81–00
  Wisps of cloud move across the sky sometimes 
  blocking the stars. The brightness of the 
  visible stars and moon provides ample light to 
  maneuver around the ship and perform most 
  tasks. The ever-present wind provides enough 
  force to keep the ship moving at optimum 
  speed. The absence of spray from the calm 
  waters allows for equipment to remain cold but 
  dry. (Temp: H 30/–1 L 26/–3, Wind—10–15 mph. 
  No impact to skills.)
  Equatorial
  Within the Equatorial region humidity will become an issue for 
  temperature measurement. Reference to the Humidity Table will bring 
  about a more realistic gauge for temperature; consequently, the effects of 
  heat upon those traveling the waves should be watched closely.
  Rain/Day
  01–20
  A strong wind blows, adding a texture to the 
  warm rain falling. The occasional rain mists on 
  the warm deck, adding more humidity to the 
  air. A sticky aspect of the air grows throughout 
  the day as the humidity rises. Bright sun reflects 
  off all wet and shiny surfaces, creating a glare 
  from all directions. Waves are large in width but 
  not in height, rocking the ship with their passage. 
  (Temp: H 79/26 L 65/18, Wind—10–15 mph. 
  Concentration checks –2.)
  21–40
  Heavy rain pummels the ship and those 
  onboard, quickly drenching all equipment and 
  passengers. The waves are sedated, rarely 
  topping 8 feet, seemingly held down with 
  the impact of the rain. The sun tries to pierce 
  the cloud cover with its intense glare, only 
  succeeding in raising the temperature. Wind is 
  non-existent, hammered to submission by the 
  heavy rain. (Temp: H 75/24 L 71/22, Wind—0–5 
  mph. No impact to skills.)
  41–60
  Seemingly in rhythm with the lapping waves, 
  periodic rain drops in vast amounts, quickly 
  soaking all surfaces and washing away loose 
  items. Between rainfalls the sun attempts to 
  burn away the moisture with blistering heat, 
  never quite successful and so leaving all with 
  a heaviness of moisture. Waves roll languidly 
  topping 6 feet in height but not steep enough 
  to make more than an exaggerated rocking 
  motion. The wind blows merrily, billowing out 
  the sails of the ship and propelling the vessel 
  over the large waves. (Temp: H 79/26 L 71/22, 
  Wind—20–25 mph. Acrobatics check to balance 
  required during each deluge of rain to avoid 
  being swept along.)
  61–80
  A drizzle of rain, sporadically hard and light, falls 
  throughout the day. All surfaces are thoroughly 
  soaked and heavy with water. The warmth of 
  the occasional sun is diminished slightly by the 
  cool rain, keeping it tolerable for all involved. The 
  wind blows constantly, keeping the sails full but 
  not pushing the limit of its capabilities. (Temp: H 
  81/27 L 77/25, Wind—25–30 mph. No impact to 
  skills.)
  81–00
  Heavy rain from unseen clouds pummels the 
  ship and those on deck. Waves like great gray-
  green boulders smash against the ship every 
  minute. The overhead clouds have descended 
  to a point where it seems the ship is in a large 
  chamber. Wind hurtles against the vessel and its 
  sail, trying to rip it free from the mast and rigging. 
  All loose items are tossed around the decking 
  creating hazards for those on deck. (Temp: H 
  80/27 L 74/23, Wind—25–30 mph. Acrobatics –2, 
  Climb –3, concentration checks –1.)
   
  Rain/Night
  01–20
  The humidity of the night is made comfortable by 
  the patter of rain upon the deck. The coolness 
  of the rain seems to steal some of the thickness 
  in the air. The thin clouds mask the presence of 
  the stars but leave a large halo where the moon 
  tries to shine. The waves crash against the hull 
  as if trying to keep the ship from reaching its 
  goal. The bounce of the ship as it passes over 
  the waves keeps all but the soundest sleepers 
  awake. (Temp: H 80/27 L 70/21, Wind—0–5 mph. 
  No impact to skills.)
  21–40
  Heavy rain from ebony clouds press down on the 
  ship and those on deck. Waves can be seen in 
  the dark like great gray-green boulders smashing 
  against the ship every minute. The overhead 
  clouds have descended to a point where it 
  seems the ship is in a large chamber. Wind 
  hurtles against the vessel and its sail, trying to rip 
  it from the mast and rigging. All loose items on 
  deck vie for attention from the crashing waves or 
  the blustery wind. (Temp: H 77/25 L 62/17, Wind—
  20–25 mph. Acrobatics –1, Climb –5, Perception 
  –3, concentration checks –2.)
  
  46
  41–60
  Seemingly in rhythm with the lapping waves, 
  periodic rain drops in vast amounts, quickly soaking 
  all surfaces and washing away loose materials. 
  Waves roll languidly topping 6 feet in height but not 
  steep enough to make more than an exaggerated 
  rocking motion. A light wind blows carrying a 
  humid mist from the still warm water, visible in the 
  intermittent moonlight. (Temp: H 76/24 L 71/22, 
  Wind—5–10 mph. Vision is reduced to 1/2 from the 
  mist and the darkness. Darkvision is unaffected. 
  Acrobatics check to balance required during each 
  deluge of rain to avoid being swept along.)
  61–80
  A drizzle of rain, sometime hard and sometimes 
  light, falls continuously throughout the nighttime 
  hours. All surfaces are thoroughly soaked and 
  heavy with water. The warmth of the day rapidly 
  disappears replaced with the humidity of the still 
  evaporating water around the ship. The waves 
  are smaller than normal and work with the rain 
  to stay weak enough to be inconsequential. The 
  wind blows constantly, keeping the sails full but not 
  pushing the limit of its capabilities. (Temp: H 80/27 L 
  78/26, Wind—12–18 mph. No impact to skills.)
  81–00
  A thrashing rain accompanies hurricane force 
  winds. In the distance amid lightning flashes 
  water spouts can be seen reaching for the 
  sky. Waves, the size of small mountains, rise 
  above the vessel giving the ship a wide span 
  of view when atop a wave, and a sense of 
  claustrophobia when in a gully. (Temp: H 79/26 L 
  71/ 22, Wind—80–85 mph. Climb –10, Perception 
  –5, Reflex saves –3. Vision is reduced to 1/8 due 
  to heavy rain.)
   
  Dry/Day
  01–20
  The incessant sun is offset by a breeze, keeping the 
  temperature to a seemingly moderate level. Spray 
  flies in the wind fed by the many white capped 
  waves sprinting past the ship. The horizon is marked 
  with a large range of gray clouds promising rain in 
  the next day or two. The humidity rises throughout 
  the day adding a weight to the sun which saps 
  the strength of those not acquainted with the 
  Equatorial waters. (Temp: H 81/27 L 75/24, Wind—
  20–25 mph. No impact to skills.)
  21–40
  Clouds run amok along the sky, occasionally 
  blocking the sun and its warmth. The wind 
  seemingly growls as it tears across the water at 
  the ship. The sail quivers trying to keep the wind 
  from escaping. Waves rise up and crash against 
  the hull of the ship each impact like a bludgeon 
  from nature itself. (Temp: H 77/25 L 69/21, Wind—
  25–35 mph. Acrobatics –1, Climb –5, hearing-
  based Perception –1.)
  41–60
  A crystal clear sky magnifies the sun, aiming its 
  heat against the ship and her crew. The wind 
  puffs slowly, not enough to cool the flesh of those 
  in the open or ruffle the sails. Waves move across 
  the water like a herd, trying to carry the ship 
  along in their wake, fighting the vessel should it 
  try to turn away. The spray carries over the rail 
  into the faces of those on deck, quickly drying 
  to leave powdered salt. (Temp: H 77/25 L 65/18, 
  Wind—0–5 mph. Concentration checks –1, 
  Strength checks –2.)
  61–80
  The thick clouds overhead threaten to release 
  their load, moisture currently released in the 
  form of a thick palpable air. While no rain has 
  fallen during the day all surfaces are beaded 
  with sweat and spray from the humidity-laced 
  air. The moderate wind moves both the ship and 
  the clouds, lifting the waves to heights of 10 feet, 
  launching the spray into the air. The ship rolls 
  with the impacts as it tips down one wave and 
  up another, the prow having difficulty cutting 
  through the water. (Temp: H 77/25 L 70/21, 
  Wind—25–30 mph. No impact to skills.)
  81–00
  The sky is clear, dotted only with the occasional 
  cloud. A steady wind blows, determined to cart 
  items away in its embrace. The weak sun cannot 
  raise the temperature regardless of its steady 
  glare. Abundant waves run to the horizon, 
  making up for size with numbers. Churned to a 
  gray-green only a few feet under the surface 
  can be seen with any clarity, another indicator 
  of the weak sun. (Temp: H 75/24 L 64/18, Wind—
  35–40 mph. No impact to skills.) 
   
  Dry/Night
  01–20
  Clear sky provides a view of the numerous 
  constellations and guiding stars. Wind gusts 
  from the northeast creating a flapping staccato 
  to match the waves breaking on the hull of 
  the ship. White capped waves, visible in the 
  moonlight, reach for the sailors onboard, topping 
  7–8 feet. A slight mist can be felt in the wind; 
  consequently, all surfaces are slick and shiny with 
  moisture. (Temp: H 75/24 L 61/16, Wind—15–25 
  mph. Acrobatics –1, Climb –1, hearing-based 
  Perception –1.)
  21–40
  Clouds of stone gray run from horizon to horizon, 
  extinguishing the stars and moon from view. The 
  absence of wind allows the sails and rigging 
  to hang listless, like cloth in a shop window. 
  The water is unmarked, calm for many miles 
  around the ship, waves visible in the far distance. 
  Pressure seems to build, raising the temperature 
  over several hours to just above a comfortable 
  level. (Temp: H 76/24 L 63/17, Wind—0–5 mph. 
  Experienced sailors (2+ ranks) know a storm is 
  coming. No impact to skills. Reroll on Equatorial 
  Day/Rain chart in 1d4 hours for result.)
  41–60
  The cool of the night is identified by the daytime 
  heat escaping the decking, misting the moisture 
  collected through the daylight hours. Raising the 
  humidity to an uncomfortable level it deadens 
  the night sounds of creaking riggings and 
  lapping waves. Lone trenches of waves roll the 
  ship as it moves through them like long strides 
  of a great beast. Occasional clouds plunge the 
  ship into darkness, allowing the moon and stars 
  to peer through again in a few moments. (Temp: 
  H 74/23 L 69/21, Wind—10–20 mph. No impact to 
  skills.)
  Chapter Three: Weather
  
  Dead Man's Chest
  47
  61–80
  Lines of clouds run the length of the night sky. The 
  bright moon hides behind this occasional cover, 
  sometimes plunging the world into a dark twilight 
  or bright moonlight. Numerous waves, about 
  the size of a man, run the length of the water as 
  far as the eye can see, all topped with a small 
  cone of greenish-white froth. The rigging and sails 
  have rivulets of collected water which pool on 
  the deck. Lines are heavy with water and deck 
  boards are slick and shiny, sometimes reflecting 
  the occasional moonlight. (Temp: H 78/26 L 
  75/24, Wind—20–25 mph. Acrobatics –1, Climb 
  –1, vision-based Perception –1, Reflex saves –1.)
  81–00
  Clear ebony night overhead provides 
  astronomers and navigators a fine view of the 
  stars and planets. A gentle wind blows from the 
  west flapping the sail and nettings. Small waves 
  lap against the side of the boat like a heartbeat; 
  reflections of the moon on the waves stand out 
  stark white against the black background of 
  the water and night sky. (Temp: H 79/26 L 67/19, 
  Wind—5–10 mph. No impact to skills.)
   
  Winter
  Tropical
  Rain/Day
  01–20
  A gentle breeze blows, adding a pleasant 
  cooling to the warm rain falling. Large drops 
  patter along the deck; occasional sunshine 
  warms the deck, quickly evaporating the rain 
  and adding to the humidity. A sticky aspect 
  of the air grows throughout the day as the 
  humidity rises. Sunlight glints off the water like 
  numerous smaller suns, blinding those not ready 
  for the effect. Waves are large in width but not 
  in height, rocking the ship with their passage. 
  (Temp: H 88/31 L 75/24, Wind—10–15 mph. 
  Concentration checks –2.)
  21–40
  Steady rainfall descends upon the ship and 
  those onboard, quickly soaking all equipment 
  and people. The waves are sedated, rarely 
  topping 5 feet, seemingly held down with the 
  rain. The sun tries to pierce the cloud cover with 
  its intense glare, only succeeding in raising the 
  temperature. Wind is non-existent, hammered 
  to submission by the heavy rain (Temp H 83/28 L 
  78/26, Wind—0–5 mph. No impact to skills.)
  41–60
  Waves brush against the ship in counter point to 
  the periodic rain, falling in vast amounts, quickly 
  water logging everything. Between rainfalls the 
  sun attempts to burn away the moisture with 
  blistering heat. Waves roll languidly topping 6 
  feet in height but not steep enough to make 
  more than an exaggerated rocking motion. The 
  wind blows merrily, billowing out the sails of the 
  ship and propelling the vessel over the large 
  waves. (Temp: H 89/32 L 76/24, Wind—20–25 
  mph. Acrobatics check to balance required 
  during each deluge of rain to avoid being swept 
  along.)
  61–80
  Rain falls continuously through the day varying 
  between hard and soft keeping all items and 
  surfaces heavy with moisture. The warmth of the 
  occasional sun is diminished slightly by the cool 
  rain, keeping it tolerable for all involved. The wind 
  blows constantly, keeping the sails full but not 
  pushing the limit of its capabilities. (Temp: H 83/28 
  L 70/21, Wind—25–30 mph. No impact to skills.)
  81–00
  Blankets of water fall from the sky creating a 
  deluge which threatens to wash away all on 
  deck. Waves like great gray-green boulders 
  smash against the ship every minute. The 
  overhead clouds have descended to a point 
  where it seems the ship is in a large chamber. 
  Wind hurtles against the vessel and its sail, trying 
  to rip it from the mast and rigging. (Temp: H 87/31 
  L 74/23, Wind—20–25 mph. Balance –1, Climb –5 
  Perception –3, concentration checks –2.)
   
  Rain/Night
  01–20
  While cool, the night remains uncomfortable 
  due to the humidity carried on the air. The 
  moon makes itself known through the clouds, 
  illuminating a portion of the night sky to milky 
  white. The waves crash against the hull as if 
  trying to keep the ship from reaching its goal. 
  The bounce of the ship as it passes over the 
  waves keeps all but the soundest sleepers 
  awake. (Temp: H 86/30 L 79/26, Wind—0–5 mph. 
  Concentration checks –1.)
  21–40
  Heavy rain from substantial clouds pummels the 
  ship and those on deck. Waves can be seen in 
  the dark like great gray-green boulders smashing 
  against the ship every minute. The overhead 
  clouds have descended to a point where it 
  seems the ship is in a large chamber. Wind 
  hurtles against the vessel and its sail, trying to rip 
  it from the mast and rigging. All loose items and 
  small creatures on deck vie for attention from the 
  crashing waves or the blustery wind. (Temp: H 
  85/29 L 79/26, Wind—50–55 mph. Acrobatics –1, 
  Climb –5, Perception –3, concentration checks 
  –2.)
  41–60
  Seemingly in rhythm with the lapping waves, 
  periodic rain drops in vast amounts, quickly 
  soaking all surfaces and washing away loose 
  items. Waves roll languidly topping 6 feet in 
  height but not steep enough to make more than 
  an exaggerated rocking motion. A light wind 
  blows carrying mist from the still warm water, 
  visible in the occasional moonlight. (Temp: H 
  87/31 L 77/25, Wind—5–10 mph. Vision is reduced 
  to 1/2 from the mist and the darkness. Acrobatics 
  check to balance required during complex 
  movement (climbing, tumbling etc.).)
  61–80
  A drizzle of rain falls endlessly throughout the 
  nighttime hours. All surfaces are thoroughly 
  soaked and heavy with water. The warmth of 
  the day rapidly disappears replaced with the 
  humidity of the still evaporating water around the 
  ship. Waves are present but pose no real threat 
  to the direction of the ship or her course. The wind 
  blows constantly, keeping the sails full but not 
  pushing the limit of its capabilities. (Temp: H 83/28 
  L 77/25, Wind—12–18 mph. No impact to skills.)
  
  48
  81–00
  A constant rain falls from gray clouds overhead 
  keeping all within it thoroughly soaked. The wind 
  propels the ship slowly, seemingly held back by 
  the rain, over the large hillock-shaped waves. 
  Occasional lightning flashes illuminate the depth 
  of the rain, looking like iron bars for as far as 
  the eye can see, peppering the water. (Temp: 
  H 79/ 26 L 71/ 22, Wind—5–10 mph. Climb –1, 
  Perception –1, Reflex saves –1. Vision is reduced 
  to 1/2 due to heavy rain.)
   
  Dry/Day
  01–20
  The large sun dominates the sky but a swift 
  breeze keeps the temperature to a more 
  moderate level. Spray is pulled up from the 
  many waves, capped in white froth. The horizon 
  is marked with a large bank of gray clouds 
  promising rain in the next day or two. (Temp: H 
  85/29 L 72/22, Wind—20–25 mph. No impact to 
  skills.)
  21–40
  Clouds run riot along the sky, occasionally 
  blocking the sun and its warmth. The wind 
  seemingly growls as it tears across the water at 
  the ship. The sail quivers trying to keep the wind 
  from escaping. Waves rise up and crash against 
  the hull of the ship each impact like a bludgeon 
  from nature itself. (Temp: H 86/30 L 75/24, Wind—
  25–35 mph. Acrobatics –1, Climb –5, hearing-
  based Perception –2.) 
  41–60
  A crystal clear sky magnifies the sun, directing 
  its heat against the ship and her crew. The wind 
  puffs slowly, not enough to extinguish a candle 
  let alone cool the flesh of those in the open. 
  Waves move across the water like a herd, trying 
  to carry the ship along in their wake, fighting the 
  vessel should it try to turn away. The spray carries 
  over the rail into the faces of those on deck, 
  quickly drying to leave powdered salt. (Temp: 
  H 84/29 L 77/25, Wind—0–5 mph. No impact to 
  skills.)
  61–80
  The thick clouds overhead threaten to release 
  their burden but maintain their hold for now. The 
  moderate wind moves both the ship and the 
  clouds, lifting the waves to heights of 10 feet, 
  launching the spray into the air. The ship rolls 
  with the impacts as it tips down one wave and 
  up another, the prow having difficulty cutting 
  through the water. (Temp: H 89/32 L 82/28, 
  Wind—25–30 mph. No impact to skills.)
  81–00
  The sky is clear, dotted with numerous small 
  mediocre puffs of cloud. A steady wind blows, 
  determined to cart items away in its embrace. 
  The sun, high overhead, seems a greater 
  distance than usual given the lack of heat 
  generated. Abundant waves run to the horizon, 
  making up for size with numbers. Churned to a 
  gray-green only a few feet under the surface 
  can be seen with any clarity, another indicator 
  of the weak sun. (Temp: H 88/31 L 80/27, Wind—
  20–25 mph. No impact to skills.)
  Dry/Night
  01–20
  Clear sky provides a view of the numerous 
  constellations and guiding stars. Wind gusts from 
  the south creating a flapping staccato to match 
  the waves breaking on the hull of the ship. White 
  capped waves, visible in the moonlight, reach 
  for the sailors onboard, topping 10 feet. A slight 
  mist can be felt in the wind; consequently, all 
  surfaces are slick and shiny with moisture. (Temp: 
  H 87/31 L 81/27, Wind—30–35 mph. Acrobatics 
  –1, Climb –1, hearing-based Perception –1.)
   21–40
  Clouds of dull steel run from horizon to horizon, 
  extinguishing the stars and moon from view. The 
  lack of wind allows the sails and rigging to hang 
  listless, like cloth in a shop window. The water is 
  unmarked, tranquil for many miles around the 
  ship, waves visible in the far distance. Pressure 
  seems to build, raising the temperature over 
  several hours to just above a comfortable 
  level. (Temp: H 86/30 L 80/27, Wind—0–5 mph. 
  Experienced sailors (2+ ranks) know a storm is 
  coming. No impact to skills. Reroll on Tropical 
  Day/Rain chart in 1d4 hours for result.)
  41–60
  The cool of the night is acknowledged by the 
  daytime heat escaping the decking, misting the 
  moisture collected through the daylight hours. 
  Raising the humidity to an uncomfortable level 
  it deadens the night sounds of creaking riggings 
  and lapping waves. Troughs of water roll the ship 
  as it moves through them like long strides of a 
  great beast. Occasional clouds steal the minimal 
  light, allowing the moon and stars to peer 
  through again in a few moments. (Temp: H 90/32 
  L 84/29, Wind—10–20 mph. No impact to skills.)
  61–80
  The clouds battle with the moon overhead for 
  supremacy, plunging the world into pitch dark 
  or muted twilight. Numerous waves, about the 
  size of a man, run the length of the water as far 
  as the eye can see, all topped with a cone of 
  greenish-white froth. The rigging and sails have 
  rivulets of collected water which pool on the 
  deck. Lines are heavy with water and deck 
  boards are slick and shiny, sometimes reflecting 
  the occasional moonlight. (Temp: H 83/28 L 
  74/23, Wind—20–25 mph. Acrobatics –1, Climb 
  –1, vision-based Perception –1, Reflex saves –1.)
  81–00
  Clear ebony night overhead provides 
  astronomers and navigators a fine view of the 
  stars and planets. A gentle wind blows from the 
  west, flapping the sail and nettings. Small waves 
  lap against the side of the boat like a heartbeat; 
  reflections of the moon on the waves stand out 
  stark white against the black background of 
  the water and night sky. (Temp: H 83/28 L 78/26, 
  Wind—10–15 mph. No impact to skills.) 
  Chapter Three: Weather
  
  Dead Man's Chest
  49
  Temperate
  Rain/Day
  01–20
  A gentle breeze blows, adding a slight 
  chill to the damp air. Large drops patter 
  along the deck, occasionally warmed by 
  the periodic sun and quickly evaporated. 
  Gray-white clouds fill the sky from horizon 
  to horizon predicting a constant rainfall. 
  Waves are large in width but not in height, 
  rocking the ship with their passage. (Temp: 
  H 46/8 L 35/2, Wind—5–10 mph. No Impact 
  to skills.)
  21–40
  Rain from onyx clouds thrash the ship and 
  those unfortunate enough to be on deck. 
  Waves like great gray-green behemoths 
  smash against the ship every few minutes. 
  The overhead clouds have descended 
  gathering the ship in its embrace. Wind 
  hurtles against the vessel and its sail, trying 
  to rip it from the mast and rigging. The 
  clouds of mist streak by carried on the 
  fierce wind presenting the illusion of even 
  greater speed. All loose items on deck vie 
  for attention from the crashing waves or 
  the blustery wind. (Temp: H 54/12 L 42/6 
  Wind—55–60 mph. Acrobatics –1, Climb –5, 
  Perception –3, concentration checks –2.)
  41–60
  The sky carries a darker shade than normal, 
  clouds so thick they block out all trace of 
  light. Rain is propelled horizontally with the 
  wind, hitting like daggers and needles, 
  reducing vision to mere feet around each 
  person. Winds blow loose objects and 
  people unprepared for its force off course. 
  Waves 15–30 feet high assault the ship, 
  blowing over the rail and soaking sailors 
  with its frigid embrace. (Temp: H 44/7 L 
  37/3, Wind—40–45 mph. Acrobatics –2, 
  Disable Device and other skills requiring fine 
  manipulation of objects –5, Perception –4.)
  61–80
  A constant rain falls from gray clouds 
  overhead keeping all within it thoroughly 
  soaked. The wind propels the ship slowly, 
  seemingly held back by the rain, over the 
  large hillock-shaped waves. Occasional 
  lightning flashes illuminate the depth of the 
  rain, looking like iron bars for as far as the 
  eye can see, peppering the water. (Temp: 
  H 50/10 L 40/4 Wind—5–10 mph. Climb –1, 
  vision-based Perception –1, Reflex saves 
  –1.)
  81–00
  A simple rain falls creating a constant 
  drone of rain on the wooden deck. The 
  wind is not strong enough to alter the 
  vertical direction of the rain letting the 
  sail hang like a soaked rag from the mast. 
  The subtle waves rock the ship almost 
  undetectably as they move by on unseen 
  currents. Clouds looking like an inverted 
  mountain range press down upon the ship 
  and crew. (Temp: H 44/7 L 33/1, Wind—10–
  15 mph. No impact to skills.)
  
  50
  Rain/Night
  01–20
  Clouds brimming with lightning streak by 
  overhead as waves lift like cliffs (6–15 feet) 
  around the vessel. Rain alternates from side 
  to side and straight down with the force of a 
  hammer blow. Rivers of water course around 
  the deck from the rain and waves creating 
  treacherous footing for all onboard. The sails 
  snap and crack as they fill with the wind, 
  dropping deluges of collected rain to the deck 
  below. Periodically the sky lights up with a 
  lightning blast nearby painting everything within 
  shades of white, blue and gray; all other times 
  the charcoal sky and water bestow a sense of 
  isolation. (Temp: H 47/8 L 41/5, Wind—20–25 mph. 
  Acrobatics –5, Disable Device and other skills 
  requiring fine manipulation of objects –3, vision-
  based Perception –3, concentration checks –5.)
  21–40
  A constant rain falls from gray clouds overhead 
  keeping all within it thoroughly soaked. The 
  wind propels the ship slowly, seemingly held 
  back by the rain, over the large hillock-shaped 
  waves. Occasional lightning flashes illuminate 
  the depth of the rain, looking like iron bars 
  for as far as the eye can see, peppering 
  the water. (Temp: H 45/7 L 38/3 Wind—5–10 
  mph. Acrobatics –1, Climb –1, vision-based 
  Perception –1, Reflex saves –1. Vision is reduced 
  to 1/2 from heavy rain.)
  41–60
  Thick rolling clouds erupt constantly with 
  thunder and rain beating upon the wooden 
  planks. The percussion of the rain is accented 
  with the occasional spray of mountainous 
  waves carried on the wind. Gusts of wind blow 
  across the ship attempting to pull everything 
  along in its wake. Sight is reduced to feet, 
  distance eliminated with the thick sheets of 
  rain. (Temp: H 50/10 L 43/6, Wind—15–20 mph. 
  Acrobatics –5, Disable Device and other skills 
  requiring fine manipulation of objects –2, 
  vision-based Perception –3, Reflex saves –5, 
  concentration checks –1.)
  61–80
  Hurricane force rain and wind, the ship is tossed 
  like a child’s doll. Huge waves like mountains 
  threaten to topple the vessel and launch the 
  sailors into the unforgiving sea. Wind blows 
  fiercely lifting all heavy objects not lashed down 
  and propelling them around and off the ship. 
  The sky and water are undistinguishable, erasing 
  the horizon as both are steel gray. (Temp: H 
  39/4 L 31/–1, Wind—75–80 mph. Acrobatics 
  –10, Climb –5, Disable Device and other skills 
  requiring fine manipulation of objects –10, Reflex 
  saves –10, concentration checks –10.)
  81–00
  A simple rain falls creating a constant drone of 
  rain on the wooden deck. The wind is not strong 
  enough to alter the vertical direction of the 
  rain letting the sail hang like a soaked rag from 
  the mast. The faint waves rock the ship almost 
  indiscernibly as they move on underwater 
  currents. Clouds looking like an inverted 
  mountain range press down upon the ship and 
  crew. Navigation can only be done through 
  compass or landmarks. (Temp: H 60/16 L 52/11 
  Wind—5–10 mph, No impact to skills.)
  Dry/Day
  01–20
  The large sun governs the sky but a swift breeze 
  keeps the temperature to a cooler level. Spray 
  is pulled up from the many waves, capped in 
  white froth and thrown across the deck. The 
  horizon is marked with a large bank of gray 
  clouds promising rain in the next day or two. 
  (Temp: H 56/13 L 44/7, Wind—20–25 mph. No 
  impact to skills.)
  21–40
  The sky is clear, dotted with numerous small 
  unimposing puffs of cloud. A steady wind blows, 
  determined to cart items away in its embrace. 
  The sun, high overhead, seems a greater 
  distance than usual given the lack of heat 
  generated. Abundant waves run to the horizon, 
  making up for size with numbers. Churned to a 
  gray-green only a few feet under the surface 
  can be seen with any clarity, another indicator 
  of the weak sun. (Temp: H 58/14 L 49/9, Wind—
  15–20 mph. No impact to skills.)
  41–60
  A crystal clear sky magnifies the sun, directing 
  its heat against the ship and her crew. The wind 
  puffs slowly, not enough to extinguish a candle 
  let alone cool the flesh of those on this warmer 
  than usual day. Waves move across the water 
  like a herd, trying to carry the ship along in their 
  wake, fighting the vessel should it try to turn 
  away. The spray carries over the rail into the 
  faces of those on deck, quickly drying to leave 
  traces of powdered salt. (Temp: H 60/16 L 52/11, 
  Wind—5–10 mph. Vision-based Perception 
  –1, concentration checks –2. Sun stroke in 
  3d8 rounds unless properly attired for the sun. 
  Sunburn in 15 minutes on exposed flesh.)
  61–80
  Sun and gray clouds do battle overhead for 
  dominance, sometimes plunging the water 
  into a dark twilight or bright daylight. Numerous 
  waves, about the size of a man, run the length 
  of the water as far as the eye can see, all 
  topped with a cone of white froth. The wind 
  picks this froth from each and carries it along 
  and coats all surfaces. This cooling spray makes 
  the trip enjoyable for most onboard, even in the 
  shade. The rigging and sails labor and flap in the 
  breeze, occasionally dropping additional sprays 
  to the deck, glinting like jewels in the periodic 
  sun. (Temp: H 45/7 L 36/2, Wind—18–20 mph, No 
  impact to skills.)
  81–00
  Gray the color of stone has been painted from 
  horizon to horizon, plunging the day into twilight. 
  The absence of wind allows the sails and rigging 
  to hang listless, like cloth in a shop window. The 
  water is unmarked, calm for many miles around 
  the ship, waves visible in the far distance. 
  Pressure seems to build, raising the temperature 
  over several hours to a more comfortable level. 
  (Temp: H 55/13 L 46/8, Wind—5–10 mph. Re-roll 
  in 4 game hours on the Wet/Day chart for the 
  approaching storm. No impact to skills.)
  Chapter Three: Weather
  
  Dead Man's Chest
  51
  Dry/Night
  01–20
  Clear sky provides a view of the numerous 
  constellations and guiding stars. Wind gusts from 
  the west creating a flapping staccato to match 
  the waves breaking on the hull of the ship. White 
  capped waves, visible in the moonlight, reach 
  for the sailors onboard, topping 7–8 feet. A slight 
  mist can be felt in the wind; consequently, all 
  surfaces are slick and shiny with moisture. (Temp: 
  H 39/4 L 32/0, Wind—15–25 mph. Acrobatics –1, 
  Climb –1, hearing-based Perception –1.) 
  21–40
  Clear jet black night overhead provides 
  astronomers and navigators a fine view of the 
  stars and planets. A gentle wind blows from the 
  south flapping the sail and nettings. Small waves 
  lap against the side of the boat like a heartbeat; 
  small white caps stand out stark against the black 
  background of the water and night sky. (Temp: H 
  58/14 L 44/7, Wind—15–25 mph. No impact to skills.)
  41–60
  An overcast sky blocks the view of all but the 
  brightest stars and planets. Some navigation can 
  still be done by experienced sailors. A breeze 
  comes and goes, proving to be a fickle asset for 
  the sails on the ship; waves playing tag rock the 
  ship gently back and forth. (Temp: H 49/9 L 43/6, 
  Wind—15–20 mph. No impact to skills.) 
  61–80
  Numerous stars turn the night sky into a twilight 
  gray, offsetting the onyx of the calm water. A 
  steady soft wind blows propelling the ship along 
  on its way. The sound of the surf being cut by 
  the hull is seemingly alone, periodically joined 
  by the creak of the rigging and the soft voice 
  of a sailor. (Temp: H 55/13 L 44/7, Wind—20–25 
  mph. Navigation +1, concentration checks +1.)
  81–00
  A severe wind blows threatening to rip the sail 
  from the mast, propelling the vessel over the 
  waves like a toy. Thick ribbons of cloud race 
  overhead like gray gashes in the constellations. 
  Many large waves run the length of vision, 
  occasionally growing to such a large size (45 
  feet) they threaten to topple the ship like 
  flotsam. (Temp: H 52/11 L 45/7, Wind—15–25 
  mph. Climb –1, concentration checks –1.)
  Arctic
  Wind chill is a real concern when the temperature drops below 32 degrees 
  Fahrenheit. Exposure to the wind will risk frostbite for flesh. The time it 
  takes for the cold to damage flesh can be found on the Wind Chill Table.
  Rain/Day
  01–20
  White gray clouds span from horizon to horizon; 
  periodic deluges of snow drop upon the water 
  and the ship. The deck is quickly covered in a 
  white blanket of snow making progress slow 
  around the ship. Finding equipment is difficult 
  for the inexperienced sailor, boxes and barrels 
  becoming nondescript objects in the snow. The 
  wind moves the snow in various directions as it 
  descends, moving the sails to half full with their 
  strongest force. (Temp: H –15/–26 L –20/–29, Wind—
  15–20 mph. Movement reduced to 1/2 normal for 
  deep snow, exposed flesh risk frostbite.)
  21–40
  Sleet drops like sheets of needles upon sailors 
  in the open. The wind drives the sleet almost 
  horizontally across the waves. Large mountains 
  of water move across the area threatening to 
  bash the vessel into submission. The steel gray sky 
  rolls like the underside of a surf promising many 
  hours of attack. The rigging creaks and sails moan 
  ominously in the barrage of the storm. Movement 
  along the deck is perilous at best; those in the 
  upper reaches of the vessel cling for their lives. 
  (Temp: H –12/–24 L –23/–30, Wind—20–25 mph. 
  Acrobatics –2, Climb –2, Disable Device and 
  other skills requiring fine manipulation of objects 
  –2, Perception –5, concentration checks –3. 
  Exposed flesh risks frostbite in 1d10 minutes.)
  41–60
  Freezing mist falls, landing like a blanket upon the 
  water. Wind is present but too weak to fill sails. 
  Ice floes move on the sunken currents, dancing 
  around the ship at great distances. Waves 
  are subdued, seemingly moving in numerous 
  directions with no pattern discernible. Ice forms 
  on most surfaces with extended exposure, sails 
  and rigging becoming rigid and hazardous with 
  each passing hour. (Temp: H –14/–26 L –19/–28 
  Wind—0–5 mph. Acrobatics –2, Perception –2. 
  Hypothermia and ice burn for exposed flesh in 
  1d20 minutes continuous exposure.)
  61–80
  Clouds explode with lightning and thunder as 
  waves lift like cliffs (6–15 feet) around the vessel. 
  Rain alternates from side to side and straight 
  down with the force of a hammer blow. Ice 
  coats all exposed surfaces in minutes creating 
  treacherous areas on the ship and rigging. The 
  sails snap and crack as they fill with the wind, 
  snow and ice, dropping chunks of ice to the 
  deck below. Periodically the sky lights up with 
  a lightning blast nearby painting everything 
  within shades of white and black; all other times 
  the charcoal sky and water bestow a sense of 
  isolation. (Temp: H –16/–27 L –25/–32 Wind—25–35 
  mph. Acrobatics –2, Perception –5, Reflex saves 
  –2. 10% chance of course change required for 
  ice formation in path of ship.)
  81–00
  The sky carries a darker shade than normal, 
  clouds so thick they block out all trace of light. 
  Rain is propelled horizontally with the wind, hitting 
  like daggers and needles reducing vision to 
  mere feet around each person. Ice forms on all 
  surfaces making passage difficult on deck. Winds 
  blow loose objects and people unprepared for 
  its force off course. Waves 15–30 feet high assault 
  the ship, blowing over the rail and soaking sailors 
  with its frigid embrace. (Temp: H –20/–29 L –25/–32 
  Wind—40–45 mph. Acrobatics –5, Disable Device 
  and other skills requiring fine manipulation of 
  objects –10, Perception -6. Hypothermia for ill 
  prepared individuals on deck, frostbite and numb 
  limbs within 1d8 minutes of continued exposure.)
  
  52
  Rain/Night
  01–20
  Bulbous clouds promise a tremendous storm 
  front. Waves lift like cliffs (20–30 feet) around the 
  vessel as rain attacks side to side and straight 
  down with the force of a hammer blow. Ice 
  coats all exposed surfaces in minutes creating 
  treacherous areas on the ship and rigging. The 
  sails snap and crack as they fill with the wind, 
  snow and ice, dropping chunks of ice to the 
  deck below. Periodically the sky lights up with a 
  lightning blast nearby painting everything within 
  shades of white; all other times the charcoal sky 
  and water bestow a sense of isolation. (Temp: H 
  –17/–27 L –24/–31 Wind—25–35 mph. Acrobatics 
  –2, Perception –5, Reflex saves –2. 10% chance 
  of course change required for ice formation in 
  path of ship.)
  21–40
  Freezing mist falls like a cloud landing on the 
  water. Wind is present but too weak to fill sails. 
  Ice floes move on the sunken currents, dancing 
  around the ship at great distances. Waves 
  are subdued, seemingly moving in numerous 
  directions, no pattern discernible. Ice forms on 
  most surfaces with extended exposure, sails 
  and rigging becoming rigid and hazardous with 
  each passing hour. (Temp: H –18/–28 L –22/–30 
  Wind—0–5 mph. Acrobatics –2, Perception –2. 
  Hypothermia and ice burn for exposed flesh in 
  1d20 minutes continuous exposure.)
  41–60
  The night sky carries a shade darker than 
  normal, clouds so thick they block out all trace 
  of light. Rain is propelled horizontally with the 
  wind, hitting like daggers and needles reducing 
  vision to mere feet around each person. Ice 
  forms on all surfaces making passage dangerous 
  on deck and in the lines above. Winds blow 
  loose objects and people unprepared for its 
  force off course. Waves 15–30 feet high assault 
  the ship, blowing over the rail and soaking 
  sailors with its frigid embrace. (Temp: H –16/–27 
  L –18/–-28 Wind—40–45 mph. Acrobatics –5, 
  Disable Device and other skills requiring fine 
  manipulation of objects –10, Perception –6.)
  61–80
  Constant icy drizzle settles on all surfaces, turning 
  the dark night into a dark gray, reducing vision 
  to nearly non-existent. Frigid temperatures freeze 
  the moisture within minutes on every surface. 
  Travel across deck is difficult but manageable 
  to those familiar with surroundings. Sound is 
  subdued with the ice pellets, adding a muffling 
  effect to conversations. Waves are unseen but 
  can be felt hitting the ship every few seconds, 
  occasionally bathing the deck with its spray, a 
  testament to its height of several feet. (Temp: H 
  –15/–26 L –20/–29 Wind—5–10 mph. Perception 
  –2. Movement on deck reduced to 1/2 from ice. 
  Those moving at full speed require a Dexterity 
  check to remain standing (15% chance of falling 
  into the water where appropriate). Darkvision 
  reduced to two-thirds.)
  81–00
  Large thick flakes drop around the ship, landing 
  softly on the water before melting. Equipment 
  and decking are quickly covered in a thick 
  blanket of white snow. Waves roll languidly 
  topping 6 feet in height but not steep enough 
  to make more than an exaggerated rocking 
  motion. A light wind blows carrying the flakes 
  on the air currents, visible in the occasional 
  moonlight. (Temp: H –11/–24 L –19/–28, Wind—5–
  10 mph. Vision is reduced to 1/2 from the snow 
  and darkness. Acrobatics check to balance 
  required through deep snow and slippery deck 
  beneath.)
   
  Dry/Day
  01–20
  Clear blue sky overhead provides ample room 
  for the bright sun to shine. Wind gusts from 
  the west flapping the sail and nettings. White-
  capped waves, topping 7–8 feet high seem to 
  be pushing large chunks of ice along in their 
  grasp. (Temp: H –12/ –24 L –17/–27, Wind—10–15 
  mph. Those working while facing the sun risk 
  sun blindness 10% chance, 15% should their 
  race normally dwell in the dark (duergar, drow, 
  goblin, etc) 10% chance of course change 
  required for ice floe in path of ship.)
  21–40
  Sun and gray clouds do battle overhead for 
  power, sometimes plunging the water into a 
  dark twilight or bright daylight. Numerous waves, 
  about the size of a man, run the length of the 
  water as far as the eye can see, all topped with 
  a cone of white froth. The wind picks this froth 
  from each and carries it along, freezing it to 
  any surface it covers. The rigging and sails labor 
  under the extra weight of the ice, glinting like 
  jewels in the periodic sun. (Temp: H –16/–27 L 
  –22/–30, Wind—20–25 mph. Acrobatics –2, Climb 
  –2, vision-based Perception –1, Reflex saves –2. 
  12% chance of course change required for ice 
  floe in path of ship.)
  41–60
  Gray the color of stone has been painted from 
  horizon to horizon, plunging the day into twilight. 
  The absence of wind allows the sails and rigging 
  to hang listless, like cloth in a shop window. 
  The water is unmarked, calm for many miles 
  around the ship, waves visible in the far distance. 
  Pressure seems to build, raising the temperature 
  over several hours to a more comfortable level. 
  Icebergs in the distance hold steady like islands. 
  (Temp: H –17/–27 L –26/–32, Wind—0–5 mph. 
  Experienced sailors (2+ ranks) know a storm is 
  coming. No impact to skills. Reroll on Arctic Day/
  Rain chart in 1d4 hours for result. 2% chance of 
  course change for icebergs in path of ship.)
  61–80
  Streamers of billowy clouds race overhead in the 
  wind. Large waves buffet the ship attempting to 
  carry it along with them. Wind assaults the vessel 
  hard from the west, never wavering or letting 
  up. Tacking into the wind seems impossible from 
  its vicious force while tacking with the wind runs 
  a risk of never getting control of the ship back. 
  (Temp: H –19/–28 L –25/–32 Wind—30–35 mph. 
  Acrobatics –1, Reflex saves –1.)
  Chapter Three: Weather
  
  Dead Man's Chest
  53
  81–00 
  The air burns with the wind chill crusting ice all 
  over the ship, the sun adding no aid to the frigid 
  temperature. Clouds are non-existent in the sky, 
  collecting only on the horizons. While filling the 
  sails, the wind steals the breath from those on 
  deck, freezing exposed flesh in minutes. (Temp: H 
  –18/–28 L –23/–31, Wind—25–30 mph. Acrobatics 
  –1, Climb –2, Disable Device and other skills 
  requiring fine manipulation of objects  –2.)
   
  Dry/Night
  01–20
  Untouched sky overhead provides astronomers 
  and navigators a fine view of the stars and 
  planets. A gentle wind blows from the south 
  flapping the sail and nettings. Small waves lap 
  against the side of the boat like a heartbeat; 
  icebergs stand out stark white against the black 
  background of the water and night sky. (Temp: 
  H –20/–29 L –25/–32, Wind—5–10 mph. 10% 
  chance of course changes required for ice floe 
  in path of ship. No change to skills.)
  21–40
  Large clouds move overhead, blocking the 
  stars and moon with their bulk. The ship rolls 
  gently on the waves as it rides through the 
  water. Occasionally larger waves provide a 
  small drop for the vessel as it is carried over the 
  lip of the wave. The strong wind takes the ship 
  along with it, filling the sails and pulling at cloaks 
  of those onboard. (Temp: H –13/–25 L –21/–30, 
  Wind—45–50 mph. Acrobatics –1, hearing-based 
  Perception –1.)
  41–60
  Clouds block all stars and only hint at the 
  location of the moon, adding a claustrophobic 
  feel to the trip. The absence of wind allows the 
  sails and rigging to hang listless, like cloth in a 
  shop window. The ebony water ripples in the soft 
  breeze, white caps standing out like glowing 
  embers. (Temp: H –19/–28 L –25/–32, Wind—0–5 
  mph. No impact to skills. 2% chance of course 
  change for icebergs in path of ship.)
  61–80
  Partial clouds cover sections of the sky, 
  seemingly unmoving. Large waves buffet the 
  ship attempting to carry it along with them. Wind 
  assaults the vessel hard from the west, never 
  wavering or letting up. Travel during the night 
  at full sail runs double risk of collision with ice. 
  (Temp: H –23/–31 L –29/–34 Wind—55–60 mph. 
  Acrobatics –1, Reflex saves –1. 15% chance of 
  course change for ice.)
  81–00
  Wisps of cloud move across the sky sometimes 
  blocking the stars. The brightness of the 
  visible stars and moon provides ample light to 
  maneuver around the ship and perform most 
  tasks. The ever-present wind provides enough 
  force to keep the ship moving at optimum 
  speed. The absence of spray from the calm 
  waters allows for equipment to dry. (Temp: H 
  –19/–28 L –21/–29, Wind—30–35 mph. No impact 
  to skills.)
  Equatorial
  Within the Equatorial region humidity will become an issue for 
  temperature measurement. Reference to the Humidity Table will bring 
  about a more realistic gauge for temperature; consequently, the effects of 
  heat upon those traveling the waves should be watched closely.
  Day/Rain
  01–20
  A fierce wind blows, adding a texture to the 
  warm rain falling. Large drops patter along the 
  deck; occasional sunshine warms the deck, 
  quickly evaporating the rain and adding to 
  the humidity. A sticky aspect of the air grows 
  throughout the day as the humidity rises. Sunlight 
  glints off the water like numerous smaller suns, 
  blinding those not ready for the effect. Waves 
  are large in width but not in height, rocking the 
  ship with their passage. (Temp: H 73/23 L 65/18, 
  Wind—35–40 mph. Concentration checks –2.)
  21–40
  Heavy rain pummels the ship and those 
  onboard, quickly soaking everything on deck. 
  The waves are sedated, rarely topping 5 feet, 
  seemingly held down with the impact of the 
  rain. The sun tries to pierce the cloud cover with 
  its intense glare, only succeeding in raising the 
  temperature. Wind is non-existent, hammered to 
  submission by the heavy rain. (Temp: H 70/21 L 
  62/17, Wind—0–5 mph. No impact to skills.)
  41–60
  Seemingly in rhythm with the lapping waves, 
  periodic rain drops in vast amounts, quickly 
  soaking all onboard and washing away loose 
  items. Between rainfalls the sun attempts to burn 
  away the moisture with blistering heat, never quite 
  successful and so leaving all with a heaviness 
  of moisture. Waves roll languidly topping 6 feet 
  in height but not steep enough to make more 
  than an exaggerated rocking motion. The wind 
  blows merrily, billowing out the sails of the ship and 
  propelling the vessel over the large waves. (Temp: 
  H 67/19 L 58/14, Wind—10–15 mph. Acrobatics 
  check to balance required during each deluge of 
  rain to avoid being swept along.)
  61–80
  A drizzle of rain, sometimes hard and sometimes 
  light, falls throughout the day. All equipment 
  is thoroughly soaked and heavy with water. 
  The warmth of the occasional sun is diminished 
  slightly by the cool rain, keeping it tolerable for 
  all involved. The wind blows constantly, keeping 
  the sails full but not pushing the limit of its 
  capabilities. Waves rise from the water to knock 
  the ship with thundering impacts every few 
  minutes. (Temp: H 73/23 L 66/19, Wind—20–25 
  mph. No impact to skills.)
  81–00
  Thick rains from gargantuan clouds clobber the 
  ship and those on deck. Waves like great green 
  battering rams smash against the ship every few 
  minutes. The overhead clouds have descended 
  to a point where it seems the ship is in a large 
  chamber. Wind hurtles against the vessel and its 
  sail, trying to rip it free from the mast and rigging. 
  All loose items are tossed around the decking 
  creating hazards for those on deck. (Temp: H 
  67/19 L 59/15, Wind—50–55 mph. Acrobatics –2, 
  Climb –3, concentration checks –1.)
  
  54
  Rain/Night
  01–20
  The humidity of the night is made comfortable 
  by the patter of rain upon the deck, the 
  coolness of the rain stealing some of the heat. 
  The thin clouds mask the presence of the stars 
  but leave a large halo where the moon tries 
  to shine. The waves crash against the hull as if 
  trying to keep the ship from reaching its goal. 
  The bounce of the ship as it passes over the 
  waves keeps all but the soundest sleepers 
  awake. (Temp: H 74/23 L 64/18, Wind—0–5 mph. 
  No impact to skills.)
  21–40
  A deluge of rain from ebony clouds press down 
  on the ship and those on deck. Waves can be 
  seen in the dark like great gray-green boulders 
  smashing against the ship every minute. The 
  overhead clouds have descended to a point 
  where it seems the ship is in a large chamber. 
  Wind hurtles against the vessel and its sail, trying 
  to rip it from the mast and rigging. All loose items 
  and small creatures on deck vie for attention 
  from the crashing waves or the blustery 
  wind. (Temp: H 71/22 L 62/17, Wind—45–50 
  mph. Acrobatics –1, Climb –5, Perception –3, 
  concentration checks –2.)
  41–60
  Seemingly in rhythm with the lapping waves, 
  periodic rain drops in vast amounts, quickly 
  soaking all surfaces and washing away loose 
  materials. Waves roll languidly topping 6 feet 
  in height but not steep enough to make more 
  than an exaggerated rocking motion. A light 
  wind blows carrying a humid mist from the still 
  warm water, visible in the intermittent moonlight. 
  (Temp: H 75/24 L 66/19, Wind—15–20 mph. 
  Vision is reduced to 1/2 from the mist and the 
  darkness. Acrobatics check to balance required 
  during each deluge of rain to avoid being swept 
  along.)
  61–80
  A drizzle of rain, flip-flopping between hard 
  and light, falls continuously throughout the 
  nighttime hours. All surfaces are thoroughly 
  soaked and heavy with water. The warmth of 
  the day rapidly disappears replaced with the 
  humidity of the still-evaporating water around 
  the ship. The waves are smaller than normal 
  and work with the rain to stay weak enough to 
  be inconsequential. The wind blows constantly, 
  keeping the sails full but not pushing the limit of 
  its capabilities. (Temp: H 78/26 L 71/22, Wind—
  30–35 mph. No impact to skills.) 
  81–00
  A thrashing rain accompanies hurricane force 
  winds. In the distance amid lightning flashes 
  water spouts can be seen reaching for the 
  sky. Waves, the size of small mountains, rise 
  above the vessel giving the ship a wide span 
  of view when atop a wave, and a sense of 
  claustrophobia when in a gully. (Temp: H 72/22 
  L 68/20, Wind—75–85 mph. Climb –10, hearing-
  based Perception –5, vision-based Perception 
  –10, Reflex saves –10.)
  Dry/Day
  01–20
  The large sun dominates the sky but a swift 
  breeze keeps the temperature to a more 
  moderate level. Spray is pulled up from the 
  many waves, capped in white froth. The 
  horizon is marked with a large bank of gray 
  clouds promising rain in the next day or two. 
  The humidity rises throughout the day adding 
  a weight to the sun which saps the strength 
  of those not acquainted with the Equatorial 
  waters. (Temp: H 79/26 L 72/22, Wind—10–15 
  mph. No impact to skills.) 
  21–40
  Clouds run amok along the sky, occasionally 
  blocking the sun and its warmth. The wind 
  seemingly growls as it tears across the water 
  at the ship. The sail quivers trying to keep the 
  wind from escaping. Waves rise up and crash 
  against the hull of the ship, each impact like a 
  bludgeon from nature itself. (Temp: H 75/24 L 
  65/18, Wind—45–50 mph. Acrobatics –1, Climb 
  –5, hearing-based Perception –2.)
  41–60
  A crystal clear sky allows the sun to direct its 
  heat against the ship and her crew. The wind 
  breathes slowly, not enough to extinguish a 
  candle let alone cool the flesh of those in the 
  open. Waves move across the water like a 
  herd, trying to carry the ship along in their wake, 
  fighting the vessel should it try to turn away. The 
  spray carries over the rail into the faces of those 
  on deck, quickly drying to leave powdered 
  salt. (Temp: H 74/23 L 69/21 Wind—0–5 mph. No 
  impact to skills.)
  61–80
  The turbulent clouds overhead threaten to 
  release their load, allowing the moisture to 
  be released in the form of a thick palpable 
  air. While no rain has fallen during the day all 
  surfaces are beaded with sweat and spray 
  from the moisture-laced air. The moderate wind 
  moves both the ship and the clouds, lifting the 
  waves to heights of 10 feet, launching the spray 
  into the air. The ship rolls with the impacts as it 
  tips down one wave and up another, the prow 
  having difficulty cutting through the water. 
  (Temp: H 68/20 L 60/16 Wind—20–25 mph. No 
  impact to skills.)
  81–00
  The sky is clear, dotted with numerous small 
  unimposing collections of cloud. A steady 
  wind blows, determined to cart items away in 
  its embrace. The sun, high overhead, seems 
  a greater distance than usual given the lack 
  of heat generated. Abundant waves run to 
  the horizon, making up for size with numbers. 
  Churned to a gray-green only a few feet 
  under the surface can be seen with any clarity, 
  another indicator of the weak sun. (Temp: H 
  75/24 L 71/22, Wind—20–25 mph. No impact to 
  skills.)
  Chapter Three: Weather
  
  Dead Man's Chest
  55
  Dry/Night
  01–20
  An open sky provides a view of the numerous 
  constellations and guiding stars. Wind gusts 
  from the northeast creating a flapping 
  staccato to match the waves breaking on the 
  hull of the ship. White capped waves, visible in 
  the moonlight, reach for the sailors onboard, 
  topping 7–8 feet. A slight mist can be felt in the 
  wind; consequently, all surfaces are slick and 
  shiny with moisture. (Temp: H 74/24 L 67/19, 
  Wind—20–35 mph. Acrobatics –1, Climb –1, 
  hearing-based Perception –1.)
  21–40
  Clouds, reminiscent of the underside of gray 
  crashing surf, run from horizon to horizon, 
  extinguishing the stars and moon from view. 
  The absence of wind allows the sails and 
  rigging to hang listless, like cloth in a shop 
  window. The water is like glass, calm for many 
  miles around the ship, waves visible in the far 
  distance. Pressure seems to build, raising the 
  temperature over several hours to just above 
  a comfortable level. (Temp: H 70/21 L 61/16, 
  Wind—0–5 mph. Experienced sailors (2+ ranks) 
  know a storm is coming. No impact to skills. 
  Reroll on Equatorial Day/Rain chart in 1d4 hours 
  for result.)
  41–60
  The cool of the night is identified by the 
  daytime heat escaping the decking, 
  misting the moisture collected through the 
  daylight hours. Raising the humidity to an 
  uncomfortable level, it deadens the night 
  sounds of creaking riggings and lapping waves. 
  Lone trenches of waves roll the ship as it moves 
  through them like long strides of a great beast. 
  Occasional clouds plunge the world into 
  darkness, allowing the moon and stars to peer 
  through again in a few moments. (Temp: H 
  76/24 L 69/21, Wind—10–20 mph. No impact to 
  skills.)
  61–80
  Thin clouds attempt to block the bright 
  moonlight, only muting the brilliance 
  periodically. Rain falls lightly from unseen 
  sources slowly drenching the ship and 
  equipment. Numerous waves, about 10 feet 
  tall run the length of the water as far as the eye 
  can see, all topped with a cone of greenish 
  white froth. The rigging and sails have rivulets of 
  collected water which pool on the deck. Lines 
  are heavy with water and deck boards are slick 
  and shiny, sometimes reflecting the occasional 
  sunlight. (Temp: H 62/17 58/14 Wind—20–25 
  mph. Acrobatics –1, Climb –1, vision-based 
  Perception –1, Reflex saves –1.)
  81–00
  A clear night overhead provides astronomers 
  and navigators a fine view of the stars and 
  planets. A gentle wind blows from the south 
  flapping the sail and nettings. Small waves lap 
  against the side of the boat like a heartbeat; 
  reflections of the moon on the waves stand out 
  stark white against the black background of 
  the water and night sky. (Temp: H 67/19 L 61/16, 
  Wind—5–10 mph. No impact to skills.)
  
  56
  To supplement your nautical campaign, this chapter provides you 
  with several new feats and prestige classes centered on an ocean-going 
  campaign.
  New Skills
  Navigation (Int)
  You are able to plot sea courses and aid a ship’s helmsman in navigation. 
  A successful Navigation check plots an 8 hour course along a coastline or 
  a 24 hour course in open sea. Navigation is a class skill for clerics with the 
  Travel or Water domains, sea-witches (a new druid archetype), sailors (a 
  new fighter archetype), and rogues.
  Check: The DCs for plotting a sea course are found on the table below.
  Action: Plotting a course takes about 1 hour, plus a number of minutes 
  equal to twice the DC. This time entails taking the appropriate readings, 
  consulting charts (where applicable), and making observations of 
  landmarks or celestial bodies.
  Try Again: Varies.
  You are allowed to try again on a failed check to plot a basic sea course 
  through known coastal waters, but only when it becomes apparent (by 
  missed landmarks or unfamiliar coasts) that you are not on course—usually 
  after 1d8 hours. The consequence of a failed check can be disastrous; see 
  the Failed Navigation Check sidebar. You may take 10 on a Navigation 
  check to plot a course through known coastal waters.
  On unknown coastal waters, you are not allowed to try again on a failed 
  check to plot a course; the landmarks and coasts are unknown to you. You 
  cannot take 10 on a Navigation check through unknown coastal waters. 
  On the open sea, you are allowed to try again on a failed check to plot a 
  course, but only when it becomes apparent (by the position of the sun and 
  stars) that you are not on course—usually after 24 hours. You may take 10 
  on a Navigation check to plot a course through open sea.
  Special: If you have 2 or more ranks in Navigation, you can 
  automatically determine where true north lies in relation to yourself.
  Certain sea charts made by navigators (see the navigator prestige class) 
  provide bonuses to Navigation checks to avoid getting lost at sea.
  A normal Navigation check assumes that the navigator is making use of 
  a sextant, compass, sea charts, star charts, or other such applicable tools. 
  Plotting a course without tools requires the navigator to rely only on the 
  position of celestial bodies such as the sun and stars. The base DC for such 
  a Navigation check increases by +5.
  Using Navigation
  For the purposes of this skill, there are two general aquatic environments: 
  Coastal Waters and Open Sea. Most sea travel in the medieval era was 
  done within sight of land, for not only is it a comfort to sailors to see 
  land and know that they are not at the mercy of the winds, but the risk of 
  becoming lost in open seas is very high.
  Coastal Waters: As long as a vessel remains within sight of land, it is 
  considered to be traveling in coastal waters. It is impossible to become 
  lost by following a coastline, so Navigation checks in this environment are 
  made to avoid natural hazards such as shallows and reefs.
  Whether or not a ship is sailing in coastal waters depends on how far 
  out to sea it is, and how far above sea level the coastland rises. In general, 
  the crew of a ship can see land within 5 miles of the coastline; further if 
  there are significant hills or mountains near the coast. Because of this, 
  navigators prefer to plot coastal courses that are no greater than 2 miles 
  from shore. It is easier to keep sight of land at that distance, and there is 
  less risk of drifting into open seas. There is a drawback, however, for the 
  closer one gets to shore the greater chance there is of encountering hazards 
  such as reefs, rocks, and shallows. The rules presented here assume that a 
  navigator is plotting a course within 2 miles of a coastline.
  Known Coastal Waters: Known coastal waters are charted regions that 
  are frequently traveled by mariners. These coasts have been thoroughly 
  mapped by past navigators, and known hazards such as reefs, rocks, and 
  shallows are clearly marked on sea charts and are easily avoided.
  Unknown Coastal Waters: Unknown coastal waters are regions of 
  coastline that are either infrequently traveled or are uncharted. In this 
  environment, a navigator must be ever on his guard. He watches for 
  changes in currents that might indicate sandbars or reefs, and he takes 
  frequent depth measurements to be on the lookout for shallows. 
  Open Seas: Open seas include any aquatic environment from which 
  land cannot be sighted, whether in saltwater or fresh. (This includes 
  underwater, if the GM allows for submarine exploration.) Unlike coastal 
  environments, in open seas a navigator has no coastline or landmarks to 
  guide him. Navigation in this environment requires frequent compass 
  readings as well as careful observation of the sun and stars. Open sea 
  courses are more difficult to plot, and have the added risk of becoming 
  lost at sea.
  Chapter Four:  
  Feats and Prestige Classes
  Navigation
  DC
  Task
  15
  Plot a course through known coastal waters.
  15
  Predict the weather up to 24 hours in advance. 
  For every 5 points by which your Navigation check 
  result exceeds 15, you can predict the weather for 
  one additional day in advance.
  20
  Plot a course through open sea.
  20
  Plot a course through known coastal waters without 
  navigational tools.
  20
  Plot a safe course through unknown coastal waters.
  25
  Plot a course through open sea without 
  navigational tools.
  25
  Plot a safe course through unknown coastal waters 
  without navigational tools.
  
  Dead Man's Chest
  57
  New Feats
  You can allow your players and NPCs access to these new feats to 
  broaden the scope of any seaborne adventure.
  Boarding Action (Teamwork)
  You are trained to coordinate with your fellows to bring down your enemies.
  Benefit: If an ally with this feat is flanking your opponent, you are 
  considered to be flanking that opponent also, and get all the normal 
  benefits of flanking. This feat can only be used with melee weapons, and 
  cannot be combined with a sneak attack.
  Normal: You must be one of the attackers that cause the target to 
  become flanked to receive a flanking bonus.
  Deep Dive
  You can withstand greater-than-normal pressures when exploring the 
  ocean depths.
  Benefit: You can exceed your maximum diving depth by 50%. See 
  Chapter Two for details on pressure and the limits of deep-diving.
  Fast Swim
  You can swim with amazing speed.
  Prerequisite: natural swim speed.
  Benefit: When performing the run maneuver while swimming 
  underwater, you can move five times your normal speed instead of four.
  Hold Breath
  You can hold your breath longer than normal.
  Benefit: Those who dive into the black ocean depths find it beneficial 
  to spend hours training their bodies to last longer on a single gulp of air. 
  You can hold your breath for a number of rounds equal to three times your 
  Constitution.
  Normal: You can hold your breath for a number of rounds equal to 
  twice your Constitution.
  Night Owl
  A benefit to any sailor standing watch on deck, this feat permits you to 
  need only a minimal amount of sleep to stay active and alert.
  Benefit: You only need 3/4 the usual amount of sleep to awaken fully 
  On a failed Navigation check, the navigator has plotted a potentially 
  disastrous course. The consequences of failure vary depending on the 
  nature of the course.
  Coastal Waters: The ship has neared a coastal hazard. Roll 1d8 to 
  determine how many hours into the course the hazard was encountered, 
  and 1d20 once on the table below to determine the hazard.
  Special: A captain and crew can see a hazard in time to avoid it 
  with a successful DC 15 Perception check. The crew is allowed one 
  Perception check for each lookout on duty, one roll for the captain, and 
  one roll for each PC in a position to see the hazard (GM’s discretion). 
  The GM can also choose to make a single Perception check for the 
  remainder of the NPC crew with a skill equal to that of the best 
  Perception skill among them.
  Once warned of the hazard, the ship’s helmsman can avoid it with 
  a successful Profession (sailor) check; the DC is equal to 15 + the 
  amount by which the navigator failed his check.
  Open Sea: A failed Navigation check through open sea means 
  that the navigator has lost his bearings and the ship is off course. The 
  navigator cannot try again to notice that the ship is off course for 24 
  hours (see the description of the Knowledge [navigation] skill above). 
  After that time has passed, the DC to regain the course is equal to the 
  DC of the initial Navigation check to plot the course. For each 24 hour 
  period that passes, the DC increases by +2. After three failed checks, 
  the ship is hopelessly lost and the navigator cannot regain the course. 
  The ship and its crew are at the mercy of the winds, tides, and the GM.
  Optional Rule: Failed Navigation Checks
  Failed Check Results
  Roll
  Result
  1–2
  Rocks! The ship scrapes bottom on a 
  submerged rock and takes 3d6 points of 
  damage. If this damage exceeds twice 
  the hardness of the ship’s hull, it is taking on 
  water and must be repaired. The ship sinks 
  in 2d6 hours if the damage is not repaired. 
  Repairing the ship requires 1 man hour per 
  point of damage and a successful DC 15 Craft 
  (carpentry) check. (Note: Most ships, being 
  made of wood, have a hardness of 5).
  3–6
  Sandbar! The ship moves into shallow waters 
  and scrapes a sandbar; it takes 2d6 points 
  of damage. If this damage exceeds twice 
  the hardness of the ship’s hull, it is taking on 
  water and must be repaired. The ship sinks 
  in 3d6 hours if the damage is not repaired. 
  Repairing the ship requires 1 man hour per 
  point of damage and a successful DC 15 Craft 
  (carpentry) check. Roll 1d6; on a roll of 1–2, 
  the ship is also beached on the sandbar (see 
  below).
  7–12
  Run Aground! The ship moves into shallow 
  waters and runs aground on a sandbar. It 
  is undamaged, but it is beached and must 
  somehow be towed free. Unfortunately for 
  the crew, the only way to do this is with elbow 
  grease. They must lower the lifeboats and 
  rig up ropes to physically tow the ship off the 
  sandbar. This process takes 12 + 2d6 hours to 
  complete.
  13–20
  The ship continues on course, but luckily avoids 
  all hazards
  
  58
  refreshed and recovered from fatigue penalties.
  Normal: Without this feat you require 8 hours of sleep to awaken 
  refreshed.
  Special: This ability does not affect rest for the purposes of regaining 
  spells, only sleep. You still need 8 hours of restful calm in order to 
  prepare spells even if you have a lesser sleep or trance requirement to 
  stay refreshed.
  Pidgin
  You can hold simple conversations in almost any language native to 
  your home plane.
  Benefit: Sailors visit many lands and interact with merchants from 
  around the world. Because you’ve picked up a smattering of tongues, 
  you can make yourself understood by almost anyone. This lets you 
  communicate basic things, like a need for supplies, even if you have no 
  language in common with those to whom you are speaking. Pick a number 
  of additional languages equal to your Intelligence bonus. When you 
  encounter someone who speaks one of those languages, you are allowed 
  to make a DC 20 Intelligence check to make yourself understood to them, 
  or to understand them in kind. You may use no more than two or three 
  words in a sentence and two syllables in each word when roleplaying 
  the speaking of pidgin, and you can only communicate the most basic of 
  ideas. Full conversation is not possible.
  Notes: You can only communicate with creatures who can speak some 
  kind of language. A purely telepathic creature, or one communicating 
  through scents but not words, is unintelligible to you.
  Sailor Talk
  You are a crusty old salt, and can use vulgar language as a weapon.
  Prerequisite: Bluff or Intimidate 1 rank
  Benefit: As a move action, you hurl a fusillade of shockingly coarse 
  expletives and vile insults at a single opponent. If your opponent fails 
  a Will save (DC 10 + 1/2 character level + Charisma modifier), he is so 
  offended or enraged that he has a –1 penalty to attacks and skill checks 
  for 1 round. In order to be affected by this ability, your opponent must be 
  within 30 feet of you, and must be able to hear you and understand your 
  language. Opponents with an Intelligence score of 3 or lower are immune 
  to this ability.
  Sailor’s Pockets
  You tend to find things you don’t remember having.
  Benefit: Sailors collect odd possessions from the countless ports they 
  visit. There is a slim chance that you may have any small (2 lbs. or less) 
  non-magical, standard item on your person or in your pack. The chance 
  to find such an item is an Intelligence check (DC 15 + the sp cost of the 
  item). All items are considered to cost a maximum of 1 gp (10 sp) for the 
  purpose of this feat, and the item found must be small enough to fit into a 
  pouch, pocket, or pack. This feat can only be attempted once for any item 
  sought until after you have put into port for supplies.
  Notes: This feat cannot be used to find extra money or salable items. 
  You must have a pack, pouch, or bag on your person when you use this 
  feat. You can only find one of any item in this fashion (until you have a 
  chance to restock in town). It is simply your tendency absentmindedly to 
  stick small things here and there without paying attention. GMs should 
  further limit this selection down to just those items (of 2 lbs. or less) 
  considered common in the campaign.
  Swim-By Attack
  The creature can move before and after it makes an attack while 
  swimming.
  Prerequisite: Swim speed.
  Benefit: When swimming, the creature can take a move action and 
  another standard action at any point during the move. The creature cannot 
  take a second move action during a round it makes a swim-by attack.
  Normal: Without this feat, the creature takes a standard action either 
  before or after its move.
  New Archetypes
  Certain character classes are better suited to designing nautical 
  characters than others, namely the rogue core class and the expert NPC 
  class. The rogue class is perfectly suited for a pirate character, and the 
  open skill selection of the expert NPC class allows you to easily design 
  common seagoing folk.
  Below are guidelines for alternate seagoing druid and fighter core 
  classes. 
  Druid Archetype: The Sea-Witch
  The core druid class is specifically designed with a land-based campaign 
  in mind. The sea-witch archetype replaces a few of the core druid class 
  abilities with ones more useful on (and under) the sea. Although the sea-
  witch is most appropriate for aquatic races such as merfolk and aquatic 
  elves, air-breathing races can make use of it as well. A sea-witch’s animal 
  companion can be selected from the following list: crocodile, dolphin, 
  electric eel, gar†, giant moray eel, manta ray†, octopus, orca, squid, 
  or stingray†. Entries marked with a † can be found in the Pathfinder 
  Roleplaying Game Bestiary 2.
  Underwater Freedom (Ex): Starting at 2nd level, a sea witch may act 
  underwater as if under the effects of a freedom of movement spell. This 
  ability replaces woodland stride.
  Aquanaut (Ex): At 3rd level, the sea witch gains a Swim speed equal 
  to her ground speed. She also has a +8 racial bonus on Swim checks to 
  perform some special action or avoid a hazard She can always choose to 
  take 10 on a Swim check, even if distracted or endangered. She can use 
  the run action while swimming, provided she swims in a straight line. If 
  the sea witch already has a swim speed, she gains Fast Swim (see above) 
  as a bonus feat. This ability replaces trackless step.
   Fighter Archetype: The Sailor
  The sailor is an alternate core fighter or NPC warrior. This class can 
  be used for grizzled marines, naval officers, or combative old salts. A 
  sailor has little use for skills such as Handle Animal or Ride, so the only 
  difference between the sailor and the standard fighter or warrior class lies 
  in the selection of class skills. The new class skills reflect the sailor’s 
  nautical training. The fighter and warrior class abilities—Hit Dice, base 
  saving throws, bonus feats, and armor and weapon proficiencies—remain 
  the same.
  The sailor skills reflect specialized training that is unrelated to training 
  given to land-based fighters. Because sailor is an archetype and not a true 
  core class, multiclassing as a fighter/sailor is not allowed.
  Sailor Class Skills
  The sailor’s class skills (and the key ability for each skill) are Climb 
  (Str), Craft (Int), Intimidate (Cha), Knowledge (geography) (Int), Navigate 
  (Int), Profession (sailor), Survival (Wis), and Swim (Str).
  Skill Ranks per Level: 2 + Int modifier.
  Chapter Four: Feats and Prestige Classes
  
  Dead Man's Chest
  59
  New Prestige Classes
  Diver
  The lifeblood of a diver is the pearls 
  they liberate from the deep blue waters of 
  the Moonsilver Sea, as well as treasure and 
  materials they salvage from wrecks in relatively 
  shallow water. Divers live on the beach and bask 
  in the glory of the sun. They are rich one day and 
  impoverished the next, as they spend their precious 
  finds on evenings of rich food, rambunctious 
  dancing, and other, less mentionable pleasures. 
  Divers tend to be slightly superstitious, wary of 
  sea legends, wives’ tales, and rumors of weird trade 
  winds and freakish undertows. They laugh easily. They 
  respect the sanctity of the ocean. They live by their own 
  mysterious code, paying homage to no man but curiously 
  devoted to one another and certainly to the sea.
  Divers comprise a distinct cultural subset in Hawkmoon. 
  Though they work for a living, they are also sportsmen and 
  athletes, priding themselves in the grace of their endeavors. 
  They take part in a variety of water sports, and many folk view 
  them as irresponsible; to some, divers just seem to have too 
  much leisure time. As a rule, divers are notoriously liberal in 
  their thinking, and are open to all manner of experimentation 
  and exploration. Thus they make good additions to a sea-going 
  adventuring party. Their knowledge of the ocean and its tendencies 
  also proves invaluable to those who wish to travel the sea.
  Hit Die: d8
  Requirements
  To qualify to become a diver, a character must fulfill all the following 
  criteria.
  Skills: Swim 3 ranks.
  Feats: Endurance, Hold Breath
  Class Skills
  The diver’s class skills (and the key ability for each skill) are Acrobatics 
  (Dex), Appraise (Int), Craft (Int), Escape Artist (Dex), Heal (Wis), 
  Knowledge (local) (Int), Perception (Wis), Profession (Wis), Survival 
  (Wis), and Swim (Str).
  Skill Ranks Per Level: 4 + Int modifier
  The Diver
  Level
  BAB
  Fort
  Ref
  Will
  Special
  1
  +0
  +0
  +1
  +0
  Brotherhood
  2
  +1
  +1
  +1
  +1
  Low-Light Vision
  3
  +2
  +1
  +2
  +1
  Deep Diving
  4
  +3
  +1
  +2
  +1
  Slow Respiration
  5
  +3
  +2
  +3
  +2
  Underwater Combat
  Class Features
  All of the following are class features of the diver prestige class.
  Weapon and Armor Proficiency: Divers are proficient in the net, 
  trident, spear, knife, dagger and short sword. They gain no new proficiency 
  with any type of armor or shield.
  Brotherhood (Ex): As divers form their own unique subculture, with 
  its own strange rules, rumors, and taboos, they are universally accepted 
  as brothers by any other divers they meet and are well-respected in the 
  maritime community. A diver has a +2 bonus on any Charisma check or 
  Charisma-based skill check against any ocean-going NPC (including all 
  of the prestige classes in this book). When used against other divers, the 
  bonus increases to +4.
  Low-Light Vision (Ex): A 2nd level diver is so accustomed to the 
  underwater environment she gains the benefit of low-light vision while 
  underwater.
  Deep Diving (Ex): By 3rd level, a diver has trained her body so that she 
  can double her Max Safe Depth, as detailed in Chapter Two.
  Slow Respiration (Ex): At 4th level a diver is able to slow her breathing 
  to such a slow pace as to appear to be dead unless a very close inspection 
  is made. Anyone examining a diver using this ability must spend at least 
  1 minute in careful examination and succeed on a DC 15 Heal check in 
  order to detect life.
  If reduced to –1 hp or less, a diver that succeeds on a DC 15 Will 
  save manages to slow her metabolism to such a degree that she 
  gains a +2 bonus on her Constitution checks to stabilize.
  Underwater Combat (Ex): Divers of 5th level suffer none 
  of the normal penalties associated with melee or ranged 
  fighting under water. Penalties to spellcasting still apply.
  
  60
  Mariner
  The mariner spends most of his life a’sea. The mariner is adept at 
  commanding a crew and is familiar with fighting on the rolling deck of 
  a ship.
  Mariners go by many names and hail from many professions—naval 
  officers, buccaneers, sea dogs, pirates, whalers, marines, privateers, 
  fishermen, freebooters, sailors, merchant seamen, wharf rats, and 
  explorers, to name a few. One way to differentiate between many of these 
  types is by applying an old sea proverb to any sailor you meet: “A pirate 
  hunts all colors, a buccaneer all but his own, and a privateer only those he 
  is told.” But not all mariners are criminals. Equally famous are the proud 
  and heroic officers of the navy. Whalers and fishermen are also highly 
  respected. In whatever form it takes, the naval tradition is an ancient one. 
  The world of a mariner is socially and politically complex; becoming an 
  experienced sailor requires decades spent upon the sea.
  Mariners bring a mix of specialized skills to an adventuring party. At 
  times they are the difference between a mission’s success and failure. 
  Though prone to superstition and notoriously wary of outsiders, mariners 
  are at heart an amicable and companionable lot.
  Hit Die: d10
  t
  Requirements
  To qualify to become a mariner, a character must fulfill all the following 
  criteria.
  Skills: Profession (sailor) 3 ranks, Swim 3 ranks.
  Special: Mariners have a deep love of the sea and shipboard life. Taken 
  away from his beloved briny blue, a mariner suffers from a deep longing. 
  A mariner must spend one in every four days at sea, including no more 
  than a month continuously ashore. If a mariner stays a month on land, he 
  feels less and less himself the entire time. He becomes grumpy and prone 
  to outbursts to voice his frustration. A mariner forced to remain on land 
  beyond this time suffers 1d6 points of Charisma damage. Once restored to 
  his life at sea, the mariner regains 2 points of Charisma per day until his 
  Charisma restored.
  Class Skills
  The mariner’s class skills (and the key ability for each skill) are 
  Acrobatics (Dex), Climb (Str), Craft (Int), Knowledge (geography) (Int), 
  Navigate (Int), Perception (Wis), Profession (sailor) (Wis), Survival 
  (Wis), and Swim (Str).
  Skill Ranks per Level: 4 + Int modifier.
  The Mariner
  Level
  BAB
  Fort
  Ref
  Will
  Special
  1
  +1
  +1
  +0
  +0
  Sailor’s Lore, Sea Legs, Bonus 
  Language
  2
  +2
  +1
  +1
  +1
  Shipboard Life
  3
  +3
  +2
  +1
  +1
  Bonus Feat
  4
  +4
  +2
  +1
  +1
  Lieutenancy, Bonus 
  Language
  5
  +5
  +3
  +2
  +2
  Leadership
  6
  +6
  +3
  +2
  +2
  Bonus Feat, Captaincy
  7
  +7
  +4
  +2
  +2
  Bonus Language
  8
  +8
  +4
  +3
  +3
  Admiralty
  9
  +9
  +5
  +3
  +3
  Bonus Feat
  10
  +10
  +5
  +3
  +3
  Bonus Language, Master of 
  the Sea
  Class Features
  All of the following are features of the mariner prestige class.
  Weapon and Armor Proficiency: Mariners are proficient in the use of 
  light and medium armor and all simple and martial weapons.
  Sailor’s Lore (Ex): At 1st level, a mariner has sailed the sea enough 
  that he knows every detail: the timing of the tides, the prevailing currents, 
  the location of islands, even the habits and customs of fellow ocean-goers 
  who sail there. This ability functions similarly to the bardic knowledge 
  class ability, but only applies to specific knowledge about the sea.
  A mariner may make a special sailor’s lore check with a bonus equal 
  to his mariner level + his Intelligence modifier to see whether he knows 
  some relevant information about local notable people, legendary items, or 
  noteworthy places.
  A mariner may not take 10 or take 20 on this check; this sort of 
  knowledge is essentially random.
  Sea Legs (Ex): A 1st level mariner has a +4 proficiency bonus to 
  Profession (sailor) checks required to negate the penalties of maneuvering 
  on a heeling ship. (See Heeling in Chapter Two).
  Bonus Language (Ex): Mariners travel the world over, immersing 
  themselves for a time in many different cultures. Eventually, this culture 
  rubs off on the mariner and he is able to converse in another language. A 
  mariner gains a new bonus language at 1st, 4th, 7th, and 10th level.
  Shipboard Life (Ex): At 2nd level, a mariner is exceptionally skilled 
  at all of the routine maneuvers required for a life at sea. A mariner has 
  a +2 competence bonus to checks involving all of the following skills: 
  Acrobatics, Climb, and Swim.
  Bonus Feat: A mariner gains broad experience in his travels on the 
  bounding main. Starting at 3rd level and every three levels after that (3rd, 
  6th, and 9th) a mariner gains a bonus general feat.
  Lieutenancy (Ex): At 4th level a mariner has become adept at leading 
  a crew, and has a working knowledge of all positions on a sailing ship. 
  Under the direct leadership of the mariner, the ship’s crew has a +1 bonus 
  Chapter Four: Feats and Prestige Classes
  
  Dead Man's Chest
  61
  on any skill checks made during the routine operation of their vessel. 
  While solely in command of a ship, a mariner with this ability may add +5 
  to his ship’s final speed rating. If more than one mariner with this ability 
  is present on a vessel the benefits do not stack.
  The manner in which the crew is so inspired depends on the personality 
  of the mariner; a pirate captain rules through fear and intimidation, a 
  merchant through promises of wealth, and a naval officer maintains order 
  through military discipline.
  Note that having the Lieutenancy, Captaincy, or Admiralty class 
  abilities does not automatically grant the character the equivalent rank 
  among a ship’s officers; it simply means that the character could function 
  competently in that rank. Actual rank is something that must be earned 
  and cannot be doled out by class abilities alone.
  Leadership: A 4th level mariner gains Leadership as a bonus feat if he 
  doesn’t already have it. Whether Leadership is gained as a normal feat or 
  through this class ability, it functions for the mariner as a means to gain 
  competent officers and loyal crewmen.
  Should the mariner decide to captain his own ship, a cohort gained by 
  the Leadership feat represents the level of his first mate. A PC mariner 
  can, of course, select his own first mate rather than accepting an NPC. In 
  this case, the mariner can choose which position his cohort fills among the 
  ship’s officers.
  Followers gained through Leadership are the number and quality of 
  crewmen that are truly loyal to the mariner. If a vessel requires more 
  crewmen than the mariner has followers, the remainder of the crew are 
  only as loyal as the mariner’s gold can make them. The crew of a country’s 
  military vessels are loyal to their country, but not necessarily loyal to the 
  mariner.
  Captaincy (Ex): As Lieutenancy above, but the crew’s bonus is +2. 
  The captain of a vessel with this ability may add +10 to his ship’s final 
  speed rating.
  Admiralty (Ex): An 8th-level mariner is such an inspiring (or 
  terrifying) captain that he can extend his control over multiple ships. 
  Depending on the mariner, these ships could be a military armada, a pirate 
  fleet, or a merchant convoy. This ability operates as Lieutenancy above, 
  but the mariner can extend the +1 crew’s bonus and +5 ship speed increase 
  to a number of ships under his command equal to half his character level. 
  On his own ship the bonuses are +2 for the crew and +10 for ship speed, 
  as per Captaincy.
  Master of the Sea (Ex): As Admiralty, above, except the mariner can 
  provide a +2 crew bonus and a ship speed bonus of +10 to any ship under 
  his direct command.
  Navigator
  Many sailors aspire one day to aid their captains in the guidance of 
  the ship. These men and women are known as navigators. But there is 
  also an elite group of such folk who belong to the Sextant Society. These 
  navigators are much more skilled than their common brethren.
  The navigators are usually ship captains, though rarely they are only 
  owners of the vessel. These men and women are notorious vagabonds, 
  restless hearts who call no port home. They live only for adventure and 
  discovery beyond the horizon. 
  Their souls are sold to seeking undiscovered lands, trolling far waters, 
  and parleying with island chieftains rather than civilized princes. Some are 
  financed by wealthy nobles; some are adventurers who have purchased ships 
  solely for exploration, some scramble from voyage to voyage selling trinkets 
  and treasure purloined along the way. All navigators are viewed with a wary 
  respect, rave madmen who may or may not come back from their next journey.
  Hit Die: d8
  Requirements
  To qualify to become a navigator, a character must fulfill all the 
  following criteria.
  Skills: Knowledge (geography) 3 ranks, Navigation 3 ranks, Profession 
  (sailor) 3 ranks.
  Leadership and Ship Crews
  Leadership as it applies to a ship’s crew functions on a slightly 
  different scale than normal applications of the feat. In the confines 
  of a sailing ship, a character has fewer options available to him 
  than a similar character with perhaps an entire kingdom worth of 
  NPCs to attract. The only time a nautical character really sees new 
  faces is while he is in port. Consequently, any followers gained 
  via the Leadership feat must come from the ranks of the crew. 
  Followers on a ship are a rare commodity indeed!
  When more than one of a ship’s officers has the Leadership 
  feat, there may not be enough crewmen to fill out the number 
  of followers for each officer. In this case, followers amongst the 
  crew go to the officer with the highest Leadership score first. Any 
  remaining crewmen are allotted to the other officers as followers 
  in order of Leadership score (highest to lowest). If two officers 
  have the same Leadership score, the followers first go to the one 
  with the highest actual rank. Note that it is possible for a junior 
  officer to have more loyal followers than the ship’s captain—
  although this rarely matters except during mutinies.
  
  62
  Class Skills
  The navigator’s class skills (and the key ability for each skill) are 
  Acrobatics (Dex), Climb (Str), Diplomacy (Cha), Knowledge (geography) 
  (Int), Linguistics (Int), Navigation (Int), Perception (Wis), Profession 
  (sailor) (Wis), Survival (Wis), and Swim (Str).
  Skill Ranks per Level: 4 + Int modifier.
  Class Features
  All of the following are features of the navigator prestige class.
  Weapon and Armor Proficiency: Navigators are proficient in the 
  use of light armor and simple weapons as well as the cutlass, rapier, and 
  harpoon.
  Cartography (Ex): Many people make maps, but the cartography skill 
  of the navigator is a far more complex ritual. The navigator is able to 
  create intricate and accurate maps of any lands they encounter, limited of 
  course to that part that they actually see. They are also capable of charting 
  unknown waters, a task far more difficult due to the decided lack of “land” 
  marks. Finally, the best aid to their charting ability is their knowledge and 
  use of the stars. Navigators are able to map the new and strange stars they 
  encounter in the night sky so that future ships can use them for guidance.
  Starting at 1st level, a navigator can create standard sea charts. At 3rd 
  level, the charts drawn by the navigator are so accurate that they provide 
  a +1 competency bonus (+2 at 5th level) on any Survival checks to avoid 
  getting lost at sea (see the Survival for Navigation sidebar). To create such 
  a sea chart, a navigator must spend at least 8 hours on the deck of a ship 
  observing tides, coastal features, currents, and the position of the sun or 
  stars. Then, the navigator must spend at least 24 hours drawing the sea 
  chart. These hours do not need to be consecutive—the navigator can take 
  a break and return to the chart at a later time.
  A navigator can sell his sea charts in ports; the market price for a sea 
  chart is 50 gp per point of bonus provided.
  Bonus Languages (Ex): Occasionally navigators spend enough time 
  with one people to learn to speak their language. These languages are in 
  addition to the normal number allotted, but are always newly discovered, 
  previously unknown languages.
  [BEGIN TABLE]
  The Navigator
  Level
  BAB
  Fort
  Ref
  Will
  Special
  1
  +0
  +0
  +1
  +1
  Bonus Language, 
  cartography +0, ocean lore
  2
  +1
  +1
  +1
  +1
  Sea sense
  3
  +2
  +1
  +2
  +2
  Bonus language, 
  cartography +1
  4
  +3
  +1
  +2
  +2
  5
  +3
  +2
  +3
  +3
  Land ho!, bonus language, 
  cartography +2
  Ocean Lore (Ex): The navigator has picked up countless trivial stories 
  and legends about the sea and the lands nearby. This functions as the 
  bardic knowledge ability though it is limited to knowledge related to the 
  ocean itself.
  A navigator may make a special ocean lore check with a bonus equal 
  to twice her navigator level + her Intelligence modifier to see whether she 
  knows some relevant information about academic knowledge such as sea 
  life, tides and currents, underwater cultures, and the like.
  A navigator may not take 10 or take 20 on this check; this sort of 
  knowledge is essentially random.
  Sea Sense (Ex): A 2nd level navigator is so attuned to the sea that she can 
  feel minute changes in winds and currents. Once per day, a navigator may 
  make a DC 15 Wisdom check. On a success, the navigator has an intimation 
  of coming weather changes 2 days in advance. To reflect this, the GM rolls 
  4 times on the Random Weather Effects table in Chapter Three (once for 
  each day and night) and reveals the results to the navigator’s player.
  Armed with this knowledge, a ship’s captain and crew can prepare for 
  the weather that lies ahead. The captain and crew receive a +2 competence 
  bonus to all skill checks and a +2 bonus to Fortitude saves required to 
  resist the effects of bad weather for the next 2 days.
  Land Ho! (Ex): A 5th level navigator can find land just by observing 
  minute changes in tides and currents, as well as by noting the presence of 
  shore birds overhead and coastal plants floating among the waves.
  If the ship upon which she is sailing comes with 100 miles of an 
  uncharted landmass (as determined by the GM), a navigator that succeeds 
  on a DC 20 level check knows the general direction and distance of the 
  land. The navigator may add her Wisdom bonus to the check. No bonus 
  from sea charts or maps of any kind can assist in this check, since it only 
  applies to uncharted land.
  Songchangers
  In the bright towers of Coralis, few pursue martial studies, preferring 
  more benign fields like history, language, religion, the arts, and magic. 
  Music and magic have long been combined in the practice of the Coralites, 
  and eventually the mixture became so specialized a new talent emerged, 
  similar to the magical abilities of the bard, but far more powerful and 
  manifested in different ways. The songchangers were born shortly after 
  the Coralites colonized the islands of their reef. Soon they left the islands 
  behind as the songchangers began to create abodes of sweeping beauty and 
  strange design, being forged form the coral itself. It seems the songchangers 
  learned to control the elements by weaving together magic and music. At 
  first they could only shape wood and other vegetation but soon they could 
  control the soil and eventually minerals. The most powerful are able to 
  manipulate all the elements including fire, water and air.
  The songchangers are both powerful spellcasters and talented musicians. 
  Many of the effects they are able to achieve seem to be evoked by the 
  music itself. Some use only their voices, but most prefer an instrument 
  of some sort. It is thought that more complex instruments can produce 
  a wider variety of notes, thus proving more powerful in constructing the 
  magic but most Coralite scholars agree it is in the harmony, melody and 
  other aspects of the composition where the power is found.
  Hit Die: d8
  Requirements
  To qualify to become a songchanger, a character must fulfill all the 
  following criteria.
  Skills: Must have 5 ranks in either Perform (sing) or Perform (musical 
  instrument—any type).
  The Sextant Society
  The navigators of the Moonsilver Sea share a mix of 
  competitive spirit and respect with one another and have formed 
  a loose association similar to a guild. This organization is called 
  the Sextant Society. Membership is limited to those navigators 
  who have obtained official writs of navigation from the city of 
  Swordport.
  In port cities along the coast, Society guildhalls can be found 
  waiting for the return of a navigator, offering a comfortable place 
  to sleep, eat, bathe and prepare for the next voyage. Navigators 
  use these places to recover from the hardships of the sea and 
  as a base to solicit funds and bulk goods for the next journey. 
  Sometimes navigators cross paths at these halls and spend days 
  swapping stories and carousing through local taverns. Each hall 
  is maintained by a lone attendant who keeps the larder stocked, 
  the linens fresh, and a light in the window. Each navigator is 
  expected to give 5% of their treasure, or initial stake in the case 
  of a chartered voyage, to the local hall for its continued support.
  Chapter Four: Feats and Prestige Classes
  
  Dead Man's Chest
  63
  Spellcasting: Must be able to cast arcane spells of 3rd level.
  Special: Must have the bardic music class feature.
  Class Skills
  The class skills of a songchanger (and the key ability for each skill) are 
  Craft (Int), Diplomacy (Cha), Knowledge (all skills, taken individually) 
  (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), 
  Spellcraft (Int), and Use Magic Device (Cha).
  Skill Ranks per Level: 4 + Int modifier
  Class Features
  All of the following are class features of the songchanger prestige class.
  Weapon and Armor Proficiency: Songchangers gain no proficiency in 
  either armor or weapons.
  Spells: At indicated levels, songchangers gain +1 effective level to 
  an arcane spellcasting class. If the character has more than one possible 
  arcane spellcasting class, he may choose which class to apply it to. The 
  increase in level applies only to caster level and spells available, not to 
  other class abilities such as bonus feats or familiar improvement.
  Create Songbook: The first level songchanger crafts a songbook for 
  himself which contains notes for the various musical compositions he 
  performs. Much like a wizard, he must maintain this songbook, and have 
  access to it whenever using a song of change.
  Bardic Music (Su): Songchanger levels stack with those of other 
  classes for the purpose of the overall access they have to bardic music 
  abilities.
  Lesser Song of Change (Su): At 1st level, the songchanger can 
  fabricate objects from raw materials through the power of his song and/
  or musical instrument performance. This functions as the fabricate spell, 
  with the following exceptions. First, the crafted object has a maximum 
  duration of one hour before it reverts to its original components. Second, 
  a maximum of one ten-foot cube of material may be affected, and it must 
  be in discrete masses—not part of a larger mass. Thus, a mound of sand 
  could be shaped, but solid rock that extends past the range of the effect 
  could not. Third, all raw materials must be within auditory range of the 
  performance—changes cannot be made if blocked by silence, extremely 
  loud noise, or other barriers that prevent the passage of sound. 
  Simply moving materials about, stacking them, and forming them into 
  simple shapes requires a successful Perform check (DC 20). Crafting 
  items of greater beauty or functionality requires an appropriate Craft 
  check as well.
  At 4th level, the songchanger can alter items to last for one day instead 
  of one hour. This increases the performance difficulty to DC 30.
  At 7th level, the songchanger can shape items and have them hold their 
  pattern for an entire year. This has a base performance difficulty of DC 40.
  In all cases, to make use of this ability, the songchanger must have his 
  song book either in hand (if singing) or within arm’s reach and open (if 
  playing an instrument).
  Craft Instrument: At 2nd level, the songchanger may create his own 
  instrument for use with his songs of change. The songchanger must 
  have a minimum of 5 ranks in Craft (musical instrument) to create this 
  instrument, and must devote a full week to its construction. Once created, 
  a songchanger with at least 5 ranks in Perform with the instrument in 
  question may add his Songchanger class level to the roll as an enhancement 
  bonus when producing song of change effects.
  Join Choir (Su): At 2nd level, the songchanger may participate in a 
  choir which must be led by a songchanger of at least 5th level. When 
  joined in a choir, the lesser songchangers provide a +1 bonus to the 
  lead performer’s skill check per choir member, to a maximum bonus 
  equal to the lead performer’s songchanger class level. Thus an 8th-level 
  songchanger leading a choir of ten second level songchangers would gain 
  a +8 to his Perform skill check to succeed. This bonus stacks with the 
  bonus derived from the use of his specially crafted instrument, if any.
  Change Element (Su): At 3rd level, and then again at sixth, ninth, and 
  tenth level, the songchanger selects one element: air, earth, fire, or water. 
  He can then use his song of change ability to alter these elements, as listed 
  below. Altering a single element has a Perform DC of +3, compared to 
  the standard DC for activating song of change; altering two elements has 
  a Perform DC of +6, altering three has a perform DC of +9, and altering 
  all four has perform DC of +10. Activating change elements is a standard 
  action that does not provoke attacks of opportunities.
  The save DC for effects created by this means is 10 + songchanger level 
  + the songchanger’s Charisma bonus. Physical area damage effects grant a 
  Reflex save for half; other effects allow a Fortitude save to negate.
  It is possible to duplicate various spell effects to some degree as a 
  songchanger masters various elements, as indicated in each listing. There 
  are a number of factors distinguishing these effects from the spells they 
  emulate, however:
  • The effect generated is a supernatural effect, not spell-like.
  • The effect’s time to create and total duration is determined by the song 
  of change type used (lesser, standard, or greater).
  • Effects require the songchanger to be at a certain class level to produce, 
  as indicated below; this class level minimum is added to the Perform DC 
  instead of the modifiers listed above for non-spell-emulating effects.
  • Save DCs for all effects are always 10 + songchanger class level + the 
  songchanger’s Charisma modifier.
  • Damage and other variable effects not covered above are based only 
  on the songchanger’s prestige class level.
  A songchanger can produce the general effects of his chosen element 
  at will. He may generate effects that duplicate spells a total number of 
  times per day equal to his class level plus his Charisma bonus; he can mix 
  and match these options as he chooses, but cannot exceed this maximum 
  number of uses in a given day.
  Air: Can create pockets of air, move vapors around, or destroy fog and 
  cloud effects. Can create the spell effects air walk (5th), call lightning 
  (5th), control winds (6th), gust of wind (3rd), shocking grasp (1st), 
  whirlwind (10th), whispering wind (1st), and wind wall (2nd).
  Earth: Can shape native stone with his music (not unlike a stone shape 
  spell), break stone into gravel or sand, or condense sand into stone. Can 
  create the spell effects earthquake (9th), meld into stone (3rd), move earth 
  (6th), repel metal or stone (8th), soften earth and stone (3rd), spike stones 
  (4th), stone shape (3rd), stoneskin (6th), wall of stone (4th), and wall of 
  iron (8th).
  Fire: Move flames about, intensify them, or extinguish them. Can create 
  the spell effects chill metal (2nd), freezing sphere (6th), fire seeds (6th), 
  flame blade (2nd), flaming sphere (2nd), heat metal (2nd), and produce 
  flame (2nd)
  Water: Can purify or salinate water, raise or lower it, or shape it. Can 
  produce the spell effects control water (4th), neutralize poison (4th), 
  purify food and water (1st), and water walk (3rd).
  
  64
  As he advances in level, the songchanger can produce further effects by 
  combining known elemental abilities, as follows:
  Air + Earth: Can alter the pH of soil to make plant life grow more or 
  less easily (+4 to agriculture-related skill checks). Can create the spell 
  effect passwall (6th).
  Air + Fire: Can raise or lower temperatures in an area to a set amount, or 
  even produce areas that are continually burning or freezing; all creatures 
  exposed to this suffer 1d6 points of fire or cold damage, respectively, per 
  songchanger level. When altering temperatures into normal ranges, a 60-
  foot radius area around the songchanger can be altered, and the effects 
  remain until the songchanger, another songchanger, or natural events 
  cause a change; when altering temperatures such that the air produces 
  damage (either heat or cold), the temperature setting lasts for a number of 
  rounds equal to the songchanger’s level. He can only produce this sort of 
  drastic temperature shift once per day. He can create the spell effects fire 
  storm (7th), incendiary cloud (8th), and wall of fire (4th).
  Air + Water: Can create a field of water that is breathable by creatures 
  with lungs, but not by creatures with gills. Creatures that have the 
  amphibious ability are unaffected; can also create fog or mist that returns 
  if burned away within 1 minute. Can create the spell effects create water 
  (1st), fog cloud (1st), obscuring mist (1st), and water breathing (3rd).
  Earth + Fire: Can heat or cool earth and metal as per a heat metal 
  spell. Using this in conjunction with craft feats involving forging metal or 
  carving stone grants a +4 bonus to the Craft check.
  Earth + Water: Can poison water with minerals, creating a caustic 
  substance that deals 1d6 acid damage per songchanger level. Can create 
  the spell effects transmute rock to mud (5th) and transmute mud to rock 
  (5th).
  Fire + Water: Can heat or chill water, inflicting either 1d6 fire or cold 
  damage, respectively, per songchanger class level to all within the area. 
  This alteration only lasts for a number of rounds equal to the songchanger’s 
  class level and can be used once per day if the effect produces damage; 
  otherwise, the songchanger can alter the temperature of water at will. Can 
  cause water to freeze, or melt ice into water. Can produce the spell effect 
  wall of ice (4th).
  Air + Earth + Fire: Can create the spell effect acid fog (6th).
  Air + Earth + Water: Can create the spell effects solid fog (4th) and 
  stinking cloud (3rd).
  Earth + Fire + Water: Can create an injection or ingestion poison 
  (see the sidebar). If an inhalation or contact poison is created, there is an 
  additional +2 added to the Perform DC to create this. Can create the spell 
  effect call lightning storm (9th) and sleet storm (3rd).
  All elements: Can create the spell effect polymorph any object (10th).
  Adding additional spell effects: It is possible that additional spell 
  effects could be produced, based on non-SRD spells. Keep the following 
  pointers in mind when assigning such spells to the categories listed above:
  • Effects with the [electricity] or [air] descriptor require air; those 
  with the [earth] descriptor require earth; those with the [cold] or [fire] 
  descriptors require fire, and those with the [water] descriptor require water.
  • Poison-based effects are generated through a combination of earth 
  and water.
  • Acid-based effects are generated through a combination of fire and 
  water.
  • Clouds and fog banks are created through a combination of air and 
  water.
  • In general, the spells should require a songchanger class level roughly 
  equivalent to the spell level.
  • Avoid adding spells with instantaneous effects, such as fireball or 
  chain lightning. Note that several of the effects listed above do in fact have 
  an instantaneous duration; use these to help guide you when determining 
  whether it’s something that should be made into a songchanger class 
  ability.
  Lead Choir (Su): At 5th level, a songchanger can lead a choir of other 
  songchangers. See the “join choir” ability for the benefits received from 
  leading a choir.
  The Songchanger
  Level
  BAB
  Fort
  Ref
  Will
  Special
  Spellcasting
  1
  +0
  +0
  +0
  +1
  Create Songbook, lesser song of change, 
  bardic song
  —
  2
  +1
  +1
  +1
  +1
  Craft instrument, join choir
  +1 to arcane class
  3
  +1
  +1
  +1
  +2
  Change Element 1
  —
  4
  +2
  +1
  +1
  +2
  Song of change
  +1 to arcane class
  5
  +2
  +2
  +2
  +3
  Lead choir
  —
  6
  +3
  +2
  +2
  +3
  Change Element 2
  +1 to arcane class
  7
  +3
  +2
  +2
  +4
  Greater song of change
  —
  8
  +4
  +3
  +3
  +4
  +1 to arcane class
  9
  +4
  +3
  +3
  +5
  Change Element 3
  —
  10
  +5
  +3
  +3
  +5
  Change Element 4
  +1 to arcane class
  Songchanger Poison
  Type poison, contact, injury, ingested, or inhaled (determined 
  at time of creation); Save Fortitude DC 10 + songchanger level + 
  Charisma modifier
  Onset 1 round; Frequency 1/round for a number of rounds 
  equal to the songchanger level.
  Effect 1d3 ability damage (determined at creation time); Cure 
  2 consecutive saves.
  This poison quickly becomes inert, and loses its effects after a 
  number of rounds equal to the creator’s class level. In addition, 
  if the poison is passed into the possession of another creature, it 
  immediately becomes inert.
  Chapter Four: Feats and Prestige Classes
  
  Dead Man's Chest
  65
  Many new magical objects make their debut in this sourcebook. Some 
  appear in the various adventures, while others represent an array of items 
  for use in any campaign, sea-based or otherwise.
  Armor
  Coral Armor
  Aura moderate conjuration and transmutation; CL 8th
  Slot armor; Price 9,000 gp; Weight 20 lbs.
   
  DESCRIPTION
  This creation of the songchangers is their most recent 
  composition, only being necessary since the attack of the 
  Kuah-Lij. It functions exactly as +1 full plate, though the 
  magic of this item is more limited than most. Because of 
  its hasty creation, the magic, and thus the integrity of the 
  armor, lasts only for a fortnight. The wearer of coral armor 
  is treated as unarmored for the purposes of Swim checks. 
  Coral armor has hardness 10, hp 50, an Armor Check 
  penalty of –6, max Dex bonus of +1, an arcane spell failure 
  chance of 30%, and weighs 20 pounds. It is considered 
  heavy armor.
   
  CONSTRUCTION
  Requirements Craft Magic Arms and Armor, mage armor, 
  buoyancy
  Weapons
  Coral Sword
  Aura moderation transmutation; CL 8th
  Slot none; Price 9,000 gp; Weight 10 lbs.
   
  DESCRIPTION
  Metal is scarce in Coralis, though not out of reach for the 
  songchangers as their great abilities allow them to call metal 
  from the surrounding earth, a feat they have overdone in 
  the area around the city. However, the living coral provides 
  no end of material, and the magic of the songchangers 
  cannot only shape it but also make it as strong as steel. 
  What few swords they have and use for training are made of 
  coral. They favor longswords. The enchantment is sufficient 
  to make these gleaming white coral swords as effective as 
  any masterwork sword.
   
  CONSTRUCTION
  Requirements Craft Magic Arms and Armor, glassiron
  Rods
  Rod of Air and Water Mastery
  Aura strong transmutation; CL 19th
  Slot none; Price 20,000 gp; Weight 5 lb.
   
  DESCRIPTION
  Affixed on each end of this 1-ft. long iron rod are two glass 
  orbs; one filled with water and the other filled with murky, 
  white air. When the elemental orbs of the rod are positioned 
  at 12 o’clock and 6 o’clock and the command word is 
  uttered, the element in the orb above obtains mastery, 
  creating a sphere of the dominant element around the 
  wielder. 
  For example, when the user positions the rod so that 
  the water-filled orb is directly above the orb of air, the 
  surrounding air turns to water, creating a 10-foot diameter 
  sphere of water, focused directly around the wielder. 
  Likewise, water turns to air when the rod’s air-filled orb 
  is extended above the orb of water, creating a 10 foot 
  diameter air sphere around the user. The spheres remain 
  Chapter Five:
  New Magic Items
  
  66
  focused around the wielder’s position for up to 10 minutes 
  before dissipating.
  The origin of the rod of air and water mastery is steeped in 
  mystery, but it has been suggested that an ancient marine 
  race may have created it as a means to study the land 
  located along the coast.
   
  CONSTRUCTION
  Requirements Craft Rod, air walk, create water
  Wondrous Items
  Anchor of Weighing
  Aura moderate transmutation; CL 11th
  Slot none; Price 18,000 gp; Weight 100 lb.
   
  DESCRIPTION
  The anchor of weighing is an ornate, thick wooden anchor 
  weighing 100 lb. Once cast into water, the anchor attains 
  the weight of a conventional iron anchor. When the 
  command word is uttered, the anchor of weighing regains 
  its normal weight, allowing quick and easy hoisting.
   
  CONSTRUCTION
  Requirements Craft Wondrous Item, ironwood
  Apparatus of the Crab, Advanced
  Aura strong evocation and transmutation; CL 19th
  Slot none; Price 90,500 gp; Weight 500 lb.
   
  DESCRIPTION
  This item appears to be a large, sealed iron barrel, but it 
  has a secret catch (DC 20 Perception check to locate) 
  that opens a hatch in one end. The interior is imbued with a 
  continual flame spell, providing a constant source of light. 
  Inside is a semi-circle array of 10 (unlabeled) levers with 
  various functions:
  Lever 
  (1d10)
   Lever Function
  1
  Uncover/cover forward and side portholes
  2
  Extend/retract legs and tail
  3
  Extend/retract pincers
  4
  Move forward/backward
  5
  Rise/sink in water
  6
  Turn left/right
  7
  Snap pincers
  8
  Extend/retract dual periscope
  9
  Turn magnet on/off
  10
  Open/close hatch
  Operating the apparatus is an effort in experimentation until 
  familiarity with the levers’ functions is achieved. Activating 
  a lever is a full-round action, and no lever may be used 
  more than once per round. However, since two Medium 
  characters can fit inside, the apparatus can move and 
  attack in the same round.
  Once fully activated, its outward appearance resembles 
  a large, iron lobster, complete with two snapping pincers, 
  four pairs of walking legs, and a fanned tail. A dual 
  periscope with farvision extends from within the front of the 
  apparatus, granting darkvision up to 90 ft. to those who look 
  through the binocular sight inside.
  The apparatus’ clawed pincers serve multiple purposes. 
  One-half of each pincer is slotted in a scooped fashion so 
  as to gather small objects of interest. The pincers become 
  magnetized through means of the appropriate lever, 
  attracting nearby small metallic objects. Such objects 
  individually weighing less than 10 lb. and within 10 feet of 
  the apparatus are attracted to the pincers. Creatures within 
  10 feet of the apparatus must succeed on a successful DC 
  14 Strength check or lose hold of any held metallic item 
  weighing less than 10 lb. Additionally, the strength of the 
  pincers represent a threat to any enemy with their powerful 
  snapping attack.
  The apparatus can function in water up to 900 feet deep. 
  It holds enough air for a crew of two to survive 1d4+1 hours 
  (twice as long for a single occupant). The device has the 
  following characteristics: hp 200; hardness 15; Speed 20 ft., 
  swim 20 ft.; AC 20 (–1 size, +11 natural); Atk +12 melee (2d8, 
  2 pincers).
   
  CONSTRUCTION
  Requirements Craft Wondrous Item, lodestone, animate 
  objects, continual flame, farvision, 8 ranks in Knowledge 
  (engineering)
  Chapter Five: New Magic Items
  
  Dead Man's Chest
  67
  Aquascope of the Kuah-Lij
  Aura moderate divination; CL 9th
  Slot none; Price 20,000 gp; Weight 6 lb. plus 10 lb. per 100 ft. 
  of connecting rope.
  DESCRIPTION
  One problem faced by would-be ocean explorers is the 
  inability to examine the depths while one is on the water’s 
  surface. Someone in a canoe could pass directly over a 
  sunken treasure ship and never know it was there. The only 
  way to see the ocean floor is usually to dive down and take 
  a first-hand account. To this end, the Kuah-Lij fashioned 
  many diving aids and devices. But they also manufactured 
  the aquascope to aid those who wish to view the depths 
  from a distance.
  The aquascope of the Kuah-Lij consists of two lantern-
  like devices joined by a thin silken rope. Depending on 
  the particular aquascope, the connecting rope can be 
  anywhere from 100 ft. to 500 ft. long. To use the aquascope, 
  one of the lanterns is lowered into the water. It may sink as 
  deep as the user desires, up to the length of the rope. This 
  lantern behaves as if imbued with a permanent arcane 
  eye. The images the lantern “sees” appear in the glass of 
  the lantern that remains topside. In other words, a user in 
  a canoe may look into the topside lantern and view the 
  ocean depths as per the spell arcane eye. The aquascope 
  has darkvision to a range of 100 feet in order to penetrate 
  the darkness of the depths, and otherwise behaves precisely 
  as arcane eye, with a 360-degree field of view and a range 
  equal to the length of the rope.
  The connecting rope is an essential part of the aquascope. 
  If it is severed, the item is ruined. The rope is very durable, 
  with a hardness of 10 and hp 50 (Break DC 30). If the viewing 
  lantern is sent down into cramped confines, such as ship 
  wreckage or a coral reef, there is a 25% chance per use 
  that it becomes entangled. An entangled aquascope 
  can only be freed by someone who actually dives down 
  and attends to the problem. This chance increases to 50% 
  if the aquascope is moved horizontally (i.e., a user in a 
  canoe paddles forward and moves the aquascope without 
  first reeling it back up). Note that immersion in water is 
  necessary to initiate the viewing lantern’s arcane eye, so the 
  aquascope cannot be used outside of water.
   
  CONSTRUCTION
  Requirements Craft Wondrous Item, arcane eye
  Ballasts of Buoyancy
  Aura moderate transmutation; CL 11th
  Slot none; Price 15,000 gp; Weight 40 lb. (10 lb. per keg)
   
  DESCRIPTION
  Reefs and shallow coves have been the demise of many 
  great and infamous seafarers. Smaller vessels that pull 
  less draft can easily evade or sink larger warships if they 
  navigate through the razor-like coral reefs that surround 
  many islands. This fact was all too well known to Captain 
  Hector Suaza of His Majesty’s Royal Navy. He and his crew 
  found themselves marooned for a fortnight on a small 
  tropical island after severely damaging the hull of his ship 
  trying to pursue pirates through an uncharted coral reef.
  Upon returning to port he petitioned the council of wizards 
  to devise a way to aid his pursuit of justice. After much 
  deliberation the council presented him with their answer: the 
  ballasts of buoyancy. These ballasts, which were originally 
  four kegs filled with rocks and lead shavings to give the 
  ship stability in rough waters, were made to become lighter 
  than air upon command. When the ballasts of buoyancy 
  are activated, any ship rises in the water, reducing its draft 
  by 50%. This allows heavy warships to sail waters that would 
  normally spell their destruction. All four kegs must be used 
  to achieve the desired result. They always appear in sets of 
  four.
  These magical ballasts were kept in but a few ships and 
  their existence was never spoken of. However, as years 
  passed a few sets of ballasts have changed hands in one 
  way or the other and their secrets unraveled. Even today, 
  those who know the secrets required to produce the ballasts 
  of buoyancy hold them very close, because you know what 
  they say about loose lips.
   
  CONSTRUCTION
  Requirements Craft Wondrous Item, telekinesis
  Bamboo Skiff
  Aura moderate transmutation; CL 11th
  Slot none; Price 15,000 gp; Weight 10 lb.
   
  DESCRIPTION
  Island-hopping in the city of Coralis is a favorite pastime of 
  the residents and necessary to meet with friends who might 
  be spread as far as several miles along the reef. To facilitate 
  transport, the Coralites tie bamboo poles together in the shape 
  of small canoes and then enchant them to assure their integrity 
  against the sea and provide an easy means of propulsion. The 
  canoes can hold three Medium creatures. Whoever grasps the 
  tiller can command the skiff to move at a speed up to 50 feet. 
  The magic of the bamboo skiffs keeps them righted even if the 
  occupants or the sea conspire to overturn them.
   
  CONSTRUCTION
  Requirements Craft Wondrous Item, telekinesis
  Boots of the Waves
  Aura faint necromancy and transmutation; CL 5th
  Slot feet; Price 15,000 gp; Weight 2 lb.
   
  DESCRIPTION
  These nondescript, calf-high boots contain glyphs inside 
  inscribed in the blood of a merman. The connection between 
  the sea and blood magic has imbued the boots of the 
  waves a mix of both benefits and detrimental side-effects. 
  Once the boots are put on, they cannot be removed except 
  through the casting of remove curse. Whoever wears the 
  boots receives a +2 bonus to Dexterity and a +5 bonus to the 
  Acrobatics checks made to balance as long as he is on the 
  sea or aboard a sailing vessel (increase theses bonuses to +4 
  and +10 if worn by someone of a sea-related prestige class 
  such as those featured in Chapter Four). When on land the 
  bonuses change to –2 and –5 respectively. There is no way 
  to counter these penalties, though entering an antimagic 
  field nullifies all effects while in the field. The boots are made 
  for use upon the sea, to compensate for the rolling waves, 
  making walking on land very tricky.
   
  CONSTRUCTION
  Requirements Craft Wondrous Item, cat’s grace, bestow 
  curse
  
  68
  Brooch of the Desert
  Aura faint abjuration; CL 5th
  Slot neck; Price 200 gp; Weight —
   
  DESCRIPTION
  This intricately designed piece resembles a rune common to 
  the Sirrocan language, which is spoken by several nomadic 
  tribes populating remote areas of Hawkmoon. Normally, 
  it is used to fasten a cloak or cape, but it may be worn as 
  simple ornamentation. The brooch keeps the wearer as 
  dry as the hottest summer day. The power of the brooch 
  works flawlessly against normal water; even in a deluge 
  or a raging storm at sea, the wearer remains comfortably 
  dry. Additionally, there is a chance that any liquid-based 
  attack has a diminished effect against the wearer. When 
  a spell or magical ability involving liquid is directed at the 
  wearer, roll d100. Any result over 50 indicates the wearer 
  takes half damage; on a roll of 100, the spell has no effect. 
  Ship travelers value this item highly, though it is universally 
  scorned by sailors.
   
  CONSTRUCTION
  Requirements Craft Wondrous Item, endure elements
  Brooch of the Dolphin
  Aura moderate transmutation; CL 11th
  Slot neck; Price 15,000 gp; Weight 1/2 lb
   
  DESCRIPTION
  In the ancient past, long before the settling of what is today 
  the Domain of Hawkmoon, there was a small kingdom 
  known as Thiereia. Thiereia was an island nation that was so 
  distant from any true continent that sea voyages from there 
  to any other places took many months, sometimes nearly a 
  year. As the kingdom was bereft of many items that those 
  of other nations took for granted, the people of Thiereia 
  learned to substitute things from the sea for these missing 
  resources. These replacement items were aptly put to use 
  and sufficed in their intended functions, but were more 
  dangerous in most cases to obtain. The sea is a notoriously 
  jealous and harsh mistress, giving up her treasures only by 
  much effort and usually by virtue of blood in return. The tiny 
  country of Thiereia was ill equipped for such extremes of 
  retrieval, needing their highly prized sea-vessels and crews 
  for the actual confirmed journeys to the mainland. They 
  could not afford the loss of even one such ship in any risky 
  speculative attempts at resource acquisition.
  The rulers of the nation thus spent great effort at 
  researching spells to provide another means for this type 
  of endeavor. The search took many decades of study 
  and required almost all the resources of the land’s mages. 
  The king of Thiereia, allowing them total privacy for the 
  purpose of accomplishing their mission, sequestered these 
  mages and provided for all their needs during this time. At 
  nearly the end of his reign (and his existence) the mages 
  succeeded and made items that not only achieved the 
  goals set before them but exceeded the king’s wildest 
  dreams. The item they fashioned was a brooch that granted 
  its wearer fantastic capabilities when in the water.
  This pendant is a very innocuous looking item of great 
  ability. The pendant appears as a small dolphin with tiny 
  gems for eyes. When worn by a land-bound creature it 
  affords said being with not only the ability to breathe water 
  like a fish but it gives them the swimming speed of a dolphin 
  (80 feet). This swimming ability is as normal for a dolphin in 
  terms of rate of movement but also confers on the wearer 
  the effects of a freedom of movement spell while in the 
  water. The brooch is worn on the lapel normally and is 
  not capable of being removed by others when it is worn, 
  though the fabric it is on may tear or break normally and the 
  brooch be lost in that fashion.
   
  CONSTRUCTION
  Requirements Craft Wondrous Item, water breathing, 
  freedom of movement
  Cannibal Hearts
  Aura strong transmutation; CL NA
  Slot none; Price 5,000 gp each; Weight 1 lb.
   
  DESCRIPTION
  No one knows how these odd and grotesque items are 
  created. In fact, they aren’t even magic items at all, but 
  rather the actual bodily organs from the people of a certain 
  lost tribe.
  Explorers refer to this tribe as the Anezi, a term meaning 
  “ghoul-men.” Though the natives are of course not undead, 
  they are seen as ghoulish because of their societal practice 
  of ritual sacrifice. The location of their tribe remains a 
  mystery; it lies somewhere in the heart of a trackless jungle 
  on the far side of the Moonsilver Sea. All that is known 
  for certain is that the tribesmen occasionally trade with 
  Chapter Five: New Magic Items
  
  Dead Man's Chest
  69
  courageous explorers, appearing on the shore and waiting 
  for a trade ship to approach. After the bartering has 
  concluded, the Anezi slip back into the jungle and are not 
  seen again for months. 
  The Anezi are a magical society, and their rituals must 
  truly be powerful, for the hearts torn from the chests of the 
  sacrificial victims become imbued with mystical power. 
  No sage has yet been able to explain the workings of the 
  so-called cannibal hearts. The Anezi trade them to the 
  explorers in exchange for spices and steel. The explorers 
  make a profit by selling these hearts to those who crave 
  their power.
  To benefit from a cannibal heart, one must eat it. 
  After consuming the entire heart, the recipient feels an 
  unequaled rush of magical energy. The exact effects 
  depend upon the type of heart consumed, detailed below.
   
  CONSTRUCTION
  Requirements unknown
  Heart of the Shaman
  It is the Anezi custom that a shaman takes two apprentices to train in 
  the ways of the gods. The primary reason for this is that many of the 
  paths that a shaman must travel can lead to the loss of one’s mind or soul. 
  Apprentices are made to take part in tests throughout their lives, failure 
  of which leads ultimately to death. It is only on rare occasions that both 
  apprentices live to see the final days of the shaman. During such time, 
  the apprentices wage war on an astral battlefield. The victor of this battle 
  becomes the new shaman. The loser is dismembered in an elaborate ritual 
  and his body burned, save for his heart. A heart of the shaman is a relic 
  used primarily by other shamans, but can be used by anyone who eats 
  the heart. At many points during their spiritual battles and journeys of 
  the soul, they find that they no longer have the endurance to continue 
  forth. Upon consuming a heart of the shaman, the eater is bestowed 6d6 
  additional hit points for 24 hours. Any damage the character sustains is 
  subtracted first from these temporary hit points. After the 24 hours have 
  passed, any remaining temporary hit points are lost.
  Heart of the Shark-Hunter
  The heart of the shark-hunter isn’t taken from a sacrificial victim. It 
  is taken only from a shark-hunter who has died of old age, because any 
  shark-hunter who lives to be old is truly a god in mortal flesh.
  Eating a heart of the shark-hunter doubles the character’s maximum 
  swim speed for a period up to 24 hours. Additionally, over the course 
  of those 24 hours, they regenerate any limbs that have been severed or 
  bitten off during their lifetime, regardless of how long ago these injuries 
  occurred.
  Heart of the Slave
  It is said than in Anezi culture, slavery is widely practiced. Owners 
  are usually fair and equitable with their slaves, but the slaves themselves 
  have little chance of ever ascending from their lowly lot in life… with one 
  exception. There is a law among the Anezi that says this: if any escaped 
  slave can reach the central temple without being apprehended, he is 
  granted his freedom forever.
  Anyone who consumes a heart of the slave adds +20 feet to his 
  maximum running speed for a period up to 24 hours. 
  Heart of the Vanquished
  Sometimes the Anezi claim the hearts of their fallen foes. After they 
  slay a particularly potent enemy in combat, the Anezi cut out the heart as 
  a trophy. 
  Anyone eating a heart of the vanquished falls into a deep catatonic state, 
  so utterly still as to appear to be dead. The deathlike state is so realistic 
  that no amount of physical examination can discover the truth. The state 
  lasts for 24 hours. If someone casts speak with dead and attempts to 
  converse with the character under the effects of the heart, the spell works 
  nearly perfectly: the character’s spirit appears, but the character does not 
  need to answer any questions if he so desires; he can lie, or tell the truth, 
  or simply not answer at all. This is possible because the character isn’t 
  really dead, but his spirit has been temporary removed from his body by 
  the magic of the heart.
  Heart of the Warrior
  It is said that once a year, the Anezi hold a festival, during which certain 
  sacrifices are made to appease the gods. The main event of this festival is 
  the challenge of the warrior. The warriors of the tribe are pitted against 
  one another to determine who is the greatest. A celebration is then held for 
  the victor, who is given his choice of the daughters of the tribe to be with 
  for one night. The highest honor falls on the following evening when the 
  warrior is sacrificed to the gods of combat, his seed instilled in his consort 
  so that his line lives on after he is gone. The tribe feasts upon the warrior 
  to gain his skill in combat. The heart, however, is taken by the elders and 
  preserved as a sacred relic.
  A heart of the warrior is an item of great power sought by many, natives 
  and explorers alike. Consuming a heart of the warrior bestows great 
  strength and courage. Upon the complete consumption of the heart, an 
  individual is granted 1d6 temporary points of Strength for a period of 24 
  hours. Furthermore, he is immune to all types of fear.
  Heart of the Witch Doctor
  The witch doctor is the most feared member of his tribe. His powers 
  are said to come from the infernal beings that creep about in the nether 
  regions. Great is his magic, but his soul is bound to his infernal benefactor. 
  As his worldly time comes to an end, the witch doctor gives his body to 
  the tribe. They bind him to a large flat stone so the infernal ones can’t 
  steal his body prematurely. With a jagged knife of obsidian, they remove 
  his heart from his chest before he dies. By removing his heart before he 
  dies, the tribe assures that the beings of the nether regions cannot steal his 
  essence.
  A heart of the witch doctor contains the secrets of the infernal powers 
  that be. This heart is very sacred because it allows any individual to tap 
  into the netherworld. Consuming a heart of the witch doctor grants access 
  to 2 random arcane spells of levels 1–6. The GM should randomly select 
  2 arcane spells from the Pathfinder Roleplaying Game Core Rulebook. 
  These spells are considered memorized by the character, who can cast 
  them exactly as a wizard of 12th level. The only difference is that these 
  spells require no material component. Each spell can be used only once, 
  but the character need not cast them immediately. He may keep them 
  “memorized” for as long as he lives, but once he casts them, they’re gone.
  Heart of the Woman
  Though it is almost always the men of the tribe who are victims of 
  religious sacrifice, every so often, for a variety of vague and undefined 
  reasons, a woman is brought to the killing slab and given as a gift to the 
  immortal realm. 
  Eating a heart of the woman grants +4 to the character’s Wisdom and 
  Charisma scores. These bonuses last for 24 hours. The heart also grants 
  the ability to cast one charm person spell as per a 16th-level wizard.
  Heart of the Young
  The boys of the Anezi tribe who have not yet come of age sometimes 
  participate in a dangerous game involving a hard wooden ball and long, 
  sharp poles. The outcome of these games are very important in Anezi 
  society; the people hinge much of their augurs and predictions for the 
  future on who wins the game, and the manner in which it was won. The 
  highest honor goes to the best player on the winning team: he is sacrificed 
  to the gods of victory and youth. His heart is then removed from his chest. 
  Anyone eating a heart of the young enjoys the effects of reverse aging, 
  as his body becomes 2d6 years younger.
  
  70
  Captain’s Horn
  Aura moderate divination; CL 10th
  Slot ring; Price 40,000 gp; Weight —
   
  DESCRIPTION
  The captain’s horn is a set of ten earrings that are generally 
  worn by a captain and his crew. The earrings allow the 
  wearers to communicate telepathically with one another, 
  the master ring alone granting the power to send a 
  message to all the others at once. The communication 
  counts as a free action as long as the wearers are familiar 
  with one another; for new crewmates, activating the items 
  is a full action. Since the communication is telepathic, it 
  cannot be interfered with by any noise or by the silence 
  spell, though the distance is limited to the area surrounding 
  a single ship.
   
  CONSTRUCTION
  Requirements Craft Wondrous Item, telepathic bond
  Caster’s Bones
  Aura faint transmutation; CL 5th
  Slot none; Price 3,000 gp; Weight —
   
  DESCRIPTION
  Once per day the caster’s bones may be thrown by a 
  spellcaster (arcane or divine) while they prepare their daily 
  spell allotment. The caster may call upon the power of these 
  weird bones to increase the power of one of their prepared 
  spells by a +2 caster level.
   
  CONSTRUCTION
  Requirements Craft Wondrous Item, Heighten Spell feat, 5 
  ranks in Spellcraft 
  Compass of Pelora
  Aura moderate divination; CL 10th
  Slot none; Price 7,000 gp; Weight 1/2 lb.
   
  DESCRIPTION 
  Many years ago, in the village of Leafton, there were two 
  lovers who were forbidden to see each other. Donavan was 
  an indentured servant working on a plantation for a wealthy 
  lord. Donavan and the lord’s daughter, Astina, fell in love. 
  But she was to wed the son of a wealthy noble.
  The lord found out about the lovers’ midnight meetings 
  and planned to kill Donavan. Astina learned that her father 
  planned to have her lover murdered, so she pleaded 
  with him to change his mind. She told him that if he acted 
  severely against Donavan, she would kill herself. The lord 
  loved his daughter and would not have been able to live 
  with himself if any harm befell her. Thus he decided not to 
  murder the young man, but to exile him. 
  Astina feared that she would never see her lover again, so she 
  beseeched her father’s court wizard to fashion for her a magical 
  compass. This compass was to show her the way to Donavan 
  unerringly. She planned to run away and use the compass to 
  locate him, so that they could be together at last. She waited 
  until Donavan had been gone for many months and her father 
  had forgotten him, and then fled the castle, never to return.
  The compass worked perfectly. It led Astina directly to 
  her lover… or at least her lover’s body. Donavan was dead 
  when she found him, buried in a shallow grave several 
  hundred miles from Leafton. It seemed that the lord’s 
  assassins had trailed the lad and slain him at the lord’s 
  command. Astina, overcome with grief, died only days 
  later. After her death, the legend of her story grew, and the 
  compass changed hands many times. It became known as 
  the compass of Pelora, as Pelora is the Hawkmoon goddess 
  of romance and tragedy.
  The compass does not function as a standard compass. 
  To use it properly, the owner attunes it to any one person he 
  desires. This tuning is accomplished by touching the compass 
  to the subject and uttering a command phrase. Thereafter, 
  the compass always points in the direction of the subject to 
  whom it has been attuned, regardless of the miles separating 
  the two points. Note that the instrument gives no indication of 
  the distance separating the owner from the subject, nor does 
  it provide any special means of traveling over mountains, 
  oceans, and other obstacles. It merely points the way to the 
  subject; it’s up to the owner to get there.
  The compass may be attuned to a different individual at 
  any time, using the same technique as above. It can never 
  be attuned to more than one subject at a time.
   
  CONSTRUCTION
  Requirements Craft Wondrous Item, locate creature
  Coral Lung
  Aura moderate transmutation; CL 7th
  Slot none; Price 3,000 gp; Weight —
   
  DESCRIPTION 
  The Coralites often craft items of coral because of its 
  abundance and beauty. Some of these items are shaped 
  by sculptors, while others are formed by the songchangers. 
  The coral lung is a hollow tube of coral about 1 foot in length 
  and 1 inch in diameter, with a mouthpiece at one end. When 
  swimming underwater, the user simply holds the tube in his 
  mouth and can breathe fresh air from the tube for a period 
  of one hour. When the coral lung is brought to the surface, it 
  recharges in one hour to its full capacity. The coral lung offers 
  no protection from the dangers of extreme pressure.
   
  CONSTRUCTION
  Requirements Craft Wondrous Item, water breathing
  Deep Suit of the Kuah-Lij
  Aura strong transmutation; CL 15th
  Slot body; Price 70,000 gp; Weight 100 lb.
   
  DESCRIPTION 
  This item appears as a large, baggy suit of full leather armor. 
  A thick leather bodysuit, gloves, a large bell helm, and 
  heavy steel boots make up the entire suit of underwater 
  gear. The suit is always worn-looking, as if it has seen much 
  usage. The suit’s main purpose is for deep water exploration, 
  and it has many powerful abilities.
  The deep suit is very heavy and awkward on land, but the 
  magically instilled buoyancy makes it quite easy to move 
  in when submerged. The wearer may move on the bottom 
  of the body of water at a rate of 20 ft., and the suit allows a 
  30-ft. swimming rate. Further, the suit offers a +2 AC bonus, 
  with a +0 Dex adjustment. The deep suit prevents damage 
  from the pressure of deep waters (to 800 ft. depth); it grants 
  the wearer both darkvision and airsphere (wearer only, 
  Chapter Five: New Magic Items
  
  Dead Man's Chest
  71
  no radius); it activates a buoyancy spell when the wearer 
  desires to leave the ocean floor. The suit may be used for 
  a maximum of 8 hours before it must be “recharged” by 
  setting it in the sun’s rays for 8 hours.
  The Kuah-Lij were careful when they created the suit, and 
  built it with options in mind. Several items can be added to 
  the suit, including the following:
  Pincher Arm: This additional arm covers an existing 
  appendage of the wearer’s choice (an arm). The claw end 
  of the pincher arm does 1d8 points of melee damage, and 
  has a grasping Strength of 24 for purposes of grappling/
  holding items. It cannot inflict subdual damage.
  Light Crown: This large iron circlet fits upon the bell helm of 
  the deep suit. The crown has 4 light spells (cast at 12th level) 
  that can be activated by mental command of the wearer 
  for up to 2 hours per day.
  Bubble pack: This backpack straps onto the back of the 
  deep suit, and is a defense mechanism. When the wearer 
  of the deep suit pulls a cord attached to the pack, a huge 
  cloud of bubbles comes flowing out of the pack, obscuring 
  the area in a 30 ft. diameter directly behind the pack (treat 
  as an obscuring mist cast by a 1oth-level caster). The bubble 
  pack can be used 3 times per day.
  Armor Plates: Known as “crabskins,” these pieces of 
  giant crab plating add to the Armor Class of the deep suit, 
  granting an additional +3 armor bonus to the suit’s existing 
  armor class.
  CONSTRUCTION
  Requirements Craft Wondrous Item, 8 ranks of Knowledge 
  (engineering), darkvision, airsphere, buoyancy
  Derelict’s Waggoner
  Aura strong abjuration and transmutation; CL 12th
  Slot none; Price 15,000 gp; Weight 10 lb.
   
  DESCRIPTION 
  A waggoner is a large book of nautical charts, a collection 
  of maps rendered by the men who sailed the waters, saw 
  the sights, and made the notes. Accurate charts are highly 
  prized by sailors, and comprehensive waggoners fetch rich 
  prices. The derelict’s waggoner is a magically strengthened 
  chart book measuring 20 inches tall, 16 inches wide, and 4 
  inches thick. 
  When found, derelict’s waggoner is usually crammed with 
  a variety of charts, graphs, soundings, and other maritime 
  lore. The owner can, at will, cause the contents to vanish, 
  so that any or all of the pages are blank again and ready 
  to be used anew. There are over 300 pages in all. If torn, the 
  pages repair themselves as per the spell mending. The book 
  is also entirely waterproof; the paper suffers no ill effects 
  from being submerged, and the ink never runs. Derelict’s 
  waggoner enjoys a +1 bonus on all saving throws.
   
  CONSTRUCTION
  Requirements Craft Wondrous Item, mending, resistance, 
  water breathing
  Dolphin Suit of the Kuah-Lij
  Aura strong transmutation; CL 19th
  Slot none; Price 85,000 gp; Weight 250 lb.
   
  DESCRIPTION
  This item resembles a 10-foot long, segmented cannon 
  with a large forward porthole and a tapered end. A secret 
  catch (Perception DC 20 to locate) releases a hatch that 
  unhinges the mid-section of the apparatus, revealing a 
  leather-padded pilot capsule suitable for a single Medium 
  humanoid.
  To operate the dolphin suit, the pilot crawls into the 
  padded capsule, arms and legs extended. Two separate 
  handlebars secured in a grooved track are operated with 
  the hands, controlling the forward/backward and left/right 
  movement of the apparatus. Two depressible pedals at 
  the other end of the capsule are controlled with the feet, 
  allowing the dolphin suit to dive upward or downward. 
  Once in the water, a dorsal fin, jointed fluke, and two 
  pectoral fins extend from the apparatus, corresponding to 
  the operation of the capsule controls. The pilot navigates 
  through the sea while peering through the forward porthole 
  imbued with the farsight spell.
  This device is an updated Kuah-Lij design with emphasis 
  on speed and maneuverability. It functions flawlessly in 
  water up to 500 ft. deep, and can perform jumps up to 20 
  feet high out of the water. To replenish its 2-hour air supply, 
  the apparatus must breach the water’s surface for 15 full 
  minutes, collecting fresh air through its filtered blowhole. The 
  device has the following characteristics: hardness 10;  
  hp 150; Speed swim 80 ft.; AC 19 (–1 size, +10 natural);  
  Atk slam +8 melee (2d4).
  The dolphin suit can beach itself upon land, but is 
  incapable of self-propelled land movement. For this reason, 
  it is often attached to a wheeled carriage for transport to 
  and from bodies of water.
   
  CONSTRUCTION
  Requirements Craft Wondrous Item, animate objects, 
  farsight, 10 ranks in Knowledge (engineering)
  Exile’s Wood
  Aura moderate evocation; CL 9th
  Slot none; Price 5,000 gp; Weight 2 lb.
   
  DESCRIPTION
  Many years ago there lived a great Hawkmoon thief named 
  Kolter. His dream had always been to steal the golden rose 
  of the gods. After long years of practice, he fulfilled his 
  dream of snatching the rose from the immortal beings. For 
  years no one knew who had done the unthinkable. As vain 
  as he was, Kolter couldn’t live with the thought of no one 
  knowing that he was the one who’d stolen the rose. One 
  night, while drinking at the guild, he told some locals that 
  he was in fact the one who’d become known as the Thief 
  of the Rose. These men, hoping for a huge reward, went to 
  the temples and shouted up at the gods, telling them what 
  they’d overheard.
  The proxies of the gods descended upon Hawkmoon. 
  They found the thief and tortured him until he told them 
  the truth. After confessing, he pleaded with them to have 
  mercy on his soul when they killed him. The proxies argued. 
  The proxy of Majium, god of magic and mercy, advocated 
  sparing Kolter’s life. Igvys, god of the south wind and decay, 
  thought otherwise. The two of them made a pact: they 
  would exile the thief to a small ship in the ocean, where he 
  would spend the remainder of his days on the open sea, 
  never to touch land again. 
  This was not good news for Kolter, as he was terrified of 
  water and could not swim. So before he had to enter exile, 
  he took all of his gems and went to the most talented wizard 
  he could find. He had the wizard craft for him a special 
  piece of wood, one that would be able to hold him afloat if 
  
  72
  he ever fell overboard.
  Kolter spent the next 50 years at sea, and had many 
  adventures. It is said that before he died he gave the piece 
  of wood to his first mate. The first mate was a very good 
  swimmer and had no need for the item, so he sold it the first 
  chance he got. The wood has changed hands many times 
  with most people not knowing its true value. The Thief of 
  Rose knew it by its true name—exile’s wood.
  Exile’s wood is a plank 3 feet long by 6 inches wide. 
  Regardless of the condition of the sea, exile’s wood does 
  not sink, so long as it never has to support more than 1,000 
  lb. of weight.
   
  CONSTRUCTION
  Requirements Craft Wondrous Item, floating disc
  Guide Stone
  Aura moderate divination; CL 9th
  Slot none; Price 25,000 gp; Weight 1 lb.
   
  DESCRIPTION
  A simple fragment of stone 3 inches in length and 2 inches 
  wide, the guide stone holds an unbreakable attraction 
  to the larger stone from which it was chipped. The larger, 
  parent stone remains in port (or other home base) while 
  the guide stone travels aboard ship, gently tugging toward 
  the home stone, even to a distance of 250 miles. Up to 1d4 
  smaller stones can be extracted from the same parent 
  stone. Looking dark gray, almost black, the oval parent 
  stone is about the size of a wound bedroll and weighs 20 
  lb. Parent stones are usually kept in a guild headquarters or 
  harbormaster’s house, the guide stones then rented out to 
  captains during storm season.
   
  CONSTRUCTION
  Requirements Craft Wondrous Item, locate object
  Hospitality’s Hammock
  Aura moderate conjuration; CL 8th
  Slot none; Price 5,000 gp; Weight 2 lb.
   
  DESCRIPTION
  Stringfellow Songsmith was a poet, minstrel, and thief of 
  hearts, but he was positively not a sailor. Much to his dismay, 
  a local lord commissioned him and his quill to produce a set 
  of piratical poems, maritime muses, nautical nomenclature, 
  and seafaring sonnets. For any other bard who could carry a 
  tune in a bucket, this would have been a grand opportunity. 
  However, the mere sight of the ocean caused Stringfellow 
  to get seasick. Commissions like these don’t come by every 
  day, and he’d have been a fool not to accept it. But he’d 
  be king of the fools if he could pull it off. 
  He had done considerable work for the local actors’ 
  guild, and as a token of their appreciation they presented 
  him with a gift to aid him in his escapades. Tied in a neat 
  bundle was a red silken hammock which was embroidered 
  with gold filigree. They assured him that this hammock would 
  make him feel right at home on the high seas.
  Hospitality’s hammock is a beauty to behold, but no 
  self-respecting seaman would ever dare use it. Aside from 
  its considerable looks, a single night’s rest in it eliminates 
  any sign of seasickness. Additionally, the hammock is so 
  comfortable that those who sleep upon it for a full 8 hours 
  regain 2 hit points from any they might have lost. 
  Stringfellow was able to sleep soundly on the vessels he 
  boarded, avoiding seasickness, and eventually completing 
  his commission. He owes his success to hospitality’s 
  hammock.
   
  CONSTRUCTION
  Requirements Craft Wondrous Item, remove disease, cure 
  light wounds
  Lung Leaf
  Aura moderate transmutation; CL 5th
  Slot none; Price 1,000 gp; Weight —
   
  DESCRIPTION
  Down in the depths of the Moonsilver Sea, its roots fixed to 
  the silt-covered sea floor, lives a magical tree. For all intents 
  and purposes, the tree appears as a normal tree—or say so 
  the reclusive thume, the only beings ever to lay eyes on it. 
  (See Chapter Six for details on the thume, an ancient race 
  of sea-dwellers.) According to maritime myth, the leaves of 
  this tree grant water breathing to anyone who holds a leaf 
  in their mouth.
  The lung leaves are very rare. Since no one but the thume 
  know the tree’s exact location, most of the leaves come to 
  the surface when fish swim through the branches and shake 
  the leaves loose. The leaves then float to the surface, where 
  they can easily be recognized. They are 1 inch long and 
  a deep, rich blue in color; the veins in each leaf are bright 
  silver. The thume claim that no two lung leaves have quite 
  the same arrangement of veins.
  Holding a leaf in the mouth grants the user water 
  breathing for a period of 1d4+1 hours. The user never knows 
  exactly how much time the lung leaf is providing him; the roll 
  is made in secret by the GM. After the air has expired, the 
  lung leaf must be soaked in salt water for a period of 1d4 
  days. Only then may it be used again.
   
  CONSTRUCTION
  Requirements —
  Mariner’s Eyepatch
  Aura faint evocation and divination; CL 5th
  Slot eyes; Price 12,000 gp; Weight —
   
  DESCRIPTION
  This eyepatch is heavily encrusted with jewels and arcane 
  writing. Upon uttering a command word, the eyepatch 
  allows the wearer to use the following abilities once per 
  day (CL 5th): scorching ray, see invisibility, comprehend 
  languages.
   
  CONSTRUCTION
  Requirements Craft Wondrous Item, scorching ray, see 
  invisibility, comprehend languages
  Mercy’s Mandolin
  Aura Moderate conjuration; CL 9th
  Slot none; Price 15,000 gp; Weight 5 lb.
   
  DESCRIPTION
  The face of this balsa wood mandolin is inlaid with mother-
  of-pearl. The wood has been highly polished, the neck 
  Chapter Five: New Magic Items
  
  Dead Man's Chest
  73
  carved to resemble the jumping form of a porpoise. Even 
  novice players can strum a pleasing melody upon mercy’s 
  mandolin. When someone with the Perform (strings) skill 
  plays mercy’s mandolin at the side of a wounded comrade 
  or at the feet of a fallen friend, the wounded person regains 
  1d8 + 1 hit points. One can benefit from the mandolin only 
  once a month.
   
  CONSTRUCTION
  Requirements Craft Wondrous Item, cure light wounds 
  Ortho’s Love
  Aura moderate conjuration; CL 8th
  Slot none; Price 3,000 gp; Weight 1 lb.
   
  DESCRIPTION
  Hawkmoon is not only a land of robbers and footpads. 
  Farmers also call this place their home. Thousands of small 
  farms dot the countryside. On one such homestead lived 
  a man named Ortho, who wanted nothing in this life but 
  the love and devotion of his family. One day he was called 
  to protect his land and country from an invasion by the 
  mercenaries of a petty warlord. During the battle, Ortho was 
  slain. They carried him back to his wife on his shield.
  While en route to the afterlife, Ortho’s spirit beseeched the 
  celestial guardians to allow him to see his family one more 
  time and to tell them that he was safe and going to a better 
  place. The guardians were amazed how much love and 
  devotion he showed toward his family. So they gave him a 
  gift to present to his wife and sent him back to the mortal 
  realm for a short time, so that he might say goodbye.
  The gift is a clear crystal bottle that contains magical 
  cloudstuff. When the bottle, known as Ortho’s love, is 
  opened and shaken, a billowing white cloud rolls out and 
  forms a platform 40 feet wide per side. The cloud is immobile 
  but strong enough to support up to 300 lb. of weight, 
  providing a padded place to walk, sit, or rest. The cloud is 
  quite soft and offers a wonderful place to sleep. 
  Once the user is finished with the cloud, they can bottle it 
  up for use at another date. To recapture the cloud, all the 
  user must do is place the opening of the bottle against the 
  cloud, at which point the cloud whistles back into the bottle. 
  If not put back in the bottle, the cloud lasts indefinitely; it 
  cannot be harmed by any weapon or dispersed by any 
  wind. However, Ortho’s love does not function unless there 
  are clouds in the sky, even if the user is currently indoors.
  The cloud can be used to span pits or chasms, so long as 
  they aren’t more than 40 feet across. Anyone walking across 
  the cloud enjoys a +10 bonus to Stealth checks to move 
  silently.
   
  CONSTRUCTION
  Requirements Craft Wondrous Item, fog cloud
  Portrait of Self-Examination
  Aura strong transmutation; CL 15th
  Slot none; Price 25,000 gp; Weight 20 lb.
   
  DESCRIPTION
  This picture appears as a dark woman with penetrating 
  eyes. If someone focuses his attention on the picture for 
  more than 3 rounds, the image gradually begins to change, 
  but only to the perspective of the viewer; to everyone else, it 
  appears as it had originally. In fact, the painting becomes a 
  portrait of whoever looks at it closely for more than 3 rounds. 
  Once the transformation is complete, the viewer sees in 
  the picture some deep truth about himself and is forced to 
  assimilate this new information. How the person copes with it 
  is based on a DC 18 Wisdom check. Success demonstrates 
  his ability to live with whatever he has seen and understood 
  about himself, and this knowledge and acceptance 
  results in his Wisdom increasing by +1 permanently. 
  Failure indicated the news is unbearable, thus shaking his 
  confidence in himself and decreasing his Charisma by –1 
  permanently.
   
  CONSTRUCTION
  Requirements Craft Wondrous Item, 5 ranks in Craft 
  (painting), eagle’s splendor, owl’s wisdom, suggestion
  Sahuagin’s Dismay
  Aura Moderate transmutation; CL 9th
  Slot none; Price 45,000 gp; Weight 5 lb.
   
  DESCRIPTION
  This item appears as a tattered green flag, bearing the 
  image of a red trident. Flying the sahuagin’s dismay upon 
  the mast grants protection from extreme weather to a 
  ship and all on board. All wind speeds above 50 mph are 
  reduced to 50 mph. Rain is never stronger than a steady 
  mist. The banner keeps the ship from being swamped by 
  even the largest waves, though strong currents still affect 
  the ship. Refer to Chapter Two for details on wind effects on 
  a ship’s speed. 
   
  CONSTRUCTION
  Requirements Craft Wondrous Item, control winds. 12 
  sahuagin pelts
  Sextant of Seeming
  Aura Moderate illusion; CL 9th
  Slot none; Price 30,000 gp; Weight 4 lb.
   
  DESCRIPTION
  This device appears as a standard sextant used in ship 
  navigation. However, the instrument is highly enchanted, 
  capable of producing a powerful illusion sufficient to 
  disguise any single self-contained building or sailing vessel. 
  The area affected must be delineated by specific walls 
  or bulkheads, so that a house could be disguised, but an 
  encampment of tents could not. The area can be quite 
  large, up to 200 5-foot cubes in size. The sextant produces 
  the spell mirage arcana and functions precisely as such. 
  To activate the spell, the sextant must be calibrated in a 
  certain way, much like other devices require a command 
  word.
   
  CONSTRUCTION
  Requirements Craft Wondrous Item, mirage arcana, 
  permanency
  Shudderer’s Cowl
  Aura faint abjuration and necromancy; CL 5th
  Slot head; Price 8,000 gp; Weight 2 lb.
   
  DESCRIPTION
  
  74
  The lands of Kung are said to be inhabited by dispirited folks, 
  ruled over by angry warrior-kings. With few natural resources, 
  a high orc population, and rampant disease, Kung attracts 
  few visitors. Further dissuading the potential explorer are 
  stories such as that of Count Yephon, a young nobleman 
  who decided to alight on Kungish shores and seek his 
  fortune in that black place. 
  The count came alone and in disguise, dragging his boat 
  against the sands of a secluded lagoon. Primarily he’d 
  come to spite his father, a man of great accomplishments, 
  who lorded over his son and by his very presence diminished 
  him. Count Yephon hoped to uncover his destiny in Kung, 
  a land upon which his father’s footsteps had never fallen. 
  Excitement stirred the young man’s blood; he dreamed 
  of the strange people he would meet, of the dangers he 
  would overcome, and certainly of the glory he would win. 
  This expedition would help him escape his father’s shadow.
  Yet Kung has a way of twisting the dreams of the hopeful. 
  Yephon fell prey to a horrible trap, an ambush set by 
  marauders under the thrall of an infernal master. Stripping 
  him of all but his woolen cape, the outlaws deposited 
  Yephon into a subterranean labyrinth so that their master 
  could feast upon his fear. They sealed the doors behind him, 
  and darkness descended. Months passed. Yephon battled 
  the maze’s many denizens, finding each day a new lesson 
  in self-preservation. Hope left him in small increments, but 
  left him it did, so that one day he existed only to kill and run 
  and survive. Fear was his only consort—but he also had fire. 
  Yephon’s makeshift torches were the only means of keeping 
  hold of his sanity, and the maze’s inhabitants took dire 
  pleasure in snuffing out his lights.
  The shadows were especially vicious. Often sweeping over 
  him in sudden waves, the undead shadows whispered their 
  chill breath upon his skin, draining his power, turning his skin 
  to patches of ice. Yephon’s only protection against their 
  silent assault was his cape, in which he would wrap himself 
  when the shadows came. Always they would surprise him, 
  causing him to cry out and curl beneath the frail shelter of 
  his cloak.
  Yephon died in that position, wrapped in that garment. 
  At last the shadows’ touch became too cold, and Yephon’s 
  blood moved too sluggishly through his veins. The chills 
  quivered his body, and the final reserves of his strength were 
  spent. His shudders ceased.
  They say that Duke Yephon’s spirit fled no further than his 
  cape. Unable to escape the horrors of the master’s maze, 
  Yephon’s soul became interwoven with the threads of the 
  cloak, along with the essence of many of the shadows he 
  destroyed before he was overcome. Eventually the garment 
  resurfaced. Today it is known as the shudderer’s cowl. 
  So long as light is being shed on the cowl, the wearer 
  is completely immune to cold weather and all cold-
  based attacks. The intensity of the light must be at least 
  that of a torch. A burning candle is insufficient, as is the 
  supernatural light cast by many types of magical weapons. 
  Without adequate light, the protection against cold fails. 
  Furthermore, without a nearby light source, the wearer 
  becomes especially susceptible to both cold and fear. The 
  wearer makes all saving throws against cold and fear at 
  –4; additionally, all cold attacks deal an additional point 
  of damage per damage die. For example, if the wearer of 
  the shudderer’s cowl is targeted by a 12th-level wizard’s 
  cone of cold, he makes his Reflex save at –4 and suffers 
  12d6+12 points of damage. Finally, the spell remove fear has 
  no effect on anyone wearing the cowl in insufficient light. 
  Remember that these negative effects apply only if the 
  wearer is without ample light.
  Once donned, the shudderer’s cowl can only be taken off 
  if the wearer receives the benefit of a remove curse spell.
   
  CONSTRUCTION
  Requirements Craft Wondrous Item, protection from energy 
  (cold), scare
  Spectacles of the Sahuagin
  Aura strong divination; CL 14th
  Slot eyes; Price 42,000 gp; Weight —
   
  DESCRIPTION
  These spectacles are made of carefully preserved sahuagin 
  eyes fitted into moderately oversized spectacle frames. 
  Wearers of these prized spectacles are granted some 
  of the qualities of the keen-sensed sahuagin who can 
  sense anything within 30 ft. while underwater. The magic 
  of the spectacles includes the ability to spot any invisible, 
  ethereal, or astral creature within 30 feet if it is moving, 
  motionless creatures remain undetected. Additionally, these 
  spectacles grant the wearer a +5 circumstance bonus to 
  vision-based Perception checks.
   
  CONSTRUCTION
  Requirements Craft Wondrous Item, a set of preserved 
  sahuagin eyes, see invisibility
  Unyielding Mast
  Aura strong conjuration; CL 13th
  Slot none; Price 25,000 gp; Weight 540 lb.
   
  DESCRIPTION
  Deep in a watery grave rests the Storm Seeker, a merchant 
  ship of great renown. Legend has it that she could ride out 
  any storm without a scratch. She made countless voyages 
  upon the tide with cargo both mundane and extraordinary. 
  Traders, kings, and vagabonds alike gladly paid pounds 
  of gold to have their cargo rest in the capable hull of this 
  ship of ships. Storm Seeker, although a modestly equipped 
  caravel, was widely known for passing easily through 
  typhoons, hurricanes and the like. If, in days gone by, you 
  wanted your shipment to arrive at its destination without fear 
  of the weather, you chartered space on the Storm Seeker.
  Some attributed her hearty running to the blessings of 
  the gods, others to the fine crew, but most thought it was 
  just plain old-fashion luck. However, her luck ran afoul 
  one day when she disturbed a rather cranky kraken. Her 
  hull was shredded in the ensuing skirmish, and she sank to 
  the bottom of the sea. After her demise, rumors began to 
  surface of her whereabouts and her secret. Certain shipping 
  logs may indicate the port of origin, destination, and the 
  probable course she took on her final voyage. According to 
  the whispers of drunken sea folk and loose-lipped wenches, 
  she hid her secret in plain sight: her main mast.
  The unyielding mast appears to be a standard oaken 
  mast of little note. However, superior craftsmanship and 
  considerable enchantments have rendered it nearly 
  indestructible. The first area of note is that the mast is 
  completely immune to all forms of fire. More importantly, 
  however, the mast is indeed quite unbreakable. The mast 
  has a hardness of 15 and 200 hit points (Break DC 50). 
  Attacks against the ship proper do not affect the mast. 
  Only those attacks directed specifically at the mast have 
  a chance of inflicting damage upon it. Wind conditions 
  that would splinter standard masts pose little threat to the 
  unyielding mast. Finally, if it does indeed take damage, the 
  Chapter Five: New Magic Items
  
  Dead Man's Chest
  75
  mast regains 10 hit points every 24 hours.
  If the wreck of the Storm Seeker is located, the mast may 
  be removed and fitted onto any ship.
   
  CONSTRUCTION
  Requirements Craft Wondrous Item, limited wish, wall of iron
  Wetskin of the Kuah-Lij
  Aura moderate abjuration; CL 7th
  Slot body; Price 17,000 gp; Weight: 5 lb.
   
  DESCRIPTION
  This creation of the water-loving Kuah-Lij is a boon to any 
  aquatic humanoids who wish to venture onto dry land. The 
  wetskin is made of a very thin leather-like material, although 
  all attempts to find such material in its raw form have been 
  fruitless. The material offers no AC protection. It does not 
  hinder the wearer’s abilities in any way. The suit is formed 
  for a biped, although various sizes have been seen (larger, 
  more rotund, short and squat, etc.). Nearly any size wetskin 
  exists, between 3 ft. to 8 ft. in height, and nearly any body 
  mass from 50 to 600 lb.
  The wetskin’s main function is to hold water near the 
  wearer’s skin. Once the suit is donned and the proper 
  command word is spoken, the wetskin fills with a small 
  amount of water—just enough to cover the skin entirely in 
  a thin wet film. In this fashion it keeps the wearer moist for 8 
  hours, after which time it must be completely submerged for 
  8 hours to “recharge” itself. The water is held in the spongy 
  interior of the wetskin; the water cannot be removed, drunk, 
  or used for any purposes other than keeping the wearer 
  wet. The wearer can use fresh or salt water, or one then the 
  other. A different command word is used for the two types 
  of water. Once the 8 hours expire, or at any point when 
  the wearer gives the command word, the water is expelled 
  through tiny pores in the wetskin. It then must be soaked in 
  water for 8 hours before it can be used again.
  The wetskin does not offer any kind of air-breathing ability, 
  nor does it allow the aquatic creature to converse with 
  land-based creatures unless a common language is known.
  Sea elves are common traders in wetskins of the Kuah-Lij, 
  as it allows them to travel freely on dry land for extended 
  periods of time. The sahuagin are always looking to steal 
  these suits for their raids on shoreline communities. A 
  sahuagin attacks a wearer of a wetskin on sight.
   
  CONSTRUCTION
  Requirements Craft Wondrous Item, endure elements
  Wheel of Chaos
  Aura strong evocation and transmutation; CL 13th
  Slot none; Price 50,000 gp; Weight: 25 lb.
   
  DESCRIPTION
  This ornately decorated ship’s wheel is inlaid all about with 
  symbols of chaos and destruction. When affixed to any 
  sailing vessel, the wheel of chaos has the following effects 
  as per a 13th-level druid: call lightning storm and control 
  winds, both once per day. Furthermore, the wheel increases 
  the ship’s speed by an additional 25%. Finally, the ship and 
  her crew are protected by a magic circle against law. This 
  ability does not extend beyond the ship itself.
  Curse of the Wheel: The wheel is thoroughly chaotic in 
  nature, and calls chaotic beings to it. Possessors of the 
  wheel of chaos suffer double the number of random 
  encounters with chaotic beings.
   
  CONSTRUCTION
  Requirements Craft Wondrous Item, call lightning, control 
  winds, control weather, haste
  Minor Artifact
  Dissention’s Digit 
  Aura strong necromancy and transmutation; CL 20th
  Slot none; Weight 3 lbs;
   
  DESCRIPTION
  Castagil was a great captain of the piratical sort. Aboard 
  the mighty galleon The Sea Wench, he and his crew 
  plundered the seas for nearly a decade. Castagil was a 
  nautical genius as well as a practicing hydromancer, or 
  water elementalist. His skills of captaining were only out-
  shined by his lust for gold.
  Night had fallen on the 45th day of an unrelenting search 
  for the gold of Captain Moritire Nightshade, famed pirate 
  captain ages gone. The crew was weary, the provision 
  barrels were empty, and the ship wasn’t a league closer to 
  the famed treasure. That night a storm brewed in the north 
  and mutiny brewed in the barracks.  The crew took Castagil 
  in his sleep, beat him, and bound him in the cargo hold.
  The next day the ship set anchor near a small uncharted 
  island. The quartermaster and six others dragged Castagil 
  to shore, intending to maroon him with nothing more than 
  a dirk. In the distance they heard a rumbling, and ash flitted 
  
  76
  through the air. They marched Castagil no more than a 
  hundred yards into the jungle and came upon a trembling 
  volcano. With their cutlasses they prodded their former 
  captain up to the rim, and pushed him in. As he plummeted 
  towards the lava, he summoned all his magic into one 
  curse. When he hit the lava the volcano erupted so violently 
  boulders the size of wagons crashed into the hull of the 
  ship, sinking it. As the dust and ash settled, it was revealed 
  that the entire island had been razed. The only thing that 
  remained was a small glowing sphere.
  This sphere, known as dissention’s digit and forged from 
  hate and fire, is 2 inches in diameter and glows volcanic 
  red. Castagil’s curse as well as his being were fused into 
  this artifact as his body was incinerated. The sphere itself is 
  resistant to all forms of fire, and anyone who possesses it is 
  immune to fire damage. Dissention’s digit also grants the 
  owner the ability to cast teleport once a day.
  However, this is a cursed item that seeks to sow dissention 
  in the hearts and minds of those who see it. Dissention’s digit 
  causes all who look upon it to desire it so greatly that they 
  undermine friends or even kill to possess it. Each day that an 
  individual who has seen the sphere approaches within 100 
  yards of it, they must succeed on a DC 20 Wisdom check 
  to resist the urge to take it from the current owner. From 
  the depths of the sphere, Castagil whispers to the minds 
  of those who have seen dissention’s digit, urging them to 
  claim it as their own. This mental seduction is so great and 
  the force of Castagil’s will so strong, that any individual who 
  fails his Wisdom check on a roll of 1 must have the sphere, 
  and kills, if necessary, to have it. When an individual reaches 
  this state, they give up everything else in an attempt to 
  possesses the sphere, even if that means searching every 
  plane of existence.
  In the event that the sphere is cast away by the owner, 
  or that dissention’s digit is left ownerless due to the death 
  of its would-be suitors, it teleports itself to another random 
  location where it is sure to be found again. A priest of a 
  good faith can suspend the curse upon one individual for 24 
  hours by casting a successful remove curse. If the individual 
  then casts the stone aside, the desire fades and he or she 
  is free. However, if that individual keeps dissention’s digit in 
  their possession, they must make another Wisdom check 
  after the 24 hours has passed. Thus the cycle starts anew.
   
  DESTRUCTION
  Dissention’s digit can be destroyed by casting remove curse 
  thrice upon the item then casting it into an active volcano.
  Major Artifact
  Moonsilver Orb 
  Aura strong abjuration and transmutation; CL 20th
  Slot none; Weight 5 lb.
   
  DESCRIPTION
  When the Yalts, now called the Coralites, first arrived at 
  their current home, they found a quiet coral reef that was 
  pounded by surf and often wracked by tropical storms. For 
  many centuries the Coralites huddled together in island 
  caves, watching their homes sweep away with the wind. 
  With the advent of the songchangers, the creations of 
  the Coralites became more and more sophisticated and 
  increasingly infused with magic (refer to Chapter Four for a 
  description of the songchangers). The Moonsilver Orb was 
  conceived to bring the same peace to nature that the 
  Coralites had achieved in society. Calm winds and placid 
  seas were the result.
  The Moonsilver Orb is composed of sand from the ocean 
  floor, silver from the Elemental Plane of Earth, and moonlight 
  gathered on a moonless night. It appears as a glass sphere, 
  4 inches in diameter, silver in color with a swirling mist inside. 
  It is the result of long hours composing and performing 
  complex melodies and soothing harmonies. Unfortunately, 
  one discordant note hides deep within its misty surface, 
  the intrusion of a songchanger whose ideas of self-defense 
  ran counter to the rest of the community. Because of this, 
  when the final of the powers is invoked, the ultimate result is 
  beyond the owner’s control.
  Whoever possesses the orb has considerable power 
  over the seas. First, while holding the orb, the character 
  is able travel the seas most efficiently. She can breathe 
  underwater, has a swimming speed of 50 feet, and does not 
  suffer from the effects of extreme pressure or the limits on 
  combat imposed by being in a watery environment. She is 
  able to summon and command 5d10 HD of sea creatures 
  as transportation or defenders. She can also speak with any 
  sea creature, and is fluent in Aquan.
  The orb itself influences tides, currents, and winds in a 
  1-mile radius. Whatever the prevailing weather pattern may 
  be beyond this radius, within it the seas remain calm, with 
  only the slightest of tidal flows and a hint of a breeze. A 
  relaxing surf on the beaches and a cooling breeze, enough 
  to propel a small sailing craft, are all the evidence remaining 
  of the unpredictable sea.
  The final power of the orb is a terrible one. Once a week, 
  on command, the possessor can call into being a massive 
  whirlpool. The whirlpool has a radius of 100 yards, and 
  anything within range of the center is inexorably drawn to 
  the bottom of the funnel. Ships and sea life in the area of 
  effect are completely lost as the bottom of the whirlpool 
  opens into the Plane of Water, ejecting everything that is 
  caught into that liquid realm, subjecting them to all of the 
  unfriendly conditions of that place. The whirlpool last for 
  2d10 rounds or until it strikes land mass. The curse of this 
  power lies in its chaotic nature. Control cannot be exerted 
  over the whirlpool, as it moves 1d100 yards every round in a 
  random direction, potentially capturing even the caster, if 
  she is also on the sea.
   
  DESTRUCTION
  Destroying the Moonsilver Orb is an arduous task. First, 
  one must travel to the Elemental Plane of Earth. While 
  there, the following spells must be cast upon the item, 
  one immediately after the other: acid arrow, break 
  enchantment, curse water, flame strike, lightning bolt, 
  and shatter. As much as a single round between any of 
  these spells causes the destruction to fail, and the process 
  must be restarted. Upon completion of the shatter spell, 
  the remaining dust must be consumed by an elder earth 
  elemental within 4 rounds; failure causes the Moonsilver Orb 
  to simply reform in 1d3+1 minutes.
  Chapter Five: New Magic Items
  
  Dead Man's Chest
  77
   New and original creatures are presented here to enrich any campaign 
  based on the sea. A random encounter table can be found for these 
  monsters and more in the Appendix.
  Blue-Finned Vant
  These fish are about 4 feet long, with a broad, thick-ribbed fin across 
  their backs. They are glittery blue in color, with a white underbelly.
  BLUE-FINNED VANT 
  CR 1
  XP 400
  N Small magical beast (aquatic)
  Init +3; Senses darkvision 60 ft., low-light vision; Perception +4
   
  AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size)
  hp 13 (2d10+2) 
  Fort +4; Ref +6; Will +0 
  Resist pressure 20
   
  Speed swim 30 ft.
  Melee bite +6 (1d4–1)
  Special Attacks pressure shifting
   
  Str 8, Dex 17, Con 12, Int 1, Wis 11, Cha 6
  Base Atk +2; CMB +0; CMD 13 
  Feats Weapon Finesse
  Skills Perception +4, Stealth +11, Swim +11; Racial Modifiers 
  Swim uses Dex instead of Str
   
  Environment warm aquatic
  Organization solitary or school (2–20)
  Treasure none
   
  Pressure Resistance (Ex) The blue-finned vant is highly 
  resistant to the crushing pressures of deep water, subtracting 
  the first 20 points of damage caused by high pressure or 
  crushing blows in a round.
  Pressure Shifting (Su) As a standard action, the blue-
  finned vant can increase or decrease the water pressure 
  in a 30-foot radius around them by up to 300 feet depth 
  equivalent. This means that the pressure damage within 
  the area of effect can increase or decrease by up to 3d6. 
  They can maintain this shift in pressure indefinitely. Vant 
  pressure shifting does not stack with itself in the case of 
  multiple overlapping pressure shifting fields, but positive and 
  negative overlapping pressure shifted fields do work against 
  each other. 
  Blue-finned vants are tropical fish that can control the water pressure 
  around them. They dwell in or near coral reefs, particularly near the edges 
  of undersea trenches. They usually go their way alone or in small schools, 
  nibbling on coral encrustations with their bony, beaklike mouths, but can 
  sometimes be found hunting in deeper waters.
  Blue-finned vants rely upon their ability to control the water pressure 
  around them to drive off or harm potential predators, or to allow them to 
  flee to depths that would crush most other creatures.
  Bonjo Tombo
  Bonjo Tombo is a gorilla-like creature of truly monstrous proportions. 
  It is a hulking brute nearly 50 feet tall at the shoulder with two pairs of 
  yellowish eyes on either side of its horrific face, one atop the other. The 
  beast has a wide simian mouth exposing a pair of huge curving tusks that 
  protrude from its powerful lower jaw. Nearly hairless, its massive frame 
  ripples with muscle beneath its filthy grayish skin. It has long arms that 
  end in huge clawed hands, and short powerful legs that end in apish feet.
  BONJO TOMBO 
  CR 14
  XP 38,400
  CE Gargantuan outsider (chaotic, evil, native)
  Init +5; Senses darkvision 60 ft., scent; Perception +26
   
  AC 22, touch 7, flat-footed 21 (+1 Dex, +15 natural, –4 size)
  hp 184 (16d10+80 plus 16) 
  Fort +15; Ref +6; Will +9 
  DR 10/good; Immune electricity, poison; Resist acid 20, cold 
  20, fire 20
  Weaknesses vulnerable to water 
   
  Speed 50 ft.
  Melee 2 claws +23 (2d4+10), bite +23 (2d6+10)
  Space 20 ft.; Reach 20 ft.
  Special Attacks deafening roar, fling, rend (2 claws, 2d4+15), 
  trample (2d6+15, DC 28)
   
  Str 30, Dex 13, Con 20, Int 8, Wis 8, Cha 12
  Base Atk +16; CMB +30; CMD 41 
  Feats  Cleave, Great Cleave, Improved Initiative, Power 
  Chapter Six: New Monsters
  
  78
  Attack, Skill Focus (Perception), Toughness, Weapon Focus 
  (bite), Weapon Focus (claws)
  Skills Acrobatics +16 (+24 jump), Climb +29, Escape Artist +20, 
  Knowledge (nature) +1, Perception +26, Stealth +2, Survival 
  +16 (+20 tracking by scent); Racial Modifiers Acrobatics (+8 
  jump), +8 Perception, +4 Survival tracking by scent
  Languages Abyssal, Common; telepathy 100 ft.
   
  Environment Island of Bonjo Tombo
  Organization solitary (unique)
  Treasure standard
   
  Deafening Roar (Ex) 3/day, in a 100-ft. spread; all within the 
  area of effect must succeed on a DC 23 Fortitude save or 
  be deafened for 2d6 rounds. The save DC is Constitution-
  based.
  Fling (Ex) Bonjo can fling an opponent up to two sizes 
  smaller than himself by making a successful grapple check. 
  If successful, a flung creature travels up to 100 feet away 
  and takes 10d6+10 points of damage. An opponent struck 
  by a flung creature takes 4d8+10 points of damage.
  Water Vulnerability (Ex) Immersing Bonjo Tombo in 
  running water or ocean water causes him to shrink one 
  size category per minute until he reaches Diminutive size. 
  Apply all appropriate bonuses and penalties due to this 
  size reduction, though no ability score can ever dip below 
  1 because of this. It takes Bonjo Tombo one month per size 
  category to achieve his normal size again. For this reason, 
  Bonjo Tombo has become deathly afraid of rivers and 
  oceans. Rain or thunderstorms do not have this effect.
  Bonjo Tombo, the huge Demon Ape, is dumb, fierce, and thoroughly 
  evil. Spawn of a two-headed demon prince and a fiendish dire ape, Bonjo 
  Tombo rules his jungle island through malice, fear and primeval cruelty.
  Although enormous, Bonjo Tombo is adept at hiding in the thick jungle 
  vegetation of his island, his shaggy gray fur blending into the surrounding 
  terrain. Bonjo Tombo dislikes running water, and refuses to cross it. This 
  may be counted as a blessing by many, as it has kept him upon his island 
  and away from the more civilized locales of the world.
  At the onset of any fight, Bonjo Tombo attempts to shatter the will of 
  his foes with an ear-splitting roar.
  Bonjo Tombo prefers to attack first with his trample, before grappling 
  opponents with his great reach. He devours many of his opponents whole 
  or hurls them great distances, breaking their bones and softening them up 
  for his feast. If threatened with death, Bonjo Tombo flees.
  Breath Taker
  A breath taker is a partially skeletal creature clad in the soggy trappings of 
  a pirate. At first glance a breath taker might be mistaken for a brine zombie or 
  lacedon. Breath takers are more powerful than those lesser undead, however, 
  and such a mistake in identification can lead to a cruel death.
  BREATH TAKER 
  CR 5
  XP 1,600
  CE Medium undead 
  Init +8; Senses darkvision 60 ft.; Perception +11
   
  AC 15, touch 15, flat-footed 10 (+4 Dex, +1 dodge)
  hp 52 (8d8+16) 
  Fort +4; Ref +6; Will +6 
  Immune undead traits
   
  Speed 20 ft., swim 50 ft.
  Melee 2 claws +10 (1d4+1)
  Special Attacks air-stealing
   
  Str 13, Dex 18, Con —, Int 11, Wis 10, Cha 15
  Base Atk +6; CMB +10; CMD 22 
  Feats Ability Focus (air-stealing), Agile Maneuvers, Dodge, 
  Improved Initiative, Weapon FinesseB
  Skills Intimidate +13, Perception +11, Stealth +15, Swim +20 
  Languages Common
   
  Environment any aquatic
  Organization solitary or gang (2–8)
  Treasure none
   
  Air-Stealing (Su) As a standard action a breath taker 
  causes a ghostly, incorporeal hand to emerge from its own 
  hand. The hand and the phantasmal arm that follows it 
  have a range of 5 feet (for a total Reach of 10 feet with 
  that attack). If it makes a successful touch attack, the 
  breath taker’s hand appears to plunge into the chest of its 
  opponent. A target that fails a DC 18 Fortitude save takes 
  1d4 Constitution damage and is fatigued. The breath taker 
  must make a touch attack each round as a move action 
  to maintain the connection. As long as the breath taker 
  maintains its attack, the target must make the Fortitude save 
  each round. On the second failed Fortitude save, the target 
  takes all its remaining hit points as non-lethal damage. On 
  the third failed Fortitude save, the target dies. To escape 
  the touch of a breath-taker, the target must succeed on at 
  least one Fortitude save then move out of the breath taker’s 
  reach on his next action. The save DC is Charisma-based.
  A breath taker is an aquatic undead creature that robs the breath from 
  its victim. In life they were evil thieves who drowned at sea, pirates who 
  took valuable goods at will from others that plied the waves. Now, in 
  Chapter Six: New Monsters
  
  Dead Man's Chest
  79
  unlife, they seek out and steal that which was first taken from them—the 
  ability to breathe.
  A breath taker has two primary attack modes. Either it uses its long, 
  seaweed-encrusted fingernails against an enemy, or its dreaded ability 
  the steal the very breath from its victim’s lungs. The breath taker’s rotted 
  chest visibly expands as it draws this fresh air into itself.
  Coralite
  Coralites are humanoids who stand four to five feet tall and have a 
  bulky build. Their skin is a deep, rich chocolate color and their hair is 
  long, dark and streaked with red or blonde. Both men and women wear 
  garments of diaphanous silk in bright, vibrant colors, to reflect a living 
  coral reef.
  CORALITE 
  CR 1/3
  XP 135
  Male coralite expert 1
  NG Medium humanoid (coralite)
  Init +1; Perception +3
   
  AC 11, touch 11, flat-footed 10 (+1 Dex)
  hp 4 (1d8) 
  Fort +0; Ref +1; Will +1 
   
  Speed 30 ft.
  Melee dagger –2 (1d4–2 /19–20)
  Ranged dagger +1 (1d4–2 /19–20)
  Special Attacks bardic performance 2 rounds/day 
  (countersong, distraction, fascinate, inspire courage +1)
   
  Str 7, Dex 12, Con 11, Int 15, Wis 8, Cha 12
  Base Atk +0; CMB –2; CMD 9 
  Feats Skill Focus (Perform [string])
  Skills Appraise +6, Craft (any one) +6, Diplomacy +5, 
  Knowledge (geography) +6, Knowledge (nature) +6, 
  Perception +3, Perform (sing) +5, Perform (string) +8, Swim +2 
  Languages Aquan, Common, Coralite, Elf
  SQ pacifism, underwater adaptation
   
  Environment warm land
  Organization solitary, tribe (2–6), or community (18–45)
  Treasure NPC gear (dagger, lute, other gear)
  A thousand years ago a storied civilization began to dwindle and die. 
  The Yalts rose from the grave of the Age of Silence, and over the next 
  two millennia developed into the greatest kings the planet of Kophyri 
  has yet known. This was long before the Domain of Hawkmoon was 
  ever established on Kophyri. This era, known as the Age of Kings, 
  encompassed the rule of seven different Yaltic dynasties, some lasting 
  over 100 years and spanning several generations. A golden age on 
  Kophyri, Yaltic rule predated Hawkmoon and saw the world’s great 
  discoveries: advances in science and medicine, knowledge and magic, 
  and peace and prosperity. Then the moon quit her orbit and gave up 
  the sky. 
  Astronomers aren’t sure when the Kophyri moon first disappeared, 
  as it always occurs on the night of the new moon, when it isn’t expected 
  to be visible anyway. Eventually a sage of astronomy noticed that the 
  moon wasn’t just dark, blocked from the sun, but it wasn’t in the sky 
  at all. It seems that once each month, the moon simply vanishes; tides 
  fall flat, and the planet goes without its moon for a period of 24 hours. 
  No one knows the moon’s destination on these monthly sojourns, or 
  why it goes away. Some say the gods have again withdrawn their 
  presence, as in the Age of Silence, while others say they are merely 
  toying with mortals as the enigmatic gods have always done. Each 
  society on Kophyri has its own chronicle of cultural myths to explain 
  the departure of the moon. These stories range from the preposterous 
  to the probable, but even the most likely of them is mere conjecture. 
  Whatever the case, the moon’s disappearance has proven devastating 
  to the Domain of Hawkmoon.
  Once a month, when the moon disappears, strange creatures emerge 
  from warrens deep underground and wreak havoc on the population. 
  There is no way to predict the location of the attacks, but they come 
  unerringly. No one knows why these monsters emerge with the parting of 
  the moon, but over the centuries, residents of the Domain have learned to 
  stay indoors on the night of the missing moon.
  Back in the Age of Kings, before men had come to terms with the 
  monthly moon vanishings and the accompanying assault from below, 
  civilization was unable to cope with the horrors that unfolded on Moonless 
  Night. Soon that civilization began to collapse. People were terrified. 
  They revolted, they fled, or they died. The Yalts suffered as much or 
  more than anyone, trying to hold the fabric of society together and protect 
  the people who endured their beneficent rule. They failed. The land was 
  overrun, the populace decimated. The Yalts gathered what was left of their 
  people, built tall ships, and sailed into the dawn, intent on rebuilding their 
  peaceful society in some idyllic setting. 
  When they reached the broad expanse of coral reef, they halted, 
  broke apart their ships, and used the limber to build shelters. A thousand 
  years later, Hawkmoon has been established and gone through several 
  evolutions, as has the new Yaltic city. They called their city Coralis and 
  themselves Coralites. While Hawkmoon was settled by pirates, killers and 
  thieves, Coralis became a haven of peace and knowledge. Coralis became 
  a city of legend, encountered rarely by wayward travelers and built up in 
  mortal minds as the earthly abode of the gods.
  The Coralites strongly oppose combat and violence of all types, and 
  attempt to live in peaceful relations with all of their neighbors. Their 
  wizards and priests learn and know offensive spells, but seldom have 
  cause to use them. There are a few fighters among their number because 
  they have studied combat and view martial training as an art form. 
  They are fundamentally skilled but lack experience. Overcoming their 
  abhorrence of violence is a significant challenge to their effectiveness 
  at combat.
  
  80
  Coralite Traits
  The Coralites possess the following racial abilities:
  Artistic Training The Coralites have a long tradition of artistry and 
  learning. They always gain Craft, Perform, and Knowledge as class skills.
  Bardic Performance A Coralite with at least 1 rank in a Perform skill 
  can use the bardic performance abilities of a 1st level bard.  He can use 
  the abilities for a number of rounds equal to 1 plus his Charisma modifier; 
  thus, if he has a penalty to Charisma, he cannot make use of this innate 
  talent. If the coralite has levels in bard (or another class that grants bardic 
  performance abilities), the number of round per day he can use the ability 
  increases by +1.
  Pacifism (Ex) One thousand years of peace can make a believer of 
  anyone. Because the Coralites have rejected violence, in order to enter 
  into combat they must make a Will save. The base DC for this save is 
  15, but should be determined by the GM as the threat to innocent life 
  increases.
  Underwater Adaptation (Ex) The Coralites have evolved to facilitate 
  underwater exploration around their reef. They are able to dive to 1,000 
  feet without suffering negative effects. Further, their Constitution is 
  considered 4 greater when determining how long they can hold their 
  breath.
  Coralite Society
  The Coralite society is intentionally simple. They bond together in 
  family units, what they call “tribes” and several tribes choose to inhabit the 
  same common area. These groups they call communities. Each community 
  houses together, primarily in large towers constructed of various materials 
  and held together by magic, though some prefer to live in primitive huts 
  on the various islands along the reef. Everyone is responsible for the needs 
  of the community and as an extension the other communities as well. Out 
  of each member’s particular skills arise what is required to supply each 
  individual need in the community.
  The Coralites are slow to reproduce and generally have but one child 
  or sometimes none at all. This has kept the total population rather small, 
  perhaps a few thousand. From birth Coralite children are taught history, 
  religion, spell craft and the arts: music, poetry, painting, sculpting, 
  and literature. The Coralites are universally skilled at some artistic 
  endeavor and they follow it their whole life. They are also quite skilled 
  at performing, and even those who don’t study music can recite poetry. 
  Learning is a key part of their lives, and they spend many hours each 
  day studying the multitude of books they brought on their journey or 
  have written since. Ancient history, magic and religion are their favorite 
  subjects. The Coralites have an affinity for creation rather through art or 
  craft, which has led to their crowning achievement of marrying magic to 
  music. The songchangers are the offspring of this union.
  The songchanger is a new prestige class of spellcasters, detailed in 
  Chapter Four of this book. These wizards have learned to manipulate the 
  very elemental matter of creation through song and music. Through their 
  skill, they produce everything from mundane kitchen utensils to the very 
  towers which make up the city of Coralis. They weave powerful magic 
  into their musical compositions and are revered even above the priests in 
  Coralite society.
  The Coralites are pious and devoted to their religious pursuits, though 
  in proportion to their other interests. They have perhaps the definitive 
  collection of material on Majium, god of magic and mercy. Their priests 
  spend hours in prayer and devotion and lead daily sessions of worship 
  and teaching for any who wish to participate, which defines most of the 
  inhabitants at least once in a month’s span. 
  Finally, Coralite culture and society are founded on one overriding 
  principle: peace. When first they began this quest, they hoped to escape 
  the turmoil of their kingdom and start a way of life based on establishing 
  equilibrium among each other and with the world around them. They 
  would devote their lives to learning, loving and living fully, enjoying the 
  fatness of life. They disdain violence, greed and wealth, keeping only 
  what possessions they need and sharing them throughout the community. 
  They have no need of weapons or money. They number no thieves in their 
  ranks.
  New Deity: Majium
  God of Mercy and Magic
  Domains: Good, Healing, Knowledge, Magic
  Typical Worshippers: Wizards, sorcerers, healers, the 
  charitable, and those who put mercy before justice, 
  and magic before life.
  Favored Weapon: Dagger, quarterstaff
  Unlike deities of other pantheons, the divine beings worshipped 
  in the Domain of Hawkmoon defy description and subscribe 
  to no single alignment. They have no set forms and no gender. 
  For the purpose of bringing their inscrutable natures closer to 
  human understanding, worshippers have given them names 
  and anthropomorphic characteristics, and attempted at least to 
  surmise their realms of control and the areas they influence. All 
  gods have been assigned a primary dichotomy, and several lesser 
  fields of influence. Because of this complexity, beings of various 
  alignments and vocations might pray to the same deity.
  The followers of Majium, among whom the Coralites have 
  perhaps the most knowledge, characterize him as a wise old 
  man with a kind smile and a gentle touch. Majium is basically 
  good, but those who revere his more magical aspect usually 
  care nothing for moral and ethical considerations. They are 
  wholly devoted to the pursuit of arcane knowledge and its 
  acquisition at any cost.
  Spellcasters often incorporate prayers to Majium into their 
  verbal spell components. Alchemists tend to devote a small corner 
  of their labs as shrines to him. Healers universally consider him 
  the father of their arts. His beneficence knows no bounds, or so say 
  the tomes that chronicle his encounters with humanity.
  Chapter Six: New Monsters
  
  Dead Man's Chest
  81
  Coralites as Characters
  Coralite characters possess the following racial traits.
   – –2 Strength, +2 Dexterity, +2 Intelligence.
   – A Coralite’s base land speed is 30 feet.
   – Special Qualities: Coralite traits (see above).
   – Automatic Languages: Coralite and Common.
  – Bonus Languages: Aquan, Elf, as well as the languages of any local 
  sea-dwelling aquatic races.
  The Coralite expert presented here had the following ability scores 
  before racial adjustments: Str 9, Dex 10, Con 11, Int 13, Wis 8, Cha 12.
  Deck Devil
  Deck devils are large porpoise-like creatures with greatly elongated 
  flippers and razor-sharp teeth.
  DECK DEVIL 
  CR 2
  XP 600
  LE Medium magical beast 
  Init +6 ; Senses blindsense 30 ft., darkvision 60 ft., low-light 
  vision; Perception +7
   
  AC 16, touch 12, flat-footed 14 (+2 Dex, +4 natural)
  hp 19 (3d10+3) 
  Fort +4; Ref +5; Will +2 
   
  Speed swim 60 ft.
  Melee claw +5 (1d3+2), bite +5 (1d8+2 plus grab)
  Special Attacks jump-and-glide
   
  Str 14, Dex 15, Con 13, Int 4, Wis 12, Cha 3
  Base Atk +3; CMB +5 (+9 grapple); CMD 17 
  Feats Ability Focus (jump-and-glide), Improved Initiative
  Skills Perception +7, Swim +10 
  Languages understands Aquan but cannot speak
  SQ hold breath
   
  Environment any aquatic
  Organization solitary, school (2–12)
  Treasure none
   
  Hold Breath (Ex) A deck devil can hold its breath for a 
  number of minutes equal to four times its Constitution score.
  Jump-and-Glide (Ex) Deck devils attack a ship’s crew by 
  leaping into the air and gliding over the deck of the ship. As 
  a full-round action, their powerful tails can project them 30 
  feet into the air from the water’s surface. After they reach 
  the apex of their jump, they spread their wing-like flippers 
  and glide 5 feet horizontally for every 1 foot of decent. They 
  can make a standard attack in the middle of this downward 
  movement, similar to a creature with the Flyby Attack feat. 
  Crew members struck by a gliding deck devil suffer normal 
  damage and must succeed on a DC 17 Strength check to 
  avoid being knocked prone. A deck devil that succeeds 
  with a bite attack can make a grapple check as a free 
  action instead of knocking the target prone. If the deck 
  devil wins the grapple, the victim is caught in its powerful 
  jaws and carried over the side of the ship. The check DC is 
  Strength-based and includes a +2 bonus from Ability Focus.
  These voracious sea creatures resemble porpoises at first glance, but 
  they are quite unlike their docile cousins; deck devils have a reputation as 
  being bloodthirsty man-eaters. They are carnivorous and use their innocent 
  appearance to move in close to oncoming ships, at which point they attack 
  any sailors they see. These aquatic creatures travel in small schools and are 
  quite territorial. Battles between rival pods stir up the ocean to a froth of sea 
  foam and spilled blood. Like normal whales deck devils sometimes beach 
  themselves, but this in no way decreases their ferocity. Even a beached and 
  dying deck devil attacks anything that comes near.
  Though deck devils are vicious combatants underwater, they have 
  become infamous across the Moonsilver Sea for their ability to attack 
  sailors on the decks of passing ships.
  Eel, Fire
  These eels are 10 feet long and one foot thick. Each has a broad, 
  triangular head and a pair of jet black eyes. Their scales are dark gray on 
  top, lightening to white underneath.
  FIRE EEL 
  CR 3
  XP 800
  N Large magical beast (aquatic)
  Init +6; Senses darkvision 60 ft., low-light vision; Perception 
  +10
   
  AC 15, touch 11, flat-footed 13 (+2 Dex, +4 natural, –1 size)
  hp 37 (5d10+10) 
  Fort +6; Ref +8; Will +3 
  Resist fire 20
   
  Speed swim 40 ft.
  Melee bite +5 (1d8+1)
  Space 10 ft.; Reach 5 ft.
  Special Attacks fire shroud
   
  Str 13, Dex 15, Con 15, Int 2, Wis 14, Cha 10
  
  82
  Base Atk +5; CMB +7; CMD 19 
  Feats Blind-Fight, Improved Initiative, Lightning Reflexes
  Skills Perception +10, Swim +9 
   
  Environment temperate and warm aquatic
  Organization solitary or school (2–40)
  Treasure none
   
  Fire Shroud (Ex) The fire eel constantly secretes oil that is 
  high in phosphorus and other chemicals that combust on 
  contact with the air. When this occurs, the oil catches fire, 
  burning anyone in contact with it for 1d6 points of damage, 
  plus one per Hit Die of the fire eel. This may occur when the 
  fire eel breaks the surface of the water; however, fire eels 
  also contain a reservoir of air in a pair of sacs just behind its 
  head; it can expel oxygen from these along its body, igniting 
  the oil even underwater. A fire eel holds enough air in its 
  bladders to keep the oil burning for 10 rounds, and replaces 
  this air supply at the rate of one round per ten minutes.
  Fire eels are a beautiful but dangerous species of fish that can ignite an 
  oily residue on its skin to drive away predators and attract a mate. They 
  can be particularly dangerous to seagoing vessels during their mating 
  season, when they come to the surface en masse to perform fiery courtship 
  rituals, and are more aggressive than usual.  
  When they come into contact with air, their bodies burst into flames that 
  can be green, blue, red, or violet, or patterns of these colors, depending on 
  the individual eel.
  Fire eels are normally inoffensive, and avoid combat if they can. 
  However, if they are attacked, grabbed, or if it is their mating season, 
  they become more aggressive, and use their fire shroud to ward off attacks 
  while they bite until their opponents are driven away.
  Elf, Sea
  The creature before you looks like a standard elf, but appears even 
  thinner. Her long green hair reminds you of seaweed.
  SEA ELF 
  CR 1/3
  XP 135
  Female warrior 1
  NG Medium humanoid (aquatic, elf)
  Init +1; Senses superior low-light vision; Perception +2
   
  AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex)
  hp 7 (1d10+1 plus 1) 
  Fort +3; Ref +1; Will +0 
   
  Speed 15 ft., swim 40 ft.
  Melee trident +3 (1d8+1)
  Ranged net +2 (entangle)
   
  Str 13, Dex 13, Con 12, Int 8, Wis 10, Cha 9
  Base Atk +1; CMB +2; CMD 13 
  Feats Weapon Focus (trident)
  Skills Handle Animal +5, Perception +2, Swim +5; Racial 
  Modifiers +2 Handle Animal, +2 Perception
  Languages Aquan, Elven
  SQ sea elf traits
   
  Environment any aquatic
  Organization solitary, pair, family (2–4 plus 0–3 children), 
  hunting band (2–6 plus 1 warrior 4 leader), community (10–
  20 adults plus 3–18 children)
  Treasure NPC gear (net, trident, coral scale mail, other gear)
  Chapter Six: New Monsters
  
  Dead Man's Chest
  83
  Sea elves are similar to their land-based cousins, except have gills 
  instead of lungs. A typical sea elf stands about 5 feet tall and weighs 
  roughly 100 pounds.
  Sea elves fight to defend themselves and their homes but are, on the 
  whole, a peaceful race. Should the need to fight arise, a sea elf will use 
  whatever means is at his disposal.
  Sea Elf Characters
  Sea elves are defined by their class levels—they do not possess racial 
  Hit Dice. All sea elves have the following traits.
  +2 Dexterity, –2 Intelligence, +2 Wisdom Sea elves are nimble and 
  observant, but lack the education of surface-dwelling elves.
  Water Dwellers A sea elf has the aquatic subtype. It can survive on 
  land 1 hour per point of Constitution, after which it begins to suffocate. 
  Elf Blood Sea elves have the elf subtype and count as elves for all 
  affects based on race.
  Movement A sea elf has a swim speed of 40 feet. While sea elves 
  regularly come out of the water, they find it uncomfortable and difficult to 
  move; they have a base land speed of 15 feet.
  Superior Low-Light Vision A sea elf can see four times as far as a 
  human in low-light conditions. 
  Weapon Proficiencies A sea elf is proficient in the net and trident, 
  regardless of its class levels.
  Skills Sea elves gain a +2 racial bonus to Perception and Handle 
  Animal. Handle Animal is always a class skill for a sea elf, regardless of 
  what classes she takes levels in.
  Languages Sea elves speak Aquan and Elven, though their specific 
  dialect sounds archaic to land-based elves. Sea elves with high Intelligence 
  can choose from any of the following bonus languages: Aboleth, Common, 
  Draconic, Sahuagin and Undercommon.
  Glass Whale
  A whale-shaped construct composed entirely of thick, clear glass, the 
  glass whale’s rotund body is 60 feet. long. The body is fashioned with 
  the appropriate dorsal hump, medium-sized flippers, and a powerful fluke 
  that’s as sharp and deadly as broken glass. Its huge, bulky head takes up 
  nearly a third of its total body length. A single angled blowhole is located 
  on the far left top of its forehead, projecting streams of visible white air up 
  to heights of 6 1/2 feet. The slim and narrow lower jaw of the glass whale 
  is lined with peg-like teeth that fit into grooves along its robust upper jaw.
  GLASS WHALE 
  CR 12
  XP 19,200
  N Gargantuan construct 
  Init +1; Senses darkvision 60 ft., low-light vision; Perception +0
   
  AC 17, touch 7, flat-footed 16 (+1 Dex, +10 natural, –4 size)
  hp 197 (25d10+60) 
  Fort +8; Ref +9; Will +8 
  DR 10/adamantine; Immune construct traits (+60 hp); SR 23 
   
  Speed swim 40 ft.
  Melee bite +33 (4d6+12), tail slap +28 (1d8+6)
  Space 20 ft.; Reach 15 ft.
  Special Attacks amassing gulp
   
  Str 35, Dex 13, Con —, Int —, Wis 10, Cha 14
  Base Atk +25; CMB +41 ; CMD 52 
  Skills Stealth –11 (+4 when swimming in a fixed, non–moving 
  location [–6 if hosting passengers within its compartment]), 
  Swim +20; Racial Modifiers +15 Stealth when swimming in a 
  fixed, non-moving location [+5 if hosting passengers within its 
  compartment])
  SQ deep dive, explosive demise, passenger compartment
   
  Environment any aquatic
  Organization solitary
  Treasure none
   
  Amassing Gulp (Ex) The glass whale can collect Large or 
  smaller objects within its mouth per its creator’s request. 
  Living creatures can be gulped whole and captured with a 
  successful bite attack. Hostile specimens contained within 
  the glass whale’s interior are subjected to torrential bursts 
  of water in an effort to keep them occupied. Opponents 
  so trapped must succeed on a DC 20 Swim check every 
  round or take 2d6 points of nonlethal damage. Creatures 
  attacking the glass whale from within its mouth hit 
  automatically, inflicting normal damage.
  Deep Dive (Ex) As a full-round action, the glass whale can 
  perform a deep, vertical dive at a movement of 180 ft. The 
  glass whale may dive to depths of up to 10,000 feet before 
  suffering the effects of water pressure. 
  Explosive Demise (Ex) A glass whale reduced to 0 hit 
  points shatters in an explosion of glass shards, damaging 
  creatures within 20 feet with 3d6 points of piercing damage. 
  Passengers inside the glass whale’s compartment are 
  inflicted with 6d6 points of piercing damage.
  Passenger Compartment (Ex) Within the glass whale’s 
  large forehead is a 10 ft. wide by 15 ft. long compartment 
  to accommodate up to 4 Medium creatures or smaller 
  and their equipment. This compartment is accessible from 
  the top of the glass whale’s head, near its blowhole, and 
  through an obscured hatch (Perception DC 20 to locate) 
  located along the roof of its mouth.
  The glass whale’s inner compartment has a wealth of 
  features for its passengers. Its clear glass body grants the 
  passengers a perfect panoramic view of their immediate 
  surroundings. The inner wall of the compartment is imbued with 
  a farvision spell, granting darkvision up to 90 feet to occupants 
  who concentrate while peering through the inner glass wall. 
  
  84
  The compartment has enough oxygen to last the passengers 
  up to 12 hours. To replenish the air supply, the glass whale must 
  breach the water’s surface and collect air through its blowhole 
  for 5 minutes. Additionally, the compartment is resilient to all 
  water pressure effects through depths of 5,000 feet.
  The glass whale is painstakingly modeled after the sperm whale, as 
  its massive size and deep-diving ability is ideal for sea exploration. It is 
  imbued with a glassiron spell to reinforce its frame.
  The glass whale takes simple orders from its creator, usually 
  navigational commands. If its creator is slain, the glass whale endlessly 
  drifts the ocean without purpose. A glass whale is incapable of speech but 
  comprehends Aquan and the language of its creator. Anyone other than 
  the creator must succeed on a DC 25 Use Magic Device check in order to 
  operate the glass whale.
  The glass whale is not primarily designed for combat. However, it 
  has been imparted with modest offensive ability to protect itself and its 
  passengers from most encounters.
  Construction
  The glass whale is constructed of 15,000 lbs. of glass that must be 
  produced with high-quality sand, limestone, soda ash, and a custom-built 
  kiln. Construction of the body should be near water, preferably a ship dock. 
  The glass whale costs 225,000 gp to create, including 75,000 gp for the 
  body. The assembly and fusion of individual glass parts requires a successful 
  Craft (glassmaking) or Profession (glassmaking) check (DC 25).
  The creator must be at least 16th level and be able to cast arcane spells. 
  Completing the ritual requires the animate objects, polymorph any object, 
  farvision, geas/quest, glassiron, and limited wish spells. See Chapter 
  Seven for details of farvision and glassiron.
  Glowflume (CR 4 Hazard)
  Glowflume is a kind of plankton that dwells on the sea’s surface that 
  produces a brilliant display of colors at night. A patch of glowflume may 
  be anywhere from 10 feet to half a mile in diameter. Creatures that observe 
  this display from above the water’s surface must succeed on a DC 15 Will 
  save or become entranced by the play of colors, and seek to draw nearer, 
  to the exclusion of all else; this is an extraordinary mind-affecting effect. 
  The entrancing effect lasts as long as the light display is visible. While 
  creatures dwelling beneath the surface of the water are not entranced by 
  the light display, it is visible, and serves as a beacon for many aquatic 
  predators that feed on birds, sailors, and other creatures lured in by the 
  glowflume’s display.
  Glowflume most commonly occurs near reefs and other shallow seas, 
  often during certain times of the year. This substance is notorious among 
  experienced seatravelers, who seek to avoid those waters if at all possible.
  Hydrophant
  The hydrophant appears as a hulking, legless humanoid comprised 
  entirely of thousands of moist, diaphanous bubbles. The lower torso 
  develops into a large fluke, similar to a whale’s. Two oval-shaped, dark 
  blue water cavities serve as its eyes, while a dense cluster of gray-colored 
  bubbles line the recess that marks its mouth.
  HYDROPHANT 
  CR 10
  XP 9,600
  NE Huge outsider (air, elemental, water)
  Init +12; Senses darkvision 60 ft.; Perception +26
   
  AC 20, touch 16, flat-footed 12 (+8 Dex, +4 natural, –2 size)
  hp 136 (16d10+48) 
  Fort +15; Ref +18; Will +8 
  Immune elemental traits
   
  Speed 20 ft., swim 60 ft.
  Melee slam +21 (2d6+7 plus grab and stun /19-20), tail slap 
  +16 (1d8+3 )
  Space 15 ft.; Reach 10 ft.
  Special Attacks enveloping hold, stunning slam
   
  Str 24, Dex 26, Con 16, Int 6, Wis 12, Cha 11
  Base Atk +16; CMB +25 (+29 grapple); CMD 43 
  Feats Cleave, Combat Reflexes, Great Fortitude, Improved 
  Critical (slam), Improved Initiative, Iron Will, Power Attack, 
  Skill Focus (Perception)
  Skills Acrobatics +21 (+17 jump), Escape Artist +22, Intimidate 
  +9, Perception +26, Stealth +19 (+29 when stationary unless 
  maintaining a creature within its torso), Swim +23;  
  Racial Modifiers +10 Stealth when stationary unless 
  maintaining a creature within its torso
  Languages Aquan, Auran
   
  Environment any aquatic
  Organization solitary
  Treasure none
   
  Enveloping Hold (Ex) A hydrophant may attempt to 
  envelope a grabbed opponent of Medium or smaller 
  with a successful grapple check. Characters enveloped 
  in the hydrophant’s body suffer 1d6 points of nonlethal 
  damage each round and cannot attack, but they may free 
  themselves with a successful grapple check. Hydrophants 
  maintaining enveloped opponents are not considered to be 
  grappling and may attack as normal.
  Stunning Slam (Ex) As the result of a successful slam attack, 
  the hydrophant may choose to rupture the cluster of 
  bubbles comprising its fist upon impact, resulting in a harsh, 
  cracking noise. In addition to receiving normal damage 
  from the slam attack, foes must succeed on a Fortitude 
  saving throw or be stunned for 1d4 rounds; the save is DC 
  10 + total damage inflicted. A stunned character cannot 
  act and loses any Dexterity bonus to AC, while attackers 
  Chapter Six: New Monsters
  
  Dead Man's Chest
  85
  get a +2 bonus on attack rolls against a stunned opponent. 
  Creatures immune to critical hits are unaffected by a 
  hydrophant’s stunning slam attack. Hydrophants’ fists reform 
  at will as a free action.
  The hydrophant is a cantankerous elemental culmination of air and 
  water, renowned for its cruel and territorial nature.
  Hydrophants are native to the Elemental Plane of Water. However, 
  many find the seas of the Material Plane, where they construct monuments 
  of bubbles, seaweed, and coral, a desirable abode. The hydrophant 
  obsessively seeks to increase the size of its territory, resulting in nearby sea 
  life becoming stagnant. Sinister ornaments of carcasses and other remains 
  of defeated foes easily distinguish a hydrophant’s domain. Hydrophants 
  often maintain the remains of recently defeated opponents within their 
  torsos as trophies.
  Hydrophants have little patience for tactics. Any creature infringing 
  upon a hydrophant’s territory is subject to immediate attack. When facing 
  easy opposition, a hydrophant is likely to toy with its foes by using 
  stunning slams.
  Keel Kelp (CR 5 Hazard)
  Keel kelp is semi-sentient plant that lives within 2 to 4 miles of certain 
  tropical islands. From the bow of a ship, keel kelp appears to be nothing 
  more than a large floating mass of tangled seaweed and kelp, between 20 
  and 50 feet in diameter; if found near coral or rocky areas, it is likely to be 
  interwoven with kelp of the standard variety.
  As a ship sails into the mass of keel kelp, the substance suddenly 
  becomes very rigid, with sharp-edged fronds. When congealed into such 
  an intractable state, the keel kelp has a hardness of 5 and 10 hit points per 
  10 ft. of diameter (Break DC 20).
  Any ship sailing through a hardened mass of keel kelp takes damage 
  equal to the ship’s current speed divided by 5 (i.e., a ship moving at a speed 
  of 30 takes 6 points of damage to its hull). This damage occurs every round 
  the ship moves through the keel kelp, until it finally breaks out on the other 
  side. The ship’s speed is reduced by half. Slashing weapons inflict normal 
  damage to the kelp, while piercing and bludgeoning weapons do half their 
  listed damage. Magical effects harm the kelp, but fire-based spells cause 
  only half damage. Keel kelp is immune to water-based spells.
  It is speculated by many esteemed sages that keel kelp was created by 
  a rogue hydromancer (water elementalist) as a means of defending his 
  island home from his considerable enemies. The theory is sound, except 
  for the fact that keel kelp can be found in almost any part of the ocean. 
  Many sailors believe the kelp was created by a volatile god of the sea 
  as a tool of vengeance against those who failed demonstrates the proper 
  reverence. The only thing that everyone agrees upon it that keel kelp is a 
  deadly delicacy. Fresh keel kelp can sell for many pieces of gold at any 
  large port town. The acquisition of this food of kings has left many a ship 
  in a watery grave.
  
  86
  Kuah-Lij
  A Kuah-Lij resembles a gnome that has been stretched vertically to a 
  height of a human. Its features are knobby and elongated. Its hair is light 
  and downy, more akin to a soft fur than anything else, and its skin is white 
  with pale blue undertones.
  KUAH-LIJ 
  CR 1/3
  XP 135
  Kuah-lij warrior 1
  LN Medium humanoid (kuah-lij)
  Init +1; Senses low-light vision; Perception +2
   
  AC 11, touch 11, flat-footed 10 (+1 Dex)
  hp 7 (1d10+2)
  Fort +4; Ref +1; Will +1
   
  Speed 30 ft.
  Melee dagger +0 (1d4–1/19–20)
  Ranged light crossbow +2 (1d8/19–20)
   
  Str 8, Dex 13, Con 14, Int 17, Wis 13, Cha 8
  Base Atk +1; CMB +0; CMD 10
  Feats Master Craftsman (any craft)B, Skill Focus (any craft)
  Skills Craft (any one) +14, Knowledge (arcana) +7, 
  Knowledge (any two) +7, Perception +2, Swim +3; Racial
  Modifiers +2 Craft (any one)
  Languages Aquan, Common, Elven, Gnome, Kuah-Lij
  SQ gifted craftsman, magic item use
  Gear dagger, light crossbow, 20 crossbow bolts
   
  Environment any land
  Organization company (2–4), squad (11–20 plus 1 leader of 
  3rd–6th level and 2 3rd-level lieutenants), or band
  (30–50 plus 1 3rd-level sergeant per 10 adults, 2 5th-level 
  lieutenants, and 1 7th-level captain)
  Treasure standard
   
  Gifted Craftsmen (Ex) Due to their skill at crafting items of all 
  kinds, kuah-lij gain Master Craftsman as a bonus feat even if 
  they do not have the normal prerequisites. In addition, kuah-
  lij only pay 75% of the total gp cost when creating magic 
  items if they have access to a kuah-lij production facility.
  Magic Item Use (Ex) Kuah-lij can use magic items as if they 
  have 1 level of wizard. This innate ability does not increase 
  with level unless the kuah-lij gains levels in the wizard class.
  The Kuah-Lij are a race of humanoids that inhabit a 
  distant world orbiting a great red sun. They are lawful and 
  organized, but a dying people due to a series of disasters on 
  their home world, and now search for aid.
  For several millennia, the Kuah-Lij and their servant race, the Weedge, 
  lived in relative peace on an old world in an advanced civilization, though 
  much of the technology was magic-based. This changed with a series of 
  plagues that devastated the population, followed by a gradual, inexplicable 
  advancement of the size of their oceans. Huge floods resulted. These 
  cataclysms were followed by the invasion of a ferocious aquatic race 
  resembling the aboleths. The aboleth-like creatures lurked in the deepest 
  ocean trenches of the Kuah-Lij planet, and attacked by coming up from 
  the depths.
  The Kuah-Lij, accomplished artisans, retaliated by building a series of 
  magically enhanced sea craft to travel the deeps and attack these beings. 
  Thus far they have arrived at a stalemate, and the Kuah-Lij now seek 
  aid from other worlds and planes in their battle against their deepwater 
  adversaries.
  Individual Kuah-Lij commoners rely upon their military and combat 
  specialists to protect them. With their focus on magical technology, they 
  have easy access to a great many magical devices which they can use to 
  defend themselves with as well.
  Kuah-Lij as Characters
  Kuah-lij are defined by their class levels—they do not possess racial Hit 
  Dice. All kuah-lij possess the following racial traits.
  +2 Intelligence, –4 Charisma
  Base Speed A kuah-lij’s base land speed is 30 feet.
  Low-light Vision Kuah-lij can see twice as far as humans in conditions 
  of dim light. .
  Racial Skills Kuah-lij receive a +2 bonus on all Craft skill checks.
  Racial Feats Due to their skill at crafting items of all kinds, kuah-lij 
  gain Master Craftsman as a bonus feat even if they do not have the normal 
  prerequisites.
  Languages Kuah-lij begin play speaking Common and Kuah-lij. Kuah-
  lij with high Intelligence scores can choose from the following bonus 
  languages: Aquan, Elven, and Gnome.
  Kuah-Lij Society
  The Kuah-Lij were at one time a peaceful race of explorers, living in an 
  organized society on a distant planet orbiting a great red sun. Though the 
  course of their lives was regimented, their culture allowed them scope for 
  individuality, and in fact encouraged it. This, and the natural propensity of 
  the Kuah-Lij for order, resulted in a society that had remained fresh and 
  vigorous for over 10,000 years. 
  Kuah-Lij young are placed into a public crèche to be raised within 
  days of birth, to be raised by child care specialists. As they grow and 
  are educated, their affinities and talents are assessed, and at age 15 they 
  are assigned a vocation, based on their talents, and an avocation, based 
  on their preferences. They then study more intensely in these two areas, 
  until they reach maturity at age 25. Kuah-Lij youths have the option of 
  Chapter Six: New Monsters
  
  Dead Man's Chest
  87
  changing vocation or avocation if they insist upon it, though this almost 
  never occurs.
  Upon reaching maturity, they fully enter society, where they spend 10 
  months of the year working at their vocation 10 hours per day, and the 
  final two months on sabbatical, traveling, exploring, or doing whatever 
  else strikes them as interesting. Their culture is based on a complex 
  system of credit, with currency reserved only for dealing with non-Kuah-
  Lij, and medicine, vacation time, and other services are all socialized, but 
  due to their innately organized, cooperative mindset, there is remarkably 
  little corruption within their culture.
  The Kuah-Lij had civilized their planet millennia ago, and had 
  settlements across its lands and beneath its seas. Many areas they 
  deliberately kept undeveloped, and they took great pleasure in long sea 
  voyages and extended exploration of back country. The Weedge, a race 
  they consider mentally and culturally inferior, have over the years taken 
  on the role of servants to the Kuah-Lij, if not slaves. See the “Weedge” 
  entry in this chapter for more information.
  Their innate tendency to organized society also helped them 
  immeasurably with mass production and technology, in particular a 
  merging of science and magic. Though it never reached the pinnacles seen 
  in other exotic cross-planar cultures, it was highly polished, with many of 
  their technological marvels being as much works of art as useful items.
  This idyllic existence came to an end over 300 years ago, when a 
  strange darkness crept into the deepest places of their oceans. Kuah-Lij 
  explorers that investigated did not return, or came back reporting nothing 
  amiss—but with a strange gleam in their eyes. They merged back into the 
  Kuah-Lij culture, and immediately set about sabotaging it, destroying it 
  from within.
  Despite their placid lives, the Kuah-Lij had many thousands of years of 
  history to draw upon, and were able to take this in stride. Yet even as they 
  isolated the tainted members of their society and set about investigating 
  the cause of this in detail, the invaders of the deeps began to strike, 
  poisoning food supplies, then attacking Kuah-Lij undersea cities, often 
  overwhelming them without warning or survivors.
  As the years passed, the Kuah-Lij culture became more militant, fighting 
  a war against a race they had almost no information about. The battle has 
  entered a kind of stalemate: the Kuah-Lij have many sea-based vessels 
  and devices to use against their foes, but the enemies of the deep, which 
  resemble aboleths, are surmised to have secret aid from an extraplanar 
  source, and also apparently limitless numbers. 
  The Kuah-Lij have turned some of their efforts to exploring distant 
  worlds, in this plane and beyond, for answers to the origins of their 
  attackers, and how to deal with them. This is their single, overriding 
  concern.
  Kulgreer
  This is a macabre creature, possessing no evident features common to 
  other living creatures such as a cranium, appendages, or eyes. It has a 
  long, conical body and a horrific gaping maw.
  KULGREER 
  CR 16
  XP 76,800
  N Gargantuan aberration (aquatic)
  Init +4 ; Senses blindsight 60 ft.; Perception +33
   
  AC 14, touch 6, flat-footed 14 (+8 natural, –4 size)
  hp 276 (24d8+144 plus 24) 
  Fort +16; Ref +10; Will +16 
  DR 10/magic; SR 27 
   
  Speed 50 ft., swim 50 ft.
  Melee slam +27 (4d6+18 /19–20)
  Space 20 ft.; Reach 15 ft.
  Special Attacks trample (4d6+27, DC 34), whirlpool implosion
   
  Str 34, Dex 11, Con 22, Int 11, Wis 10, Cha 15
  Base Atk +18; CMB +34; CMD 44 (can’t be tripped)
  Feats Ability Focus (whirlpool implosion), Cleave, Critical 
  Focus, Great Fortitude, Improved Critical (slam), Improved 
  Initiative, Iron Will, Lightning Reflexes, Power Attack, Skill 
  Focus (Perception), Toughness, Weapon Focus (slam)
  Skills Acrobatics +27 (+35 jump), Perception +33, Stealth +15, 
  Swim +47 
   
  Environment any aquatic
  Organization solitary
  Treasure none
   
  Whirlpool Implosion (Su) Three times per day, a kulgreer 
  can create a powerful, self-contained whirlpool within 
  its conical frame lasting 2d6 rounds. Huge and smaller 
  creatures within 20 ft. of the kulgreer must succeed on a 
  DC 36 Swim check or succumb to the dominating currents, 
  carrying them directly into the 30 foot diameter mouth of 
  the whirlpool. As the whirlpool spirals through the kulgreer’s 
  inner frame, creatures inside are thrashed about violently 
  for the duration, suffering 3d6 points of damage each 
  round; victims succeeding on DC 36 Reflex save avoid 
  this damage. The save and check DCs for the above are 
  Strength-based and includes a +2 bonus from Ability Focus. 
  During the final round of the whirlpool’s duration, amassed creatures 
  surge through the sphere of dim, white light ensconced in the kulgreer’s 
  tapered outlet. Victims failing a DC 26 Fortitude save collapse upon 
  their own mass and perish instantly, similar to the implosion spell. Those 
  succeeding the save are forcibly ejected from the expanding tapered outlet 
  and flung 40 feet away. This save DC is Charisma-based and includes a +2 
  bonus from Ability Focus.
  
  88
  The kulgreer is a massive, abominable being of the deep sea that creates 
  powerful whirlpools inside its funnel-like body. It has a 30 foot long, 
  conical body resembling a funnel, beginning in a wide mouth 30 feet in 
  diameter, and tapering into a 5 foot diameter outlet of dim, white light.
  The kulgreer navigates the depths in a non-cognizant state, pointed-
  end first; its conical body gradually rotates and propels itself forward 
  subconsciously, amassing various creatures into its frame as it passes 
  through. If awakened from this state, the kulgreer is generally violent. It 
  is popular belief that creatures sucked into the kulgreer’s funnel-like body 
  are teleported to another plane of existence.
  Though not consciously aggressive, the circumstances presented 
  through a kulgreer’s presence inevitably lead to conflict. If provoked, the 
  kulgreer typically tramples its opponent in a fit of sudden sentience and 
  conclude in the use of its supernatural ability.
  Lamprey, Burrowing
  Long and snakelike, the burrowing lamprey has scaleless skin and the 
  texture of supple leather.
  BURROWING LAMPREY 
  CR 1
  XP 400
  N Small animal (aquatic)
  Init +3; Perception +8
   
  AC 17, touch 14, flat-footed 14 (+3 Dex, +3 natural, +1 size)
  hp 5 (1d8+1) 
  Fort +3; Ref +5; Will +1 
   
  Speed swim 40 ft.
  Melee bite +4 (1d4 plus attach and poison)
  Special Attacks burrow, poison
   
  Str 10, Dex 16, Con 13, Int 1, Wis 12, Cha 2
  Base Atk +0; CMB –1 (+7 when attached); CMD 12 (can’t be 
  tripped)
  Feats Skill Focus (Perception), Weapon FinesseB
  Skills Perception +8, Stealth +11, Swim +8; Racial Modifiers +4 
  Stealth
   
  Environment temperate and warm aquatic
  Organization solitary, cluster (2–5), or swarm (6–20)
  Treasure none
   
  Attach (Ex) if a burrowing lamprey hits with its bite attack, 
  its sphincter-like mouth latches on to the target, anchoring 
  it in place. An attached burrowing lamprey is effectively 
  grappling its prey. The burrowing lamprey loses its Dexterity 
  bonus to AC and has an AC of 14, but holds on with great 
  tenacity. It has a +8 raical bonus to grapple once it’s 
  attached. An attached burrowing lamprey can be struck 
  with a weapon or grappled itself—if its prey managed to 
  win a grapple check or Escape Artist check against it, the 
  burrowing lamprey is removed, though doing so inflicts 
  standard bite damage on the target.
  Burrow (Ex) Once the burrowing lamprey has attached 
  itself, it uses its beak and mouth in tandem to burrow into 
  the flesh of its victim, seeking the vital organs. Starting 
  one round after it attaches itself, it burrows 1/4 of its body 
  length into its victim per round until it is fully drawn into the 
  host. The burrowing lamprey loses its Dexterity bonus to 
  AC while burrowing into a victim, but gains the benefit of 
  cover (+4 to AC and +2 to Reflex saves) on the first round 
  of burrowing, and improved cover on the second and 
  third rounds (+8 to AC and + 4 to Reflex saves). In the fourth 
  round of burrowing, the lamprey has total cover and cannot 
  be physically attacked. Once it begins to burrow, grapple 
  checks to remove it gain a cumulative +2 bonus per round. 
  Once the burrowing lamprey is fully drawn into its host, the 
  victim has to be cut open with an edged weapon (doing 
  at least 1d6 points of damage) to reach the lamprey. While 
  burrowing, the lamprey automatically inflicts standard bite 
  damage per round. 
  Once it has killed the host, it remains within it for up to 48 
  hours, feeding on the decaying organs, and only leaving 
  when they are too rotted to eat or have all been eaten.
  Poison (Ex) Bite—Injury; save Fort DC 11 ; frequency 1/round 
  for 4 rounds; effect paralysis 1 minute; cure 2 consecutive 
  saves.
  The burrowing lamprey is an eel-like fish that attaches to its prey, 
  then burrows into its body, feasting on blood and the rich vital organs. 
  They are a danger to fish and aquatic mammals, and can be as deadly 
  as a school of piranha when encountered in large numbers. Burrowing 
  lampreys resemble eels three to four feet long, with sphincter-like mouths 
  positioned within hardened cartilaginous beaks.
  Although they are usually marine creatures, burrowing lampreys breed 
  in coastal freshwater swamps and rivers, and thus can be found in both 
  fresh and saltwater environments.
  They prefer to either ambush prey by hiding along the silty ocean floor 
  or in rocky crevices, or swarm around a target if traveling in numbers. 
  However, it is possible that they can be encountered inside a dead 
  creature’s remains, feeding on its vital organs.
  Medium- and Large-sized burrowing lampreys are less common, but 
  sometimes found in the deeper sea, where they may attack large sharks or 
  even small whales.
  Burrowing lampreys seek out targets at least equal to their size category, 
  and up to three sizes larger, if they can, though a starving lamprey attacks 
  just about anything. They attack with their bite, then immediately attempt 
  to burrow into their victim.
  Chapter Six: New Monsters
  
  Dead Man's Chest
  89
  Lamprey, Dire
  This creature resembles an eel 13 feet long and three to four feet in 
  diameter, with a toothy sphincter-like mouth. Its skin has no scales and 
  has the texture of thick, rough leather.
  DIRE LAMPREY 
  CR 4
  XP 1,200
  N Large animal (aquatic)
  Init +2; Senses low-light vision; Perception +9
   
  AC 18, touch 12, flat-footed 15 (+2 Dex, +1 dodge, +6 
  natural, –1 size)
  hp 38 (7d8+7) 
  Fort +6; Ref +9; Will +3 
   
  Speed swim 60 ft.
  Melee bite +9 (1d8+6 plus attach and blood drain)
  Space 10 ft.; Reach 5 ft.
  Special Attacks blood drain (1d4 Con)
   
  Str 19, Dex 14, Con 13, Int 2, Wis 12, Cha 3
  Base Atk +5; CMB +10 (+18 to grapple); CMD 23 
  Feats Dodge, Lightning Reflexes, Skill Focus (Perception), 
  Weapon Focus (bite)
  Skills Perception +9, Stealth +10, Swim +12; Racial Modifiers 
  +4 Stealth
   
  Environment temperate or warm aquatic
  Organization solitary or cluster (2–5)
  Treasure none
   
  Attach (Ex) If a dire lamprey hits with a bite attack, it uses its 
  sphincter-like to latch onto the opponent’s body. An attached 
  dire lamprey is effectively grappling its prey. The dire lamprey 
  loses its Dexterity bonus to AC and has an AC of 15, but holds 
  on with great tenacity. Dire lampreys have a +8 racial bonus on 
  grapple checks (already figured into the CMB entry above). 
  An attached dire lamprey can be struck with a weapon 
  or grappled itself. To remove an attached dire lamprey 
  through grappling, the opponent must achieve a pin 
  against the lamprey. It can be removed with a successful 
  grapple check, but this inflicts the lamprey’s standard bite 
  damage in the process.
  Blood Drain (Ex) The dire lamprey drains blood, dealing 
  1d4 points of Constitution damage each round it remains 
  attached. Once it has drained 16 points of Constitution it 
  detaches and swims off to digest its meal.
  Dire lampreys are large, sphincter-mouthed fish that live in deep 
  waters and prey on large sea-dwelling creatures, attaching themselves 
  and draining their blood from them with their sucking mouths. They 
  are sometimes found attached to whales, the largest sharks, or even sea 
  serpents, and some undersea races such as sahuagin have been known to 
  domesticate them and use them as guard beasts.
  Dire lampreys normally ignore creatures smaller than themselves as 
  being too small a source of nourishment, though they defend themselves 
  aggressively if provoked. However, if domesticated and trained, they can 
  ignore this instinct and attack any creature they have been trained to.
  Nisp
  These creatures resemble hairless humanoids with smooth, slick skin; 
  their hands and feet are webbed and end in claws, and their faces have 
  large, dark pupil-less eye. They have no noses or ears, and their small 
  fishlike mouths filled with tiny, sharp teeth.
  Nisps are a race of water-based fey creatures that dwell in swamps, 
  rivers, lakes, and seas. They range from the weak and cowardly spangled 
  nisp to the large, deadly gray nisp found in deep water. 
  Though technically sentient, nisps do not reason the way most creatures 
  do. They have no concept of love, duty, or hatred, though they do seem 
  capable of nearly insatiable curiosity and malice. The weaker nisps dwell 
  in families located beneath the surface, and often scavenge near land-based 
  communities, while the stronger nisps dwell away from communities and 
  are both solitary and territorial.
  Nisps are gilled water breathers, but they are also capable of breathing 
  air for short periods of time; they do not suffocate out of the water until a 
  number of minutes equal to their Constitution modifier (at least 1 minute) 
  have elapsed.
  NISP, BURGUNDY 
  CR 1/2
  XP 200
  CN Medium fey (aquatic)
  Init +7; Senses low-light vision; Perception +5
   
  AC 15, touch 13, flat-footed 12 (+3 Dex, +2 natural)
  hp 4 (1d6+1) 
  Fort +1; Ref +5; Will +3 
   
  Speed 20 ft., swim 40 ft.
  Melee 2 claws +2 (1d4+2 plus grab)
   
  Str 14, Dex 17, Con 12, Int 5, Wis 12, Cha 9
  Base Atk +0; CMB +2 (+6 to grapple); CMD 15 
  Feats Improved Initiative
  Skills Perception +5, Stealth +7, Swim +14 
  Languages Nisp
  SQ water dependency
   
  Environment temperate or warm marsh
  
  90
  Organization solitary, family (2 adults, 1–4 juveniles), or clan 
  (8–10 adults and 10–30 juveniles)
  Treasure standard
  Though still relatively weak, burgundy nisps are nonetheless much 
  more of a danger to nearby communities. They have dark burgundy skin, 
  often with a set of lighter-colored splotches running along their spine, 
  and their bellies lighten to a pale vermilion shade. Like their cousins the 
  spangled nisp, they stand 5 feet tall when upright, or 4 feet hunched, but 
  they are somewhat stockier than their cousins, and weigh 110-130 pounds 
  on average.
  Though they back off if confronted directly, burgundy nisps are not 
  as timid as the spangled variety, and many develop a taste for surface-
  dweller flesh. They often lurk near the surface, especially under boats or 
  piers, and if they see a lone Small-sized humanoid nearby (often a child), 
  they launch themselves from the water, try grappling their prey, then haul 
  them back beneath the surface, where they drown them and take the body 
  back to their lair to feed on. Burgundy nisps sometimes even set traps—
  for example, placing a curious-looking or shiny object near the shoreline 
  to lure a curious child. However, burgundy nisps do have some concept of 
  cause-and-effect, and such attacks are usually rare, to avoid the inevitable 
  retaliation from surface dwellers. 
  Burgundy nisps live in underwater caves and hollows, often in families 
  or small clans. They may pick up and move to another area frequently, or 
  stay in place for years.
  When openly confronted by intelligent creatures, burgundy nisps 
  almost always back down. They much prefer attacking with surprise from 
  beneath the water, attempting to get a hold of a lone victim and then drag 
  them under the water before they or other nearby creatures can react. 
  They are also much more likely to attack surface dwellers swimming in 
  the water. They avoid other aquatic races, however, and almost certainly 
  avoid living near a community of such beings.
  NISP, CRESTED 
  CR 2
  XP 600
  CN Medium fey (aquatic)
  Init +2; Senses low-light vision; Perception +11
   
  AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
  hp 16 (3d6+6 plus 3) 
  Fort +2; Ref +5; Will +5 
   
  Speed 20 ft., swim 60 ft.
  Melee 2 claws +4 (1d4+3)
  Spell-Like Abilities (CL 3rd):
  At will—calm animals (DC 15), charm animal (DC 15) 
  (marine animals only), daze (DC 14), entangle (DC 13), 
  hold animal (DC 15), speak with animals, speak with plants, 
  stabilize
  1/day—power word stun
   
  Str 16, Dex 15, Con 13, Int 6, Wis 15, Cha 14
  Base Atk +1; CMB +4; CMD 16 
  Feats Skill Focus (Perception), Toughness
  Skills Perception +11, Stealth +8, Survival +5, Swim +17 
  Languages Nisp
  SQ enchanting spells, water dependency
   
  Environment warm aquatic
  Organization solitary
  Treasure standard
   
  Enchanting Spells (Ex) A crested nisp has a +2 racial bonus 
  on the saving throw DCs of any spell-like abilities based on 
  enchantment spells.
  Crested nisps are the tallest of their kind, standing 6-1/2 feet tall erect, 
  or 5 feet when hunched. They have sleek gray or colored hides, with a 
  finned crest running along their heads and down their spine. 
  The crested nisp is a solitary, territorial creature that prefers to dwell in 
  coral reefs or rocky shoals, often in coastal waters. They are also much 
  more in tune with their environment, and tend their home territory as if it 
  were a garden. Because of their affinity with natural creatures, they often 
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  have predatory marine life positioned strategically about their lairs, and 
  are often accompanied by sharks, large eels, or other defenders.
  Crested nisps are the least gregarious of their species. They maintain 
  one area for their entire lives, never seeking to leave it. However, they do 
  become riled when their territory is invaded, including by ships or boats 
  passing overhead. Many a sailor has lost his life when a ship anchored 
  unknowingly over a crested nisp’s range is confronted and dragged into 
  the water, never to be seen again.
  Crested nisps usually rely on their spell-like abilities to immobilize 
  attackers prior to engaging them directly. As they are often accompanied 
  by companion animals, these creatures protect the crested nisp if it is 
  directly threatened, particularly by multiple adversaries. Once the crested 
  nisp is seriously injured, it retreats to its lair, trusting carefully placed sea 
  creatures and hazards to weaken or drive off pursuers while it regains its 
  strength. 
   
  NISP, GRAY 
  CR 8
  XP 4,800
  CN Large fey (aquatic)
  Init +7; Senses low-light vision, scent; Perception +15
   
  AC 24, touch 12, flat-footed 21 (+3 Dex, +12 natural, –1 size)
  hp 94 (9d6+63) 
  Fort +12; Ref +9; Will +6 
   
  Speed 10 ft., swim 80 ft.
  Melee 2 claws +10 (1d8+6), bite +9 (1d8+6)
  Space 10 ft.; Reach 10 ft.
  Special Attacks rend (2 claws, 1d8+9)
  Spell-Like Abilities (CL 9th):
  At will—confusion (DC 16), detect thoughts (DC 14), ghost 
  sound (DC 12), hold monster (DC 17), slow (DC 15)
   
  Str 22, Dex 17, Con 24, Int 3, Wis 11, Cha 14
  Base Atk +4; CMB +11; CMD 24 
  Feats Great Fortitude, Improved Initiative, Power Attack, Skill 
  Focus (Perception), Weapon Focus (claws)
  Skills Perception +15, Stealth +11, Swim +14 
  Languages Nisp
  SQ water dependency
   
  Environment temperate or warm aquatic
  Organization solitary
  Treasure standard
  The largest and most dangerous of the nisps is the gray nisp. This 
  fearsome creature is 9 feet tall, with light gray skin and a white underbelly, 
  and weighs well over 300 pounds. It has large, wicked talons and an 
  unusually large mouth for a nisp, filled with dagger-like teeth.
  Gray nisps dwell in deeper water, in caves on the ocean floor or hollows 
  at the bottom of sizeable lakes. They are isolative and territorial like their 
  crested cousins, but have more of the curiosity of the lesser nisps. They 
  are also just smart enough to realize how dim they are, and this realization 
  makes them irritable and unpredictable. They have a keen sense of smell, 
  and immediately investigate creatures that stray too close to their lair. 
  Their curiosity usually takes the form of pulling apart intruders to see how 
  they are built.
  Gray nisps surprise intruders if they can. They may start with their 
  spell-like powers, or engage directly in melee; they may even attempt 
  to speak with intruders, though their innate stupidity usually results in 
  increasing frustration, and finally a burst into action.
  NISP, SPANGLED 
  CR 1/4
  XP 100
  CN Medium fey (aquatic)
  Init +1; Senses low-light vision; Perception +9
   
  AC 11, touch 11, flat-footed 10 (+1 Dex)
  hp 3 (1d6) 
  Fort +0; Ref +3; Will +4 
   
  Speed 20 ft., swim 40 ft.
  Melee 2 claws –1 (1d4–1)
   
  Str 8, Dex 13, Con 11, Int 4, Wis 14, Cha 9
  Base Atk +0; CMB –1; CMD 10 
  
  92
  Feats Skill Focus (Perception)
  Skills Perception +9, Stealth +5, Swim +11 
  Languages Nisp
  SQ water dependency
   
  Environment temperate and warm marsh
  Organization solitary or pack (2–6)
  Treasure standard
  The weakest of the species, the spangled nisp is named for its pallid, fish 
  belly-white skin speckled with moles of various colors, standing about 4 
  feet tall (5 feet if not hunched over), and weighing about 80-100 pounds. 
  Spangled nisps are the most cowardly and inoffensive of the species, 
  fleeing whenever confronted. However, they do feel the curiosity innate in 
  their species, and so often come to shore in the dark, to rummage through 
  the refuse of land-dweller settlements. Their most common enemies 
  are large and dire rats, which they hate with a passion. Because of their 
  gregarious nature, most folk living with spangled nisps nearby regard them 
  as a nuisance one step above rats, and seek to trap or kill them whenever 
  they get out of hand. More primitive cultures may regard them differently, 
  however, and allow them to coexist; in these communities, they may 
  even provide food for the nisps, who in turn often provide warning when 
  outsiders approach, and keep the rat population down. Spangled nisps 
  understand some fey and perhaps a few words of nearby communities’ 
  languages (generally not much more than “get out, you!”), but they do not 
  seem to speak verbally among themselves.
  Because of their innate cowardice, the nisp flees from any confrontation 
  with a creature its size or larger—and may even back down from smaller 
  creatures if they put on a bold enough display. If cornered, they defend 
  themselves with their claws and seek to escape as soon as possible.
  Sea Anemone, Great
  This is a flowerlike creature with a dark green to gray trunk and a 
  brightly colored interior. It has a smooth front bordered by dozens of 
  fleshy tendrils, and a rougher outer trunk. At the center of the creature’s 
  front is a circular opening that leads into its interior.
  GREAT SEA ANEMONE 
  CR 8
  XP 4,800
  N Huge vermin (aquatic)
  Init +4; Senses blindsense 40 ft.; Perception +9
   
  AC 8, touch 8, flat-footed 8 (–2 size)
  hp 149 (13d8+91) 
  Fort +15; Ref +6; Will +5
  Defensive Abilities defensive curl; DR 5/piercing or slashing; 
  Immune mind-affecting effects; Resist acid 20
   
  Speed 0 ft.
  Melee tendril +14 touch (grab and poison)
  Space 15 ft.; Reach 15 ft.
  Special Attacks acid cloud, poison, swallow whole (1d8 
  bludgeoning plus 1d8 acid damage, AC 10, 14 hp)
   
  Str 24, Dex 11, Con 24, Int —, Wis 12, Cha 2
  Base Atk +9; CMB +18 (+22 to grapple); CMD 28 (can’t be 
  tripped)
  Feats Improved InitiativeB, Lightning ReflexesB
  Skills Perception +9, Stealth –4; Racial Modifiers +8 
  Perception, +4 Stealth
   
  Environment any aquatic
  Organization solitary or cluster (2–6)
  Treasure none
   
  Acid Cloud (Ex) When provoked, the great sea anemone 
  can eject the contents of its stomach, including any 
  creatures being digested. This forms a cloud of acidic 
  mucous 20 feet in radius that inflicts 1d8 acid damage to 
  all within its area for 1d3 rounds before dissipating; DC 23  
  Reflex save for half damage. Once it has performed this 
  action, it cannot do so again for 1 minute. The save DC is 
  Constitution-based.
  Defensive Curl (Ex) The great sea anemone can retract its 
  vulnerable front and tendrils into its trunk. While in this curl it 
  cannot attack with its tendrils, though it can eject an acid 
  cloud, and it gains a +15 natural armor bonus to its AC from 
  the thick, rubbery hide of its trunk. It can maintain this state 
  indefinitely, but usually reemerges 2d4 minutes after attacks 
  upon it cease.
  Poison (Ex) Tendril—Contact; save Fort DC 23; frequency 
  once; effect paralysis for 1d6 rounds; cure 1 save.
  These gigantic but primitive life forms feed on sea life 
  swept near them, and may pose a threat to anyone unlucky 
  enough to move within their threat range. In rocky areas, a 
  great sea anemone has a green interior. 
  These horrors lurk in areas near the surface of the water, where tidal 
  currents sweep water laden with fish across their surfaces. Great sea 
  anemones in the open are easily spotted and avoided, but they sometimes 
  lurk at the end of rocky channels or around bends, whereupon they pose a 
  hazard to unwary undersea travelers. 
  In addition to being found in reefs and shoals, many undersea races 
  harvest these creatures when young and plant them in or near their lairs to 
  serve as sentinels against unwanted intrusion. Care must be taken in this 
  process, for the anemone is very difficult to train, and may well snack on 
  the very creatures who cultivated it.
  The great sea anemone is immobile.
  Great sea anemones snag anything large enough that comes within their 
  reach with their tendrils. Once their intended victim stops struggling, it 
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  93
  is drawn into the anemone’s interior, where it is digested. If injured it 
  withdraws its body into its rubbery trunk, and if badly injured it expels the 
  contents of its stomach in a cloud of acid.
  Great Hunter Anemone
  Legends speak of a species of great sea anemone that is adapted to prey 
  on sentient creatures by releasing a hormone into the water that attracts 
  such creatures. This creature possesses all of the abilities of the great sea 
  anemone, but has a CR of 10 and the following special quality.
  Pheromone Lure (Ex) Any sentient creature that comes within 200 
  feet of a great hunter anemone comes into contact with a water-borne 
  pheromone that acts as an attractant. Victims must succeed on a DC 
  23 Will save or move toward the great hunter anemone to investigate. 
  Resistances and immunities to poison and mind-affecting effects apply to 
  this saving throw. If the saving throw is made, the creature is immune to 
  the hormonal lure of that great hunter anemone for 24 hours. The save DC 
  is Constitution-based.
  Sea Serpents
  Nearly as old as the dragons that roam the sky are the sea serpents, 
  great snakelike creatures that have roamed the oceans for ages. Unlike 
  the classical dragon, these great, scaly, serpentine beasts are generally 
  agreed to be a product of evolution, though many suspect magical 
  influence, either deliberate or natural, somewhere in their evolution.
  Whatever their origins, sea serpents are a highly varied species, with a 
  great variation in size, coloration, intellect, and temperament. However, 
  all sea serpents bear certain similarities. They are long, serpentine, warm-
  blooded creatures that closely resemble snakes in appearance, though they 
  all have two sets of flippers, which may be large or so small and atrophied as 
  to be nearly unnoticeable. Sea serpents are aquatic creatures, though some 
  can make their way about on land. All sea serpents can breathe both water 
  and air with equal efficiency, another fact that distinguishes them from 
  marine mammals and reptiles. Further, all sea serpents are sentient, with 
  an intellect ranging from little greater than moronic to supra-genius level.
  One trait that sea serpents share in common with their draconic brethren 
  is a sense of innate superiority, a feeling that they are masters of the sea, at 
  least in whatever manner they choose to pursue their expertise. 
  Unlike dragons, however, sea serpents are not distinguished by color 
  or age category. And while some species are as acquisitive as dragons, 
  others have no interest in hoarding wealth, and live lives little better than 
  beasts. All sea serpents can speak and understand Aquatic, and many know 
  Draconic as well. The more intelligent species may also learn the languages 
  of marine civilizations, or the languages of sea-traveling surface dwellers. 
  Due to their physical similarities, sea serpents use fairly consistent 
  tactics in combat situations. All sea serpents have venomous bites, and 
  they use this to their advantage to slow or immobilize multiple attackers 
  so they can concentrate on one foe. In addition to their lethal bite, all sea 
  serpents have the ability to ensnare prey in their coils as a giant constrictor 
  does and crush the life out of them. The larger sea serpents may even use 
  this constriction attack against sea vessels, and mariners in their smoky 
  dens delight in recounting tales of horror and woe of great serpents that 
  splinter hulls and then devour the helpless sailors in the water.
  Because they are sentient beings, sea serpents can often be reasoned 
  with, even if the reasoning is no more complex than simple intimidation. 
  They are adaptable to circumstances, and none throw themselves into 
  battle rashly.
  Feats: All sea serpents have Fast Swim (see Chapter Four) as a bonus feat.
  Sea Serpent, Brine
  This serpentine creature is about 20 feet long, nose to tail, with two sets 
  of large flippers and a wide body. A finned crest runs the length of its back, 
  head to tail. The body is dark blue with a lighter underbelly, often tinged 
  with rust or green highlights.
  BRINE SEA SERPENT 
  CR 14
  XP 38,400
  CE Huge dragon (aquatic)
  Init +6; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +26
  AC 27, touch 11, flat-footed 24 (+2 Dex, +1 dodge, +16 
  natural, –2 size)
   
  hp 184 (16d12+64 plus 16)
  Fort +14; Ref +14; Will +11
  Immune paralysis and sleep, dragon traits
   
  Speed swim 40 ft.
  Melee bite +19 (2d6+7 plus poison and grab)
  Space 15 ft.; Reach 10 ft.
  Special Attacks breath weapon (50-ft. cone, DC 24, 10d8 
  acid), constrict (2d6+7), poison
   
  Str 21, Dex 15, Con 18, Int 7, Wis 13, Cha 14
  Base Atk +16; CMB +23 (+27 to grapple); CMD 36 (can’t be 
  tripped)
  Feats Ability Focus (breath weapon), Combat Reflexes, 
  Dodge, Improved Initiative, Lightning Reflexes, Mobility, Skill 
  Focus (Perception), Swim-By AttackB, Toughness
  Skills Bluff +21, Diplomacy +9, Intimidate +11, Perception 
  +26, Stealth +13, Swim +22
   
  Languages Aquan, Draconic
  Environment any aquatic
  Organization solitary
  Treasure double standard
   
  Breath Weapon (Ex) Once per hour, a brine sea serpent 
  can release a blast of acid and salt water in a 50-foot cone. 
  Creatures in the area take 10d8 points of acid damage. A 
  successful DC 24 Reflex save reduces the damage by half.
  
  94
  The save DC is Constitution-based, and includes a +2 bonus 
  from the Ability Focus feat.
  Poison (Ex) Bite—injury; save Fort DC 22; frequency 1/round 
  for 6 rounds; effect 1d6 Str; cure 2 consecutive saves. The 
  save DC is Constitution-based.
  The brine sea serpent is a relatively stupid and aggressive predator of 
  the deeps, and is the only sea serpent with a breath weapon. 
  The brine serpent lives in cave lairs on the ocean floor, where it 
  maintains a hoard much like a dragon. It often lives in seas known for their 
  stormy conditions, since it enjoys feeding on humans capsized from boats. 
  Sometimes it even attacks ships directly if it is hungry. It also searches 
  sunken ships for objects of interest to add to its hoard. The eyes of a brine 
  serpent are small, but it possesses large ears, and has exceptional hearing. 
  Against lone prey, the brine serpent likely closes and attack with its bite. 
  When confronting larger groups it uses this breath weapon first—the brine 
  sea serpent has a special organ that harvests sodium from seawater and 
  stores it in concentrated form in a gland in its cheek. It generally avoids 
  constricting attacks unless attacking large opponents that do not die from 
  its poisonous bite. The brine sea serpent may also use the constriction 
  attack against small sea vessels if it is very hungry.
  Sea Serpent, Deep Hunter
  The serpent is about 60 feet long and 10 feet thick. Its body scales are 
  smooth, each about the size of a large shield, and the entire serpent is 
  deep green to jet black in color, with eyes a solid, nearly black red color.
  DEEP HUNTER SEA SERPENT 
  CR 22
  XP 614,400
  LN Gargantuan dragon (aquatic)
  Init +5; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +24
   
  AC 20, touch 8, flat-footed 18 (+1 Dex, +1 dodge, +12 
  natural, –4 size)
  hp 324 (24d12+168)
  Fort +23; Ref +15; Will +17
  Immune paralysis and sleep, dragon traits
   
  Speed swim 60 ft.
  Melee bite +31 (2d8+15/19–20 plus poison and grab)
  Space 20 ft.; Reach 15 ft.
  Special Attacks constrict (2d8+15), poison, swallow whole 
  (2d8+15 bludgeoning plus 1d8 acid damage, AC 15, 25 hp)
   
  Str 31, Dex 13, Con 24, Int 11, Wis 13, Cha 12
  Base Atk +24; CMB +38 (+42 to grapple); CMD 50 (can’t be 
  tripped)
  Feats Bleeding Critical, Cleave, Dodge, Great Fortitude, 
  Improved Critical (bite), Improved Initiative, Improved 
  Natural Armor, Iron Will, Mobility, Power Attack, Spring 
  Attack, Swim-By AttackB, Weapon Focus (bite)
  Skills Bluff +13, Diplomacy +14, Intimidate +28, Knowledge 
  (nature) +9, Perception +24, Sense Motive +14, Stealth +16, 
  Survival +28, Swim +38
  Languages Aquan, Draconic
   
  Environment any aquatic
  Organization solitary
  Treasure double standard
   
  Poison (Ex) Bite—injury; save Fort DC 29; frequency 1/round 
  for 6 rounds; effect 1d6 Str; cure 2 consecutive saves. The 
  save DC is Constitution-based.
  The immense deep hunter serpent lives in deep oceans, and delights in 
  hunting down and killing the most fearsome creatures of the sea. The deep 
  hunter lives on the ocean floor, usually near thermal vents and volcanic 
  areas where it is relatively warm. However, when hunting it may be 
  encountered just about anywhere at sea; its preferred prey are krakens and 
  the largest whales, though it may attack any other fearsome sea predator—
  the more dangerous, the better.
  The deep hunter sea serpent is seldom seen near the surface, as its prey 
  tends to stick to deep waters. It does not initiate combat against creatures 
  it sees as its inferiors, but if it does regard a creature as a threat, it uses 
  stealth to surprise its prey when possible, and launches into a full-scale 
  assault using all of its physical attacks to the best of its ability.
  Sea Serpent, Fanged
  This serpent is 12–15 feet long and 5 feet thick. Its body scales are thickened 
  and hardened, which slows it somewhat in water but provides good protection. 
  The serpent’s most outstanding features, however, are the rows of long, sharp 
  teeth that fill its mouth. It has large, lidless red eyes with white pupils.
  FANGED SEA SERPENT 
  CR 6
  XP 2,400
  N Large dragon (aquatic)
  Init +1; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +9
   
  AC 24, touch 10, flat-footed 23 (+1 Dex, +14 natural, –1 size)
  hp 76 (8d12+24)
  Fort +9; Ref +7; Will +6
  Immune paralysis and sleep, dragon traits
   
  Speed swim 30 ft.
  Melee bite +12 (1d8+6 plus poison)
  Space 10 ft.; Reach 5 ft.
  Special Attacks constrict (1d8+6), poison
   
  Str 18, Dex 13, Con 16, Int 5, Wis 11, Cha 6
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  Dead Man's Chest
  95
  Base Atk +8; CMB +13; CMD 24 (can’t be tripped)
  Feats Cleave, Great Cleave, Power Attack, Swim-By AttackB, 
  Weapon Focus (bite)
  Skills Perception +9, Stealth +6, Survival +9, Swim +21
   
  Environment any aquatic
  Organization solitary, pair or swarm (3–20)
  Treasure none
   
  Poison (Ex) Bite—injury; save Fort DC 17; frequency 1/round 
  for 6 rounds; effect 1d4 Con; cure 2 consecutive saves. The 
  save DC is Constitution-based.
  The fanged sea serpent is a vicious predator of the seas feared for its 
  tendency to travel in packs and swarm over creatures much larger than 
  itself. Fanged sea serpents are nomadic, traveling with ocean currents. 
  They prefer to hunt in groups, which they can surround and attack from 
  all sides. Fanged sea serpents have been known to attack their own kind, 
  but only when starving.
  Fanged sea serpents on their own usually live on large fish, and avoids 
  confronting intelligent opposition unless they believe their victims to be 
  helpless. However, when they are in groups, they become much more 
  aggressive, and attack creatures much larger than themselves. They prefer 
  to use swarm tactics, surrounding their target and attacking simultaneously 
  from all directions; in the water, where they can also attack from above 
  and below, few marine creatures can stand up to a prolonged assault.
  Sea Serpent, Fluting
  This serpent is about 15 feet long and 4 feet thick. Its body scales are 
  smooth and deep green in color with a blue-gray undertone. It has wide 
  flippers that enable it to move about slowly on land. It speaks with a 
  musical voice reminiscent of the sound of a flute.
  FLUTING SEA SERPENT 
  CR 9
  XP 6,400
  CN Large dragon (aquatic)
  Init +5; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +12
   
  AC 18, touch 10, flat-footed 17 (+1 Dex, +8 natural, –1 size)
  hp 85 (9d12+27) 
  Fort +9; Ref +7; Will +9 
  Immune magic paralysis and sleep, dragon traits
   
  Speed 5 ft., swim 40 ft.
  Melee bite +12 (1d8+6 plus grab and poison)
  Space 10 ft.; Reach 5 ft.
  Special Attacks bardic performance 24 rounds/day (move 
  action, countersong, dirge of doom, distraction, fascinate, 
  inspire competence +3, inspire courage +2, inspire 
  greatness, suggestion), constrict (1d8+6), poison
  Spells Known (CL 9th; melee touch +12, ranged touch +9):
  3rd (4/day)—crushing despair (DC 18), deep slumber (DC 
  18), glibness, see invisibility
  2nd (5/day)—calm emotions (DC 17), enthrall (DC 17), 
  glitterdust (DC 16), hold person (DC 17)
  1st (6/day)—charm person (DC 16), cure light wounds, 
  hideous laughter (DC 16), unseen servant, ventriloquism (DC 
  15)
  0 (at will)—detect magic, ghost sound (DC 14), mage hand, 
  
  96
  mending, prestidigitation, read magic
   
  Str 18, Dex 13, Con 16, Int 14, Wis 13, Cha 19
  Base Atk +9; CMB +14 (+18 to grapple); CMD 25 (can’t be 
  tripped) 
  Feats Improved Initiative, Iron Will, Persuasive, Skill Focus 
  (Perform [sing]), Spell Focus (enchantment), Swim-By AttackB
  Skills Bluff +8, Diplomacy +17, Intimidate +6, Knowledge 
  (arcana) +17, Knowledge (dungeoneering) +6, Knowledge 
  (engineering) +6, Knowledge (geography) +17, Knowledge 
  (history) +6, Knowledge (local) +17, Knowledge (nature) 
  +6, Knowledge (nobility) +6, Knowledge (planes) +17, 
  Knowledge (religion) +6, Linguistics +8, Perception +12, 
  Perform (sing) +16, Sense Motive +9, Spellcraft +11, Swim +12 
  Languages Aquan, Common, Draconic, Ignan, Sahuagin
  SQ amphibious, bardic abilities
   
  Environment any aquatic
  Organization solitary, pair, or swarm (3–20)
  Treasure half coins, double goods, standard items
   
  Bardic Abilities (Ex) The fluting sea serpent has the 
  spellcasting, bardic performance, and bardic knowledge 
  abilities of a bard equal to its Hit Dice in level. The fluting 
  serpent favors enchantment spells.
  Poison (Ex) Bite—Injury; save Fort DC 17 ; frequency 1/round 
  for 6 rounds; effect 1d4 Wis; cure 2 consecutive saves.
  The fluting sea serpent is an intelligent serpent known for its masterful 
  singing. Though highly individualistic, they may sometimes be hired by 
  civilized beings to serve as court bards, particularly for undersea races.
  Fluting sea serpents usually live in sea caves along ocean shores, which 
  they take care to fortify against intruders along with possible escape routes, 
  though they prefer to negotiate first. They specialize in performance and 
  learning, and are sometimes sought out for information on a particular 
  esoteric subject, or to listen to a particular performance.
  Battle is a last resort for the fluting sea serpent. They first attempt 
  negotiation, then spell use, and only attack with their bite and constriction 
  when they have no other choice. However, fluting sea serpents can be 
  unpredictable, particularly when their performances are faulted, which 
  may cause them to fly into a sulky rage.
  Sea Serpent, Gilded
  This serpent is about 8 feet long and 2 feet thick. Its body scales are 
  small and smooth, with the brilliant luster of gold. It has a long, narrow 
  crocodilian snout and a cluster of antenna-like whiskers sweeping back 
  from just above its jaws.
  GILDED SEA SERPENT 
  CR 5
  XP 1,600
  N Medium dragon (aquatic)
  Init +4; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +11
   
  AC 30, touch 14, flat-footed 26 (+4 Dex, +16 natural)
  hp 52 (5d12+15 plus 5)
  Fort +9; Ref +8; Will +7
  DR 5/gold; Immune paralysis and sleep, dragon traits
   
  Speed 10 ft.; swim 40 ft.
  Melee bite +9 (1d8+1 plus poison)
  Special Attacks constrict (1d8+1), poison
   
  Str 12, Dex 19, Con 16, Int 7, Wis 16, Cha 17
  Base Atk +5; CMB +6 (+10 to grapple); CMD 20 (can’t be 
  tripped)
  Feats Great Fortitude, Swim-By AttackB, Toughness, Weapon 
  Finesse
  Skills Perception +11, Stealth +12, Survival +11, Swim +17
  Languages Draconic
   
  Environment temperate and warm aquatic
  Organization solitary, pair or cluster (3–8)
  Treasure none (see below)
   
  Poison (Ex) Bite—injury; save Fort DC 15; frequency 1/round 
  for 4 rounds; effect 1d4 Wis; cure 2 consecutive saves. The 
  save DC is Constitution-based.
  One of the rarest of sea serpents, the gilded serpent is known for 
  its glittering golden hide, and is often hunted for this skin, and for the 
  powerful narcotic that can be made from its venom. In the wild, gilded 
  sea serpents live on the most secluded islands and hidden lagoons, where 
  they nest in sandy lairs and shallow, sun-warmed waters. Wealthy coastal 
  lords have been known to acquire gilded sea serpent eggs or infants and 
  raised them captivity. These serpents are usually revered as holy or prized 
  as status symbols; captive gilded serpents that are mistreated quickly lose 
  the will to live and die.
  The golden hide of a gilded serpent can be harvested and made into a 
  single set of scale mail that fits a Medium or smaller creature. This armor 
  is considered masterwork, and has the same properties as mithral scale 
  armor. 
  The poison of the gilded serpent can be milked or harvested as well, 
  then made into a powerful narcotic drug called golden bliss (see sidebar).
  Wild gilded sea serpents speak Draconic; those raised in captivity also 
  speak the language of whatever race possesses them.
  Gilded sea serpents flee danger when they can, using their ability 
  to swim swiftly to evade danger as quickly as possible. If cornered or 
  surprised, however, they lash out with their bite, and use their constriction 
  attack if their prey is small enough. The venom of a gilded sea serpent 
  numbs the flesh to pain and induces a state of catatonic stupor.
  Chapter Six: New Monsters
  
  Dead Man's Chest
  97
  Sea Serpent, Shipbreaker
  This devastating serpent is over 120 feet long and 15 feet thick. Its 
  body scales are dark gray-brown, festooned with barnacles, seaweed, and 
  other sea life. Its maw is the size of a large wagon, with teeth the size of 
  greatswords. The beast has broad flippers 30 feet long and 20 feet wide 
  that it can use to help propel its bulk onto land.
  SHIPBREAKER SEA SERPENT 
  CR 25
  XP 1,640,000
  CN Colossal dragon (aquatic)
  Init +5; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +48
   
  AC 31, touch 4, flat-footed 29 (+1 Dex, +1 dodge, +27 
  natural, –8 size)
  hp 665 (38d12+380 plus 38)
  Fort +33; Ref +24; Will +26
  Immune paralysis and sleep, dragon traits
   
  Speed 10 ft.; swim 40 ft.
  Melee bite +43 (5d6+16/19–20 plus poison and grab)
  Space 50 ft.; Reach 50 ft.
  Special Attacks capsize, constrict (5d6+16), poison
   
  Str 32, Dex 13, Con 30, Int 11, Wis 17, Cha 21
  Base Atk +38; CMB +57 (+61 to grapple); CMD 69 (can’t be 
  tripped)
  Feats Ability Focus (poison), Alertness, Blind-Fight, Cleave, 
  Dodge, Endurance, Great Cleave, Great Fortitude, Greater 
  Weapon Focus (bite), Improved Critical (bite), Improved 
  Initiative, Improved Lightning Reflexes, Improved Natural 
  Armor, Improved Natural Attack (bite), Iron Will, Lightning 
  Reflexes, Power Attack, Swim-By AttackB, Toughness, 
  Weapon Focus (bite)
  Skills Bluff +26, Intimidate +46, Knowledge (nature) +23, 
  Perception +48, Sense Motive +9, Stealth +26, Survival +44, 
  Swim +59
  SQ amphibious
   
  Environment any aquatic
  Organization solitary
  Treasure 50% coins; double goods; standard items
   
  Capsize (Ex) A shipbreaker sea serpent can attempt to 
  capsize a boat or ship by ramming it as a charge attack 
  and making a CMB check. The DC of this check is 25, or the 
  result of the captain’s Profession (sailor) check, whichever 
  is higher. For each size category the ship is larger than the 
  sea serpent’s size, the sea serpent takes a cumulative –10 
  penalty on this CMB check.
  Poison (Ex) Bite—injury; save Fort DC 41; frequency1/round 
  for 6 rounds; effect 2d4 Con; cure 2 consecutive saves. The 
  save DC is Constitution-based.
  The legendary shipbreaker is thought to be the largest of the sea serpents, 
  a true behemoth that rules the seas. It is a fearless hunter that enjoys 
  attacking the largest seagoing vessels and crushing them in its mighty 
  coils. It is believed by many sailors and seafarers that the shipbreaker is 
  a unique creature (i.e., that only one of these mighty beasts exists), and 
  apparently (and thankfully) it seems to spend most of its time hibernating.
  It is unknown what language the shipbreaker speaks or understands, 
  if any, since none have ever reported successfully speaking with it. A 
  shipbreaker’s broad flat flippers allow it to slowly propel itself onto and 
  across dry land.
  The shipbreaker attacks ships and huge-sized creatures as its primary 
  prey. It ignores smaller creatures except as snacks, or if directly threatened 
  by one. Its favorite tactic is to ambush a ship or approach it at speed, then 
  wrap it in its coils and crush it. It then feasts on the sailors in the water at 
  its leisure. The shipbreaker is most often sighted deep at sea, usually just 
  before it approaches and breaks up a naval vessel into kindling.
  Sea Serpent, Spitting
  The body length of these serpents is roughly 15 to 18 feet, with a girth 
  of up to 3 feet. They are covered with rough-edged scales of brown, green, 
  or blue coloration, giving their hides a mottled appearance. Their heads 
  are short, with thick, muscular necks concealed beneath a webbed fringe.
  SPITTING SEA SERPENT 
  CR 9
  XP 6,400
  CE Large dragon (aquatic)
  Init +10; Senses darkvision 60 ft., low-light vision, scent; 
  Golden Bliss
  This drug is made from the venom of a gilded sea serpent. A 
  serpent that is milked of its venom produces enough poison to 
  make 2d4 doses of golden bliss per day. This requires a DC 15 
  Craft (alchemy or poison) check. When inhaled, the drug produces 
  a euphoric catatonia and provides complete protection against 
  mind-influencing magic and psionic incursion.
  Golden Bliss
  Type: inhaled; Addiction severe, Fortitude DC 15
  Price 40 gp
  Effects 1d3x10 minutes; +4 Charisma, immunity to 
  mind-affecting effects and psionic incursion.
  Damage 4 Wisdom damage
  
  98
  Perception +17
   
  AC 27, touch 15, flat-footed 21 (+6 Dex, +12 natural, –1 size)
  hp 102 (12d12+24)
  Fort +10; Ref +14; Will +10
  Immune paralysis and sleep, dragon traits
   
  Speed 10 ft.; swim 40 ft.
  Melee bite +12 (1d8+1 plus poison)
  Ranged spit +18 (2d6 acid)
  Space 10 ft.; Reach 5 ft.
  Special Attacks constrict (1d8+1), poison
  Str 13, Dex 22, Con 14, Int 8, Wis 15, Cha 6
  Base Atk +12; CMB +14; CMD 30 (can’t be tripped)
  Feats Ability Focus (poison), Far Shot, Improved Initiative, 
  Point Blank Shot, Rapid Shot, Swim-By AttackB, Weapon 
  Focus (spit)
  Skills Intimidate +13, Perception +17, Stealth +17, Survival 
  +17, Swim +16
  Languages Aquan, Draconic
   
  Environment any aquatic
  Organization solitary or pair
  Treasure none
   
  Poison (Ex) Bite—injury; save Fort DC 20; frequency 2 rounds; 
  effect 2d6 Dex plus 2d6 acid; cure 2 consecutive saves. The 
  save DC is Constitution-based.
  Spit (Ex) The spitting sea serpent can eject a sticky glob of 
  concentrated acidic mucous up to twice a round (using the 
  Rapid Shot feat), with a range of 60 feet.
  Spitting sea serpents are a fiercely territorial if not terribly intelligent species 
  that can be a great hazard on unfamiliar coasts. They are renowned for their 
  great ability to spit globs of acidic spittle onto creatures that threaten them.
  The spitting sea serpent prefers to dwell in shallow coastal waters and 
  coastlines, and avoids deep water where they are ill-equipped to handle 
  encounters with large marine predators, against which their ability to spit 
  is ineffective. They prefer to live in wild, uncivilized lands, and fiercely 
  protect their hunting grounds from intrusion by any other predators.
  The spitting sea serpent always tries to use its spitting attack against any that 
  anger it, using its bite and constriction attacks against food or as a last resort.
  Sea Serpent, White
  This sea serpent is milky white in color, with pale blue undertones that 
  allow it to blend in with icy environments. Its mouth is narrow, filled with 
  a double row of razor sharp teeth.
  WHITE SEA SERPENT 
  CR 8
  XP 4,800
  LN Large dragon (aquatic, cold)
  Init +6; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +13
   
  AC 23, touch 11, flat-footed 21 (+2 Dex, +12 natural, –1 size)
  hp 68 (8d12+16) 
  Fort +8; Ref +8; Will +10 
  Immune magic paralysis and sleep, dragon traits
  Weaknesses fire
   
  Speed 5 ft., swim 50 ft.
  Melee bite +9 (1d8+3 plus 1d6 cold plus grab plus poison)
  Space 10 ft.; Reach 5 ft.
  Special Attacks constrict (1d8+3), poison
  Spells Prepared (CL 8th; melee touch +9, ranged touch +9) 
  4th—bestow curse (DC 21), dimension door, phantasmal 
  Chapter Six: New Monsters
  
  Dead Man's Chest
  99
  killer (DC 22) 
  3rd—fly, haste, hold person (DC 20), major image (DC 21), 
  vampiric touch
  2nd—blur, bull’s strength, glitterdust (DC 19), invisibility, 
  extended mage armor
  1st—chill touch (DC 18), color spray (DC 19), grease, magic 
  missile, ray of enfeeblement (DC 18), silent image (DC 19)
  0 (at will)—detect magic, ghost sound (DC 18), ray of frost, 
  resistance
   
  Str 14, Dex 15, Con 14, Int 25, Wis 15, Cha 12
  Base Atk +8; CMB +11 (+15 to grapple); CMD 23 (can’t be 
  tripped) 
  Feats Extend Spell, Fast SwimB, Improved Initiative, Iron Will, 
  Spell Focus (illusion)
  Skills Appraise +18, Bluff +9, Diplomacy +12, Intimidate 
  +12, Knowledge (arcana) +18, Knowledge (geography) 
  +18, Knowledge (history) +18, Knowledge (religion) +18, 
  Linguistics +13, Perception +13, Sense Motive +13, Spellcraft 
  +18, Stealth +9, Survival +13, Swim +10 
  Languages Aquan, Celesital, Common, Draconic, Infernal
  SQ amphibious
   
  Environment cold aquatic
  Organization solitary
  Treasure standard coin, standard goods, double items
   
  Poison (Ex) Bite—Injury; save Fort DC 16 ; frequency 1/round 
  for 4 rounds; effect 1d4 Int; cure 2 consecutive saves.
  Spells White sea serpents cast spells as a wizard of a level 
  equal to their Hit Dice. The sea serpent does not need to 
  maintain a spellbook, nor does it need to provide material 
  components with a value under 50 gp. The white sea serpent 
  cannot specialize in a school, nor does it gain the special 
  abilities of the Universalist; that is, it does not gain hand of the 
  apprentice or metamagic mastery, and it cannot acquire 
  any archetype abilities based off those abilities. The white 
  sea serpent gains bonus spells per day if its Intelligence score 
  is high enough, just as a wizard, and any saving throw DCs 
  based on its spells use its Intelligence modifier.
  Living in the coldest part of the ocean are the most intelligent of the 
  sea serpent species, the white serpent, which commands knowledge and 
  power similar to that of a wizard.
  Though they dwell in arctic climes, and are most often seen there, 
  white serpents sometimes goes far afield in search of knowledge, and 
  can be spotted even in tropical waters, though they usually conceal their 
  appearance with magic to escape notice.
  White sea serpents delight in learning esoteric knowledge, particularly 
  rare or unusual spells, and may go thousands of miles in pursuit of new 
  knowledge. Because of this proclivity, white sea serpents often know 
  spells and lore that have been long lost to most civilizations, and are a 
  good place to seek such wisdom.
  White sea serpents prefer using their formidable spellcasting powers 
  in battle whenever possible, though their bite can be deadly if they are 
  forced into melee.
  Sea Sphere (Blubble)
  The sea sphere is an odd, 30-foot spheroid creature composed of a thick 
  membrane. The center of the creature is an air-filled chamber, literally a 
  bubble.
  SEA SPHERE (BLUBBLE) 
  CR 9
  XP 6,400
  N Huge aberration (aquatic)
  Init +11; Senses blindsense 120 ft.; Perception +16
   
  AC 24, touch 16, flat-footed 16 (+7 Dex, +1 dodge, +8 
  natural, –2 size)
  hp 110 (13d8+52) 
  Fort +10; Ref +13; Will +10 
  DR 10/—
   
  Speed 10 ft., fly 50 ft. (average), swim 100 ft.
  Melee 2 slams +13 (2d6+6/19–20)
  Space 15 ft.; Reach 15 ft.
  Special Attacks pressurization, water mastery
   
  Str 23, Dex 24, Con 19, Int 6, Wis 10, Cha 11
  Base Atk +9; CMB +17; CMD 35 
  Feats  Dodge, Flyby Attack, Great Fortitude, Improved 
  Critical (slam), Improved Initiative, Iron Will, Lightning 
  Reflexes
  Skills Fly +11, Perception +16, Stealth +10, Swim +14 
  Languages telepathy 100 ft.
   
  Environment any aquatic
  Organization solitary (see text)
  Treasure none (see text)
   
  Pressurization (Ex) Though unable to stop oxygen 
  production, the blubble can increase production when 
  desired. By this it creates a pressurized effect in itself that 
  causes any being in its hollow core to pass out. Any living 
  creature inside the blubble must succeed on a DC 20  
  Quick Customization
  The white sea serpent lends itself to quickly customized 
  versions. Swapping its spells prepared and changing Spell 
  Focus from illusion to evocation generates an entirely different 
  encounter with minimal work on the part of the GM. Some other 
  quick methods for customizing white sea serpents is to change 
  (or add to) its languages known, or change around its Knowledge 
  skills. No two white sea serpents should be the same.
  
  100
  Fortitude save or fall unconscious until the blubble ceases 
  its attack. A blubble can cause pressure equivalent to 
  500 feet of depth; the damage suffered by a victim of its 
  pressurization attack depends on its Maximum Safe Depth 
  (see Chapter Two). The save DC is Constitution-based.
  Water Mastery (Ex) A sea sphere gains a +1 bonus on attack 
  and damage rolls if both it and its opponent are touching 
  water. If the opponent or the sea sphere is touching the 
  ground, the sphere takes a -4 penalty on attack and 
  damage rolls.
  The sea sphere (known to sailors as the “blubble”) lives in a symbiotic 
  state with other beings. The sphere’s home is the ocean and it is always 
  found near vast quantities of water.
  The sea sphere is the color of the water it is found in, and luminescent 
  in moonlight. Sea spheres see through some innate ability or undetectable 
  magic, omni-directionally. They communicate telepathically, and with 
  this ability they seek out air-breathers who desire to travel underwater.
  Blubbles require carbon dioxide to breathe. They can store enough of 
  this gas inside of themselves to last for periods up to 72 hours. During this 
  time, their respiratory process uses up the carbon dioxide and produces 
  waste oxygen, which it also stores inside their inner bubble. Thus after 72 
  hours they run out of breathable gas and die within 1d4 hours. Blubbles 
  stay alive by welcoming oxygen-breathing creatures inside their hollow 
  core. These creatures—usually humanoids—breathe the blubble’s oxygen 
  and naturally exhale the carbon dioxide the host blubble requires.
  tSea spheres can open an aperture in their shells, permitting Medium 
  or smaller beings to enter their core. The blubble provides travel for these 
  beings, able to swim to the depths of the ocean, places where the air-
  breathers usually couldn’t venture. Adventurers, then, seek out sea spheres 
  and form a useful, symbiotic pact with them: in exchange for travel to the 
  deep places in the ocean, the adventurers simply ride in the blubble’s core 
  and breathe, providing their host with the gas it requires to stay alive.
  The blubble is not violent; however, the creature does force air-
  breathing creatures into its center, if desperate for gas exchange. The 
  blubble attempts to fly onto Medium-sized targets, with its aperture open, 
  trying to trap them in its core.
  Sea Spider
  This creature resembles similar arachnids found on land, except in 
  size and habitat. Its color ranges through various shades of blue and 
  green with distinct black markings. Its legs and bodies are covered with 
  thousands of fine, sticky hairs.
  SEA SPIDER 
  CR 11
  XP 12,800
  NE Huge magical beast (aquatic)
  Init +7; Senses darkvision 60 ft., low-light vision; Perception +15
   
  AC 24, touch 11, flat-footed 21 (+3 Dex, +13 natural, –2 size)
  hp 142 (15d10+60)
  Fort +15; Ref +12; Will +6
   
  Speed swim 90 ft.
  Melee bite +19 (2d6+5 plus 1d4 acid plus grab), 4 slams +18 
  (1d8+5)
  Space 15 ft.; Reach 10 ft.
  Special Attacks swallow whole (1d8+5 plus 1d8 acid 
  damage, AC 16, 14 hp)
   
  Str 20, Dex 16, Con 18, Int 6, Wis 12, Cha 11
  Base Atk +15; CMB +22 (+26 to grapple); CMD 35 (47 vs. trip)
  Feats Cleave, Combat Reflexes, Great Fortitude, Improved 
  Initiative, Power Attack, Skill Focus (Perception), Skill Focus 
  (Stealth), Weapon Focus (bite)
  Skills Perception +15, Stealth +6 (+14 when floating on the 
  surface), Swim +18; Racial Modifiers +8 Stealth when floating 
  on the surface
  Languages Aquan
   
  Environment any aquatic
  Organization solitary
  Treasure none
  The hairs on a sea spider’s legs trap air bubbles, which aid in floatation 
  and mobility. With its long, strong legs a sea strider can propel itself under 
  water as easily as it can glide upon the surface. Sea spiders make their 
  lairs in shallow underwater caverns in secluded lagoons of uninhabited 
  islands. They never leave the sea as they cannot long stand the stillness 
  of dry land.
  Sea spiders never venture on land, confining their attacks to ships. 
  They usually attach themselves to the ship with the sticky hairs of their 
  hind legs. This brings their mouth to the level of the deck where they 
  may bite the ship, trying to disable it, or any person in close range. Their 
  forelegs are free to swing at opponents. If no one is in range, the sea spider 
  relocates to another area of the ship and attacks again. Their primary 
  tactic is to grapple opponents and draw them to the mouth, attempting to 
  swallow them whole.
  Storm Rider
  This fish is barely 2 feet long, with a body wider than it is high; combined 
  with its broad fins, this gives it an aerodynamic quality, allowing it to leap 
  into the air and glide on winds for an extended distance. The mouth of the 
  fish is filled with many sharp triangular teeth like the blade of a saw, and 
  they use these teeth to savage flesh which they eat.
  STORM RIDER 
  CR 1/6
  XP 65
  N Tiny animal (aquatic)
  Init +2; Senses low-light vision; Perception +4
   
  AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
  Chapter Six: New Monsters
  
  Dead Man's Chest
  101
  hp 4 (1d8) 
  Fort +2; Ref +4; Will +0 
   
  Speed swim 40 ft.
  Melee bite +4 (1d4–2)
  Special Attacks attach
   
  Str 6, Dex 15, Con 11, Int 1, Wis 10, Cha 4
  Base Atk +0; CMB +0; CMD 8 
  Feats Weapon Finesse
  Skills Perception +4, Swim +10; Racial Modifier uses Dex in 
  place of Str for Swim
  SQ glide
   
  Environment warm aquatic
  Organization school (6–60)
  Treasure none
   
  Attach (Ex) When a storm rider hits with a bite attack, its 
  sharp teeth latch onto the target, anchoring it in place. An 
  attached storm rider is effectively grappling its prey. The 
  storm rider loses its Dexterity bonus to AC and has an AC of 
  12, but holds on with great tenacity and sinks its teeth into 
  the grappled target’s flesh. A storm rider has a +8 racial 
  bonus to maintain its grapple on a foe once it is attached. 
  An attached storm rider can be struck with a weapon or 
  grappled itself-if its prey manages to win a grapple check 
  or Escape Artist check against it, the storm rider is removed. 
  A storm rider that is attached to a foe at the start of its turn 
  automatically inflicts bite damage.
  Glide (Ex) Storm riders can throw themselves into the air 
  and ride the winds, moving at a rate of 60 feet, though 
  they cannot move more than 45 degrees to either side of 
  the direction of the prevailing wind. They can glide for 1d4 
  rounds in moderate winds, 2d6 rounds in strong winds, 1d4 
  minutes in severe winds, and indefinitely in stronger winds.
  Storm riders are a species of deep sea fish that are 
  relatively harmless individually, but much more dangerous 
  in great numbers. They are most often encountered gliding 
  in large schools in the violent winds of a storm front, where 
  they can descend upon a ship and ravage its riggings and 
  crew. Ironically, storm riders are quite tasty when cooked, 
  and considered a delicacy in many sea ports.
  Underwater, storm riders usually prey on fish of Small size or larger, 
  though they may attack larger creatures if they are bleeding, similar to 
  sharks. However, when high winds blow upon the surface of the ocean, 
  they often leap into the air currents, and become much more aggressive 
  hunters, attacking anything living they can spot, then making their way 
  back to the sea when they are sated.
  Swarm, Sail Moth
  These gray-white flying swarms appear in clouds, descending upon 
  ships on the open sea.
  SAIL MOTH SWARM 
  CR 3
  XP 800
  N Fine vermin (swarm)
  Init +3; Senses darkvision 60 ft.; Perception +0
   
  AC 21, touch 21, flat-footed 18 (+3 Dex, +8 size)
  hp 26 (4d8+8) 
  Fort +6; Ref +4; Will +1 
  
  102
  Defensive Abilities swarm traits; Immune mind-affecting effects
   
  Speed 5 ft., fly 20 ft. (poor)
  Melee swarm (1d6)
  Space 10 ft.; Reach 0 ft.
  Special Attacks distraction (DC 14), sail destruction
   
  Str 1, Dex 16, Con 14, Int —, Wis 11, Cha 3
  Base Atk +3; CMB —; CMD —
  Skills Fly –1 
  SQ locate salt
   
  Environment any aquatic
  Organization solitary (1 swarm), cloud (2–4 swarms), or 
  colony (7–12 swarms)
  Treasure none
   
  Locate Salt (Ex) A swarm of sail moths can detect the 
  presence of salt at a distance of up to a quarter-mile away 
  in favorable wind.
  Sail Destruction (Ex) Sail moths destroy 5 square feet of 
  sailcloth in 1d4 rounds. This renders the typical sail useless in 
  3d4 rounds (apply the broken condition), and completely 
  destroyed in 30d4 rounds.
  Sail moths are much like standard moths, save they are somewhat more 
  aggressive and sustain themselves on salt. Usually this salt is found embedded 
  in the sailcloth of ocean-going ships. Few sights are more feared by veteran 
  mariners than a gray cloud of sail moths moving toward the ship’s vulnerable 
  sails, for in a matter of minutes, the moths can reduce a sail to tatters.
  Sail moths seek out salt deposits. Unable to feast on salt directly from 
  the water, they look for more available salt deposits, namely the fabric 
  found aboard ships that travel the salty oceans.
  Swarm, Tirmanha
  A tirmanha fish individually reaches 10 to 12 inches in adulthood. Its 
  plump, jagged-edged body is a shimmering white color with deep black 
  features found on its belly and fins. The tirmanha’s steep forehead, blunted 
  face, and dominant lower jaw complement its menacing demeanor. 
  Within the mouth are columns of razor-sharp, spoon-shaped teeth that 
  are intended to devour wooden objects and materials, but are just as 
  hazardous to fleshy subjects.
  TIRMANHA SWARM 
  CR 4
  XP 1,200
  N Diminutive animal (aquatic, swarm)
  Init +7; Senses low-light vision; Perception +12
   
  AC 18, touch 17, flat-footed 15 (+3 Dex, +1 natural, +4 size)
  hp 45 (7d8+14) 
  Fort +9; Ref +10; Will +3 
  Defensive Abilities swarm traits
   
  Speed swim 40 ft.
  Melee swarm (2d6)
  Space 5 ft.; Reach 0 ft.
  Special Attacks distraction (DC 15), wood penetration 
   
  Str 1, Dex 16, Con 15, Int 2, Wis 12, Cha 11
  Base Atk +5; CMB —; CMD —
  Feats Great Fortitude, Improved Initiative, Lightning Reflexes, 
  Skill Focus (Perception)
  Skills Perception +12, Swim +16 ; Racial Modifiers Swim uses 
  Dex instead of Str
  SQ locate wood
   
  Environment any aquatic
  Organization solitary, school (3–8 swarms)
  Treasure none
   
  Locate Wood (Ex) Tirmanha swarms are able to locate any 
  trace of wood within 1 mile that is within the same body of 
  water in which they are currently situated.
  Wood Penetration (Ex) When tirmanha swarms apply 
  damage to wooden objects, treat the object’s hardness 
  rating as if it were 1.
  Tirmanha fish are an abnormal species of piranha that have a boundless 
  appetite for wood. They hunt in swarms. 
  Tirmanha fish’s prime source of food is wood, as it is the only material 
  that provides them nourishment. They wreak destruction upon water-
  bound trees, docks, ships, and anything that gets in between. If unable 
  to secure a wooden meal for a significant amount of time, they pursue 
  anything that moves.
  Thume
  This creature resembles a 10-foot-diameter jellyfish, with dozens of 
  strands dangling from the fringe of its body. The interior of the body is 
  largely hollow, interlaced with razor-thin lines of phosphorescent energy, 
  and many translucent organs cluster around the top and sides of its form.
  THUME 
  CR 2
  XP 600
  N Large aberration (aquatic)
  Init +1; Senses all-around vision, blindsense 60 ft.; Perception 
  +7
   
  AC 17, touch 17, flat-footed 16 (+7 deflection, +1 Dex, –1 
  size)
  hp 14 (4d8–4) 
  Fort +0; Ref +2; Will +4 
  Defensive Abilities deflective aura; Immune pressure
  Chapter Six: New Monsters
  
  Dead Man's Chest
  103
  Weaknesses surface vulnerability
   
  Speed swim 30 ft.
  Melee tendril +3 (1d4–2 plus poison)
  Space 10 ft.; Reach 5 ft.
  Special Attacks poison
  Spell-Like Abilities (CL 4th):
  At will—detect magic
   
  Str 6, Dex 13, Con 9, Int 10, Wis 11, Cha 16
  Base Atk +3; CMB +2; CMD 20 
  Feats Skill Focus (Handle Animal), Weapon Finesse
  Skills Handle Animal +10, Perception +7, Spellcraft +7, Swim 
  +16; Racial Modifiers Swim uses Dex in place of Str
  Languages Aklo, Thume
  SQ breed polypite
   
  Environment temperate and warm aquatic
  Organization solitary, cluster (2–5), hunting party (3–18, 
  including 2 sorcerer 2 and a sorcerer 5 leader), or swarm 
  (20–100, including 20–40 sorcerers level 1–3, 10–15 level 4–6, 
  and 1–8 level 7 or higher)
  Treasure standard (see below)
   
  Breed Polypite (Ex) A polypite is a type of creature bred 
  exclusively for their ability to produce magical effects. 
  Raising polypites is difficult, and requires that a thume 
  have levels in an arcane spellcasting class if they are to be 
  imbued with magical properties. The types of polypite a 
  thume can breed depend on its Hit Dice and skills. See the 
  Polypites sidebar for more information.
  Once mature, polypites can be harvested and carried 
  by thumes in sacs within their bodies. They can then be 
  activated as a standard action that does not provoke 
  an attack of opportunity. There are three categories of 
  polypite.
  Single use polypites act in the same fashion as potions, 
  providing their magical benefit once, in a squirt of internal 
  juices, and then dying.
  Charged polypites function similar to wands, though the 
  effect produced issues from the thume itself and not directly 
  the polypite. Once all charges have been expended, the 
  Polypites
  A polypite is a small, roughly walnut-sized lump of coral. Deep 
  within the core of the polypite is a small fleshy ball—the polyp itself. 
  Thumes can use polypites to store spells. In order to breed polypites, 
  the thume must have at least 1 level in an arcane spellcasting class. 
  Because of the unique nature of thumes and polypites, Handle 
  Animal is a class skill for a thume sorcerer or wizard.
  Breed Single-Use Polypite: At 3rd level, a thume with at least 
  3 ranks in Handle Animal can breed a single-use polypite of any 
  spell of 3rd level or lower that it knows and that targets a creature 
  or creatures. Breeding such a polypite takes 1 week per spell level. 
  When the thume breeds the polypite, it sets the caster level, which 
  must be at least equal to the minimum level required to cast the 
  spell, but no higher than the thume’s caster level. The base price of 
  a single-use polypite is its spell level multiplied by its caster level 
  multiplied by 25 gp. To breed a polypite, a thume must use up raw 
  materials costing 1/5 the base price.
  When a thume breeds a polypite, it makes any choices that it 
  would normally make when casting the spell. Whoever uses the 
  polypite is the target of the spell.
  Any polypite that stores a spell with a costly material 
  component also carries a commensurate cost. In addition to the 
  costs derived from the base price, the thume must expend the 
  material component when breeding the polypite.
  Breed Charged Polypite: At 5th level, a thume with at least 
  5 ranks of Handle Animal can breed a polypite of any spell that 
  it knows. Breeding a charged polypite takes one week for each 
  1,000 gp in its base price. The base price of a charged polypite is 
  its caster level multiplied by the spell level multiplied by 750 gp. 
  To breed a polypite, the thume must use up raw materials costing 
  1/5 this base price.
  Any polypite that stores a spell with a costly material component 
  also carries a commensurate cost. In addition to the costs derived 
  from the base price, the thume must expend fifty copies of the 
  material component when breeding the polypite.
  A newly created charged polypite has 50 charges.
  Breed Continual Use Polypite: At 7th level, a thume with 
  at least 7 ranks of Handle Animal can breed a polypite whose 
  prerequisites its meets. Breeding a continual use polypite takes 
  one week for each 1,000 gp in its base price. To breed a continual 
  use polypite, the thume must use up raw materials costing 1/5 this 
  base price. 
  The thume can also heal a wounded polypite if it is one that it 
  could breed. Doing so costs half the raw materials it would take to 
  breed such a polypite in the first place, and takes one day per 1,000 
  gp in its base cost to heal.
  Some continual use polypites incur extra costs in material 
  components, which must be paid when the polypite is bred or 
  healed.
  New Feat: Use Polypite
  As a non-thume, you can make use of polypites as if you were 
  one of them. Thume do not need this feat to use a polypite.
  Benefit: You can make use of a thume-bred polypite as if you 
  were one of their species, by holding it in your hand and focusing 
  upon it. Doing this is a standard action that provokes attacks of 
  opportunity. Note that polypites must be kept immersed in water 
  to avoid dying, and retrieving one may require additional actions.
  
  104
  polypite dies.
  Continual use polypites live indefinitely and generate a 
  constant or use-activated magical effect similar to magical 
  rings, and have the same costs and prerequisites as rings 
  with equivalent powers.
  Polypites have the following statistics: Hardness 1, hp 
  2 per spell level (single use), or 5 per spell level (charged 
  and continual use). Polypites cannot be healed normally, 
  but can be healed by a thume with the breed continual 
  use polypite ability. Polypites are a partially living marine 
  creature, and die if removed from the water for more than 
  10 minutes.
  Non-thume may make use of polypites, but this requires a 
  special feat (see the Use Polypite sidebar). The polypite must 
  be held in hand for a non-thume to activate it.
  Deflective Aura (Su) Thanks to its innate magical abilities, a 
  thume radiates an aura of magic that deflects blows, giving 
  it a deflection bonus to AC equal to its racial HD plus 3.
  Pressure Immunity (Ex) Due to their physical makeup, 
  thumes take no damage from high water pressure.
  Surface Vulnerability (Ex) Because the thume has no skeletal 
  structure, they are utterly helpless on land, forming a pile of 
  gently glowing slime. Thumes washed ashore immediately 
  begin to suffocate, and they cannot move. However, a 
  thume under the influence of a fly spell or effect naturally 
  maintains its form while the spell lasts and is active.
  Poison (Ex) Tendril—Injury; save Fort DC 11 ; frequency 1/
  round for 6 rounds; effect 1d3 Con and paralysis; cure 1 
  save.
  The thume are an ancient race of deep-sea dwellers that evolved—or 
  were uplifted—from large jellyfish. They bear a close resemblance to their 
  primitive cousins, but are much larger, with an obviously complex interior 
  structure composed partly of a pastel lattice of energy.
  The thume live in communities on the ocean floor, usually in well-
  tended sea gardens, with sculpted stone married harmoniously with 
  carefully placed sea flora. Thume do not sleep, and have no need of houses 
  or other conventional structures, and so their “cities” are often no more 
  complex than a large, cultivated area with hundreds of their kind dancing 
  above it, alone or in congregations.
  Thume do build a few structures, however, to aid in one of their favorite 
  pursuits—the study and use of magic. Much of their magic items are 
  actually grown, not built, from fields of specially bred polypites imbued 
  with magic and exotic ingredients at various stages of their development. 
  However, they are capable of creating other, inorganic items, and 
  sometimes set up forges and research facilities near thermal vents. They 
  often recruit other undersea races, whether as hirelings or through magical 
  compulsion, to aid in the physical process of manufacture.
  As masters of the art of breeding, thume communities often incorporate 
  dangerous sea life as part of their defenses, including giant sea anemones, 
  barracuda, killer kelp (an aquatic variant of stranglevine), and dire 
  stingrays. This is supplemented if need be with charmed monsters and 
  magical traps, and with their own formidable talents in the arcane arts.
  Thume avoid direct combat when they can, relying on summoned or 
  charmed minions and their own deflective aura to protect them while they 
  attack at a range with spells and magic items. However, at close range 
  their poisonous stingers can be deadly against opponents expecting an 
  easy kill.
  Tombotu
  This creature vaguely resembles a gorilla. It is gray in color, however, 
  and much more powerfully muscled than any natural ape. From its lower 
  jaw sprout two vicious upward-thrusting tusks.
  TOMBOTU 
  CR 2
  XP 600
  N Large monstrous humanoid 
  Init +2; Senses darkvision 60 ft., scent; Perception +11
   
  AC 13, touch 11, flat-footed 11 (+2 Dex, +2 natural, –1 size)
  hp 30 (4d10+8) 
  Fort +3; Ref +6; Will +5 
   
  Speed 30 ft.
  Melee 2 claw +8 (1d6+5), bite +8 (1d8+5)
  Space 10 ft.; Reach 10 ft.
   
  Str 21, Dex 15, Con 14, Int 10, Wis 12, Cha 11
  Base Atk +4; CMB +10; CMD 22 
  Feats Power Attack, Skill Focus (Perception)
  Skills Acrobatics +6, Climb +12, Intimidate +7, Perception +11 
  Languages Abyssal
   
  Environment warm forests, plains, mountains, and hills
  Organization gang (2–4), pack (6–11)
  Treasure none
  Tombotu are the foul offspring of Bonjo Tombo. These gray, apelike 
  humanoids are bred from human or apelike mothers, although the resulting 
  spoor often kills the mother. Tombotu may mate with other tombotu. The 
  tombotu are fairly intelligent aggressors and are often found leading dire 
  Thume Equipment
  Berbel: This is a sharp claw-tip that is attached to the end of a 
  thume tendril strand, and used to make piercing attack. A berbel 
  increases the damage of a thume’s tendril attack by +1. Berbels 
  are single-use weapons, similar to arrows, and 50 can be created 
  for the same cost as one equivalent weapon. Berbels can have the 
  weapon properties of any magical melee weapon. A supply of 
  berbels cost 5 gp and weighs 10 pounds.
  Dendrite: These are long, woven strands that are magical, and 
  attached to the thume to replace a tendril. Dendrites act in all ways 
  as whips with a reach of 15 feet, but they cannot be dropped or 
  disarmed. Dendrites are considered martial weapons for thumes, 
  and an exotic weapon for any other creature. A dendrite costs 25 
  gp and weighs 2 pounds.
  Chapter Six: New Monsters
  
  Dead Man's Chest
  105
  apes, girallons, and other ape-like creatures, communicating with them 
  through grunts and body language. Tombotu are fond of human flesh. 
  A very few tombotu have been captured and sold off the isle of Bonjo 
  Tombo as slaves, as they are much sought after in the southern lands as 
  opponents in gladiatorial contests.
  Tombotu like to attack using surprise, often hiding and dangling from 
  jungle trees as their prey pass below them, snatching up the unsuspecting 
  prey and strangling them to death or breaking the necks of their quarry 
  while they are held immobile by the tombotu’s great strength. If threatened 
  with death, the tombotu attempt to flee rather than allow themselves to be 
  destroyed.
  A favorite tactic of the tombotu is to hang above the PCs and attempt 
  to grapple them, dragging the PCs into the trees to either hurl them to the 
  ground or gang up and strangle them while their friends wait helplessly 
  on the jungle floor.
  Undead Sea Serpent
  Occasionally sea serpents, when killed, are transformed into undead 
  creatures, either accidentally or by design. When this occurs they may 
  become ghosts, but otherwise they almost always return as a unique form 
  of undead known as the undead sea serpent.
  Creating an Undead Sea Serpent
  “Undead sea serpent” is an acquired template that can be added to any 
  living sea serpent (referred to hereafter as the base creature). An undead 
  sea serpent retains all the base creature’s statistics and special abilities 
  except as noted here.
  Alignment: Any evil.
  CR: Same as the base creature +2.
  Type: The base creature’s type changes to undead. Do not recalculate 
  base attack bonus, base saves, or skill points. Add the augmented subtype. 
  The creature loses any special immunities granted to it by virtue of being 
  a dragon.
  AC: The base creature’s natural armor bonus increases by +4.
  Hit Dice: All current and future Hit Dice of the base creature become 
  d8s. As an undead creature, the undead sea serpent uses its Charisma 
  modifier instead of its Constitution modifier to calculate bonus hit points.
  Defensive Abilities: The undead sea serpent gains channel resistance 
  +4 and all immunities of the undead type.
  Special Attacks: An undead sea serpent loses its poison special attack 
  and gains the following:
  Frightful Presence (Su) All creatures within 30 feet of the undead sea 
  serpent must succeed at a Will save (DC 10 + 1/2 Hit Dice + Charisma 
  modifier) or become panicked for 2d4 rounds. This is a mind-affecting 
  fear effect. The undead sea serpent may suspend or activate this ability 
  as a free action. 
  Paralytic Bite (Su) The bite of an undead sea serpent causes paralysis 
  similar to a ghast, lasting 1d6+4 minutes. The Fortitude save DC against 
  this effect is 10 + 1/2 the serpent’s Hit Dice + its Charisma modifier.
  Abilities: As an undead creature, an undead sea serpent has no 
  Constitution score. It gains a +4 bonus to Charisma.
  Undead Gilded Sea Serpent
  UNDEAD GILDED SEA SERPENT 
  CR 7
  XP 3,200
  NE Medium undead (aquatic, augmented dragon)
  Init +4; Senses darkvision 60 ft.; Perception +11
  Aura frightful presence (30 ft., DC 17)
   
  AC 34, touch 14, flat-footed 30 (+4 Dex, +20 natural)
  hp 52 (5d8+30)
  Fort +11; Ref +8; Will +7
  Defensive Abilities channel resistance +4, DR 5/gold; 
  Immune undead traits
   
  Speed 10 ft., swim 40 ft.
  Melee bite +9 (1d8+1 plus paralytic bite)
  Special Attacks constrict (1d8+1), poison
   
  Str 12, Dex 19, Con —, Int 7, Wis 16, Cha 21
  Base Atk +5; CMB +6; CMD 20
  Feats Great Fortitude, Swim-By AttackB, Toughness, Weapon 
  Finesse
  Skills Perception +11, Stealth +12, Survival +11, Swim +17
  Languages Draconic
   
  Environment temperate and warm aquatic
  Organization solitary
  Treasure none
  Unrelenting Sojourner of the Sea
  This metallic construct appears as a crudely rendered statue of a 
  human male, with fully articulated joints. Though its facial features are 
  nothing more than vague shapes with little definition, its torso is carved 
  with an intricate pattern of runes. Along the area of its left “thigh” is a 
  long silvery abrasion, perhaps the result of some ancient battle.
  UNRELENTING SOJOURNER OF THE SEA 
  CR 15
  XP 51,200
  N Medium construct 
  Init +0; Senses darkvision 60 ft., low-light vision; Perception +0
  Defensive Abilities waterproof
   
  AC 35, touch 10, flat-footed 35 (+25 natural)
  hp 130 (20d10 plus 20) 
  Fort +6; Ref +6; Will +6 
  Defensive Abilities spell immunity; DR 15/adamantine; 
  Immune construct traits
   
  Speed 20 ft., burrow 10 ft., climb 15 ft.
  Melee slam +28 (2d10+12)
  Special Attacks aquatic entangle
   
  Str 27, Dex 11, Con —, Int —, Wis 11, Cha 1
  
  106
  Base Atk +20; CMB +28 ; CMD 38 
  Skills Climb +16 
  SQ aquatic combat
   
  Environment any aquatic
  Organization solitary (unique)
  Treasure none
   
  Aquatic Combat (Ex) The sojourner suffers no penalties when 
  fighting underwater.
  Aquatic Entangle (Sp) Once every three rounds the 
  sojourner may cause the local sea flora and those standing 
  within it to be affected by the spell aquatic entangle (see 
  the Chapter Seven for details on this new spell).
  Spell Immunity (Ex) The sojourner is not affected by any spell, 
  with one exception. For a reason known only to its creator, 
  the sojourner is paralyzed for 1d6 minutes if targeted by the 
  spell magic missile, though the spell inflicts no damage.
  Waterproof (Ex) The sojourner spends its existence 
  underwater and is not adversely affected by any condition 
  of this environment, including corrosion and ambient 
  pressure.
  This terrible metal construct, known as the unrelenting sojourner of 
  the sea, is one of a kind, and for that the civilized world is thankful. The 
  sojourner is a man-shaped machine that constantly walks the ocean floor 
  on an unknown quest, destroying anything that attempts to sway it from 
  its inexorable path. 
  The sojourner was given its name by a maritime explorer who 
  encountered it, fought it, and retreated with his life to tell the tale. No one 
  knows its real name, or even if it has one. The sojourner is fashioned from a 
  special, highly resilient metal of unknown origin, its power source hidden 
  somewhere deep inside its nearly impregnable frame. The sojourner 
  weighs nearly 1,000 pounds. It continuously and unstoppably walks the 
  lightless ocean floor, having traversed thousands of miles since it was first 
  spotted by adventurers years ago. So far it has proven indestructible. Its 
  purpose remains a mystery. The symbols on its torso are as inscrutable as 
  the sojourner itself.
  During its endless trek along the sea bed, if the sojourner encounters 
  an obstacle it cannot pass through or climb over, it walks around the 
  obstacle’s perimeter, regardless of the distance required. It descends 
  into the deepest ocean trenches and slowly advances up the far side. If a 
  living being attempts to impede its progress, the sojourner attacks without 
  hesitation, though it never initiates combat until it is touched or attacked. 
  The unrelenting sojourner of the sea cannot swim. 
  In combat the sojourner is mindless, fearless, and unremitting. Once 
  battle commences, the sojourner does not relent until all opponents are 
  eliminated.
  Water Pacer
  The thin, pockmarked exoskeleton of this creature has a glistening blue 
  appearance. Its body measures 8 feet in length and consists of two narrow 
  segments with four pairs of willowy legs attached. The front pair of legs 
  features a series of serrated hooks that are used to snag underwater prey. 
  Along the underside of the primary body segment is a small, circular 
  mouth. Eight eyes are affixed in varied locations along its front torso.
  WATER PACER 
  CR 4
  XP 1,200
  N Large magical beast 
  Init +8; Senses darkvision 60 ft., low-light vision; Perception +7
   
  AC 16, touch 13, flat-footed 12 (+4 Dex, +3 natural, –1 size)
  hp 45 (6d10+12) 
  Fort +7; Ref +11; Will +3 
   
  Speed 40 ft., swim 10 ft.
  Melee 2 claws +9 (1d8+3), bite +8 (1d6+3)
  Space 10 ft.; Reach 5 ft.
   
  Str 17, Dex 18, Con 15, Int 4, Wis 13, Cha 12
  Base Atk +6; CMB +10; CMD 24 (32 vs. trip)
  Feats Improved Initiative, Lightning Reflexes, Weapon Focus 
  (claw)
  Skills Perception +7, Stealth +6, Swim +11 
  SQ water gliding
   
  Environment any aquatic and marsh
  Organization solitary or colony (2–5)
  Treasure none
   
  Water Glide (Ex) Water pacers may only move up to twice 
  their movement upon the water’s surface.
  Chapter Six: New Monsters
  
  Dead Man's Chest
  107
  The water pacer is a mischievous spider-like beast that glides 
  effortlessly along the water’s surface. Water pacers dwell in moist dens 
  near coastal areas and swamps, but spend a majority of their time upon 
  the open sea. Though their appearance is rather intimidating, hundreds 
  of years of co-existence with native islanders has mostly reduced any 
  aggressive behavior with humans and similar creatures.
  Water pacers effortlessly glide along the water. Their back three pairs 
  of legs have a waxy, water-repelling quality that supports their full weight 
  atop the water’s surface. They propel forward with the rowing motion of 
  their middle two pairs of legs, creating mere dimples in the water. Their 
  back legs brace and steer the body in the desired direction.
  The water pacer generally feeds off of small fish and insects near the 
  water, dipping their claws in the water and manipulating food into its 
  mouth. They can also lower their bodies close to the water and attempt to 
  slurp up small prey located on or just beneath the surface.
  Training A Water Pacer
  Though it seems unlikely, water pacers provide faithful service as 
  mounts to sea-fairing adventurers. Islanders wishing to travel relatively 
  short distances across water have long developed specialized techniques 
  to train these creatures.
  Training a water pacer as a water mount requires a successful DC 28 
  Handle Animal check. A water pacer to be trained as a mount must have 
  been captured and raised as a young creature, as adults are not capable of 
  training. Water pacers mature in one year.
  Young water pacers are worth 4,000 gp on the open market, while fully 
  trained adults command up to 6,000 gp. The few professional trainers 
  knowledgeable in training or rearing a water pacer charge 5,000 gp. A 
  custom-made saddle costing 50 gp and weighing 10 lb. is required to ride 
  a trained water pacer.
  Carrying Capacity: Despite its Strength and size, a light load for an 
  adult water pacer is up to 116 lbs. (2/3rds normal); a medium load, 117–
  233 lbs.; and, though the water pacer can support up to 350 lbs. of weight 
  as a heavy load, the water’s surface cannot. Any weight exceeding 233 
  lbs. results in the water pacer and the rider becoming submerged.
  Weedge
  This creature is a froglike humanoid, quite wide in the chest but with 
  spindly arms and legs. It is human-sized, and is wearing a thick eel skin 
  belt to hold a variety of tools that it can wield in its webbed hands.
  WEEDGE 
  CR 3
  XP 800
  NG Medium humanoid (weedge)
  Init +0; Senses darkvision 120 ft.; Perception +5
   
  AC 13, touch 10, flat-footed 13 (+3 natural)
  hp 32 (5d8+10) 
  Fort +6; Ref +1; Will +3 
   
  Speed 30 ft., swim 30 ft.
  Melee shortspear +6 (1d6+2)
   
  Str 15, Dex 11, Con 15, Int 10, Wis 14, Cha 8
  Base Atk +3; CMB +5; CMD 15 
  Feats Endurance, Fast Swim, Weapon Focus (shortspear)
  Skills Climb +8, Craft (any one) +4, Perception +5, Survival 
  +8, Swim +10 
  Languages Weedge
  SQ amphibious
   
  Environment any aquatic
  Organization crew (2–5)
  Treasure none (shortspear)
  On the faraway planet of Lacosta, two races vied for control of the 
  scant resources available. Once the Kuah-Lij mastered the seas with their 
  machines and magic, the Weedge were forced to fall in line. Certainly, the 
  amphibious Weedge still have havens, small enclaves that are unimportant 
  to the Kuah-Lij and their ambitions. The Weedge are a storied race, 
  ranging the seas and the coastal lands alike, building cities under water 
  and advancing a culture of diligent and loyal people. Their wisdom and 
  experience is unequaled on their planet but their younger rivals proved 
  stronger and more aggressive.
  The Kuah-Lij have forced the Weedge into a servile role, employing 
  them as soldiers in the front line to repel the invaders of their mutual 
  home. The Weedge have longed served as workers in Kuah-Lij factories 
  and as craftsmen and farmers in their villages. They also make up a large 
  part of the army set to defend the Kuah-Lij. 
  All weedge are fighters of some expertise. They begin training at 
  an early age and after reaching a certain level go into their careers as 
  servants and soldiers. They are trained in various weapons but prefer 
  the shortspear because of its versatility under water. The weedge are 
  grouped in companies of five and fight very well in concert with their 
  work supervisors also serving as their captains. This allows for flawless 
  teamwork and a group of weedge fighter that has been together for years 
  can be a formidable opponent.
  Weedge Society
  Weedge culture and society is completely dominated by work and battle. 
  Once they were artisans and architects, they were scholars and lovers of 
  life. Since they lost the war with the Kuah-Lij, they have been nothing 
  more than slaves, forever subjected to the rigors of work for the ease of 
  others. With the invasion of their world they are only fodder, sent to delay 
  the slaughter of a world. Their suffering and experience accounts for their 
  increased wisdom. Those who serve make the ultimate sacrifice, allowing 
  the secret enclaves of the free weedge to continue and hold hope alive. 
  
  108
  Whale, Deep Singer
  This creature looks much like a sperm whale, though it is slightly larger 
  and has a midnight blue skin.
  DEEP SINGER WHALE 
  CR 18
  XP 153,600
  NG Gargantuan magical beast 
  Init +3; Senses darkvision 60 ft., low-light vision; Perception 
  +32
   
  AC 25, touch 5, flat-footed 25 (–1 Dex, +20 natural, –4 size)
  hp 275 (22d10+154) 
  Fort +22; Ref +14; Will +19 
  DR 15/piercing or slashing; Immune pressure
   
  Speed swim 80 ft.
  Melee tail slap +33 (2d8+21 /19–20)
  Space 20 ft.; Reach 15 ft.
  Special Attacks entrancing harmonics
  Spell-Like Abilities (CL 22nd): 
  Constant—tongues
  At will—ghost sound (DC 20), lullaby (DC 20)
  5/day—shatter (DC 22), sound burst (DC 22)
  1/day—sculpt sound (DC 23), sympathetic vibration (DC 26)
   
  Str 38, Dex 9, Con 24, Int 17, Wis 30, Cha 31
  Base Atk +22; CMB +40; CMD 49 
  Feats  Alertness, Great Fortitude, Fast Swim, Improved 
  Critical (tail slap), Improved Initiative, Improved Iron Will, Iron 
  Will, Lightning Reflexes, Persuasive, Skill Focus (Perform [sing]), 
  Weapon Focus (tail slap)
  Skills  Diplomacy +29, Intimidate +12, Knowledge (local) +18, 
  Knowledge (planes) +18, Perception +32, Perform (oratory) 
  +20, Perform (sing) +38, Sense Motive +29, Swim +28 
  Languages Celestial, Common, Sylvan
  SQ air reservoir
   
  Environment any aquatic
  Organization solitary or pod (2–6)
  Treasure none
   
  Air Reservoir (Ex) The deep singer can inhale enough air on 
  the surface to sustain it for a number of minutes equal to ten 
  times its Hit Dice. For every round it spends singing, reduce 
  the total amount of air remaining by one minute.
  Entrancing Harmonies (Su) The music of the deep singer 
  whale is of such beauty that it can entrance those who hear 
  it. After one full round of singing, all those within 1,000 feet 
  who can hear the song must succeed on a DC 31  Will save 
  or stop what they are doing and simply listen. Entranced 
  creatures that suffer damage get a new save, with a bonus 
  equal to the damage inflicted. The entrancing effect lasts 
  for as long as the whale sings, and a deep singer whale can 
  maintain an entrancing harmony for as long as it has air. The 
  save DC is Charisma-based.
  Pressure Immunity (Ex) The deep singer whale is immune to 
  pressure damage at any depth.
  Only in the deepest oceans can one find the deep 
  singers, a race of intelligent whales that sing with an 
  entrancing harmony, and that are said to be the repositories 
  of all the sea’s wisdom.
  Deep singers can travel to any depth in the ocean 
  without harm, but are air breathers nonetheless and can be 
  found on the surface replenishing its air supply. Its haunting 
  songs can be heard sometimes echoing among the waves, 
  rising from the deeps, and are of such melancholy beauty 
  that even the most hardened sailors find tears in their eyes. 
  Deep singer whales are often accompanied by a retinue of dolphins 
  and intelligent, non-evil sea humanoids such as merfolk or tritons, who 
  come to learn from the whales’ song, and bring them information of the 
  world beyond. Some believe that deep singer whales are the first stage in 
  the evolution of the celestial whales that swim in the oceans of the outer 
  planes. Others believe that they are avatars of those beings, come to the 
  world to increase their knowledge and experience before returning.
  Deep singer whales are not normally aggressive, preferring to use 
  their entrancing song to still any potentially hostile creatures, and then 
  swimming to a depth that their foes cannot survive at. However, if pressed 
  into battle, their tail slaps can be devastating to ships or other creatures.
  Chapter Six: New Monsters
  
  Dead Man's Chest
  109
  Most of these spells deal with water-related events, ships, sailing, the 
  ocean, or the weather, while some are used in the creation of certain sea-
  based magic items or constructs, namely the glass whale.
  Aerial Pilot
  School conjuration (creation); Level bard 4, sorcerer/wizard 
  3, summoner 3
  Casting Time 1 standard action
  Components V, S, M (a piece of string and a bit of wood)
  Range maximum of 150 ft. from caster
  Effect invisible, mindless pilot
  Duration 1 hour/level (D)
  Saving Throw none; Spell Resistance no
  This spell produces a being similar in all respects to an unseen servant, 
  yet it has only a single purpose: to steer a vessel and navigate competently. 
  The pilot follows simple instructions on matters of a ship’s bearing. The 
  Strength of the aerial pilot is equivalent to that of the caster only for the 
  action of steering a vessel, while it is equal to an unseen servant for all else. 
  Affect Normal Fog
  School transmutation; Level druid 1, sorcerer/wizard 1
  Casting Time 1 standard action
  Components V, S, M (a tiny candle), F (small horn)
  Range medium (100 ft. + 10 ft./level)
  Area 50 cubic feet per level
  Duration 10 minutes/level
  Saving Throw none; Spell Resistance no
  This spell allows a caster to manipulate a normal fogbank. The fog can 
  be made into a thick, obscuring mass of watery vapors, limiting normal 
  sight to 5 feet. The spell can alternately be used to thin away an existing 
  fogbank to allow for easier sight and clear navigation. Only normal, 
  naturally occurring fog can be affected; any magically created fog is not 
  subject to this spell.
  Air Sphere
  School conjuration (creation) [air]; Level druid 5, sorcerer/
  wizard 5, summoner 5
  Casting Time 1 standard action
  Components V, S, M (smokestick)
  Range close (25 ft. + 5 ft./2 levels)
  Effect one 10 ft. radius sphere
  Duration 1 hour +1 hour/level
  Saving Throw none; Spell Resistance No
  This spell creates a 10-foot radius pocket of pure, fresh air. The pocket 
  has a semi-permeable surface; it allows persons to enter and leave its area, 
  but water, vapors, gasses, etc. cannot enter the sphere. Physical objects 
  such as arrows or thrown weapons may pass into the sphere. Strong winds 
  (over 25 mph) will disrupt this spell as if a dispel magic had been cast 
  at the sphere. Pressure from being deep underwater does not affect the 
  sphere.
  The air remains pure and clean for the duration of the spell. Up to 4 
  Medium creatures may be contained in the sphere at one time.
  Anchor
  School abjuration; Level sorcerer/wizard 1, summoner 1
  Casting Time 1 standard action
  Components V, S, M (small bit of iron and a piece of string)
  Target 1 ship
  Effect see text
  Duration 2 hours/level (D)
  Saving Throw none; Spell Resistance no
  This spell maintains a ship’s position against currents, holding ships 
  weighing up to 10 tons per caster level. 
  Aquatic Entangle
  School transmutation; Level druid 1, ranger 1
  Casting Time 1 standard action
  Components V, S, DF
  Range long (400 ft. + 40 ft./level)
  Area 40 ft. diameter spread
  Duration 1 minute/level (D)
  Saving Throw: Reflex partial (see text); Spell Resistance yes
  This spell is an aquatic version of the druid spell entangle. It calls forth 
  sea grasses and seaweed to snare swimmers and underwater travelers. 
  Small ships can also be caught in the area of effect.
  Any target caught in the area of effect suffers a –2 penalty to attack 
  rolls, –4 to Dexterity, and cannot move. An entangled creature attempting 
  to cast a spell must succeed on a concentration check (DC 15 + spell 
  level), or lose the spell. The target may attempt a DC 20 Strength check or 
  Escape Artist check to escape the entanglement. A successful save allows 
  the target to move at half speed out of the area. Any ship caught must be 
  smaller than 30 ft. in length, and to escape, the navigator of the vessel 
  must succeed on a successful DC 20 Survival or Navigation skill check.
  Boarding Plank
  School evocation [force]; Level inquisitor 2, sorcerer/wizard 
  2, summoner 2
  Casting Time 1 standard action
  Components V, S
  Range see text
  Area see text
  Duration 5 minutes/level
  Saving Throw none; Spell Resistance no
  This spell creates a shimmering board of force, 4 feet in width and 
  stretching up to 25 feet long. The board keeps itself level at all times and 
  can support a weight of up to a ton and a half (3,000 lbs.) before it collapses.
  Buoyancy
  School transmutation [water]; Level alchemist 1, druid 1, 
  sorcerer/wizard 1
  Casting Time 1 standard action
  Components V, S, M (small white ring)
  Chapter Seven: New Spells
  
  110
  Range touch
  Target One creature touched
  Duration 10 minutes/level
  Saving Throw: Fortitude negates (harmless); Spell Resistance 
  yes (harmless)
  Normally cast upon a drowning companion, buoyancy causes the target 
  to become lighter than the surrounding liquid. The target either begins 
  to rise to the surface of any surrounding water (at a rate of 10 ft. per 
  round), or the affected person floats on the surface of the water regardless 
  of encumbrance or armor.
  The target is in no way granted any additional mobility or breathing 
  benefits while in the water. This spell only keeps the subject from sinking.
  Cause Bends
  School necromancy; Level alchemist 3, antipaladin 3, cleric 
  3, druid 3, sorcerer/wizard 3, witch 3
  Components V, S
  Casting Time 1 standard action
  Range touch
  Target creature touched
  Duration Instantaneous
  Saving Throw Fortitude negates (see below); Spell 
  Resistance yes
  By casting this spell upon the target, the caster causes a humanoid 
  target to double over in pain from high-pressure gas bubbles forced into 
  their bloodstream. The target is unable to move for 1d4 hours and takes 
  1d10 points of damage each hour unless they make a Fortitude save. If the 
  initial save is failed, the target may attempt a new saving throw each hour 
  to halve the damage.
  Create Iceberg
  School evocation [cold]; Level sorcerer/wizard 6, summoner 6
  Casting Time 1 round
  Components V, S, M (a piece of glass or semi-precious 
  stone)
  Range close (25 ft. + 5 ft./2 levels)
  Area 50 cubic feet/level
  Duration instantaneous (see text)
  Saving Throw none; Spell Resistance no
  This spell creates a huge chunk of ice out of ordinary seawater. There 
  must be sufficient seawater present to support an iceberg of corresponding 
  size. Unless in arctic conditions, the iceberg melts at a rate determined by 
  the GM, but usually 5 cubic feet per hour in temperate conditions. 
  Curse of the Ancient Mariner
  School transmutation; Level cleric 9, witch 9
  Casting Time 1 hour
  Components V, S, M, DF (a dead albatross)
  Range touch
  Target one creature
  Duration permanent
  Saving Throw none; Spell Resistance yes
  This ancient and powerful rite causes disastrous luck to befall the 
  captain of a sea vessel. The captain can never again safely sail the seas, 
  nor can he be a part of any crew on a seagoing ship.
  The target of this curse has the material component hung around his neck, 
  marking him as cursed. Placing the component around the neck requires 
  an attack roll on the part of the caster. Success means that the component 
  has been placed around the neck; even if removed immediately, the curse 
  takes effect. From this point on, the target can never safely set foot on a ship 
  again. The effects of the curse can be many-fold; a colossal sea monster 
  may come to attack the ship, terrible weather may plague the ship until it 
  is finally submerged, the ship itself may simply begin to take on water and 
  sink, et cetera. The GM is encouraged to make up any curse that seems 
  appropriate. In all cases, the curse will at the very least destroy the ship that 
  the target boards. The effect can only be removed with a wish or miracle.
  Deflect Ram
  School evocation [force]; Level sorcerer/wizard 4
  Casting Time 1 standard action
  Components V, S
  Range 50 feet
  Area see text
  Duration 1 round/level
  Saving Throw none; Spell Resistance no
  Used as a defense in seaborne combat, this spell deflects an oncoming ship 
  attempting to ram another vessel. Though the attacking ship might still strike its 
  target, the blow of its ram is “softened,” dealing no damage to the target vessel. 
  The spell is capable of diverting a vessel of 5 tons per level of the caster. Vessels 
  too large for the spell to handle are capable of ramming normally.
  Desail
  School transmutation; Level sorcerer/wizard 4, witch 4
  Casting Time 1 standard action
  Components V, S, M (a tiny candle)
  Range Medium (100 ft. + 10 ft./level)
  Area One sail of a ship
  Duration 10 minutes/level
  Saving Throw Fortitude negates (object); Spell Resistance 
  yes
  This spell allows a caster to destroy one sail of one target ship. The size 
  of the sail is unimportant, but only one sail is affected per casting. The sail 
  simply ceases to exist for the duration of the spell. This affects the sailing 
  speed of any ship depending on the number of sails the ship has (GM to 
  determine game effects).
  Detect Current
  School divination; Level bard 1, cleric 1, druid 1, sorcerer/
  wizard 1
  Casting Time 1 standard action
  Components V, S
  Range long (400 ft. plus 40 ft./level)
  Effect see text
  Duration concentration up to 2 minutes/level (D)
  Saving Throw none; Spell Resistance no
  By using the spell, you can determine the direction and speed of any 
  current of water, be it freshwater or saltwater.
  Detect Land
  School divination; Level cleric 1, druid 1, sorcerer/wizard 1
  Casting Time 1 standard action
  Components V, S
  Range 1 mile/level
  Effect see text
  Duration concentration up to 2 minutes/level (D)
  Chapter Seven: New Spells
  
  Dead Man's Chest
  111
  Saving Throw none; Spell Resistance no
  This spell automatically locates any and all islands and continents 
  within the spell’s range. Such landfalls must be above the surface of the 
  water. Only the direction to the land is known and no other features such 
  as size or terrain type.
  Farvision
  School transmutation; Level alchemist 4, sorcerer/wizard 4
  Casting Time 1 standard action
  Components V, S, M (glass or crystal eye and a pinch of 
  high-quality sand)
  Range touch
  Target 1 inch of touched transparent object/level
  Duration 1hour/level
  Saving Throw none; Spell Resistance no
  This spell targets transparent objects such as glass and crystal, imbuing 
  them with qualities similar to spectacles. Those peering through an 
  object imbued with farvision can see distances up to 90 feet as if they 
  had darkvision. Characters must concentrate and can take no other action 
  while gazing through the enchanted object.
  Farvision can be made permanent with the permanency spell. To do so 
  requires a minimum caster level of 11th and 7,500 gp.
  Fill the Sails
  School transmutation; Level sorcerer/wizard 4
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Effect one ship’s sail
  Duration 10 minutes/level
  Saving Throw none; Spell Resistance no
  This spell is similar to the 5th level druid spell control winds, except 
  that it creates a localized rush of air that fills the sails of one ship. The wind 
  force generated is equal to normal wind of 50 mph. Consult Chapter Two 
  for rules on wind and ship speed. This spell does not affect any weather 
  conditions outside of the radius of the ship.
  Glassiron
  School transmutation; Level sorcerer/wizard 7
  Casting Time 1 standard action
  Components V, S, M (pinch of high-quality sand and a small 
  piece of iron)
  Range touch
  Target 10 lb. of touched glass/level
  Duration permanent
  Saving Throw none; Spell Resistance no
  This spell grants any ordinary, non-magical glass the strong, 
  indestructible qualities of iron. Spells that normally affect iron do not 
  function on objects imbued with the glassiron spell, nor do spells that 
  affect glass (such as shatter). While only a certain amount of glass can be 
  affected with this spell, individually imbued pieces can be fused together 
  with a glass-related Craft check. In addition, glass-related Craft checks 
  used in combination with this spell can result in glass armor or items that 
  are durable as their corresponding steel counterparts. 
  Hard Water Blast
  School evocation [water]; Level sorcerer/wizard 4
  Casting Time 1 standard action
  Components V, S
  Range 150 ft.
  Area 150-ft. line
  Duration instantaneous
  Saving Throw Reflex half; Spell Resistance yes
  This attack is a stream of water, which emanates from either palm of the 
  caster. This stream strikes a target for 1d10 points of damage per 2 levels 
  
  112
  of the caster. The shot can reach a distance of 150 feet before it dissipates, 
  still inflicting standard damage even at that range. The effect is such that 
  even individuals who are unaffected by water still suffer half damage from 
  the sheer force of the attack.
  Hard Water Weapons
  School transmutation; Level sorcerer/wizard 4
  Casting Time 1 standard action
  Components V, S
  Range touch
  Effect one weapon
  Duration 2 minutes/level
  Saving Throw none; Spell Resistance no
  This spell allows the caster to transform ordinary water into solid 
  versions of any weapon the caster can employ. The weapon has an 
  enhancement bonus equal to the caster’s level divided by four. The 
  weapons will cause the normal damage for the weapon type they represent 
  and inflict double damage to opponents who take such from water-based 
  attacks. The caster can even let others capable of using said weapon types 
  use his or her creations for the duration of the spell. The main benefit 
  to the spell is the avoiding of extra encumbrance by not having to carry 
  bulky weapons on one’s person.
  Hovership
  School transmutation; Level sorcerer/wizard 5
  Casting Time 10 minutes
  Components V, S, M (several eagle feathers fastened to the 
  ship’s hull)
  Range touch
  Target one ship touched
  Duration 10 minutes/level
  Saving Throw none; Spell Resistance yes
  A powerful and very useful spell, hovership grants a normal watercraft 
  the ability to pass over land and other solid surfaces as if it were gliding 
  through the water. This spell causes the ship to hover 5 ft. above the 
  surface of whatever medium it is crossing (land, ice, marshland, et cetera). 
  The ship behaves in all other ways as if it were in the water.
  Note that while the ship is still mobile and moves at its standard speed, 
  it can only remain in motion by force of wind or poling along the ground; 
  rowing is not possible while hovering. Uneven and broken ground causes 
  the ship to move at 1/3 normal speed. If a drop of more than 5 ft. occurs, 
  the ship has a chance to rupture the hull. The base chance to rupture is 
  25% at a 5 ft. drop, + 5% per foot after that.
  Icebreaker
  School transmutation; Level sorcerer/wizard 7
  Casting Time 1 standard action
  Components V, S, M (miniature field plow of any material)
  Range see text
  Area see text
  Duration 1 hour/level
  Saving Throw none; Spell Resistance no
  This mighty spell assists ships moving through ice-locked areas of the 
  sea. The caster points his finger at any sheet of solid ice, and that ice 
  shatters into tiny shards. The area affected is always a strip 35 feet wide, 
  15 feet deep, and 600 feet long, permitting all but the largest of vessels a 
  safe passage. This only effects ice placed in the sea, not a wall made of ice, 
  an icy barrier in a dungeon, etcetera. 
  Ironrope
  School transmutation; Level sorcerer/wizard 4
  Casting Time 1 standard action
  Components V, S, M (a bit of iron powder)
  Range touch
  Effect 100 ft. rope/level or 100 square feet of rigging/level
  Duration 1 day
  Saving Throw Fortitude negates (harmless); Spell Resistance 
  yes (harmless)
  This spell changes the strength and hardness of normal rope to that of 
  forged iron. The rope gains the toughness of iron (hardness 10; hp 10; 
  Break DC 27), but the rope also gains the rigidity of iron as well. The new 
  ironrope is no longer as supple and flexible as normal rope, although it 
  does flex and bend to some degree.
  This spell is invaluable on long voyages where fire and use occasionally 
  damage rigging and moorage ropes. The ropes are usually fastened in their 
  working positions and then the spell is cast. No sailor wishes to untie a 
  knot after ironrope has been cast upon it!
  Luna’s Glare
  School evocation; Level sorcerer/wizard 8
  Casting Time 1 standard action
  Components V, S, M (small white or silver pearl of no less 
  than 100 gp in value)
  Range sight
  Area 100 mile radius
  Duration 1 hour/4 levels
  Saving Throw none (see below); Spell Resistance no
  The caster of Luna’s glare evokes an image of the moon into the sky, 
  which can be seen from as far away as 100 miles. What effects might arise 
  from the presence of this faux moon cannot be fully anticipated, but two 
  outcomes are well known:
  Lycanthropy—Any creatures that change shape based upon the appearance 
  of the moon must succeed at a Will save (DC equal to 10 + caster’s Int or Cha 
  bonus – Lycanthrope’s HD) or forcibly alter form. If the save succeeds, the 
  lycanthrope must attempt another save each hour the moon is present in the 
  sky, with the DC increasing by 1 for each subsequent attempt.
  Tidal Effects—The casting of Luna’s glare has similar effects on the 
  waters in the area, as if the moon had risen normally. The tide immediately 
  begins to change, moving towards the false moon. If cast near a river, 
  the moving water is concentrated into a fast-moving wave of 1d8 feet in 
  height. Waves of this height and speed are capable of capsizing smaller 
  vessels and damaging those tied to stationary docks. 
  The first effects of Luna’s glare are seen after a period of 1d12 rounds. 
  The tide is pulled toward the moon when it appears, and thus the caster 
  can use this spell to aid ships leaving harbor against the tide, to mire 
  approaching enemies in a trackless swamp, or to flood a dry area with the 
  resulting wave. 
  Locate Fish
  School divination; Level druid 1, ranger 1, sorcerer/wizard 1
  Casting Time 1 standard action
  Components V, S
  Range 100 feet/level
  Area 100-ft. diameter
  Duration Concentration up to 2 minutes/level (D)
  Saving Throw none; Spell Resistance no
  This useful spell determines the species, range, number, and depth of 
  all fish in the local area.
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  Dead Man's Chest
  113
  Navigator’s Eye
  School transmutation; Level sorcerer/wizard 2
  Casting Time 1 standard action
  Components V, S
  Range touch
  Target one creature
  Duration 1 hour/level
  Saving Throw Will negates (harmless); Spell Resistance yes 
  (harmless)
  The recipient of this spell gains the skill Navigation, with a number of 
  ranks equal to the caster’s level. If the skill is on the target’s class skill list, 
  he also gains the normal +3 bonus. To use the skill, the recipient must have 
  the appropriate tools, such as a sextant, nautical charts and a reliable way 
  to track time. This new skill is fully detailed in Chapter 4.
  Net
  School conjuration (creation) [water]; Level druid 2, 
  sorcerer/wizard 2, summoner 2
  Casting Time 1 standard action
  Components V, S, M (strand of woven seaweed)
  Range Medium (100 ft. + 10 ft./level)
  Effect one 20 ft. diameter net
  Duration 10 minutes/level
  Saving Throw Reflex negates; Spell Resistance no
  This spell is very similar to the 2nd level arcane spell web, except that 
  it creates an underwater net of very supple and strong strands to snare 
  victims. The strands are slightly barbed, and engulfed creatures are stuck 
  fast. 
  The spell effect creates a 20 ft. diameter net at the desired range which 
  entangles up to 4 medium creatures, unless a Reflex save is made. Any 
  creature stuck in a net suffers a –2 penalty to attack rolls, a –4 penalty to 
  Dexterity, and cannot swim or move. Engulfed spellcasters attempting a 
  spell must succeed on a concentration check (DC 15 plus spell level) or 
  lose the spell.
  The net is quite strong; a DC 20 Strength check is required to break the 
  bonds of the net once the targets are engulfed. The strands can also be cut, 
  and require a slashing weapon inflicting 15 points of damage to release 
  one subject. The net is completely immune to fire.
  Protection from Pressure
  School abjuration [water]; Level druid 3, sorcerer/wizard 3, 
  witch 4
  Casting Time 1 standard action
  Components V, S, M (1-inch iron sphere)
  Range personal
  Target you
  Duration 1d10 minutes + 10 minutes/level
  Those who seek to travel the ocean depths need protection against the 
  extreme pressures that might otherwise crush their humanoid bodies. This 
  spell negates any pressure effects, so long as they are water-related (in 
  other words, it can’t prevent you from being flattened by a boulder!).
  Raise Island
  School conjuration (creation); Level sorcerer/wizard 7, 
  summoner 7
  Casting Time 5 rounds
  Components V, S, M (a piece of granite)
  Range up to 300 yards from caster, see text
  Area 50 square feet/level
  Duration 1 day/level
  Saving Throw none; Spell Resistance no
  An island of bare stone instantly appears upon the casting of this spell. 
  The island can only appear on saltwater. It floats on the surface for the 
  duration of the spell, but cannot be moved.
  Raise Shipwreck
  School evocation [force]; Level sorcerer/wizard 8, witch 8
  Casting Time 3 rounds
  Components V, S, M
  Range 100 ft./level
  Target 1 sunken ship
  Duration 20 minutes/level (D)
  Saving Throw none; Spell Resistance no
  A powerful tool for those who make their homes on the high seas, this 
  spell allows the caster to cause any sunken ship to rise from the seabed at 
  a speed of 10 feet. The spell can only raise a single ship, but that ship may 
  be of any size. The distance the ship rises is limited to 100 ft. per level 
  of the caster. Furthermore, the caster must be able to see the wreckage to 
  raise it. In other words, he can’t cause a shipwreck to rise while he remains 
  on the surface; he must be down there in the depths, within sight of the 
  heap, to make the spell function properly. Once on the surface, the wreck 
  floats for the spell’s duration, and then sinks again.
  Remember Seas
  School divination; Level sorcerer/wizard 4
  Casting Time 1 standard action
  Components V, S
  Range touch
  Target ship’s wheel
  Duration instantaneous
  Saving Throw none; Spell Resistance no
  A magic navigational aid, this spell, when cast on a ship’s wheel, causes 
  the wheel to “memorize” characteristics of the sea through which the ship 
  passes. The journey instilled in the wheel’s “memory” can be up to 1 
  hour long per level of the spellcaster. At any future trip through this area, 
  the wheel does not require guidance. Upon command it steers itself to 
  any point stored in its “memory.” If it passes beyond the bounds of its 
  recorded journey, it immediately drifts aimlessly until correctly piloted.
  
  114
  Remove Bends
  School conjuration (healing); Level cleric 3, druid 3, paladin 
  3, ranger 3, witch 3
  Components V, S
  Casting Time 1 standard action
  Range touch
  Target creature touched
  Duration Instantaneous
  Saving Throw Fortitude negates (harmless); Spell Resistance 
  yes (harmless)
  By casting this spell, the caster cures the target of the bends—whether 
  occurring naturally or by the spell cause bends.
  Scalding Sea
  School evocation [air, water]; Level sorcerer/wizard 4
  Casting Time 1 standard action
  Components V, S
  Range up to 60 feet from caster
  Area 10 ft. radius/level
  Duration 3 rounds
  Saving Throw Reflex halves; Spell Resistance yes
  This spell causes a cloud of super-heated steam to rise from the surface 
  of the water, dealing an initial 1d6 points of damage to anything within 
  its area of effect. The second round, the steam inflicts 2d6 points of 
  damage, and 3d6 on the third and final round, after which the gout of 
  steam dissipates immediately. This spell is usually used to attack ships, as 
  it has a chance to cause damage to every sailor onboard.
  Spectral Sail
  School evocation [force]; Level sorcerer/wizard 2
  Casting Time 1 standard action
  Components V, S, M (a small swatch of canvas)
  Range see text
  Area see text
  Duration 3 hours/level
  Saving Throw none; Spell Resistance no
  If a ship has lost one of its sails, this spell can save the day by creating a 
  shimmering sail of pure magical energy that attaches itself to the yardarm 
  indicated by the caster. The spectral sail performs precisely like a standard 
  sail.
  Undertow
  School evocation [force]; Level sorcerer/wizard 2, witch 3
  Casting Time 1 standard action
  Components V, S
  Range 100 ft./level
  Area 10-ft. radius/level
  Duration 1 round/level
  Saving Throw Fortitude negates; Spell Resistance yes
  Any swimmer caught in the powerful tug of water created by this spell 
  must succeed on an immediate Fortitude save or be pulled underwater 
  to a depth of 10 feet. Every round thereafter, until the spell’s duration 
  elapses, the victim is permitted a Strength check (DC 18) to break free 
  of the undertow. Remember, a submerged creature can hold its breath 
  for a number of rounds equal to twice its Constitution score, though 
  taking a standard or full-round action reduces the duration by one round. 
  Thereafter, it must succeed on a Fortitude save (DC 10+1 per round) or 
  start to drown. 
  Chapter Seven: New Spells
  
  Dead Man's Chest
  115
  The Ghosting of Lady Quay is a story of tragedy on the high seas, 
  designed for a party of four 5th-level characters. Though the action takes 
  place in the Domain of Hawkmoon, it can easily be relocated to the ocean 
  of any fantasy campaign setting. Adjust the names of people, places, and 
  gods as appropriate.
  Adventure Background
  Any mariner can tell you that ghosting is a nautical term used to describe 
  how a ship sometimes sails in a calm when the wind is apparently absent. 
  One vessel particularly prone to this mysterious occurrence recently put 
  into dock at the wharf of Swordport, a city on the shore of the Moonsilver 
  Sea. Though she appears quite well rigged and a fair sight to the eye of 
  any able seaman, the Lady Quay is actually a ship in terrible straits. Her 
  captain is tormented by liquor-washed nights of self-reproach, her crew 
  whispers mutiny, and her cargo hold conceals a freight that spells disaster 
  for any who look upon it.
  Captain Winnifer Miro, fifty-two years old on the day the adventure 
  begins, has spent more of her days at sea than on dry land. She is as 
  seasoned to the ways of Mother Ocean as any sailor hailing from any 
  port. A master navigator and intuitive leader of men, Captain Miro has 
  made a name for herself and with it a small fortune; indeed, merchants bid 
  on her services and pay premium wages for her time, as they know their 
  goods are practically guaranteed to arrive at the destination on schedule, 
  so long as Winnifer Miro commands the helm. Though her personal life 
  has always been a thing open to rampant speculation and barroom prattle, 
  one piece of her myth known to be true is that she recently lost her one 
  true love. Captain Miro has had many ephemeral romantic affairs in her 
  Chapter Eight:  
  The Ghosting of Lady Quay
  
  116
  time, as is a sailor’s wont, but young Thispin Venroth was the only captain 
  of her heart. Sadly, rumor has it that Thispin was murdered by pirates in a 
  distant buccaneer town. The pirates also pillaged and burned the ship that 
  Captain Miro was commanding, the robust Night Heron. Since then she’s 
  used her considerable wealth to purchase and outfit the Lady Quay. She is 
  now at Swordport to fill out her crew complement for a quick voyage to 
  deliver medical supplies to a small island in the Moonsilver Sea.
  Or so she claims. The truth of the matter is this: Several months ago 
  Winnifer Miro and her lover Thispin Venroth were hired to deliver a fell 
  cargo of essence ingots to a sorcerer on Aegis Isle. They loaded the essence 
  ingots into the hold of their beautiful ketch, the Night Heron, unaware that 
  these dangerous black bricks contained the trapped souls of once-living 
  creatures. The ubiquitous ship rats gnawed on the crates and eventually 
  were infected after consuming portions of the tainted ingots. The rats 
  transformed into malevolent creatures known as soul nibblers. When the 
  soul nibblers began biting the crew, the fatalities quickly mounted, and 
  the frightened sailors declared an all-out mutiny. The ensuing fight was 
  savage and bloody, and the Night Heron caught fire during the fray. In 
  order to save their own lives, Captain Miro, Thispin, and boson Rekello 
  slew a dozen of their own men. But Thispin was mortally wounded and 
  died even as the ship was sinking.
  Fully expecting to drown clinging to the body of her beloved, Captain 
  Miro was startled to find her ship rising up from the clutches of the cold 
  sea. Instinctively she felt a new presence aboard, a phantom atmosphere 
  that chilled her blood. Only days later, when her crewmates rose up as 
  undead horrors, did she finally realize what had happened. Teeming with 
  the dark chemistry of essence ingots, soul nibblers, dead sailors, and acts 
  of sedition, the Night Heron was a crucible of negative energy. It became a 
  draug ship, its sailors now brine zombies and lacedons. For further details 
  of the soul nibblers, draug, and draug ships, refer to The Tome of Horrors 
  Complete.
  Captain Miro and her faithful boson were the only living people aboard 
  the haunted vessel. Though nearly driven mad by the experience, the 
  captain finally recovered enough of her wits to embark upon a daring 
  plan. She cloaked the entire vessel in a powerful mirage arcana to make it 
  appear as a bright and glistening vessel, rather than the seaweed-clogged, 
  tattered, and charred wreck that it truly is. She renamed it the Lady Quay 
  and vowed to set its undead crew to rest by delivering its cursed cargo 
  to the sorcerer on Aegis Isle. She rightly believes that by completing her 
  original contract and offloading the essence ingots, she can unravel the 
  dark forces that bind her crewmates to their current undead state.
  Adventure Synopsis
  Boson Rekello hires the PCs to serve aboard the Lady Quay during the 
  short journey to Aegis Isle. If the PCs are experienced sailors, Rekello 
  employs them as such. Otherwise they are hired for their strength at arms, 
  as every vessel sailing into the perilous Moonsilver Sea is wise to man 
  itself with sturdy marines. Soon the PCs learn that not everything on the 
  ship is as it first seemed; further investigation reveals various layers of the 
  story detailed above. The heroes must deal with the undead crew while 
  simultaneously fending off the normal aquatic predators, not the least of 
  which is a giant octopus. In the end they have the chance to help the 
  captain complete her quest, but only after conveying the volatile essence 
  ingots through a colony of crabmen to the doorstep of the evil sorcerer 
  who is subjugating them.
  Adventure Hooks
  The PCs can find themselves at Captain Miro’s disposal in several 
  ways. These adventure hooks are suitable for nearly any campaign with 
  an appropriate coastal town or dock.
  • The heroes are looking for work, and Boson Rekello approaches them 
  with an offer after they exhibit their martial skill. This is the least obtrusive 
  means of inserting the PCs into the quest, allowing you seamlessly to 
  insert this material in between other adventures.
  • A wizard requires a rare material component and hires the PCs to 
  bring it back; the component is actually the small, hardened ball of sand 
  produced as waste material by crabmen. Word around the docks is that the 
  Lady Quay is bound for crabman waters.
  • A relative of the deceased Thispin Venroth asks the heroes to 
  investigate the exact manner of his death.
  Beginning the Adventure
  The PCs first come to Rekello’s attention after skillfully fighting off a 
  band of dockside brigands. These scalawags try to shanghai the heroes 
  to work aboard one of the grimy vessels moored along the wharf’s 
  notoriously licentious South Point. For reasons of their own, the PCs 
  are visiting the Swordport harbor, perhaps in between adventures or en 
  route to another destination. Regardless of their reason for being here, 
  they are suddenly beset upon by 4 ruffians who attempt to beat them into 
  submission.
  Ruffians (CR 6)
  These unwashed scalawags stink of bilge and suffer from a complete 
  dearth of morality. For weapons, they wield belaying pins. Belaying pins 
  are thick wooden truncheons used on ships as tie-downs for ropes, also 
  serving as prime weapons of convenience.
  RUFFIANS (4) 
  CR 2 
  XP 600 
  Male or Female human rogue 3
  NE Medium humanoid (human)
  Init +9; Perception +10
   
  AC 15, touch 15, flat-footed 10 (+5 Dex)
  hp 32 (3d8+12 plus 3) 
  Scaling the Adventure
  Though the adventure has been written for four PCs of 5th 
  level, it can easily accommodate characters of a variety of levels 
  by making the following adjustments:
  3rd and 4th Level PCs: Halve the number of creatures in the 
  ship Areas 12 and 13; halve the Hit Dice of the giant octopus and 
  the creatures at the master’s cottage Areas 3 and 5.
  6th and 7th Level PCs: Double the number of creatures in the 
  ship Areas 12 and 13; double the Hit Dice of the giant octopus and 
  the creatures at the master’s cottage Areas 3 and 5.
  They say that few coastal towns cater to so diverse a crowd as 
  that of Swordport, otherwise known as the City of Shrouds. The 
  city takes its moniker from the considerable number of ships that 
  crowd its harbor, each one a tangle of shrouds, ropes, and sail lines. 
  In fact, rope-making and sail-mending are two of the principal 
  vocations practiced here. But the taverns are also a mainstay of 
  public life, and it’s to the largest and most notorious of these that 
  you’re heading when trouble breaks out.
  On the left side of the wharf stands the Dead Reckoning, an 
  alehouse without equal. On the right, where the boardwalk meets 
  the water, is a group of ruffians, weapons in hand. The biggest of 
  them smiles with black, rotted teeth. Tapping their clubs against 
  their palms, the four men advance.
  Chapter Eight: The Ghosting of Lady Quay
  
  Dead Man's Chest
  117
  Fort +5; Ref +8; Will +2 
  Defensive Abilities evasion, trap sense +1
   
  Speed 30 ft.
  Melee belaying pin +3 (1d6+1)
  Special Attacks sneak attack +2d6
   
  Str 12, Dex 20, Con 18, Int 16, Wis 13, Cha 13
  Base Atk +2; CMB +3; CMD 18 
  Feats Blind-FightB, Improved Initiative, Skill Focus (Perception)
  Skills Acrobatics +11, Appraise +7, Climb +7, Craft (rope) +7, 
  Diplomacy +5, Disable Device +12, Disguise +6, Escape Artist 
  +11, Intimidate +7, Knowledge (local) +7, Perception +10, 
  Sense Motive +7, Stealth +11, Swim +7, Use Magic Device +7 
  Languages Aquan, Common, Elven, Orc
  SQ rogue talents (fast stealth), trapfinding +1
  Gear belaying pin, 1d10 sp 
  Treasure: Each ruffian has a ratty pouch of 1d10 sp, as well 
  as his belaying pin. One of them carries a wineskin full of 
  rum, and another has a pearl (120 gp) concealed in the 
  heel of his left boot.
  Parley With Boson Rekello
  As boson of the Lady Quay, Rekello is one of only two surviving 
  members of the doomed Night Heron. He knows the full history of 
  that vessel, including the love affair between Winnifer Miro and the 
  swashbuckling Thispin Venroth. He knows of the essence ingots and 
  Captain Miro’s obsession with delivering them to Aegis Isle and dispelling 
  the curse on her ship. In fact, Rekello is one of the captain’s oldest friends, 
  having been at her side through dozens of waterborne campaigns. Though 
  he believes his captain has gone slightly mad during recent events, his 
  loyalty remains true. He has come ashore in a dinghy to recruit able-
  bodied seamen and marines for the final voyage of the ghost ship Night 
  Heron, now disguised as the radiant Lady Quay.
  The Lady requires a minimum crew of 16 to maneuver at full 
  effectiveness. Rekello takes heart when he sees the PCs dispatch the wharf 
  bullies; as a result of their martial display, he tries to recruit them. He’s 
  already trolled the pubs and enlisted a dozen sailors of varying skill levels. 
  If the PCs are knowledgeable sailors, he asks to hire them as such. If they 
  possess no nautical talents, he offers to take them aboard as marines, as 
  the Moonsilver is a dangerous sea. Rekello is rather desperate, and he 
  offers the PCs enough wages in pure gold coins that they should find it 
  difficult to decline. Set the final figure high enough to tempt the PCs, 
  the exact amount depending upon the general affluence of your campaign 
  world. In campaigns were money is rare or if the PCs are down on their 
  luck, as little as 100 gp each might be enough to persuade them, while 
  in other worlds, a sum of ten times that is more appropriate. Whatever 
  the ultimate offer, Rekello explains that the Lady Quay is an extremely 
  fast vessel (supernaturally fast, as it turns out), so the trip to the island 
  should take no more than three days. He promises to have them back in 
  Swordport within one week, whereupon he’ll pay the remaining half of 
  whatever he owes them. If questioned about the voyage, he parts with the 
  following details, ever careful not to divulge too much information.
  • Captain Winnifer Miro’s last ship, Night Heron, met with a bad 
  end, and this is her first expedition since losing her consort, the dashing 
  Thispin. Rekello waxes poetic about the captain’s exploits, her previous 
  commands, and her high standing among those in her profession.
  • Today is Captain Miro’s birthday. Rekello has come ashore not only 
  to enlist a crew for the Lady Quay, but also to procure a butt of fine ale 
  to celebrate the occasion. He’s hoping that a birthday soiree will help the 
  captain get her mind off the dark thoughts that continually trouble her.
  • The goal of the voyage is the safe delivery of medicinal herbs and 
  healing draughts, to be signed over to a missionary-sorcerer working on 
  Aegis Isle. The island is the home to a large colony of crabmen, a race of 
  humanoid crustaceans about which very little is known.
  • Rekello is recruiting the PCs because the Moonsilver Sea teems 
  with pirates and natural predators. The heroes are to serve as the ship’s 
  defenders against such adversaries.
  All of what the boson says is true. If the PCs ask around the docks 
  concerning Captain Miro, Rekello’s story is confirmed, and all the old 
  salts praise the captain’s name, though they lament her recent blight of 
  bad luck, namely the loss of Thispin, her lover. The only oddity the PCs 
  discover is the rumor of the Lady Quay’s propensity for ghosting. It seems 
  that several people on shore have noticed that the Lady moves pointedly 
  in the harbor, even in the complete absence of wind. Ghosting is not 
  uncommon, however, as ships of all types experience such an event once 
  in a blue moon. The old salts just shrug it off. On the open seas, anything 
  can happen and usually does.
  If the PCs agree to the boson’s terms, he advises them to provision 
  themselves for a week-long journey on the open sea. He asks them to “sign 
  articles,” withdrawing from his doublet a lengthy document detailing their 
  business arrangement. When all is ready, he invites them into his dinghy 
  and rows out to meet the Lady, which is moored in the harbor and shining 
  like a floating palace upon the water.
  REKELLO 
  CR 5 
  XP 1,600
  Male human fighter (sailor) 6 (see Chapter 4)
  LN Medium humanoid (human)
  Init +5; Senses darkvision 60 ft.; Perception +3
   
  AC 16, touch 12, flat-footed 14 (+4 armor, +1 Dex, +1 dodge)
  hp 55 (6d10+12 plus 6) 
  Fort +7; Ref +3; Will +5; +7 vs. fear
  Defensive Abilities bravery +2
   
  Speed 30 ft. 
  Melee heavy flail +11/+6 (1d10+7/19–20)
  Special Attacks weapon training (flails +1)
   
  Str 17, Dex 13, Con 15, Int 13, Wis 13, Cha 12
  Base Atk +6; CMB +9 (+11 to trip); CMD 21 (23 vs. trip) 
  Feats Combat ExpertiseB, Combat ReflexesB, DodgeB, 
  Improved InitiativeB, Improved TripB, Iron Will, Weapon Focus 
  (heavy flail), Weapon Specialization (heavy flail)
  Skills Acrobatics +2, Climb +10, Knowledge (geography) +7, 
  Perception +3, Profession (sailor) +10, Swim +8 
  Languages Aquan, Common
  SQ armor training 1
  Gear hide armor, heavy flail, leather pouch with 8 pearls (75 
  gp each), goggles of night, large leather valise in which he 
  carries his helm of underwater action
  Personality: Rekello’s small store of trust for his fellow man has been 
  given entirely to his captain, Winnifer Miro. Though amicable with the 
  PCs, if somewhat stern as a taskmaster aboard ship, he never extends to 
  them any measure of faith. Too often his friends have betrayed him. But 
  what Rekello fails to invest in the rest of mankind he devotes entirely 
  to Captain Miro. He willingly defends her every action, no matter how 
  blurred by drink that action might be. Perhaps in his secret heart he has 
  always loved her, though he would never put this feeling into words.
  Aboard the Lady Quay
  The Lady Quay is a ghost ship in disguise. In reality she appears as 
  a wrecked bulk of planks and torn sails, of rotten shrouds and sagging 
  yardarms. Her keel is irreparably split, her rudder nothing but a splintered 
  stub. Fetid seaweed clings to her warped bulkheads like rotting flesh. By 
  all rights she should be resting on the bottom of the brine. However, due to 
  the power of the resident draug, the ship is held together with foul magic 
  and propelled by a motive force from one of the Lower Planes. The draug 
  is actually the Night Heron’s former quartermaster, Poshkin the Tame, 
  who led the mutiny which brought about the ship’s destruction. Upon his 
  death, Poshkin was transformed into a draug, and it is his powerful yet 
  
  118
  dreadful presence that keeps the vessel afloat. Thus Poshkin and Captain 
  Miro maintain a delicate and dangerous truce; without Poshkin, the ship 
  will sink, and without the captain, the essence ingots will not be offloaded 
  and the undead will never find eternal rest. Everyone agrees that the ingots 
  must be removed. When the PCs board the ship, the draug and his undead 
  cohorts are skulking in the vessel’s dark crannies so as to avoid detection. 
  Captain Miro and Boson Rekello are both fully aware of the undead beings 
  lurking throughout the vessel, but they are powerless to expel them.
  Captain Miro masks the ship’s true appearance by using a potent magic 
  item known as the sextant of seeming. Hidden within the privacy of the 
  captain’s quarters, the sextant produces a continuous illusory field, making 
  the Lady appear whole and hale, as per the spell mirage arcana. For more 
  details of the sextant of seeming, refer to Chapter Five.
  When the PCs board the ship, give them time to mingle with the rest of the 
  12 crew members, all of whom have been hired straight off the Swordport 
  dock within the last few hours. These men and women are a rather disparate 
  lot, representing all nationalities and backgrounds. Rekello gives everyone 
  a tour of the below decks area, then commands that the crew make ready 
  to put to sea. There is little time to waste, as the medical supplies must 
  reach Aegis Isle as soon as possible. The boson offers no details of certain 
  sealed parts of the ship, telling the PCs that any door held fast with one of 
  the large iron locks is considered none of their business. They are being 
  paid to protect the medical supplies, not to inspect them. All such areas are 
  marked Locked in the descriptive text; only Rekello and the captain hold 
  keys for these doors. After he’s finished with his speech and his hasty tour, 
  he introduces the sailors to their captain, the incomparable Winnifer Miro. 
  For a full description of the captain, refer to Area 6.
  Ship Door: 2 in. thick; hardness 5; hp 20; Break DC 18; Disable 
  Device DC 25 (if locked).
  Other than the locked rooms, the ship is the PCs’ to explore as they 
  choose. Refer to the following keyed areas as they make their way around 
  the Lady Quay.
  1. Sterncastle
  Captain Miro is often seen here, hands on the ship’s mighty wheel, 
  guiding her through the water. As the highest point on the vessel, the 
  sterncastle offers a dazzling view of the sea. A catapult stands just behind 
  the helm.
  2. Forecastle
  Hanging from the foremast is an ominous black leather bag. The bag 
  contains the boson’s much-feared cat-o’-nine-tails, taken out whenever a 
  sailor is in need of punishment. Thus the origin of the phrase, “he let the 
  cat out of the bag.”
  3. Boson’s Quarters
  Locked. Rekello calls this spartan cabin his home. His cot is tidy, his 
  few personal effects stored neatly in his footlocker. Like the captain, 
  Rekello keeps his personal wealth in certain strongboxes ashore, although 
  his collection of nautical charts is second to none and could fetch as much 
  as 2,500 gp if sold to the right buyer.
  Accurate sea charts are in high demand. Rekello also keeps a detailed 
  ship’s log, in which he chronicles not only the vessel’s daily progress and 
  position, but also a concise and rather objective account of all shipboard 
  events. If the PCs peruse this journal, they learn the true fate of the Night 
  New Weapon
  Cutlass: one-handed martial weapon, slashing, costs 
  15 gp, damage 1d6, critical 19–20/x2, weight 3 lbs.
  Chapter Eight: The Ghosting of Lady Quay
  
  Dead Man's Chest
  119
  Heron and the identity of the undead down in the cargo hold. Rekello also 
  states matter-of-factly that Captain Miro’s lover was killed by mutineers 
  who had handled the “black bricks” and were subsequently raised as 
  undead. Finally, the boson reports on the captain’s steady decline into a 
  state of melancholia.
  Other than the charts and the logbook, there is nothing of value in the 
  cabin.
  4. Galley
  This is the mess where the ship’s cook prepares meals for the crew. 
  The current cook, only recently hired, is a dwarf who goes by the name 
  of Scutlind. His statistics are similar to those of the sailor, although he 
  replaces Profession (sailor) with Profession (cook). Scutlind is very 
  superstitious, and admits to having heard strange sounds from below 
  decks. He eagerly imparts all manner of tales concerning the captain, most 
  of it baseless hearsay, but some small measure of it sounding the ring of 
  truth.
  5. Arms Magazine
  Locked. This small locker holds 15 short swords, 10 cutlasses, 12 
  harpoons, 20 shortbows, 500 arrows, and a single, dented greatsword. One 
  of the cutlasses, unremarkable from the others, is actually a +2 anarchic 
  cutlass of wounding. The cutlass has a market price of 50,300 gp.
  6. Master Stateroom (CR 7)
  Locked. This lush cabin serves as the quarters for the ship’s owner and 
  captain, Winnifer Miro.
  Captain Miro is striking in appearance, especially for a woman of 52 
  years of age. Her short, spiked hair is the color of her cutlass blade, a 
  vibrant silver, and she is seldom seen without a sweat-stained strip of 
  red silk tied around her head. This headband matches her waistcoat, the 
  buttons of which are pure gold, as are the hoop rings that dangle from her 
  ears. Like many sailors, the captain has spent her life barefoot, the better 
  to tread the canting deck and navigate the shrouds. She dons boots only 
  when battle is imminent. In her youth she was an arresting beauty, and 
  though the rigors of her trade have left their mark in the wrinkles at her 
  eyes and in the coarseness of her skin, she has matured into a handsome 
  woman, if a somewhat unrefined one.
  WINNIFER MIRO 
  CR 7 
  XP 3,200
  Female middle-aged human fighter (sailor) 4/mariner 4 (see 
  Chapter 4)
  N Medium humanoid (human)
  Init +5; Perception +10
   
  AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)
  hp 72 (4d10+12 plus 4d10+12) 
  Fort +9; Ref +5; Will +6; +7 vs. fear
  Defensive Abilities bravery +1
   
  Speed 30 ft. 
  Melee +3 dancing cutlass +14/+9 (1d6+5/19–20)
  Ranged light crossbow +9 (1d8/19–20)
   
  Str 14, Dex 13, Con 16, Int 15, Wis 14, Cha 16
  Base Atk +8; CMB +10 (+12 to disarm); CMD 21 (23 vs. disarm)
  Feats Combat Expertise, Improved Disarm, Improved 
  InitiativeB, Iron Will, Lightning Reflexes, Night OwlB, Point Blank 
  ShotB, Precise ShotB, Weapon Focus (cutlass)B
  Skills Acrobatics +13, Climb +14, Intimidate +11, Knowledge 
  (geography) +10, Navigate +10, Perception +10, Profession 
  (sailor) +12 (+16 maneuvering on a heeling ship), Survival +11, 
  Swim +12 
  Languages Aquan, Common, Elven, Gnome, Orc
  SQ armor training 1, lieutenancy, sailor’s lore (+6)
  Gear +4 leather armor, +3 dancing cutlass, light crossbow, 
  20 bolts, matching gold earrings (200 gp)
  Personality: Winnifer Miro lives with sadness. Her next of kin is the 
  rum bottle, and she long ago bequeathed it the better part of her soul. 
  Though she considers herself damned for the life she’s lived, she’s still 
  quite full of vigor and a lust for derring-do. She vacillates from bouts of 
  dour melancholia to fits of reckless joy. She is cunning in combat and as 
  full of artifice as any illusionist, but she is also dependable in battle and a 
  stalwart defender of anyone she calls her friend.
  Treasure: The captain keeps little of value in her cabin, storing the 
  bulk of her wealth at Swordport and other cities. She released the songbird 
  from its cage on the morning after Thispin’s death, setting it free to the 
  open sky. One of the desk drawers contains a purse of four diamonds (500 
  gp each). The sextant of seeming lies innocuously atop the desk amongst 
  several other navigational instruments.
  7. Line and Anchor Storage
  Ropes, hawsers, lines, and every other type of shipboard tie-down is 
  stored here, usually in neat and precise coils, along with blocks (pulleys) 
  and other devices that outfit the sails and masts. There is also an extra 
  anchor, weighing 1,000 pounds.
  8. Crew Quarters (CR varies, up to 8)
  Each of these rooms is strung with hammocks to accommodate dozens of 
  crewmen. There are also many footlockers, pegs, hooks, and other places to 
  store a sailor’s dunnage. PCs hiring on as sailors, rather than as marines, are 
  billeted here. When off duty, the sailors play cards, dice, and other games, at 
  varying levels of gaiety and inebriation, depending on the nature of the night.
  SAILORS (16) 
  CR 1 
  XP 400 
  Male and female human fighter (sailor) 2
  N Medium humanoid (human)
  Init +5; Perception +5
   
  AC 13, touch 11, flat-footed 12 (+2 armor, +1 Dex)
  hp 20 (2d10+4 plus 2) 
  Fort +4; Ref +1; Will +0; +1 vs. fear
  Defensive Abilities bravery +1
   
  Speed 30 ft.
  Melee short sword +4 (1d6+1/19–20)
  Ranged shortbow +3 (1d6/x3)
   
  Str 13, Dex 13, Con 13, Int 9, Wis 11, Cha 7
  Base Atk +2; CMB +3; CMD 14 
  Feats Improved InitiativeB, Skill Focus (Perception)B, 
  Toughness, Weapon Focus (short sword)B
  Skills Climb +6, Perception +5, Profession (sailor) +5 
  Languages Common
  Gear leather armor, short sword, shortbow, 20 arrows, 1d4 
  sp, 3d12 cp.
  The ship’s master cabin is a study in shadows and elegance. 
  Though the expansive bay windows looking out over the bow are 
  covered in heavy burgundy drapes, the glow from a single candle 
  provides just enough light to discern the massive writing desk and 
  its clutter of maps and navigation gear. A birdcage on a tall steel 
  pole towers over the desk, though the cage’s tiny door is open and 
  there is no bird to be seen. Though the bed is cloaked in the gloom, 
  by its silhouette you can see that it is a large canopied affair, piled 
  with quilts and pillows. A decidedly womanly smell permeates the 
  cabin. The floor is covered in discarded clothing and empty rum 
  bottles.
  
  120
  9. Marine Quarters
  This room appears much like the standard crew quarters, if somewhat 
  cleaner. If the PCs are employed as ship’s defenders, they are quartered 
  here, sleeping in hammocks and stowing their gear in the accompanying 
  footlockers.
  10. Brig (CR 1)
  The door to this room is iron-shod oak. The interior reeks of sweat, 
  feces, and desperation. The bulkheads are clawed and scraped with lewd 
  aphorisms and ribald shanties. Before docking at Swordport, Rekello 
  and Captain Miro cornered a lacedon here, one of the ship’s former crew 
  members that was transformed into an undead creature upon that last fateful 
  voyage. This aquatic ghoul still wears the tattered raiment of a sailor. It tries 
  to avoid the PCs, seeking to kill the boson or the captain. Astute PCs might 
  note the ghoul’s odd behavior and its single-minded intent.
  GHOUL (LACEDON) 
  CR 1
  XP 400 
  hp 13 (Pathfinder Roleplaying Game Bestiary)
  11. Carpenter’s Stores
  Stacks of lumber, barrels of pitch, and buckets of nails fill this room, 
  along with other equipment used to mend the ship.
  12. Upper Hold (CR 6)
  This appears much like any ship’s hold, stacked with crates, boxes, 
  barrels, and other containers. Place any type of cargo here you desire. 
  Typical items include rare spices, bolts of fabric, sacks of flour and 
  potatoes, and exotic lumber. The PCs can easily spend hours rummaging 
  around through the boxes, and none of the sailors hassle them if they do. 
  However, for every minute spent searching, the PCs stand a 50% chance 
  of disturbing 5 brine zombies. These undead were once members of the 
  Night Heron, but drowned when the ship burned and sank.
  BRINE ZOMBIE (5) 
   
  CR 1
  XP 400 
  hp 22 (The Tome of Horrors Complete 657)
  13. Lower Hold (CR 8)
  Locked. The trapdoor that opens onto the stairs leading to the lower 
  hold is stoutly locked. Everyone knows that the medical supplies are 
  stored here. Actually the door is sealed not only to keep the PCs out, but to 
  keep the undead in. This large storage room contains the dreaded essence 
  ingots, and is haunted by the former quartermaster Poshkin the Tame and 
  his fellow mutineers. They are now a draug and 4 brine zombies. Unless 
  the PCs provide their own source of light, the room is entirely dark.
  Though one might expect this hold to be crowded with crates of all 
  sizes, most of the space is unused. Only four small crates are lashed to the 
  deck. Strangely enough, the crates are made of lead. Thick iron chains are 
  wrapped about them, held fast with locks of exceptional quality. Though 
  lead has many protective qualities against certain spell-like effects, it is 
  actually a soft material, easily dented and shaped. 
  Lead Chests: 3 in. thick; Hardness 5; hp 30; Break DC 25.
  Ship rats gnawed through one of the containers and then chewed on 
  the essence ingots inside. A suffusion of negative energy transformed the 
  rats into 4 soul nibblers. The draug doesn’t wait long before attacking 
  anyone who enters this area, leading his brine zombies into the fray. The 
  tumult disturbs the soul nibblers, who are drawn to the warm flesh of 
  living creatures and attack the PCs during the fight.
  POSHKIN THE TAME 
  CR 4
  XP 1,200
  hp 38 (The Tome of Horrors Complete 244)
  BRINE ZOMBIE (6) 
  CR 1
  XP 400 
  hp 22 (The Tome of Horrors Complete 657)
  SOUL NIBBLER (2) 
  CR 2
  XP 600 
  hp 5 (The Tome of Horrors Complete 563)
  Treasure: Other than the four lead crates, the cargo hold is empty. 
  Each chest contains 30 small black bricks, each about six inches long. The 
  bricks appear to be made of smooth, glistening stone. Anyone succeeding 
  on a DC 15 Perception check notices faint impressions in the bricks, as 
  if the ghostly images of tortured, screaming faces have been implanted in 
  the stone.
  What are These Things?
  If the PCs crack open the crates and find the bricks, they’ll likely expend 
  at least a little energy trying to divine their purpose. Anyone succeeding 
  on a DC 25 Knowledge (arcana) check or casting legend lore learns the 
  details in the Essence Ingot Sidebar.
  14. Ship’s Stores (CR 5)
  This small room is crammed with crates of provisions, including six 
  casks of pickled cabbage and radishes, eight 400-pound bales of ship’s 
  biscuits, a hogshead of sugar, and one 400-pound cask of dried peas, 
  which are a favorite treat among the crew. There are several rat carcasses 
  here, the remains of normal rats being feasted upon by 3 soul nibblers.
  SOUL NIBBLER (3) 
  CR 2
  XP 600 
  hp 5 (The Tome of Horrors Complete 563)
  15. Wet Stores
  Locked. Inside are two butts of grog (watered-down rum), 15 bottles of 
  mediocre wine, and three baskets of fresh apples.
  Essence Ingot
  An essence ingot contains the soul of a humanoid. It appears 
  as a black brick, as smooth and glossy as obsidian; in fact, it 
  is often mistaken as such. An ingot weighs 2 pounds. Rippling 
  faintly across the brick’s surface are the barely visible images of 
  screaming faces. An ingot is actually a distilled spirit, condensed 
  from the body and unable to pass into the afterlife. In this form, 
  the spirit can be used as a type of energy to power certain rare 
  and fabulous mechanical devices. Necromancers with advanced 
  schooling in the art of engineering have been known to construct 
  machines to carry out a variety of purposes. An essence ingot 
  serves as the fuel for such machines. Negative energy contained 
  within the machine is used to consume the trapped soul, and the 
  force created from this reaction causes gears to turn and wheels 
  to spin. An imprisoned soul may be released from one of these 
  bricks by casting remove curse. This permits the spirit to move on 
  to the afterlife, or return to its body within 1d4 rounds, so long as 
  the body is within 50 feet of the ingot. If the brick is broken, the 
  soul is forever destroyed. A character handling an ingot for more 
  than one full minute must succeed on a DC 15 Fortitude save, with 
  failure indicating that the handler has received one negative level.
  Essence Ingot: hardness 5; hp 10; Break DC 20.
  Chapter Eight: The Ghosting of Lady Quay
  
  Dead Man's Chest
  121
  Confronting the Captain
  If the PCs obey the boson and stay away from the cargo hold and other 
  areas, odds are they spend the journey unaware of the nature of their true 
  cargo. If you’d like, one of the brine zombies can escape the hold and 
  wander up to the main deck and attack one of the sailors, thus alerting the 
  heroes that something might be amiss below decks.
  If the PCs discover the weird black bricks that are the essence ingots 
  and question Rekello, he tells them nothing. Not even under duress does 
  the boson betray his captain’s trust. If the PCs confront Captain Miro 
  about the draug, the ingots, and related events, she simply reminds them 
  that they’re not being paid to ask questions. If they persist, she sighs, but 
  eventually acquiesces. After all, there’s little to be gained by withholding 
  information. She invites the adventurers into the master stateroom and 
  breaks out her best bottles of rum. She drinks copiously and expects the 
  PCs to do the same, as required by the unwritten code of sea companions. 
  Though Captain Miro slowly sinks into inebriation, she is cold and 
  reserved in her drunkenness; the drink loosens her tongue but does nothing 
  to lighten her spirits. Sorrow has its own decorum, and even in her cups 
  she strictly maintains it.
  PCs who honor the code of the sea and act the part of sailor-comrades 
  can expect the captain to disclose everything about the history of the Lady 
  and the doomed enterprise that befell her. If the heroes are standoffish, 
  refusing to share the captain’s liquor, or—even worse—they insist on 
  being incorrigible land-lubbers, then Captain Miro reveals only scraps of 
  information. In truth she’s been looking for a way to pump some of the 
  bilge from her soul, and her conversation with the PCs proves to be a 
  catharsis. She knows the essence ingots are dangerous, and she suspects 
  that they were the cause of her crew’s downfall. At the conclusion of her 
  story, she vows to deliver the ingots to the sorcerer on Aegis Isle, collect 
  her payment of 5,000 gp in pearls, and by doing so lay to rest the undead 
  that haunt her vessel.
  Voyage to the Isle
  Refer to the Hawkmoon map, specifically that part designated as 
  the Moonsilver Sea, to find the location of Aegis Island. Additional 
  information concerning the other sites depicted on the map can be found in 
  these products by Necromancer Games: What Evil Lurks, A Lamentation 
  of Thieves, Raise the Dead, and The Bonegarden. 
  Anything can happen to the Lady Quay during the trip. Though you may 
  beleaguer the ship with any kind of inclement weather, aquatic marauder, 
  or other obstacle of your choice, the vessel generally travels at the speed 
  of the standard sailing ship, modified by wind speed and other factors. See 
  Chapter Two for details on ship movement. Feel free also to make use of 
  the random weather charts included in this product. Finally, insert any of 
  the following events during the course of the three-day trip to the island.
  Gone Fishing
  The Moonsilver Sea is rich in a variety of aquatic life, both mundane 
  and magical. PCs trolling the waters, casting nets, or swimming around 
  the ship can expect to encounter any of these creatures from the The Tome 
  of Horrors Complete: bunyips, giant caribes, crayfish, giant moray eels, 
  floating eyes, hippocampi, kelp devils, monstrous jellyfish, nereids, and 
  giant tiger barbs.
  Dead Sailors (CR 6)
  At some point during the trip to or from Aegis Isle, the lookout in the 
  crow’s nest descries the flotsam of a scuttled vessel, perhaps the remains 
  of a recent battle in which one of the combatants was pulverized by siege 
  engines. Random bits of cargo float among the smashed spars and hull 
  sections. If the PCs spend 1d4 hours recovering these slowly sinking 
  parcels, refer to Treasure, below. The largest crate is held afloat by a 
  large sheet of planks that were once the deck of the ruined ship’s cargo 
  hold. Even still, the crate is half submerged and obviously won’t remain 
  above the surface much longer. The crate weighs nearly 1,000 pounds for 
  purposes of hauling it aboard the Lady Quay. The crate’s original contents 
  have been discarded and it now serves as the lair of 8 lacedons, or aquatic 
  ghouls. The lacedons attack immediately.
  GHOULS (LACEDONS) (8) 
  CR 1
  XP 400 
  hp 13 (Pathfinder Roleplaying Game Bestiary)
  Treasure: PCs who ardently search for drifting booty recover the 
  following after 1d4 hours of plucking items from the clutches of the sea:
  • 2d4 bottles of grog (watered-down rum)
  • 2 bottles of premium rum (20 gp each)
  • +2 light wooden shield emblazoned with the symbol of an infamous 
  orc tribe a decorative oar inlaid with mother-of-pearl and engraved with 
  mermaid images (100 gp)
  • A buoyant scroll tube containing the spell summon monster III (CL 
  12th).
  • A water-logged painting in a gilded frame, worth 500 gp if dried 
  sufficiently; the portrait depicts Burgrave Malva, the current administrator 
  of the city of Hawkmoon
  A Woman in Need (CR 6)
  Select a PC at random to witness the following sight:
  Though it appears to the casual observer that this woman has found 
  herself in a spot of trouble, actually the entire scene is a ruse. The woman 
  is actually not a human at all, but rather a sentient plant known as a kelpie. 
  Using its ability to transform into the guise of a lovely lady, the kelpie 
  intends to trick the sailors into becoming its next meal. A second kelpie 
  lies in its natural state in the bundle of seaweed atop the chest. These 
  creatures are partners in the artifice, intending to share any meal they can 
  catch.
  KELPIES (2) 
  CR 4
  XP 1,200 
  hp 28 (The Tome of Horrors Complete 395)
  Tactics: The “woman” doesn’t appear anxious for rescue. She scowls 
  back at the ship if anyone hails her, continuing to paddle the raft as if 
  intent on keeping the contents of her chest to herself. The kelpie hopes 
  that by acting this way, it can lure the sailors closer, as their curiosity 
  gets the best of them. In the end, however, the kelpie relents; after all, its 
  primary goal is to draw one of the sailors into its deadly embrace. Though 
  the “woman” doesn’t respond to anyone who hails her (kelpies can only 
  communicate via telepathy with creatures they have previously touched), 
  she eventually stops paddling and waits for a line to be thrown to her. She 
  immediately begins trying to lash her beloved chest to the rope, but can’t 
  manage the feat without assistance. Again, all of this pantomime is simply 
  to bait one of the PCs. At their first opportunity, the two kelpies attack in 
  unison, endeavoring to plunge below the sea with their captive.
  Treasure: The chest is not locked, and it opens easily. Inside are the 
  collected skulls of previous kelpie victims, along with a necklace of coral 
  and pearl (750 gp), a jeweled dagger (400 gp), and an amulet of the planes.
  No more than fifty yards off the port bow floats a small, crudely 
  built raft. The craft has been lashed together of ill-fitting timber, 
  sporting a single mast that bears a sail that appears to have 
  once served duty as a bed sheet. One end of the pitiful raft is 
  partially submerged, due in no small part to the large, seaweed-
  laden chest encumbering it. Water laps over the legs of the raft’s 
  single passenger, a woman in a sodden evening gown who pulls 
  determinedly at the sea with a broken paddle.
  
  122
  Buried at Sea (CR 4)
  Unbeknownst to anyone aboard, a mummy of the deep has managed to 
  cling to the ship’s keel and is slowly pulling itself up one of the trailing ropes. 
  This creature, all that remains of an evil man buried at sea, uses its ability to 
  control water in order to create a whirlpool under the ship. This throws the crew 
  into a state of alarm. All hands rush to the gunwales to gauge the trouble. At 
  least a few of them spy the mummy and could very easily fall prey to its despair 
  ability. Until it is destroyed, the mummy makes life difficult for everyone.
  MUMMY OF THE DEEP 
  CR 4
  XP 1,200 
  hp 40 (The Tome of Horrors Complete 439)
  Master of the Fathoms (CR 8)
  A giant octopus attacks the ship. At one point when the winds are 
  sparse and the Lady Quay has slowed, the octopus attaches itself to the 
  bow and assaults up to eight different targets at once. The creature does 
  not linger to trade blows with the PCs, but dives as soon as it successfully 
  grabs one of them. The octopus then moves as rapidly as possible straight 
  down into the sunless depths, taking its captive to a watery grave.
  GIANT OCTOPUS 
  CR 8
  XP 4,800 
  hp 90 (Pathfinder Roleplaying Game Bestiary)
  Aegis Isle
  Eventually the Lady Quay weighs anchor in one of the lagoons at Aegis 
  Isle. The island is very small, being less than 5 miles across, abundant 
  in jungle flora but otherwise uninhabited by any sentient beings save the 
  crabmen, who use this island as a mating and assembly ground. Of course, 
  the missionary-sorcerer also lives here, dwelling in a simple stone cottage 
  in the center of the island. The Lady moors several hundred yards off the 
  dangerous reefs surrounding the island. Rekello sees that the crates from 
  the lower hold are put into a dinghy. He and Captain Miro take the oars of 
  this craft, while the PCs are instructed to follow in a second dinghy, just in 
  case their sword arms and spells are needed along the way. No map of the 
  island is provided, as it’s simply a small stretch of jungle. Sketch a quick 
  map as necessary.
  Dealing with the Crabmen  
  (CR varies, 2 to 13+)
  Upon orders from the local sorcerer, the crabmen receive all visitors 
  to the island. The crabmen are accustomed to dealing with seamen, often 
  trading their own artistic creations in exchange for whatever oddities 
  the sailors happen to have with them. Sometimes the sorcerer gives the 
  crabmen specific instructions, and such is the case today. The crabmen are 
  to alert the sorcerer whenever a cargo of boxes arrives on shore. 
  Captain Miro and the PCs aren’t expecting to be met by these giant 
  crustaceous humanoids, and a fight may ensue. There are no less than 
  Chapter Eight: The Ghosting of Lady Quay
  
  Dead Man's Chest
  123
  40 crabmen on the island, though the PCs won’t encounter them in any 
  group larger than eight at a time. Though the crabmen are not combative 
  by instinct, they readily fight if threatened in any way. In the end it doesn’t 
  matter if the PCs attack the crabmen, attempt to communicate with them, 
  or try to avoid them altogether; Captain Miro’s only goal is to get the 
  crates to the sorcerer at the island’s center.
  The crabmen are here to help her achieve that goal. Once the crabmen 
  inform the sorcerer that merchants have arrived bearing crates, the sorcerer 
  gives one of the crabmen an arcane scroll bearing the spell tongues. This 
  crabman ambassador then approaches the PCs and offers them the scroll, 
  hoping that they’ll use it to open a line of communication. During the 
  ensuing dialogue, the crabmen say they are to pay 5,000 gp in pearls in 
  exchange for the four chests. If the heroes agree (Captain Miro strongly 
  advises them to accept the terms of the exchange), then a small contingent 
  of crabmen hurry back to the sorcerer’s cottage to fetch the payment.
  If the heroes insist on dealing with the sorcerer themselves, the crabmen 
  are clearly distraught, but they don’t attack unless visibly threatened. If 
  one of the PCs draws a weapon, the crabmen attack in groups of eight (CR 
  8) or ten (CR 9).
  CRABMAN (up to 40) 
  CR 2
  XP 600 
  hp 19 (The Tome of Horrors Complete 125)
  The crabmen know little of the sorcerer himself, only that he is a 
  recluse who sometimes favors them with a few baubles in exchange for 
  the completion of simple tasks. A thick jungle surrounds the sorcerer’s 
  home, but the crabmen have made several winding paths leading through 
  the trees. Without the paths, anyone succeeding on a DC 12 Survival 
  check can easily lead the party through the foliage. When the PCs reach 
  the cottage, refer to the Master’s Lair Map.
  The Master’s Lair (CR 8)
  The walls of this building are made of stone, and the door opening into 
  Area 1 is barred from the inside. No one answers if the PCs knock on the 
  door or hail the sorcerer. Incidentally, the knocker in the center of the door 
  is a heavy piece of brass shaped like a coiled snake.
  The design of the knocker is no coincidence. The master of the house 
  is not a human sorcerer at all but a greater medusa. Using her disguise 
  skill, the medusa has been able to dupe the crabmen into believing that 
  she is something other than what she truly is, that being a horrible monster 
  bent on obtaining the ruinous essence ingots. Years ago a sorcerer actually 
  built and inhabited this small stone cottage, but he hadn’t dwelled here 
  long before the medusa penetrated his house and turned him to stone. The 
  medusa now uses this place as her base of operations, with the crabmen 
  providing a buffer between her and the outside world. The medusa’s 
  actions and location depend entirely upon whether or not she is aware 
  of the PCs’ presence on the island. If one of the crabmen has warned her 
  of intruders, she prepares a reception for them in the house. See Tactics, 
  below, for more details.
  Stone Walls: 1 ft. thick; Hardness 8, hp 90; Break DC 35.
  Front Door: 4 in. thick; Hardness 5; hp 40; Break DC 23.
  What the Medusa Wants
  The medusa is part of a shadowy network of mid-ranking villains 
  working on behalf of a mysterious entity known only as Ribcage. As part 
  of some far-reaching, tenebrous scheme, Ribcage seeks to acquire two 
  magical (and malign) substances. One of these materials is something 
  called dreadium. The other is a load of essence ingots. Hoping to curry 
  favor with Ribcage, the greater medusa has contrived to take delivery on 
  a large quantity of ingots, to be handed over to her crabmen servants by 
  the unsuspecting Captain Winnifer Miro. After learning though her web 
  of informants that a group of adventurers had discovered essence ingots in 
  a place called the Factory in the Miasmoor swamp, the medusa contracted 
  with Captain Miro to transport the ingots to Aegis Isle. Unfortunately for 
  everyone involved, the ingots spelled disaster for the crew of the Night 
  Heron. Ironically, by helping the captain complete her contract, the PCs 
  are actually assisting a villain in the acquisition of a mighty element of 
  evil.
  If the PCs arrive at the island and simply offload the cursed ingots 
  after communicating with the crabmen, then the medusa is pleased (see 
  Dealing with the Crabmen, above). She promptly spirits the ingots away 
  and receives a substantial boon from the enigmatic Ribcage. However, if 
  the heroes insist on handing over the ingots in person, then the medusa is 
  forced to confront them.
  GREATER MEDUSA 
  CR 8
  XP 4,800 
  hp 60 (The Tome of Horrors Complete 421)
  Possessions: composite shortbow, 7 arrows, dagger, and a small sack 
  containing a 5-foot-long section of silk rope. The rope is not magical or 
  in any way unique.
  Tactics: It is likely that one of the crabmen has already reported the 
  PCs’ arrival to the medusa. But if this is not the case, and if the PCs enter 
  the house quietly and the medusa fails a Perception check to hear then 
  (either at DC 10 or opposed by the PC’s Stealth skill), then she is lounging 
  on her pillows at Area 5. Otherwise she positions herself behind the door 
  in Area 2. The moment the first PC enters that room, the medusa presents 
  herself, hoping to petrify as many of the intruders as possible.
  1. Living Room
  This room appears as a comfortable living area, with a rich rug spread 
  across the floor and several comfortable chairs. The medusa seldom 
  lingers in this chamber, preferring the secure comfort of her lair at Area 
  5. Though the PCs can spend time searching this room, there is nothing 
  here of interest.
  Trap: The floor directly in front of the door on the east is trapped with 
  a covered pit. If more than 50 pounds of weight is placed on the cover, 
  it falls away, revealing a 60-foot shaft of solid, unworked rock. PCs who 
  survive the fall may ascend the sides of if they succeed on a DC 18 Climb 
  check.
  TRAPDOOR PIT (60 FT. DEEP) 
  CR 3
  Type mechanical; Perception DC 20; Disable Device DC 20
   
  Trigger location; Reset manual
  Effect 6d6 falling damage, DC 20 Reflex save avoids
  Treasure: At the bottom of the shaft lays the skeletal remains of one of 
  the trap’s victims from long ago. The skull was cracked on impact, as were 
  several bones. Oddly enough, one of the skeleton’s ribs is pure gold (300 
  gp). The story behind this rib of gold is yours to create.
  2. False Boudoir
  Formerly the bedroom of the cottage’s original owner, this room is 
  now little more than a repository of dust. All the furniture is dirty and 
  obviously unused for quite some time. The medusa long ago removed 
  anything of value from this chamber. Leaning against one wall is the 
  statue of a disheveled man in night clothes; this is the sorcerer who was 
  turned to stone by the medusa when the creature first arrived. One of the 
  statue’s legs has been broken off at the knee.
  If the medusa has prepared a reception for the PCs, she positions herself 
  so as to be hidden behind the door when the heroes push it open. She 
  intends to catch them flat-footed, attack with her dagger and poisonous 
  snakes, all the while turning to stone all those who look upon her.
  3. Ruined Lab (CR 5)
  This chamber was once the office and research room of the sorcerer 
  who was slain by the medusa who now inhabits this place. The room is 
  
  124
  a chaotic mess of wrecked beakers and shards of glass, broken chemical 
  gear and tattered books. The medusa thoroughly ransacked the room and 
  sold the most valuable items to seamen, using her crabmen servants as 
  middlemen in the trade. Though the PCs may search the clutter for quite 
  some time, there is nothing of value to be found.
  There is, however, the kiln. Underneath a pile of wood and other debris 
  is a large stoneware oven, used to fire and harden alchemical supplies. The 
  kiln weighs 800 pounds and has a hinged lid that is 8 inches thick. Within 
  the kiln is a trapped firefiend that attacks as soon as the lid is opened.
  FIREFIEND 
  CR 5
  XP 1,600 
  hp 68 (The Tome of Horrors Complete 270)
  A putrid smell permeates the entire room, the result of some misbegotten 
  alchemical experiment. Any PC spending more than 5 minutes here begins 
  to suffer a slight irritation of the eyes and nose. Anyone remaining here for 
  10 minutes without getting a breath of fresh air must succeed on a DC 15 
  Fortitude save or be overcome with stomach cramps and watering eyes. 
  They are considered to be nauseated and are unable to attack, cast spells, 
  or do anything else requiring attention. The only action such a character 
  can take is a single move (or move-equivalent action) per turn.
  4. Hidden Vault (CR varies, 2 or 3)
  The hallway’s smooth stone wall conceals a secret door, discovered 
  only if one of the PCs specifically inspects that portion of the passage 
  and succeeds on a DC 20 Perception check. A successful check indicates 
  that the PC has noticed the slight outline of the portal, though there is no 
  discernable means of opening it. If the heroes do not use the lever in Area 
  5 to cause the door to grind out of its recess in the wall, then they must 
  resort to smashing it down. If the medusa is not yet alerted to the presence 
  of intruders, the act of breaking down the door gets her attention if she 
  makes a DC 5 Perception check. 
  Secret Stone Door: 4 in. thick; hardness 8; hp 60; Break (DC 
  30); Perception (DC 20).
  The vault’s interior is totally dark and heaped with crates, five in all, 
  each bearing a decrepit iron lock. The chests are quite large, almost too 
  big to fit through the narrow doorway. The moment the first PC enters the 
  room, a terrifying creature known as an executioner’s hood drops upon 
  them from the ceiling. Remember that attacks inflicted on an executioner’s 
  hood deal half their damage to the hood and half to any engulfed target; 
  damage from spells and spell-like abilities deals full damage to both the 
  hood and its engulfed victim.
  EXECUTIONER’S HOOD 
  CR 2
  XP 600 
  hp 11 (The Tome of Horrors Complete 273)
  If the PCs dispatch the executioner’s hood, they can deal with the 
  crates. Though the locks are feeble, one of them is trapped. The lock on 
  Chest 4 is protected by a slender poisoned barb.
  Wooden Crates: 2 in. thick; hardness 5; hp 20; Break (DC 20).
  Iron Locks: hardness 10; hp 20; Break (DC 23); Disable 
  Device (DC 15).
  POISONED NEEDLE TRAP 
  CR 3
  Type mechanical; Perception DC 21; Disable Device DC 21
   
  Trigger touch; Reset manual
  Effect attack +5 ranged (1d6 plus poison; Large monstrous 
  scorpion venom, save DC 17 Fort; frequency 1/round for 6 
  rounds; effect 1d2 Str; cure 1 save)
  Chest 1: 5,000 gp worth of pearls, to be given to Captain Miro upon 
  Chapter Eight: The Ghosting of Lady Quay
  
  Dead Man's Chest
  125
  delivery of the essence ingots.
  Chest 2: 1,580 gp.
  Chest 3: 2,300 sp, pipes of sounding, and a darkskull.
  Chest 4 (Trapped): this chest contains only a single item, a long and 
  somewhat frayed woolen cloak. This is the shudderer’s cowl, detailed in 
  Chapter Five.
  Chest 5: 3,625 cp, +2 chain shirt of arrow deflection (as the magical 
  shield ability).
  5. True Lair
  If the medusa isn’t aware of the PCs’ presence on her island, she is 
  coiled here amongst her pillows, languidly plotting her next scheme. 
  Modify the following text according to conditions at the time of the PCs’ 
  entry into the room.
  The lever mounted on the wall opens the secret door to Area 4. Anyone 
  succeeding on a DC 18 Perception check finds what appear to be tiny 
  snake scales scattered underneath the pillows. There is also a broken 
  statue leg in the corner, once belonging to the sorcerer and now an object 
  of amusement for the medusa who turned him to stone.
  Treasure: Anyone succeeding in a DC 20 Perception check discovers 
  within one of the pillows a pink ioun stone. Under one of the rugs is the 
  derelict’s waggoner, a new magic item detailed in Chapter Five.
  Concluding the Adventure
  The outcome of the adventure hinges upon whether or not the essence 
  ingots are removed from the Lady Quay. The draug ship cannot be 
  released from its curse until the ingots are taken from its cargo hold; it 
  isn’t necessary for the ingots to be given to the “sorcerer” of Aegis Isle, 
  because the curse is lifted the moment the last ingot is taken ashore. Thus 
  Captain Miro is only partially correct in her understanding of events. To 
  lay to rest the spirits of the undead that haunt her vessel, she believes she 
  must fulfill her original contract to deliver the ingots. In truth, all she must 
  do is get them well away from her ship. If the PCs help her to accomplish 
  this, she is grateful.
  But without the dark power of the draug to keep her afloat, the Lady 
  slowly begins to sink. There is nothing Captain Miro can do to stop this 
  from occurring. If she is aboard the vessel when this happens, she willingly 
  cleaves to the old mariner’s code that demands a captain go down with her 
  ship. If she is not aboard when the last of the ingots are removed, she is 
  clearly distraught by the sight of her once-mighty vessel being dragged 
  beneath the waves. She is despondent for quite some time, even though 
  her heart feels at peace with the passing of the curse.
  If the PCs have already destroyed the draug and all the brine zombies 
  aboard, removing the curse might seem superfluous; after all, there are no 
  longer any undead aboard to torment the captain. But she will never rest 
  easily until the dark shadow of the curse is undone. Dreams of her lover, 
  Thispin Venroth, torment her until she completes the final piece of her 
  quest.
  If the heroes hand the ingots over to the crabmen, the adventure is over. 
  The crabmen trade them 5,000 gp in pearls from Area 4 in exchange for 
  the ingots. The medusa takes command of the ingots, which eventually 
  end up in the hands of the faceless Ribcage, who uses them as but one 
  more piece in a grand and ever-developing gambit.
  In a gesture of appreciation, Captain Miro offers to split this fee into 
  five equal parts, keeping 1,000 for herself and giving the rest to the 
  members of the party. She has enough money stored in the Swordport 
  banks to purchase and outfit another ship, and she fully intends to do so. 
  But if the curse is over and the Lady has sunk, the captain and the PCs find 
  themselves in a quandary, as they are at least 100 miles from the mainland 
  with only two dinghies between them. The heroes’ next challenge is 
  simply getting off the island…
  This small room is heaped with pillows of all shapes and sizes. 
  Thick rugs cover most of the floor. A thin copper lever protrudes 
  from the northern wall. Strangely, the room stinks of something 
  reminiscent of reptile flesh.
  
  126
  The Isle of Bonjo Tombo is an adventure designed for 4 PCs of 6th 
  to 8th level, although this may be easily scaled for lower or higher level 
  adventurers. The island itself lies to the north and east of Hawkmoon, in the 
  vast Moonsilver Sea, along the tropics of this region. If the party intends 
  to discover and plunder its many treasures, they must secure a ship, brave 
  the high seas, and defeat deadly foes. A balanced party should do well, 
  combining wit and strength of arm to conquer the tropical wilderness, 
  the restless natives, and the diabolical pirates of the Moonsilver Sea. Of 
  course, the locations described below can easily be transplanted to any 
  large body of water, located in a southern clime.
  Adventure Background
  The fame and mystery of the Archipelago of Bonjo Tombo is legendary. 
  In the far-off cities of the world, beyond the Domain of Hawkmoon, the 
  islands are known to be a place of wild riches and high adventure. There 
  its rubies and emeralds are traded alongside the plumes of its wild birds, 
  and the weird, pot-bellied totems and fetishes of its natives are sold in 
  dusty curio shops. Collectors greedily snatch up the latter grotesqueries 
  for their supposed powers and abilities to put “hexes” on enemies. 
  In the Moonsilver Sea, much closer to the famed Archipelago itself, 
  such curiosities are considered to be more than just idle centerpieces. 
  Superstitious sailors from many lands consider the Archipelago a place 
  of great danger, a cursed and inhospitable locale where evil dwells 
  unchallenged. The tales they tell of the Archipelago, and specifically the 
  great isle of Bonjo Tombo, speak of tragedy, shipwreck, cannibalism, the 
  howls of great beasts, and the incessant pounding of the headhunters’ 
  drums.
  Adventure Synopsis
  Refer to the Hawkmoon map. In the Moonsilver Sea, this adventure 
  takes place on the islands marked “Archipelago.” The largest of these 
  landmasses is known officially as Kull Island. To many sailors, however, 
  and to those who have sojourned there, it is more commonly referred to 
  as Bonjo Tombo. 
  This adventure begins with the PCs already aboard a ship; it’s up to you 
  to get them there. You should make ready use of the random encounter 
  tables presented in this book, as well as the new monsters, foul weather, 
  and other sea hazards to ensure that the PCs have an interesting journey 
  across the Moonsilver Sea.
  However the PCs are enticed into the adventure, searching for the 
  wheel of chaos probably figures into the plot. Regardless, the PCs find 
  themselves aboard the Scryhawk, within sight of the fabled isle of Bonjo 
  Tombo. Once they land upon the island, the PCs must track down the 
  pirates’ secret treasure vault while avoiding the man-eating apes, deadly 
  plants, and cannibal tribesmen. Upon the island they may depart on various 
  wilderness-related side quests, possibly joining forces with marooned 
  members of a pirate crew, or go it alone across rapids and miles of thick 
  and foreboding jungle.
  Once the secret buccaneer vault is uncovered, they must brave traps set 
  by pirates, face down undead foes, and match wits with long-dead pirate 
  captains to gain the wheel of chaos and make good their escape before the 
  demon ape known as Bonjo Tombo snatches them away to his volcanic 
  throne and devours them for his dinner.
  Finally, once the wheel of chaos is recovered and safe aboard ship, at 
  the GM’s discretion the PCs may make their first official contact with the 
  leader of the Brotherhood of Skulls, a deadly pirate named Captain Cho 
  Sun, who desires the wheel of chaos for his own dastardly purposes.
  Adventure Hooks
  There may be some physical or geographical problems in getting the 
  PCs to the adventure. These challenges offer the GM the opportunity to 
  roleplay a sea voyage with the PCs prior to their arrival at the isle of Bonjo 
  Tombo. Below are some examples of how to get the PCs involved in the 
  search for the wheel of chaos and the elusive isle of Bonjo Tombo in the 
  first place.
  • The PCs are commissioned to retrieve the wheel of chaos for a 
  collector of antiquities. The sage promises fair compensation for their 
  journey, including the keeping of any other treasures collected along the 
  way. The PCs are supplied with use of the Scryhawk and its crew for 
  transportation to the Archipelago, and eventually the isle of Bonjo Tombo 
  itself.
  • The PCs discover a treasure map detailing the location of the island 
  hidden within a small, grotesque, apelike, wooden idol discovered in a 
  curio shop or amongst a treasure hoard from a previous adventure. A 
  picture of a magical ship’s wheel is drawn in one corner, and a naked ape 
  sitting upon a black throne is drawn in the other. Further investigation of 
  the scroll and its meaning leads the PCs to the Scryhawk and a hunt for 
  the lost treasure.
  • The PCs have their own sailing vessel, and shipwreck upon the Isle 
  during a freak storm. The PCs encounter one or more of the marooned 
  pirates upon the island and learn the tale of the wheel of chaos from them, 
  and seek to investigate it while the crew of their vessel makes repairs.
  Chapter Nine:  
  The Isle of Bonjo Tombo
  Scaling the Adventure
  5th and 6th level PCs: Change cannibal barbarians to warriors; 
  reduce the levels of cannibal leaders by half. Change wights to 
  ghouls in area Area 13. Do not allow an encounter with Bonjo 
  Tombo, merely use him for drama and fear to chase PCs off the 
  island should they tarry too long. Reduce number of Random 
  Encounters Rolled.
  9th and 10th level PCs: Increase level of cannibal natives and 
  leaders. Example: Cannibal warriors are all 3rd level barbarians. 
  Cannibal leaders gain 1–4 levels. Change juju zombies to barrow 
  wights. Change wights to specters. Guarantee an encounter with 
  Bonjo Tombo. Guarantee an encounter with Cho Sun and his crew 
  of pirates.
  
  Dead Man's Chest
  127
  Crew of the Scryhawk
  Use the follow statistics for the crew of the PCs’ ship, or supply a ship 
  and captain already known in your campaign world.
  CAPTAIN ROMBARTHO 
  CR 6 
  XP 2,400
  Male human fighter 2/rogue 3/mariner 2 (see Chapter 4)
  N Medium humanoid (human)
  Init +5; Perception +12
   
  AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
  hp 50 (2d10+2 plus 3d8+3 plus 2d10+2 plus 3) 
  Fort +6; Ref +5; Will +4; +5 vs. fear
  Defensive Abilities bravery +1, evasion, trap sense +1
   
  Speed 30 ft.
  Melee +1 cutlass +11/+6 (1d6+4/19–20)
  Special Attacks sneak attack +2d6
   
  Str 17, Dex 13, Con 12, Int 10, Wis 11, Cha 10
  Base Atk +6; CMB +9; CMD 20 
  Feats Alertness, Improved InitiativeB, Iron Will, Persuasive, 
  Power AttackB, Quick Draw, Weapon Focus (cutlass)B
  Skills Acrobatics +12, Bluff +4, Climb +12, Diplomacy +2, 
  Escape Artist +8, Intimidate +10, Perception +12, Profession 
  (sailor) +10 (+14 aboard heeling ship), Sense Motive +2, Swim 
  +13 
  Languages Aquan, Common
  SQ rogue talents (ledge walker), sea legs, trapfinding +1
  Gear mwk chain shirt, +1 cutlass
  SCRYHAWK CREW 
  CR 1/3 
  XP 135
  Male and female human expert 2
  N Medium humanoid (human)
  Init +1; Perception +7
   
  AC 13, touch 11, flat-footed 12 (+2 armor, +1 Dex) 
  hp 9 (2d8) 
  Fort +0; Ref +1; Will +2 
   
  Speed 30 ft.
  Melee cutlass +3 (1d6+2/19–20)
   
  Str 14, Dex 13, Con 11, Int 10, Wis 9, Cha 8
  Base Atk +1; CMB +3; CMD 14 
  Feats Martial Weapon Proficiency (cutlass), Skill Focus 
  (Perception)B
  Skills Acrobatics +6, Climb +7, Intimidate +4, Perception +7, 
  Profession (sailor) +4, Stealth +6, Survival +4, Swim +7 
  Languages Common
  Gear leather armor, cutlass
  Wilderness Overview
  Roughly half of the adventure takes place in a steamy volcanic jungle 
  setting, the dangers of which are not all of a form that may be easily slain 
  by an adventuring party with swords and magic. Heat, terrain, weather 
  conditions, and water currents all have bearing on the success or failure of 
  the PCs in their quest to retrieve the wheel of chaos from its hiding place.
  Heat and Humidity
  Consider the climate within the Archipelago of Bonjo Tombo as 
  equatorial or tropical, hot throughout the year, averaging between 95 and 
  105 degrees Fahrenheit. For this reason PCs walking, running or otherwise 
  exerting themselves may suffer the effects of heat damage, unless 
  otherwise protected through the use of magic. Consult the Pathfinder 
  Roleplaying Game Core Rulebook for information regarding heat dangers.
  Due to the dampness, extreme humidity, and the salty sea air, non-
  magical, metal objects begin to corrode rather quickly. Objects made of 
  ferrous materials (such as iron or steel), must be heavily oiled every day or 
  make a DC 10 Fortitude save. Failure means the metals begin to suffer the 
  effects of corrosion. Corroded weapons and armor lose 1 point of hardness 
  for each failed Fortitude save. When their hardness reaches 0, they gain 
  the broken condition. Masterwork weapons and armor gain a +1 to their 
  daily Fortitude save.
  Weather
  To heighten the danger and increase the intensity of the adventure, refer 
  to the tables presented in Chapter Three. Use the random weather events 
  detailed in that chapter to give the PCs a realistic and possibly dangerous 
  journey to the isle.
  Terrain
  The volcanic shelves upon which the Archipelago is formed are covered 
  in dense jungle growth which reduces the PCs standard speed to1/4 normal. 
  PCs that succeed on a DC 15 Survival (jungle) check may move through 
  the jungle at 1/2 their normal speed as they find easier footing through 
  use of game trails or hunters’ paths. See the Pathfinder Roleplaying Game 
  Core Rulebook for details on movement through jungle or other terrain 
  types. Many areas of the isle of Bonjo Tombo are also heavily hilled. 
  Climbing an average volcanic hill upon the isle of Bonjo Tombo requires 
  a successful DC 10 Climb check, meaning that they are not too terribly 
  difficult to climb, unless encumbered with an armor check penalty and 
  heavy gear. 
  Wilderness Locations
  The following wilderness locations are not actually part of the isle of 
  Bonjo Tombo itself but afford alternative stops for curious PCs on their 
  journey to find the wheel of chaos.
  Aegis Island. This island is detailed in the adventure The Ghosting of 
  Lady Quay, included in this book.
  Isle of Boa Bato. This island is one of the many in the Archipelago 
  shown on the map. If you choose to have the PCs make landfall here, 
  simply place the island anywhere in their path. Known as Boa Bato, 
  the island is named after the native headhunters who dwell upon its 
  southeastern shores. The Boa Bato people cover themselves in body paint 
  derived from ash and the rendered fat of dire boars that they hunt on the 
  island. Although the Boa Bato are headhunters they make a distinction 
  between themselves and the cannibals which dwell upon the isle of Bonjo 
  Tombo itself, and are known to be peaceable to passing sailors if they 
  
  128
  themselves are treated with respect and offered gifts from far off lands.
  The Boa Bato favor weapons made from bronze and copper as they 
  tend not to corrode so quickly in the humid climate of the archipelago. The 
  tribe itself is rather small, consisting of about thirty headhunters and their 
  family groups. Their ruler, Itua Tua, is counseled by his witch doctor, Bat 
  Aibi. The Boa Bato worship Eliphaz, an ancient elemental totem, whom 
  they deify in the form of the flaming mountain at whose feet they dwell.
  Currently Chato Atua, the son of the Boa Bato chief, has been captured 
  by the cannibalistic Ola Tombo on the isle of Bonjo Tombo. Drums from 
  the southern island indicate that he is to be sacrificed to the demon Bonjo 
  Tombo within two nights, and the rest of his raiding party is to serve as 
  the feast after the sacrifice.
  Should the PCs offer to mount a rescue raid against the Ola Tombo, 
  Itua Tua offers the aid of six of his bravest headhunters, promising them 
  a great magical treasure and a string of pearls should they return with his 
  son alive and in one piece. The magical treasure is a staff of fire with 9 
  charges, as well as a string of pearls worth 500 gp.
  BOA BATO HEADHUNTERS (30) 
  CR 2 
  XP 600 
  Male or Female human barbarian 3
  CN Medium humanoid (human)
  Init +0; Perception +8
   
  AC 10, touch 8, flat-footed 10 (+2 armor, –2 rage) 
  hp 37 (3d12+9 plus 3) 
  Fort +6; Ref +1; Will +3 
  Defensive Abilities uncanny dodge, trap sense +1
   
  Speed 40 ft. 
  Melee shortspear +9 (1d6+5)
  Special Attacks rage 9 rounds/day, rage powers 
  (intimidating glare)
   
  Str 20, Dex 11, Con 16, Int 10, Wis 11, Cha 8 
  Base Atk +3; CMB +8; CMD 16 
  Feats Skill Focus (Perception)B, Stealthy, Weapon Focus 
  (shortspear)
  Skills Climb +9, Escape Artist +2, Handle Animal +4, 
  Intimidate +5, Perception +8, Stealth +4, Survival +6, Swim 
  +10 
  Languages Common
  SQ fast movement
  Combat Gear potion of cure moderate wounds, potion of 
  delay poison; Other Gear leather armor, shortspear
  Base Statistics When not raging, the Boa Bato’s statistics are AC 12, 
  touch 10, flat-footed 12; hp 31; Fort +4, Will +1; Melee shortspear +7 
  (1d6+3); Str 16, Con 12; CMB +6, CMD 16; Skills Climb +7, Swim +8.
  ITUA TUA 
  CR 6 
  XP 2,400
  Male human barbarian 7
  CN Medium humanoid (human)
  Init +6; Perception +11
   
  AC 13, touch 10, flat-footed 11 (+3 armor, +2 Dex, –2 rage)
  hp 86 (7d12+28 plus 7) 
  Fort +9; Ref +4; Will +5 
  Defensive Abilities improved uncanny dodge, trap sense +2; 
  DR 1/— 
   
  Speed 40 ft. 
  Melee +1 shortspear +15/+10 (1d6+7)
  Special Attacks rage 24 rounds/day, rage powers (guarded 
  stance [+2 dodge vs. melee], intimidating glare, no escape)
   
  Str 23, Dex 14, Con 18, Int 12, Wis 12, Cha 11
  Base Atk +7; CMB +13; CMD 23 
  Feats Animal Affinity, Extra Rage, Improved Initiative, 
  Intimidating Prowess, Weapon Focus (shortspear)
  Skills Acrobatics +8 (+12 when jumping), Climb +14, Handle 
  Animal +10, Intimidate +16, Perception +11, Ride +12, 
  Survival +9, Swim +14 
  Languages Aquan, Common
  SQ fast movement
  Combat Gear potion of cure moderate wounds, potion 
  of neutralize poison; Other Gear +1 leather armor, +1 
  shortspear
  Base Statistics When not raging, Itua Tua’s statistics are AC 15, 
  touch 12, flat-footed 13; hp 72; Fort +7; Will +3; Melee +1 shortspear 
  +13/+8 (1d6+7); Str 19, Con 14; CMB +11, CMD 23; Skills Climb +12, 
  Intimidate +14, Swim +12.
  BAT AIBI 
  CR 6 
  XP 2,400
  Female human witch 7 (Pathfinder Roleplaying Game 
  Advanced Player’s Guide)
  CN Medium humanoid (human)
  Init +3; Perception +8
   
  AC 13, touch 13, flat-footed 11 (+1 deflection, +1 Dex, +1 
  dodge)
  hp 27 (7d6) 
  Fort +2; Ref +3; Will +6 
   
  Speed 30 ft.
  Melee quarterstaff +3 (1d6)
  Special Attacks hexes (cauldron, evil eye [–2, 6 rounds], 
  flight [feather fall at will, levitate 1/day, fly 7 minutes/day], 
  ward [+2])
  Spells Prepared (CL 7th; melee touch +3, ranged touch +4):
  4th—crushing despair (DC 17 )
  3rd—bestow curse (DC 16), deep slumber (DC 16), water 
  breathing
  2nd—detect thoughts (DC 15), hold person (DC 15), 
  slipstream* (DC 15), touch of idiocy 
  1st—curse water, cause fear (DC 14), cure light wounds, 
  enlarge person, obscuring mist, ray of enfeeblement (DC 14) 
  0 (at will)—bleed (DC 13), dancing lights, detect magic, 
  touch of fatigue (DC 13)
  Patron Water
   
  Str 10, Dex 13, Con 11, Int 17, Wis 13, Cha 11
  Base Atk +3; CMB +3; CMD 16 
  Feats Alertness, Brew PotionB, Craft Wand, Dodge, Extend 
  Spell, Self-SufficientB
  Skills Bluff +7, Craft (alchemy) +14, Fly +9, Heal +9, Intimidate 
  +8, Knowledge (arcana) +9, Knowledge (nature) +9, 
  Perception +8, Sense Motive +3, Spellcraft +13, Survival +3, 
  Swim +4, Use Magic Device +10 
  Languages Aquan, Common, Goblin, Ignan
  SQ witch’s familiar (scorpion named Heishu)
  Combat Gear potion of cure serious wounds, scroll of rage, 
  scroll of heroism, wand of sleep (25 charges); Other Gear 
  quarterstaff, ring of protection +1
  *Pathfinder Roleplaying Game Advanced Player’s Guide
  HEISHU 
  CR —
  XP —
  Female scorpion familiar (Pathfinder Roleplaying Game 
  Ultimate Magic “Scorpion, Greensting”)
  N Tiny magical beast 
  Init +3; Senses darkvision 60 ft.; Perception +12
   
  AC 22, touch 15, flat-footed 19 (+3 Dex, +7 natural, +2 size)
  hp 13 (7 HD) 
  Chapter Nine: The Isle of Bonjo Tombo
  
  Dead Man's Chest
  129
  Fort +2; Ref +5; Will +5 
  Defensive Abilities improved evasion
   
  Speed 30 ft.
  Melee sting +8 (1d2–4 plus poison)
  Special Attacks poison
   
  Str 3, Dex 16, Con 10, Int 9, Wis 10, Cha 2
  Base Atk +3; CMB +4; CMD 10 (22 vs. trip)
  Feats Ability Focus (poison), Weapon FinesseB
  Skills Bluff +3, Climb +11, Craft (alchemy) +3, Fly +15, Heal +3, 
  Intimidate +1, Knowledge (arcana) +2, Knowledge (nature) 
  +2, Perception +12, Spellcraft +6, Stealth +15, Use Magic 
  Device +3; Racial Modifiers +4 Climb, +4 Perception, +4 
  Stealth
  Languages empathic link, speak with animals of its kind, 
  speak with master
  SQ share spells
   
  Poison (Ex) Sting-Injury; save Fort DC 12; frequency 1/round 
  for 6 rounds; effect sickened for 1 round; cure 1 save.
  There are also an additional 70 non-combatants such as children and 
  elderly within the tribe.
  SPIKE PIT TRAP 
  CR 3
  XP 800
  Type mechanical; Perception DC 21; Disable Device DC 20
   
  Trigger location; Reset manual
  Effect 20-ft. deep pit (2d6 falling damage); pit spikes (Atk 
  +10 melee, 1d4 spikes per target for 1d4+2 damage each); 
  DC 20 Reflex save avoids; multiple targets (first target in 
  each of two adjacent 5-ft. squares)
  TIGER TRAP 
  CR 3
  XP 800
  Type mechanical; Perception DC 21; Disable Device DC 25
   
  Trigger location; Reset manual
  Effect 20-ft. deep pit (2d6 falling damage); pit spears (Atk 
  +16 melee, 1d4 spears per target for 1d6 damage each); 
  DC 20 Reflex save avoids; multiple targets (first target in 
  each of two adjacent 5-ft. squares)
  Isle of Bonjo Tombo
  As the PCs approach the isle of Bonjo Tombo, read the following:
  At this point the ship drops a landing boat that escorts the PCs to the south 
  shore. The northern shore has been avoided, as the drumbeats of the island’s 
  inhabitants have made the crew of the vessel wary. The captain of the vessel, 
  Rombartho, being very much a superstitious mariner, informs the PCs that 
  neither he nor his crew will be joining the PCs upon the island. With a smile 
  he hands them their oars and wishes them well. Rombartho tells the PCs that 
  they have exactly three days to find what they are looking for, or they shall 
  be assumed lost upon the isle and the ship will be leaving for good.
  Random Encounters
  Roll 1d20 once for every 2 miles the PCs travel upon the isle 
  of Bonjo Tombo. Select a random encounter table based on the 
  geographic location of the PCs.
    Jungle Lowlands  
  (Southern Isle between forks of river)
  1. 
  Girallons (1d4)
  2. 
  Dire Crocodile
  3. 
  Dire Tigers (1d2)
  4. 
  Ula Tombo Cannibals, Bbn 4 (2d4)
  5. 
  Gambado*
  6. 
  Pterodactyls (1d2)
  7. 
  Dire Apes (1d4)
  8. 
  Spiked Pit Trap
  9. 
  Giant Constrictor Snake
  10. 
  Tiger Trap
  11. 
  Assassin Vines (1d4)
  12. 
  Giant Slicer Beetles (1d2)*
  13. 
  Tombotu (1d4)**
  14–20. No Encounter
  Northeastern Highlands  
  and Western Island
  1. 
  Girallons (2d3)
  2. 
  Dire Apes (1d4)
  3. 
  Pterodactyls (1d2)
  4. 
  Yellow Musk Creeper and Yellow Musk 
   
  Zombies (1d4)*
  5. 
  Boalisk*
  6. 
  Scythe Tree*
  7. 
  Huge Venomous Spiders (1d2)
  8. 
  Tri-Flower Frond*
  9. 
  Gorilla Bears (1d4)*
  10. 
  Shambling Mound
  11. 
  Spider Eater
  12. 
  Tombotu (1d4)**
  13–19. No Encounter
  20. 
  Bonjo Tombo**
  Wo’ Cuobo River
  1. 
  Piranha, school 1d10+10
  2. 
  Pin Fish, school 1d10+10
  3. 
  Crocodiles (1d4)
  4. 
  Giant Crocodile
  5. 
  Giant Leeches (1d4+1)*
  6. 
  Muckdwellers (1d10+8)*
  7. 
  Strangle Weed Patch (2d4)*
  8–20. 
  No Encounter.
  *Indicates Monsters found in the Tome of Horrors Complete by 
  Frog God Games
  ** Indicates Monsters found in Chapter Six of this book.
  The glowing peaks of the Demon’s Horns light the sky with a 
  reddish volcanic fire. The larger southern isle, easily the biggest 
  in the entire archipelago, is dominated by the dark peak of a long 
  extinct volcano cone. The isle is swathed in thick green vegetation 
  and dank mists that legends claim can eat through a breastplate in a 
  fortnight. As the ship pulls closer to anchor in the bay on the south 
  shore of the isle of Bonjo Tombo, your senses are assailed with the 
  stench of rotting vegetation, bittersweet flowers and slow decay.
  
  130
  Chapter Nine: The Isle of Bonjo Tombo
  
  Dead Man's Chest
  131
  The Wo’Coubo River
  This murky river flows from the bowels of Mt. Bonjo Tombo in the 
  center of the island and has branches that flow north, south and southeast. 
  The river averages a depth of 15 feet and has an average width of 100 
  feet. The water tends to be somewhat slow moving, making it an easy 
  swim but for the swarms of piranha and the dire crocodiles that call its 
  muddy channels home. Swimming across the river requires a successful 
  DC 15 Swim check due to currents and whirlpools in the water. Paddling 
  a canoe or dugout upstream requires a successful DC 14 Profession 
  (boatman/sailor) check or a DC 18 Intelligence check to navigate without 
  capsizing the boat. The exertion from such paddling is the equivalent of 
  walking over difficult terrain, granting a movement rate of 20 feet per 
  round, although this may prove a much easier mode of travel than walking 
  overland through the ape, serpent and insect infested island.
  A: The South Beach (CR 7)
  The south beach of the isle of Bonjo Tombo is a wide expanse of fine 
  black sand. The beach is bordered to the north by tall saw grass and 
  finally the dense expanse of jungle beyond. PCs succeeding on a DC 
  15 Perception check note the remnants of a landing craft and the ruins 
  of a campsite no more than two years old. PCs succeeding on a DC 20 
  Perception check note a castle-like rocky outcropping to the west. A PC 
  succeeding on a DC 25 Perception notices that they are being watched by 
  several savages, carefully hidden in the saw grass.
  In 1d4 rounds after the PCs arrive on shore, they are set upon by a 
  party of 6 cannibals from the Ola Tombo tribe. The Ola Tombo tribesmen 
  are naked but for loincloths, and each of their bodies are painted in the 
  grotesque likeness of an ape. They bear maquahuilts and blowguns whose 
  darts are tipped with small centipede poison.
  OLA TOMBO 
  WARRIORS (6) 
  CR 2 
  XP 600 
  Male human barbarian 3
  CE Medium humanoid (human)
  Init +1; Perception +9
   
  AC 11, touch 9, flat-footed 10 (+1 Dex, –2 
  rage, +2 shield)
  hp 37 (3d12+9 plus 3) 
  Fort +6; Ref +2; Will +3; +2 vs. magic
  Defensive Abilities uncanny dodge, 
  trap sense +1
   
  Speed 40 ft. 
  Melee maquahuilt +9 (1d8+5 )
  Ranged blowgun +4 (1d2 
  plus poison)
  Special Attacks rage 
  9 rounds/day, 
  rage powers 
  (superstition +2)
   
  Str 20, Dex 13, Con 16, Int 10, Wis 11, Cha 8 
  Base Atk +3; CMB +8; CMD 17 
  Feats Power Attack, Skill Focus (Perception)B, Weapon Focus 
  (maquahuilt)
  Skills Climb +7, Handle Animal +4, Intimidate +5, Perception 
  +9, Stealth +1, Survival +6, Swim +7 
  Languages Common
  SQ fast movement
  Gear heavy wooden shield, maquahuilt, blowgun, 30 darts, 
  3 vials of small centipede poison
  Base Statistics When not raging, the Ola Tombo’s statistics are AC 13, 
  touch 11, flat-footed 12; hp 31; Fort +4, Will +1; Melee maquahuilt +7 
  (1d8+5); Str 16, Con 12; CMB +6, CMD 17; Skills Climb +5, Swim +5.
  New Simple Weapon: 
  Maquahuilt
  Maquahuilt: A maquahuilt is a war club lined with razor-sharp 
  obsidian chips or shark’s teeth. Maquahuilts are used primarily by 
  primitive cultures. A maquahuilt is a light melee weapon.
  Cost: 5 sp; Dmg (S): 1d4; Dmg (M): 1d6; Crit: x3; 
  Weight: 3 lb.; Type: bludgeoning or slashing.
  
  132
  Tactics: Four of the Ola Tombo tribesmen immediately charge into battle. 
  The other two hang back and use their blowguns, attempting to poison and 
  weaken the PCs. If the cannibals with blowguns see their allies dying, they 
  fade into the jungle and make for Area C: The Ola Tombo Village. 
  PCs succeeding on a DC 20 Perception check to search the wreckage 
  of the camp find an arm bone severed at the elbow, some broken camping 
  equipment, and 1d6 blowgun darts.
  The wreckage and darts are the remains of one of Captain Quimby’s 
  crew who did not escape when the Ola Tombo attacked their first campsite.
  B: The Citadel
  Above the PCs rises a sheer cliff face of volcanic rock approximately 
  50 feet tall. Characters succeeding on a DC 20 Perception check detect 
  a wisp of smoke from a cookfire. The occupants of the cliff top must 
  succeed on a DC 12 Perception check to hear the battle between the PCs 
  and the islanders. This invites a stream of curses and warnings from above, 
  demonstrating the pirates’ desire to be left alone. If the PCs go unnoticed, 
  they may try to sneak into the citadel. Otherwise they hear the voice of 
  Captain Quimby calling down from the rocky protuberance. PCs may 
  attempt to use Diplomacy, Bluff, or Intimidate to gain entrance into the 
  citadel to parlay with the marooned pirates who live here. Should they fail 
  their opposed checks, they soon find sharp stones followed by crossbow 
  bolts raining down upon them from above. The stones do 1d6 points of 
  damage due to their weight and the distance they are hurled. 
  Within the citadel are the 5 surviving members of Captain Quimby’s 
  marooned crew. Haggard from lack of nourishment, these grizzled sea 
  dogs have survived on milk from wild goats they have captured upon the 
  island, fruit, and an occasional wild boar. The Citadel is easily defended 
  by the band, as there is but one narrow approach. Someone taking this 
  route must succeed on a DC 20 Climb check to navigate it without use 
  of a rope ladder which the pirates pull up for defensive purposes. The 
  top of the citadel is ringed with bamboo spikes, dipped in feces, which 
  serves to keep apes from climbing into the compound. Climbing over 
  the spikes deals 1d6 points of damage per round against unarmored or 
  lightly armored opponents, who must also succeed on a DC 14 Fortitude 
  save or develop filth fever (See the Pathfinder Roleplaying Game Core 
  Rulebook for details on filth fever). The approach is only wide enough for 
  one Medium creature to climb up at a time, thus denying the Ola Tombo 
  tribesmen access to an aging food source.
  Captain Quimby is a fifty-year-old sea dog that once made the mistake of 
  crossing the pirate captain Cho Sun, and found himself set adrift on a life boat 
  with ten of his men. With Quimby in the citadel are his first mate Keaton, 
  second mate Milton, his ship’s surgeon Clive, and his cook Wu Shu. 
  Note that the cutlass is a new weapon detailed in The Ghosting of 
  Lady Quay.
  CAPTAIN QUIMBY 
  CR 9 
  XP 6,400
  Male human fighter 6/rogue 4
  NE Medium humanoid (human)
  Init +6; Perception +13
   
  AC 15, touch 13, flat-footed 12 (+2 armor, +2 Dex, +1 dodge)
  hp 81 (6d10+12 plus 4d8+8 plus 6) 
  Fort +8; Ref +8; Will +6; +8 vs. fear
  Defensive Abilities bravery +2, evasion, trap sense +1, 
  uncanny dodge
   
  Speed 30 ft.
  Melee +2 cutlass +17/+12 (1d6+9/19–20)
  Ranged light crossbow +11 (1d8/19–20)
  Special Attacks rogue talents (bleeding attack +2), sneak 
  attack +2d6, weapon training (heavy blades +1)
  Spell-Like Abilities (CL 4th):
  3/day—mending
   
  Str 19, Dex 14, Con 14, Int 11, Wis 13, Cha 13
  Base Atk +9; CMB +13; CMD 26 
  Feats AthleticB, Dodge, Improved Initiative, Improved Iron 
  Will, Iron Will, Lunge, MobilityB, Spring AttackB, Weapon Focus 
  (cutlass)B, Weapon Specialization (cutlass)B
  Skills Acrobatics +14, Climb +14, Escape Artist +14, Intimidate 
  +13, Perception +13, Sense Motive +12, Swim +14 
  Languages Common
  SQ armor training 1, rogue talents (minor magic), trapfinding 
  +2
  Gear leather armor, +2 cutlass, light crossbow, 2 bolts
  KEATON, FIRST MATE 
  CR 9 
  XP 6,400
  Male human fighter 5/rogue 5
  NE Medium humanoid (human)
  Init +5; Perception +17
   
  AC 15, touch 12, flat-footed 13 (+3 armor, +1 Dex, +1 dodge) 
  hp 79 (5d10+5 plus 5d8+5 plus 15) 
  Fort +6; Ref +6; Will +4; +5 vs. fear 
  Defensive Abilities bravery +1, evasion, trap sense +1, 
  uncanny dodge
   
  Speed 30 ft.
  Melee +1 short sword +13/+8 (1d6+4/19–20) 
  Special Attacks rogue talents (surprise attack), sneak attack 
  +3d6, weapon training (light blades +1)
   
  Str 15, Dex 13, Con 12, Int 10, Wis 11, Cha 10 
  Base Atk +8; CMB +10; CMD 22 
  Feats Alertness, CleaveB, Dodge, Endurance, Improved 
  Initiative, Iron WillB, Power AttackB, Toughness, Weapon 
  Focus (short sword)B
  Skills Acrobatics +11, Climb +10, Diplomacy +8, Disable 
  Device +12, Intimidate +8, Navigate +8, Perception +17, 
  Sense Motive +2, Stealth +14, Swim +10 
  Languages Common
  SQ armor training 1, rogue talents (ledge walker), trapfinding 
  +2
  Gear +1 leather armor, +1 short sword
  MILTON, SECOND MATE 
  CR 5 
  XP 1,600
  Male human bard 3/rogue 3
  N Medium humanoid (human)
  Init +1; Perception +11
   
  AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex) 
  hp 36 (3d8+3 plus 3d8+3) 
  Fort +5; Ref +7; Will +3; +4 vs. bardic performance, language-
  dependent, and sonic
  Defensive Abilities evasion, trap sense +1
   
  Speed 30 ft.
  Melee cutlass +5 (1d6/19–20) or +1 dagger +5 (1d4+1/19–20) 
  Ranged +1 dagger +6 (1d4+1/19–20)
  Special Attacks bardic performance 17 rounds/day 
  (countersong, distraction, fascinate, inspire competence +2, 
  inspire courage +1), rogue talents (weapon training), sneak 
  attack +2d6
  Spells Known (CL 3rd; melee touch +4, ranged touch +5): 
  1st (4/day)—animate rope, cause fear (DC 14), charm 
  person (DC 14), hideous laughter (DC 14)
  0 (at will)—dancing lights, daze (DC 13), detect magic, flare 
  (DC 13), ghost sound (DC 13), read magic
   
  Str 10, Dex 13, Con 12, Int 14, Wis 8, Cha 17
  Base Atk +4; CMB +5; CMD 15 
  Feats Agile ManeuversB, Extra Performance, Great Fortitude, 
  Skill Focus (Perception), Weapon Focus (cutlass)B
  Chapter Nine: The Isle of Bonjo Tombo
  
  Dead Man's Chest
  133
  Skills Acrobatics +10, Bluff +12, Escape Artist +10, Knowledge 
  (arcana) +12, Knowledge (geography) +12, Knowledge 
  (local) +9, Linguistics +8, Perception +11, Perform (oratory) 
  +12, Spellcraft +11, Stealth +10, Swim +6 
  Languages Aquan, Common, Draconic, Elven, Goblin, 
  Sylvan
  SQ bardic knowledge +1, versatile performance (oratory), 
  trapfinding +1
  Combat Gear potion of cure moderate wounds; Other Gear 
  +2 leather armor, cutlass, +1 dagger
  CLIVE, SHIP’S DOCTOR 
  CR 5 
  XP 1,600
  Male human cleric of Elmarran 6
  CN Medium humanoid (human)
  Init –1; Perception +4
  Aura chaos
   
  AC 12, touch 9, flat-footed 12 (+3 armor, –1 Dex) 
  hp 48 (6d8+12 plus 6) 
  Fort +7; Ref +3; Will +9 
  Resist cold 10
   
  Speed 40 ft. 
  Melee spear +6 (1d8+1/x3)
  Ranged spear +4 (1d8+1/x3)
  Special Attacks channel positive energy 4/day (DC 14, 3d6)
  Domain Spell-Like Abilities (CL 6th; ranged touch +3):
  7/day—icicle (1d6+3 cold damage)
  Spells Prepared (CL 6th; melee touch +5, ranged touch +3): 
  3rd—bestow curse (DC 17), dispel magic, flyD, prayer
  2nd—aid, enthrall (DC 16), fog cloudD, hold person (DC 16), 
  resist energy
  1st—bless, cause fear (DC 15), detect law, divine favor, 
  longstriderD
  0 (at will)—create water, guidance, read magic, stabilize
  D Domain spells Domains Travel, Water
   
  Str 13, Dex 8, Con 14, Int 10, Wis 18, Cha 12
  Base Atk +4; CMB +5; CMD 14 
  Feats Lightning ReflexesB, Scribe Scroll, Self-Sufficient, 
  Weapon Focus (spear)
  Skills Diplomacy +7, Heal +12, Knowledge (religion) +9, 
  Spellcraft +9, Survival +6 
  Languages Common
  SQ +10 base speed from Travel domain, agile feet (7/day)
  Combat Gear scroll of remove paralysis, scroll of remove 
  curse, scroll of remove disease; Other Gear masterwork 
  studded leather, spear 
  WU SHU, THE COOK 
  CR 3 
  XP 800
  Male human monk 4
  LE Medium humanoid (human)
  Init +6; Perception +10
   
  AC 17, touch 17, flat-footed 14 (+2 Dex, +1 dodge, +1 monk, 
  +3 Wis)
  hp 29 (4d8+4 plus 4) 
  Fort +5; Ref +6; Will +7; +2 vs. enchantments
  Defensive Abilities evasion
   
  Speed 40 ft.
  Melee quarterstaff +4 (1d6+1) or nunchaku +4 (1d6+1)
  Ranged shuriken +5 (1d2+1)
  Special Attacks flurry of blows, maneuver training, stunning 
  fist 4/day (DC 15)
   
  Str 13, Dex 15, Con 13, Int 11, Wis 16, Cha 10 
  Base Atk +3; CMB +5; CMD 21 
  Feats Blind-FightB, Catch Off-GuardB, Combat ReflexesB, 
  Dodge, Improved Initiative, Improved Unarmed StrikeB, 
  Stunning FistB
  Skills Acrobatics +9 (+13 when jumping), Climb +7, Escape 
  Artist +7, Perception +10, Stealth +9, Swim +7 
  Languages Common
  SQ fast movement, ki pool (5 points, magic), slow fall 20 ft.
  Gear quarterstaff, nunchaku, 6 shuriken
  PCs making a successful Diplomacy check of +5 or more than the 
  Captain and his crew may convince the marooned pirates to join the party 
  in their search of the island. The pirates might decide there is strength in 
  numbers and feel safer around a well-armed force of adventurers. The 
  citadel offers a safe place to stay should the PCs attempt to make repeated 
  forays into the jungles of the isle. Aside from the pirates there are 6 goats, 
  a small vegetable garden, and a store of dried meat and fruits. 
  Note: Although the marooned pirates are happy to see non-savage 
  faces, they are still old sea dogs, and for the most part tend towards an evil 
  bent, though that may not be quite immediately obvious. They committed 
  many crimes on the high seas, and none feels a sliver of remorse or pity 
  for the sailors they have killed nor the women they have sold into slavery. 
  To Quimby and his men, that’s just the price of doing business. A paladin 
  amongst the PCs may have a moral problem dealing with these men, and 
  at the same time have a religious quandary about rescuing them or leaving 
  them to their fate.
  New Deity: Elmarran
  God of the Sea and Change
  Domains: Chaos, Sun, Travel, Water, and Weather
  Typical Worshippers: sailors, the elderly, sages, 
  spies, actors, philosophers, fishermen, and the 
  temperamental.
  Favored Weapon: Net, Spear
  Unlike deities of other pantheons, the divine beings worshipped 
  in the Domain of Hawkmoon defy description and subscribe 
  to no single alignment. They have no set forms and no gender. 
  For the purpose of bringing their inscrutable natures closer to 
  human understanding, worshippers have given them names 
  and anthropomorphic characteristics, and attempted at least to 
  surmise their realms of control and the areas they influence. All 
  gods have been assigned a primary dichotomy, and several lesser 
  fields of influence. Because of this complexity, beings of various 
  alignments and vocations might pray to the same deity.
  To this end, those who know Elmarran best—being themselves 
  followers of the sea and the ever changing portents its tide brings—
  picture him as a withered old man, with wise, dark eyes and a 
  flowing white beard with blue streaks. Elmarran tends toward the 
  chaotic, and since many of his followers have an evil bent, he is 
  sometimes erroneously seen in that light. His influence extends 
  beyond the ocean to rivers and lakes, and many who make their 
  living upon these watery surfaces pay him homage. However, he 
  is also the god of aging, disguise, and change. The old and infirm 
  often send prayer his way, in the hope that they will encounter the 
  final change on peaceful terms. Many sages and philosophers, as 
  they enter their venerable years, take to a worship of Elmarran 
  out of a learned respect for the wisdom that old age brings, and 
  an acquired prerogative to ignore the whims and rules of younger 
  men.
  Elmarran is capricious, and many of his followers are of that 
  ilk whose tempestuous passions randomly change course as a ship 
  driven before the storm.
  
  134
  C. Village of the Ola Tombo
  Should the PCs approach the Ola Tombo settlement from the south, 
  having only encountered the Ola Tombo in random encounters or not at 
  all, read the following text when they are about 400 feet from the village. 
  Refer to the Ola Tomba Village map.
  This is the village of the Ola Tombo. The Ola Tombo are currently 
  preparing Chato Atua, the captured son of the Bola Bato chief, for sacrifice 
  to Bonjo Tombo. Chato’s comrades are being prepared as the main course 
  in the tribal feast, after their demon god is sated.
  There is a chance that 1d4 Ola Tombo sentries stumble upon the PCs. 
  Allow opposed Stealth and Perception checks, taking into account cover 
  and terrain. If the PCs are discovered, the tribesmen begin shouting to 
  rouse the hornets’ nest. The entire village converges upon the PCs in 2d6 
  rounds.
  Should the PCs remain unseen, they have at least three options:
  • They may continue to approach the village, with the intent of breaking 
  up the Ola Tombo dinner party and bringing down the wrath of the entire 
  Ola Tombo tribe. In this event the Ola Tombo use every trick in their 
  power to kill, destroy, or fend off the PCs. The PCs may very well defeat 
  the Ola Tombo, but at what cost in loss of life?
  • The PCs may remain hidden in the jungle and follow the witch doctors 
  and Ola Tombo chieftain to the northern branch of the Wo’Coubo River, 
  where they board dugout canoes and take Chato Atua to Area D: Sacrifice 
  Mound, as an offering to Bonjo Tombo.
  • The PCs may wait until Chato Atua is taken from the village. Then, 
  while the village is less defended, they can sneak into the village and have 
  a look about, possibly rescuing Chato Atua’s comrades from the cook pot.
  If the PCs are discovered and fight the Ola Tombo in the 
  jungle, several things may occur:
  • The Ola Tombo cannibals intend to capture the PCs if possible for 
  an eventual feast. Any PC captured by the Ola Tombo is brought to the 
  village. They are stripped of their belongings, which are taken to Area 
  C–3. Further, they are summarily beaten to 1 hp (non-lethal damage). The 
  PCs are then tied to long poles as the villagers prepare to make offerings 
  of their captives to Bonjo Tombo. Prisoners are tied to the long bamboo 
  poles with soaked rawhide thongs. The thongs tighten as they dry, and are 
  tied about the wrists, ankles and throat. Attempting to burst the thongs as 
  a feat of strength requires a DC 22 Strength check. Failure results in 1d4 
  points of temporary Constitution damage as the thong about the throat 
  constricts, cutting off breath and circulation. A PC making a successful 
  Escape Artist check opposed by the cannibals’ CMB + 20 somehow 
  manages to work the knots or wriggle free from the rawhide ties and gain 
  freedom.
  • The PCs fend off and eventually destroy all of the Ola Tombo warriors 
  by fading into the jungle and taking the cannibals out a few at a time. In 
  this situation the PCs may freely explore the village after the jungle battle, 
  while the non-combatants either cower in fear or flee to the west, returning 
  after the PCs have finished plundering their homes.
  Regardless of the choices the PCs make, the trek to Area D: The 
  Sacrifice Mound, and the return trip, take the Ola Tombo about 2 hours, as 
  they return to their village right about nightfall. Even if the PCs encounter 
  tribesmen on the outskirts of the village and begin a major battle, the witch 
  The drumbeats are louder as you approach from the hills above. 
  As the foliage clears you see a village surrounded by a spiked, 
  bamboo wall adorned with skulls. Many of the island’s natives 
  writhe and dance in a blood ritual around a fire in the center of the 
  village. Tied to stakes in the center of the island are several natives 
  who obviously belong to a different tribe. They are bound about the 
  wrists, ankles and throat by narrow cords of hide. A witch doctor 
  has slashed the men, and it appears as if the villagers are preparing 
  to move their prisoners very soon. At least one huge ape can be 
  seen amongst the dancers of the tribe.
  Chapter Nine: The Isle of Bonjo Tombo
  
  Dead Man's Chest
  135
  doctor and chief of the tribe hasten to appease Bonjo Tombo with their 
  sacrificial offering, rather than defend their tribe, as they fear the wrath of 
  the demon ape more than anything else they have thus encountered.
  Village of the Ola Tombo
  Refer to the Ola Tombo Village map. The village is populated by the 
  following number of cannibals. 
  OLA TOMBO WARRIORS (4) 
  CR 2
  XP 600 
  hp 37 (see Area A: The South Beach)
  CHIEF BA’A BALO 
  CR 9 
  XP 6,400
  Male human barbarian 10
  CE Medium humanoid (human)
  Init +6; Perception +19
   
  AC 14, touch 11, flat-footed 12 (+1 deflection, +2 Dex, +1 
  natural, –2 rage, +2 shield)
  hp 110 (10d12+30 plus 10)  
  Fort +10; Ref +5; Will +7 
  Defensive Abilities improved uncanny dodge, trap sense +3; 
  DR 2/— 
   
  Speed 40 ft.
  Melee +2 maquahuilt +20/+15 (1d8+9/19–20)
  Ranged blowgun +13/+8 (1d2 plus poison)
  Special Attacks rage 23 rounds/day, rage powers 
  (intimidating glare, no escape, powerful blow +3, quick 
  reflexes, renewed vigor [2d8+5 hp])
   
  Str 25, Dex 14, Con 17, Int 12, Wis 11, Cha 13 
  Base Atk +10; CMB +17; CMD 28 
  Feats Animal Affinity, Improved Initiative, Iron WillB, Skill Focus 
  (Perception), Weapon Focus (maquahuilt), Weapon Focus 
  (blowgun)
  Skills Acrobatics +11 (+15 when jumping), Climb +16, Handle 
  Animal +14, Intimidate +14, Perception +19, Ride +2, Survival 
  +13, Swim +14 
  Languages Abyssal, Common
  SQ fast movement
  Combat Gear potion of cure moderate wounds; Other Gear 
  heavy wooden shield, +2 maquahuilt, blowgun, 27 darts, 
  amulet of natural armor +1, ring of protection +1, 3 vials 
  small centipede poison
  Base Statistics When not raging, the Chief Ba’a Balo’s statistics are 
  AC 16, touch 13, flat-footed 14; hp 90; Fort +8, Will +5; Melee +2 
  maquahuilt +18/+13 (1d8+9/19–20); Str 21, Con 13; CMB +15, CMD 
  28; Skills Climb +14, Swim +12.
  VA’A MA’A THE WITCH DOCTOR 
  CR 9 
  XP 6,400
  Male human adept (witch doctor) 11
  CE Medium humanoid (human)
  Init +0; Perception +4
   
  AC 12, touch 10, flat-footed 12 (+2 natural) 
  hp 60 (11d6+11 plus 11) 
  Fort +6; Ref +3; Will +11 
   
  Speed 30 ft.
  Melee quarterstaff +5 (1d6) or +1 dagger +6 (1d4+1/19–20)
  Ranged +1 dagger +6 (1d4+1/19–20)
  Spells Prepared (CL 11th; melee touch +5, ranged touch +5): 
  3rd—bestow curse (DC 17), deep slumber (DC 17), summon 
  monster III
  2nd—barkskin, bull’s strength, cure moderate wounds, web 
  (DC 16)
  1st—bane (DC 15), doom (DC 15), obscuring mist, 
  protection from good
  0—bleed (DC 14), create water, touch of fatigue (DC 14)
   
  Str 11, Dex 11, Con 13, Int 14, Wis 19, Cha 13
  Base Atk +5; CMB +5; CMD 15 
  Feats Augment Summoning, Brew Potion, Combat Casting, 
  Craft Wand, Craft Wondrous Item, Great FortitudeB, Spell 
  Focus (conjuration)
  Skills Craft (alchemy) +15, Heal +17, Knowledge (nature) 
  +13, Knowledge (planes) +13, Knowledge (religion) +14, 
  Survival +17 
  Languages Abyssal, Aquan, Common
  SQ summon familiar
  Combat Gear potion of invisibility,  2 scrolls of summon 
  monster I, wand of ray of enfeeblement (23 charges), 
  wand of inflict critical wounds (30 charges); Other Gear 
  quarterstaff, +1 dagger, amulet of natural armor +2
  LESSER WITCH DOCTORS (4) 
  CR 3 
  XP 800 
  Male or female human adept (witch doctor) 5
  CE Medium humanoid (human)
  Init +0; Perception +6
   
  AC 10, touch 10, flat-footed 10
  hp 27 (5d6+5 plus 5) 
  Fort +2, Ref +3, Will +7 
   
  Speed 30 ft.
  New NPC Class:  
  Ola Tombo Witch Doctor
  The Ola Tombo witch doctor is a specialized version of the 
  adept (NPC class found in the Pathfinder Roleplaying Game Core 
  Rulebook). This class functions as an adept, with the exception of 
  the spells he or she can cast. Substitute the list below for the one 
  in the Pathfinder Roleplaying Game Core Rulebook when using an 
  adept to create an Ola Tombo witch doctor.
  Ola Tombo Witch Doctor Spell List
  0 level—bleed, create water, dancing lights, detect magic, ghost 
  sound, guidance, read magic, stabilize, touch of fatigue.
  1st level—bane, cause fear, cure light wounds, detect chaos, 
  detect evil, detect good, detect law, doom, inflict light wounds, 
  magic weapon, obscuring mist, protection from chaos, protection 
  from evil, protection from good, protection from law, ray of 
  enfeeblement, summon monster I.
  2nd level—aid, animal trance, barkskin, bear’s endurance, 
  bull’s strength, cat’s grace, cure moderate wounds, darkness, 
  fog cloud, inflict moderate wounds, resist elements, scare, see 
  invisibility, summon monster II, summon swarm, web.
  3rd level—animate dead, bestow curse, contagion, cure serious 
  wounds, deep slumber, deeper darkness, inflict serious wounds, 
  ray of exhaustion, remove curse, speak with dead, stinking cloud, 
  summon monster III.
  4th level—cure critical wounds, enervation, black tentacles, 
  inflict critical wounds, minor creation, summon monster IV.
  5th level—cloudkill, command, insect plague, summon monster 
  V, wall of stone, wave of fatigue.
  
  136
  Melee dagger +1 (1d4–1/19–20) 
  Ranged dagger +2 (1d4–1/19–20)
  Spells Prepared (CL 5th; melee touch +1, ranged touch +2): 
  2nd—fog cloud, summon swarm
  1st—cause fear (DC 14), cure light wounds, protect from 
  good
  0—dancing lights, detect magic, ghost sound (DC 13)
   
  Str 9, Dex 11, Con 12, Int 10, Wis 16, Cha 8
  Base Atk +2; CMB +1; CMD 11 
  Feats Lightning ReflexesB, Scribe Scroll, Self-Sufficient, Skill 
  Focus (Perception)
  Skills Craft (alchemy) +7, Heal +9, Perception +6, Spellcraft 
  +8, Survival +13 
  Languages Common
  SQ summon familiar
  Combat Gear potion of invisibility, 2 scrolls of summon 
  monster I, wand of ray of enfeeblement (15 charges); Other 
  Gear dagger
  DIRE APES 
  CR 3
  XP 800 
  hp 30 (Pathfinder Roleplaying Game Bestiary)
  Typically, 5d8 Ola Tombo warriors are within the village at all times, 
  repairing weapons, caring for their familial needs, or resting. If the PCs 
  are captured by the Ola Tombo, the chief and witch doctor are in the 
  village as well.
  An additional 80 individuals are present. All are non-combatants, being 
  the women and children of the Ola Tombo. The elderly are sacrificed to 
  the ape, or eaten if emergency food sources have run out.
  C–1: The Gruesome Walls
  The entire Ola Tombo village is surrounded by a 10-ft.-high spiked 
  bamboo wall. The fence is topped with rotting heads and intermittent 
  skulls that crawl with maggots and buzz with swarms of fat flies. The 
  bamboo walls have a hardness of 5 and 20 hit points per 5-ft. section. A 
  PC attempting to climb the fence must make a successful DC 20 Climb 
  check. The only entrances to the Ola Tombo village are via Area C–6: The 
  North Beach, or through area C–2: The Totems.
  C–2: The Totems (CR 7)
  Two 10-ft. tall carved hardwood totems flank the gate to the Ola Tombo 
  village. The totems are carved in the shape of ferocious apes, their clawed 
  hands are outstretched as if holding something in the empty space between 
  them. The statues are actually large animated objects that emanate a 
  fearful presence to beings of any non-evil alignment with 2 HD or less, 
  requiring them to make a DC 14 Will save, or flee in fear for 1d4 minutes. 
  Beings of greater than 2 HD must make a DC 14 Will save or suffer a –1 
  circumstance penalty to all attack rolls, saves, and skill checks for the 
  next hour.
  The totems animate and attack only if a PC of Lawful Good alignment 
  attempts to enter the village of the Ola Tombo freely.
  LARGE ANIMATED OBJECTS (2) 
  CR 5
  XP 1,600 
  hp 52 (Pathfinder Roleplaying Game Bestiary)
  C–3: Tribal Longhouse (CR 5)
  The tribal longhouse is home to the Ola Tombo chieftain Ba’a Balo, 
  and his five wives. Ba’a Balo’s wives are deadly and thoroughly evil and 
  defend the longhouse and their children to the death. If any of the PCs 
  are captured by the Ola Tombo, their gear is brought to the longhouse. 
  If PCs enter the longhouse they are attacked by the wives of Ba’a Balo. 
  The wives are armed with maquahuilts and shortspears. Two stand guard 
  over the children while the other three attack, fighting to the death if 
  necessary.
  WIVES OF BA’A BALO (5) 
  CR 1 
  XP 400 
  Female human barbarian 2
  NE Medium humanoid (human)
  Init +2; Perception +8
   
  AC 10, touch 10, flat-footed 8 (+2 Dex, –2 rage)
  hp 28 (2d12+8 plus 2) 
  Fort +7; Ref +2; Will +3 
  Defensive Abilities uncanny dodge
   
  Speed 40 ft.
  Melee maquahuilt +7 (1d8+4 ) or shortspear +6 (1d6+6 )
  Special Attacks rage 8 rounds/day, rage powers (guarded 
  stance [+1 dodge vs. melee])
   
  Str 19, Dex 14, Con 19, Int 10, Wis 12, Cha 8
  Base Atk +2; CMB +6; CMD 16 
  Feats AlertnessB, Weapon Focus (maquahuilt)
  Skills Climb +9, Handle Animal +3, Intimidate +4, Perception 
  +8, Sense Motive +3, Survival +5, Swim +9 
  Languages Common
  SQ fast movement
  Gear maquahuilt, shortspear
  Base Statistics When not raging, the Wives of Ba’a Balo’s statistics 
  are AC 12, touch 12, flat-footed 10; hp 24; Fort +5, Will +1; Melee 
  maquahuilt +5 (1d8+4) or shortspear +4 (1d6+6); Str 15, Con 15; CMB 
  +4, CMD 16; Skills Climb +7, Swim +7.
  The longhouse stinks of the sickly sweet smell of partially cooked human and 
  demi-human flesh. Bones and remains of victims have been fashioned into all 
  manner of crude artwork, utensils and decoration. Many are painted with the 
  strange pictographs of a primitive culture driven mad with bloodlust. Ba’a Balo’s 
  wicker throne is adorned with feathers, dire tiger pelts, and the grimly painted 
  skulls of his many victims. Pottery bowls are filled with what at first appear to be 
  pearls, but closer inspection reveals that they are actually human teeth.
  Treasure: Amongst the items are a potion of bull’s strength, 3 potions 
  of cure serious wounds, a potion of cat’s grace, and 400 gp worth of finely 
  carved coral jewelry. The wives of Ba’a Balo may use the potions if 
  necessary to survive an attack by the PCs.
  C–4: Hut of Ma’a Va’a (CR 6)
  As the PCs enter the room, 4 juju zombies step from the corners of the 
  chamber and attack. The zombies’ flesh is grotesquely painted and pierced 
  with sharpened bones. One of the zombies appears to have once been a 
  sailor, as he has a tattoo of a bloody skull upon his chest.
  JUJU ZOMBIES (4) 
  CR 2
  XP 600
  Male human juju zombie fighter 3 (The Tome of Horrors 
  Complete 750)
  NE Medium undead (augmented humanoid, human)
  Init +7; Senses darkvision 60 ft.; Perception +3
   
  AC 16, touch 13, flat-footed 13 (+3 Dex, +3 natural)
  A small pen of a dozen chickens stands to the side of this decrepit 
  hut. The hut is filled with unclean smells and strange beast totems 
  carved from teak. Dominating the far wall of the circular hut is a 
  wildly carved likeness of a great four-eyed, heavily tusked apelike 
  creature. Jagged knives of obsidian and strange pictographs drawn 
  in ash and blood upon sheets of palm bark are strewn about the 
  place. Everything seems to indicate that this is the hut of the village 
  witch doctor.
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  Dead Man's Chest
  137
  hp 28 (3d10+6 plus 6)
  Fort +5; Ref +4; Will +1; +2 vs. fear, +4 bonus vs. channeled 
  energy
  Defensive Abilities bravery +1, channel resistance +4; DR 5/
  magic, 5/slashing; Immune cold, electricity, magic missile, 
  undead traits; Resist fire 10
   
  Speed 30 ft.
  Melee slam +9 (1d6+7)
   
  Str 20, Dex 16, Con —, Int 4, Wis 10, Cha 14
  Base Atk +3; CMB +8; CMD 21
  Feats Alertness, Blind-Fight, Cleave, Improved Initiative, 
  Power Attack, Toughness, Weapon Focus (slam)
  Skills Acrobatics +4, Climb +17, Intimidate +7, Perception +3, 
  Ride +7, Sense Motive +2; Racial Modifiers +8 to Climb
  The ape idol is imbued with a permanent desecrate spell and acts as an 
  unholy channel to Bonjo Tombo. Ma’a Va’a prays before the idol nightly, 
  and Bonjo Tombo grants his devoted witch doctor evil powers through 
  dreams and visions. If the idol is destroyed, Ma’a Va’a loses his ability 
  to cast spells until he crafts a new idol. A bowl before the altar contains a 
  set of caster’s bones (refer to Chapter Five for a description of this item). 
  There are many items of obvious value tucked away here and there in 
  woven baskets, as Ma’a Va’a is the village’s resident crafter of magical 
  items, potions and scrolls.
  Treasure: Among the baskets and bowls in Ma’a Va’a’s hut are a scroll 
  of protection from good, a wand of detect magic (10 charges), 2 potions 
  of cure serious wounds and 3,000 gp worth of alchemical supplies and 
  material spell components which can be used in crafting magical items.
  C–5: The North Shore
  A half-dozen dugout catamarans sit here, pulled up on the black sand 
  beach. The cannibals use these boats, which hold about ten rowers each, 
  to raid neighboring islands in the Archipelago for heads and meat. The 
  catamarans are excellent for short island-hopping excursions, but are not 
  stable enough for long sojourns across the sea. 
  C–6: Village Commons (CR varies)
  The village commons contains a large roasting pit, where victims are 
  ritually sacrificed, then buried over hot coals and roasted by the Ola 
  Tombo. Bamboo cages serve as holding pens for “live food.” The cages 
  have a hardness of 5, and 15 hit points. Dire apes move freely about the 
  common area. There are typically 1d4 dire apes within the commons at 
  all times.
  DIRE APES 
  CR 3
  XP 800 
  hp 30 (Pathfinder Roleplaying Game Bestiary)
  If the PCs have not rescued the four surviving Boa Bato tribesmen from 
  the village, by the time the PCs arrive, the Boa Bato have been quickly 
  executed, flayed, boned, and are currently cooking in the village roasting 
  pits. Their heads are hung from the bamboo fence that surrounds the 
  village as a grim warning to their enemies.
  D: Sacrifice Mound
  If the PCs are tracking Ba’a Balo, Ma’a Va’a, and their prisoner(s), they 
  find that the Ola Tombo tribesmen stop at the top of this hillock and plant 
  their bound prisoners in the earth facing Mt. Bonjo Tombo. Once this task 
  is completed, the tribesmen make prayers of supplication to the demon-
  ape and quickly evacuate the area, heading back towards their village. 
  PCs attempting to hide from the Ola Tombo must make opposed Stealth 
  checks against the tribesmen’s Perception checks to successfully avoid (or 
  ambush) the cannibals.
  The PCs have 2d12 rounds to free any prisoners who are staked upon 
  the sacrifice mound before Bonjo Tombo arrives to claim his sacrifices 
  and take them to Area H–2 to be devoured. For statistics on Bonjo Tombo 
  see Chapter Six. For statistics on the Ola Tombo party see the beginning 
  of Area C.
  E: Marmoset Isle (CR 7)
  This small isle to the southeast of the isle of Bonjo Tombo, separated 
  only from the main isle by the southeastern forks of the Wo’Coubo 
  River, is so named for its rather large family of 11 giant marmosets. 
  The marmosets never venture onto the shore of the larger island, unless 
  food is readily available and escape from some of the islands fiercer apes 
  is ensured. The marmosets do not tend to bother those who would land 
  on their isle in search of fresh water as long as their supply of mangos 
  and papayas is left unmolested. There are enough fresh fruits growing on 
  Marmoset Isle to feed a crew of 100 sailors for two weeks. Picking the 
  fruit would take 6 full man-days of labor.
  GIANT MARMOSET (11) 
  CR 1
  XP 400
  hp 16 (The Tome of Horrors Complete 682)
  F. Gambado Lair (CR 8)
  This thickly forested area is perforated with numerous 6-ft.-deep pits 
  covered with the detritus of jungle foliage, which require PCs to make a 
  successful DC 20 Perception check to locate. Roll a 1d6 for every 30 feet 
  Across the silt-laden black waters of the river heading east by 
  northeast, the land begins to rise. A few miles below the dominance 
  of Mt. Bonjo Tombo lays a low hillock, devoid of any vegetation. 
  The hillock rises from the jungle lowlands like a great reddish-
  brown pustule upon the face of the taller mountain. Foot trails from 
  the west lead to the top of this hill, pierced in places with post-holes 
  left behind from previous sacrifices to the natives’ demon god. 
  Strewn about the ground are bits of bone, shattered palm trunks, 
  and trodden-upon fetish idols, left behind by devotees of a pagan 
  sacrifice to an unspeakable evil.
  
  138
  PCs travel in this area. On a natural roll of 1 the PC has stumbled upon a 
  gambado pit and is instantly attacked. There are 5 gambadoes that live in 
  this region and fight to the death.
  GAMBADO (5) 
  CR 3
  XP 800
  hp 26 (The Tome of Horrors Complete 303)
  G. Tombotu Nest (CR 7)
  At the foot of Mt. Bonjo Tombo is a nest of his foul tombotu offspring. 
  Allow these half-apes opposed Perception checks, and likewise allow 
  similar checks for the PCs as the tombotu hang above the PCs in the trees. 
  The tombotu immediately attack PCs they discover trespassing within 
  their domain. The tombotu are fully detailed in Chapter Six.
  TOMBOTU (5) 
  CR 2
  XP 600
  hp 30 (see Chapter Six)
  Tactics: A favorite tactic of the tombotu is to hang above the PCs and 
  attempt to grapple them, dragging the PCs into the trees to either hurl 
  them to the ground or strangle them while their friends wait helplessly on 
  the jungle floor.
  H. Mt. Bonjo Tombo
  The following areas detail the mountain of Bonjo Tombo, including the 
  climb up the mountain itself.
  H–1: The Ascent
  Mt. Bonjo Tombo rises like a grim black face from the floor of the 
  jungle, about 2,500 feet into the air. It is thickly overgrown with vegetation 
  for 2,000 feet before giving way to broken rock and sharp obsidian.
  Climbing Mt. Bonjo Tombo requires a PC to make a successful DC 10 
  Climb check for every 200 feet to maintain footing and not tumble down 
  its slopes. Failure means the PC cannot move further up the hill without 
  assistance. Failure by a score of more than 5 means the PC falls 1d100 
  feet, suffering any incremental falling damage in the process.
  H–2: Throne of Bonjo Tombo (CR Varies, 4 or 14)
  A pair of cyclopean, 12-ft.-high slabs have been crudely thrown together to 
  form a seat of sorts for some huge beast. The seat stands before a black cave 
  mouth that exudes a stench of sulfur, rotting flesh, and beasts. Broken and 
  shattered bones from all manner of men and animals are strewn everywhere, 
  and skulls of various creatures are piled on all sides of the megalithic throne.
  This is the throne of Bonjo Tombo, the demonic ape that has taken up 
  residence upon this dreaded isle. The throne itself exudes a supernatural 
  aura of evil. Anyone coming within 50 feet of the throne must succeed on 
  a DC 15 Will save or become shaken, suffering –2 to their attack rolls, 
  saves, and skill checks for 1d4 hours. 
  If Bonjo Tombo has not been encountered previously by the 
  adventurers, there is a 1 in 3 chance that he is here. Once he sees the 
  PCs with a successful Perception check, he attacks, defending his lair. 
  PCs taken prisoner by the Ola Tombo are brought to the throne of Bonjo 
  Tombo to be devoured by the beast. If Bonjo Tombo is present, he lets out 
  an ear-splitting roar that shakes the entire jungle. If he is absent from his 
  lair, a pair of tombotu ape-men slink about the foot of his throne, and 
  Bonjo Tombo’s roars can be heard from somewhere in the eastern jungle. 
  Bonjo Tombo is never encountered in the western or southern ends of the 
  island, as he is afraid of water. Bonjo Tombo is detailed in Chapter Six.
  BONJO TOMBO 
  CR 14
  XP 38,400
  hp 184 (see Chapter Six)
  TOMBOTU (2) 
  CR 2
  XP 600
  hp 30 (see Chapter Six)
  Tactics: Bonjo Tombo is devastating in combat, and has many 
  immunities to magical and nonmagical effects. If Bonjo Tombo takes 
  considerable damage, he jumps away from combat and hides in the jungle 
  until he is healed enough to ambush the PCs later on.
  Treasure: A PC succeeding on a DC 20 Perception check of the 
  shattered piles of bones that flank the throne of Bonjo Tombo find a +2 
  dwarven waraxe and a belt of dwarvenkind. Also amongst the human and 
  bestial refuse is a wand of cure serious wounds (10 charges), a wand of 
  lightning bolt (CL 5th; 12 charges), a ring of jumping, and an anchor of 
  weighing, a new item detailed in Chapter Five.
   
  I. Pirate Cave
  The pirate cave is about a third of the way up Mt. Bonjo Tombo on the 
  south side, and is the source of the Wo’Coubo River, which is also fed in 
  large part from rains and condensation of mists on the middle slopes of the 
  mountain and surrounding hills. The pirate cave has been used by various 
  pirate captains for centuries as a place to hide their booty, including the 
  wheel of chaos. The pirates have rigged much of the cave with complex 
  traps and wicked curses to protect their ill-gotten gains from those who 
  would stumble upon them. So secretive are the layout and passwords of 
  the caverns that only the High Captain of the Brotherhood of Skulls has 
  access to the secret documents that detail them all. These documents are 
  of course kept under lock and key at Umbrego Cove, the hidden base of 
  the Brotherhood of Skulls. Refer to the Pirate Cave map.
  1. Cave Entrance (CR 1)
  The dark waters of the Wo’Coubo River pour forth from the mouth of this 
  darkened cave. A narrow ledge leads into the cave upon the left hand side. Large 
  numbers of bats shriek out in waves disappearing into the jungle. A wider path 
  of black volcanic sand leads into the cavern on the right-hand side of the fast 
  moving river. The river here is about 20 feet wide and appears to be 20 feet 
  Chapter Nine: The Isle of Bonjo Tombo
  
  Dead Man's Chest
  139
  
  140
  deep. The water is fast moving, and the sounds of rapids can be heard clearly, 
  farther to the north, somewhere in the darkness of the cavern. The ledge on the 
  right-hand side is narrow, being barely 4 feet wide and quite slippery from the 
  dampness and proximity to the river. Walking along its narrow pathway may 
  only be accomplished in single file and requires PCs to make successful DC 
  12 Acrobatics checks to balance or slip into the swift current of the Wo’Coubo 
  River. Refer to Chapter Two for details on swimming against strong currents. 
  The river may be paddled up but requires a successful DC 20 Profession 
  (boating) check for every 30 feet paddled upstream, and a successful DC 15 
  Profession (boating) check to paddle across the fast-moving currents. Failure 
  results in no forward progress being made. Failure by more than 5 means 
  that the boat capsizes. Paddling across any of the rapids indicated on the map 
  requires a successful DC 25 Profession (boating) check. Failure by more than 5 
  on the Skill check indicates that the boat capsizes.
  PCs walking along the sandbar on the left-hand side of the cavern 
  opening find a ship’s longboat half buried in the sand. The boat is in poor 
  condition (hardness 5, 5 hp remaining), but is otherwise water-worthy. 
  Hidden on the underside are 5 small monstrous centipedes that have 
  made the bottom of the boat their home.
  SMALL MONSTROUS CENTIPEDE (5) 
  CR 1/4
  XP 100 
  hp 4 (Pathfinder Roleplaying Game Bestiary)
  2. The Opposite Shore
  The sandy shore on the right side of the cavern may be accessed by 
  successfully walking along the narrow ledge, or by paddling across in a 
  boat, or via magical means. Once the PCs have landed on the right-hand 
  shore, they note a passage leading to a southern cavern, as well as a narrow 
  opening to the northeast. PCs making a successful DC 10 Perception 
  check note the presence of undisturbed footprints. A character succeeding 
  on a DC 15 Survival check notes that the footprints are several years old, 
  or so indicates the amount of bat guano that has collected in them.
  3. The Southern Cavern (CR 4)
  PCs entering the southern cavern note a glint of what appears to be 
  gold, or perhaps a pair of deadly eyes gazing at them in the darkness. It is 
  in fact the lair of an eye killer. Allow PCs opposed Perception checks to 
  the eye killer before it attacks.
  EYE KILLER 
  CR 4
  XP 1,200
  hp 45 (The Tome of Horrors Complete 274)
  Tactics: The eye killer attempts to use its death gaze on any torch- or 
  lantern-bearer before closing to grapple with other opponents.
  Treasure: A PC succeeding on a DC 15 Perception check to search 
  finds the crushed bones of a pair of pirates. Their rusted cutlasses and a set 
  of masterwork thieves’ tools lie amongst large piles of bat guano.
  4. Shot Put (CR 4)
  PCs approaching the northeastern opening in the cave that make a 
  successful DC 14 Perception check notice a skeleton half buried in guano, 
  with its arms outstretched toward the river. A careful search (DC 18 
  Perception check) reveals a rotting pouch grasped in one skeletal hand, 
  and a rusted cutlass grasped in the other, as well as a bandoleer containing 
  4 corroded daggers. The skeleton’s bones appear to have been broken 
  about the neck and shoulders.
  Touching the cutlass or stepping within 5 feet of the skeleton triggers a 
  shot trap, which drops a 40-lb. catapult ball upon the head of the person 
  stepping on the hidden touch plate, before careening down the hallway 
  over others and into the river to the west.
  SHOT TRAP 
  CR 4
  XP 1,200
  Type mechanical; Perception DC 25; Disable Device DC 20
   
  Trigger location; Reset manual
  Effect stone shot (Atk +15 ranged, 3d6 bludgeoning); DC 
  20 Reflex save avoids; multiple targets (all targets in the five 
  squares from the trigger plate to the river)
  Note: The individual triggering the shot trap receives no saving throw 
  and is instead affected as if by a melee attack. The shot trap affects a 25-ft. 
  straight line from the touch plate to the river. Anyone standing on any of 
  the affected squares must succeed on a DC 20 Reflex save to leap out of 
  the way of the rolling shot or suffer 3d6 points of damage. Also, as a ball 
  of shot lands on the touch plate, or strikes the first target, a second ball 
  of shot is automatically triggered. The trap has ten such balls before it is 
  emptied of ammunition.
  Treasure: The cutlass is a +1 cutlass, although it is covered in grime 
  and appears to be rusty and worthless. A sack containing 20 gp and 345 gp 
  worth of precious gems and jewelry is partially buried beneath the torso 
  of the skeleton.
  5. The Secret Way
  The cavern makes an L-shaped turn to the north where a natural staircase 
  leads upwards. A PC making a successful DC 20 Perception check notes a 
  secret door at the corner of the L. 
  6. Shot Trap Loading Chamber (CR 8)
  A rusted iron door at the top of the natural staircase leads to the 
  chamber that loads the shot trap (Area 4, above). Beyond the door is a 
  large cave with a wooden and iron rack built around the outside of the 
  wall. Several withered figures move about the room, lifting large stone 
  balls from a pile and loading them onto the rack. There is a circular pit in 
  the center of the floor into which the stone balls fall. A natural staircase in 
  the northern wall of the room leads upwards.
  The figures are 7 juju zombies. The juju zombies attack immediately. 
  The first pair of juju zombies attempts to grapple the initial PC through 
  the door and throw him down the pit. PCs falling down the pit take 2d6 
  points of falling damage. Another juju zombie has a release handle that 
  then dumps a stone ball from the rack on top of the PC thrown down the 
  pit (See Area 4: Shot Trap). The Juju zombies are dressed in ragged 
  pirate clothes and are armed with cutlasses.
  Rusted iron door hardness 10; 50 hp; Break DC 28;  
  Disable Device DC 20.
  JUJU ZOMBIES (7) 
  CR 2
  XP 600
  hp 28 (see Area C–4, above)
  Treasure: A PC succeeding on a DC 15 Perception check of the juju 
  zombies’ bodies reveals a rolled note inside the skulls of each of the 
  zombies which says, “Made with loving care, Grunesha the Crone.” The 
  notes have no actual value. A PC making a successful DC 25 Knowledge 
  (local) check, recalls that Grunesha the Crone is known to haunt the folk 
  of Storm Pass Isle, many leagues to the northeast of the Archipelago, 
  taking their living blood in exchange for obscure oracles. Should Captain 
  Quimby or any of his pirates be with the PCs when they discover these 
  notes, they recall that Grunesha was the name of the witch that Captain 
  Kang kept at his side. They spit if her name is spoken and make the sign 
  of the evil eye.
  7. Davey (CR Varies, 7 or 8)
  As the PCs enter this cavern they are ruthlessly attacked by a flesh 
  golem made from the various, sewn-together parts of long-dead pirates. 
  The skin of the flesh golem is thickly tattooed with various names of pirate 
  sweethearts and mothers, anchors, skulls, and sailing ships. A thick tattoo 
  across the golem’s chest reads “Davey.”
  The golem attacks any living being that enters the cavern that is not 
  dressed in pirate fashion or does not know the password, “maelstrom.” If 
  Captain Quimby happens to be with the PCs when they enter this chamber, 
  he recalls the password and staves off the golem’s attack. The Captain 
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  Dead Man's Chest
  141
  may command Davey as he wishes, adding the flesh golem to the party as 
  an excellent trap-finder and lock-picker until he is destroyed.
  DAVEY THE FLESH GOLEM 
  CR 7
  XP 3,200
  hp 79 (Pathfinder Roleplaying Game Bestiary)
  A large boulder in the back of the chamber blocks the actual pirate 
  stores. The boulder is huge and requires a DC 19 Strength check to move 
  out of the way, but the flesh golem may move it easily if commanded by 
  a pirate captain to do so.
  Treasure: The pirates’ stores contain 200 pounds of dried meat hanging 
  on hooks from the rafters, 4 kegs of rum (1/2 barrels), 2 kegs of wine that 
  have turned to vinegar, two barrels of hard tack and two barrels of dried 
  beans, which have been almost completely devoured by the 15 dire rats 
  which make this section of the cave their home. The rats have not eaten 
  the salted meat, as something in the seasoning is not to their taste.
  DIRE RATS (15) 
  CR 1/3
  XP 135 
  hp 5 (Pathfinder Roleplaying Game Bestiary)
  8. Crushing Wall Trap (CR 10)
  A crushing wall trap is located at this point of the narrow corridor. 
  The trap does not trigger until the second person has stepped upon its 
  triggering device.
  CRUSHING WALL TRAP 
  CR 10
  XP 9.600
  Type mechanical; Perception DC 20; Disable Device DC 25
   
  Trigger location; Reset automatic
  Effect 20d6 crushing damage (no attack roll required)
  9. Dag’s Cave (CR 3)
  This cavern appears to be a dead end. The southern half of the cavern is 
  filled with a large pool of brackish smelling water. Submerged beneath the 
  water is Dag, a swamp troll who hides within this cavern rather than get 
  caught out in the jungle by Bonjo Tombo. If Dag does not believe he can 
  defeat the party easily, he remains hidden unless he is bothered.
  SWAMP TROLL 
  CR 3
  XP 800 
  hp 38 (The Tome of Horrors Complete 614)
  Treasure: Dag has a waterlogged chest containing 2,000 sp that he 
  found washed down the Wo’Coubo river a few years back. He keeps the 
  corroded coins to pay off anyone tougher than himself, in order to save 
  himself. The first opportunity he gets to catch a PC alone or unaware, Dag 
  attacks. 
  A PC succeeding on a DC 22 Perception check finds a secret door in the 
  northern wall of the cavern. The unlocked secret door opens into Area 10.
  10. Riddle of the Wheel (CR Varies, 7 or 9)
  A strange site meets the eyes of those who enter this chamber. A large 
  set of scales flanks an altar made of soapstone, covered in dried blood. The 
  scales are supported by chains that run through holes in the ceiling. The 
  altar is carved with the markings of a lost religion to some long dead god. 
  Standing behind the altar is a statue of a primal being with tentacles for 
  legs, four arms, four shark-like heads, and spined fins running the length 
  of its body. The four webbed hands grasp four of the six handles of a 
  huge, bronze ship’s wheel. There is writing in Infernal upon the floor of 
  the chamber that reads:
  On the altar give to me that what sets a pirate free.
  The answer to this riddle is a hangman’s noose. Hanging is really the 
  only time in his life that a pirate is free. PCs that place a noose (even 
  a crudely tied one) upon the scales cause the balances to move and the 
  statue’s hands to lift from the ship’s wheel. Upon being released, the 
  ship’s wheel rotates one turn to the left with a loud grating clank.
  After the wheel has made one turn, the hands drop back down upon 
  the handles of the wheel, although only barely touching the wheel this 
  time. Once the ritual is completed, the writing on the floor of the chamber 
  changes and now reads as follows: 
  If pirate be, then stand ye ground 
  And face the awful, stirring sound 
  Of ocean’s riddle, with six to grasp, 
  Choose ye well or breathe ye last.
  The first—a damsel, loved and lost,
  Two—a pirate, who paid the cost.
  Three—a wheel, and captain’s gold,
  Four—sharp adventure for the bold.
  Five—eighteen graves tell every story,
  Six—a burning, molten glory.
  The handles are numbered as to their starting position clockwise one 
  through six.
  Handle #1. Pulling the first handle opens a secret door on the left-hand 
  side of the chamber, releasing a groaning spirit from her imprisonment. 
  Angileena grew to be a lovely girl among the wealthy merchant’s daughters 
  of Swordport, many years ago. Her life was happy, if a little boring, until 
  Lord Kennison took notice. Being the Earl of Swordport, Lord Kennison 
  was in a position to demand the attention and devotion of Angileena. At 
  first theirs was a happy union, but cruelty and madness boiled beneath 
  Kennison’s pleasant façade, and soon Angileena sought every opportunity 
  to escape. When she made good on the effort, it was into the arms of 
  another she fell, a young sailor by the name of Ahusafael. They fell in 
  love. Lord Kennison discovered the infidelity and, in a fit of rage, nailed 
  Angileena into a coffin, alive. He hired a particularly roguish sea captain, 
  Captain Talbot, to dispose of the evidence, and for a few hundred gold 
  pieces, Angileena was laid to her unrest here. Ahusafael still roams the 
  seas today, now a notorious pirate himself, who seldom rests easily from 
  the memory of his first love. 
  
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  For her part, Aingileena immediately and ruthlessly attacks the PCs.
  Treasure: A gold locket worth 100 gp hangs from her neck. It is 
  inscribed “With Eternal Love, Lord K.”
  ANGILEENA THE GROANING SPIRIT 
  CR 7
  XP 3,200
  hp 85 (The Tome of Horrors Complete 357)
  Handle #2. Pulling the second handle opens a secret door to the right-
  hand side of the chamber, releasing the specter of Captain Talbot. 
  Captain Talbot was executed by keel-hauling when his crew discovered 
  the cursed cargo, the body of Angileena. His body danced along the keel 
  of the ship until it was broken near to pieces. What little that remained of 
  him after his keel-hauling was buried in this crypt behind the wall across 
  from the sweet, mistreated Angileena.
  CAPTAIN TOLBOT’S SPECTRE 
  CR 7
  XP 3,200
  hp 52 (Pathfinder Roleplaying Game Bestiary)
  Treasure: A pair of boots of speed, and a +2 cutlass are buried in 
  Talbot’s crypt.
  Handle #3. Pulling the third handle opens a hidden doorway behind the 
  altar that leads to Area 11.
  Handle #4. Pulling the fourth handle leads to Area 12.
  Handle #5. Pulling the fifth handle opens the door to Area 13.
  Handle #6. Pulling the sixth handle forces the individual pulling the 
  handle to succeed on a DC 17 Will save or be teleported into the mouth 
  of a volcano on the Isle of Boa Nimbe, taking 20d6 points of damage 
  per round. See the Pathfinder Roleplaying Game Core Rulebooks for 
  description of lava dangers.
  11. Captain’s Quarters (CR 8)
  The hallway leading from Area 10 ends at this richly appointed 
  chamber. Within it are a silk-covered billet and a captain’s desk and chair. 
  The walls are hung with varnished hardwood paneling. Finely rendered 
  oil paintings of famous sea battles hang upon the walls. Hanging from the 
  far wall of the chamber is a fantastically wrought ship’s wheel. The wheel 
  appears to be inlaid with abalone, mother of pearl, and electrum, with 
  handles of solid gold.
  Attempting to remove the wheel from the wall causes a stone block to 
  fall, blocking the hallway from Area 10, and triggers a flooding-room 
  trap as water is suddenly diverted from the Wo’Coubo into the chamber. 
  FALLING BLOCK TRAP 
  CR 5
  XP 1,600
  Type mechanical; Perception DC 20; Disable Device DC 25
   
  Trigger location; Reset manual
  Effect Atk+15 melee (6d6 damage); multiple targets (all 
  targets in two adjacent squares)
  FLOODING ROOM TRAP 
  CR 8
  XP 4,800
  Type mechanical; Perception DC 20; Disable Device DC 25
   
  Trigger location; Reset manual
  Effect water fills room in 4 rounds; see the Pathfinder 
  Roleplaying Game Core Rulebook for rules on drowning.
  Treasure: The paintings, mariners’ equipment, and false wheel of 
  chaos have a total value of approximately 6,000 gp. The false wheel 
  weighs about 20 lbs.
  12. Another False Wheel (CR 2)
  A narrow hallway opens behind the altar of the wheel. At the end of the 
  hallway is a fantastic ship’s wheel, exactly like the one described in Area 
  11. Touching the wheel triggers a spear trap.
  SPEAR TRAP 
  CR 2
  XP 600
  Type mechanical; Perception DC 20; Disable Device DC 20
   
  Trigger location; Reset manual
  Effect Atk +12 ranged (+2 keen longspear, 1d8/19–20/x3;  
  200 ft. maximum range)
  Treasure: The spear is a +2 keen longspear, the false wheel is worth 
  600 gp, and weighs 20 lbs.
  13. The True Wheel (CR 12)
  A secret door from Area 10 opens to a hallway leading to a natural 
  cavern. The cavern floor is black volcanic sand and earth. There are 
  18 graves marked with rusted cutlasses sticking from the ground, each 
  with a dusty, wide-brimmed felt cap or rotted bandanna tied around its 
  cup-shaped hilt. Beyond the 18 graves is an underground portion of the 
  Wo’Coubo River. A small island sits in the center of the water and rapids, 
  with a series of six moldy stepping-stones that lead to the island. Upon 
  the island is piled several treasure chests and broken sacks, spilling gems, 
  jewelry and various coins, and a large glowing ship’s wheel that sits atop 
  the glittering booty. Jeweled cutlasses, rapiers in ivory scabbards, and 
  finely crafted crossbows and bandoleers of daggers round out the tableau.
  The glowing ship’s wheel is the real wheel of chaos. Any PC crossing 
  the moldy stones to get to the island must succeed on a DC 15 Acrobatics 
  check to balance or fall into the Wo’Coubo River. If the PCs take any 
  treasure upon the island, with the exception of the wheel of chaos, the 
  graves open up and 18 wights attack the PCs mercilessly.
  WIGHTS (18) 
  CR 3
  XP 800 
  hp 26 (Pathfinder Roleplaying Game Bestiary)
  Treasure: wheel of chaos*, +2 shocking burst rapier, +1 cutlass, 
  mariner’s eyepatch*, ring of water walking, +1 dagger, 2 javelins of 
  lightning, minor ring of elemental resistance (acid), wand of dispel magic 
  (7 charges), folding boat, potion of jump, elixir of hiding, potion of blur, 
  potion of fly, and 5,000 gp in various coins, gems and jewelry.
  *These items are detailed in Chapter Five.
  Retrieving the Wheel
  Once the wheel is retrieved, the PCs must lug it off the island and 
  back to the Scryhawk before its captain decides to maroon them upon the 
  island. As the wheel of chaos attracts chaos to itself like a magnet, the PCs 
  have double the number of random encounter checks until they get to the 
  shore and signal a boat to pick them up and take them back to their ship.
  Chapter Nine: The Isle of Bonjo Tombo
  
  Dead Man's Chest
  143
  GM Option: Cho Sun and 
  the Brotherhood of Skulls 
  (CR Varies, up to 14)
  To enhance the excitement and intrigue of the adventure, Cho Sun, 
  the High Captain of the Brotherhood of Skulls, has pulled into the harbor 
  and taken the crew of the Scryhawk prisoner. As the PCs approach the 
  Scryhawk in their landing craft, Cho Sun’s vessel, the Rapier, pulls into 
  view. Cho Sun calls out from the deck of the Scryhawk. He tells the PCs 
  that he will begin killing crewmembers if they do not turn the wheel of 
  chaos over to him. If they refuse, the pirates kill one helpless crewman of 
  the Scryhawk every 10 minutes until the PCs surrender the wheel, or the 
  crew of the Scryhawk is dead… unless the PCs act quickly.
  The relatively young, finely dressed Cho Sun, acting on information 
  extracted from the PCs’ benefactors, has followed them to the isle of 
  Bonjo Tombo, hoping that the PCs will retrieve the wheel of chaos. He 
  intends to take the wheel from them and leave them marooned on the 
  island, as he marooned Quimby and his men all those years ago.
  Cho Sun is bloodthirsty and ruthless. Cho Sun seeks the wheel of chaos 
  to outfit his warship, the Storm’s Desire, hidden at his base in Umbrego 
  Cove. Cho Sun, like his master Kang before him, will stop at nothing to 
  get the wheel of chaos. If the PCs fight with Cho Sun and his men, the 
  pirates fight until either their ship suffers 50% damage, or they lose 50% 
  of their crew. Although Cho Sun wishes to have the wheel to himself for 
  his own nefarious purposes, he does not fight to the death. Cho Sun will 
  do anything in his power to stay alive, even if it means sacrificing his own 
  crew to do so.
  CAPTAIN CHO SUN 
  CR 12 
  XP 19,200
  Male human fighter 8/rogue 5
  NE Medium humanoid (human)
  Init +7; Perception +19
   
  AC 21, touch 14, flat-footed 17 (+7 armor, +3 Dex, +1 dodge) 
  hp 91 (8d10+8 plus 5d8+5 plus 8) 
  Fort +10; Ref +11; Will +7; +9 vs. fear
  Defensive Abilities bravery +2, evasion, trap sense +1, 
  uncanny dodge
   
  Speed 30 ft.
  Melee +2 keen cutlass of speed +20/+15/+10 (1d6+9/17–20)
  Ranged +1 light crossbow +15/+10/+5 (1d8+1 plus 
  poison/19–20)
  Special Attacks rogue talents (bleeding attack +3, weapon 
  training), sneak attack +3d6, weapon training (heavy blades 
  +1)
   
  Str 18, Dex 16, Con 13, Int 10, Wis 11, Cha 10 
  Base Atk +11; CMB +15; CMD 29 
  Feats CleaveB, Deceitful, DodgeB, Greater Weapon Focus 
  (cutlass)B, Improved Initiative, Improved Iron Will, Iron Will, 
  Leadership, Point-Blank Shot, Power AttackB, Rapid Reload 
  (light crossbow), Skill Focus (Perception)B, Weapon Focus 
  (cutlass)B, Weapon Specialization (cutlass)B
  Skills Acrobatics +16, Bluff +20, Climb +12, Disguise +2, 
  Intimidate +15, Knowledge (local) +10, Linguistics +5, 
  Perception +19, Profession (sailor) +8, Swim +12 
  Languages Aquan, Common, Orc
  SQ armor training 2, trapfinding +2
  Combat Gear bloodroot poison (applied to bolts); Other 
  Gear +3 chain shirt, +2 keen speed cutlass, +1 light 
  crossbow, 20 bolts, cloak of resistance +2, brooch of 
  shielding, ring of elemental command (water), 1,500 gp 
  worth of gaudy jewelry
  MR. SHARPLEY, SHIP’S WIZARD 
  CR 7 
  XP 3,200
  Male human wizard 8
  LE Medium humanoid (human)
  Init +1; Perception +1
   
  AC 15, touch 13, flat-footed 13 (+1 deflection, +1 Dex, +1 
  dodge, +2 natural)
  hp 46 (8d6+8 plus 8) 
  Fort +3; Ref +3; Will +7 
   
  Speed 30 ft.
  Melee quarterstaff +4 (1d6)
  Special Attacks hand of the apprentice (6/day)
  Spells Prepared (CL 8th; melee touch +4, ranged touch +5): 
  4th—beast shape II, crushing despair (DC 17)
  3rd—blink, fireball (DC 16), fly, water breathing
  2nd—detect thoughts (DC 15), locate object, extended 
  mage armor, invisibility
  1st—feather fall, floating disk, magic missile, shield, sleep (DC 
  14)
  0 (at will)—detect magic, detect poison, mending, 
  resistance
   
  Str 10, Dex 13, Con 13, Int 17, Wis 12, Cha 10 
  Base Atk +4; CMB +5; CMD 17 
  Feats Agile Maneuvers, Brew PotionB, Craft Wondrous Item, 
  Dodge, Extend Spell, Scribe ScrollB, Spell PenetrationB
  Skills Appraise +14, Fly +9, Knowledge (arcana) +14, 
  Knowledge (geography) +14, Knowledge (local) +8, 
  Knowledge (nature) +9, Linguistics +12, Spellcraft +14 
  Languages Abyssal, Aklo, Aquan, Common, Draconic, 
  Dwarven, Elven, Ignan, Sylvan, Terran
  SQ arcane bond (ring of protection), metamagic mastery 
  (1/day)
  Combat Gear potion of cure moderate wounds, scroll of 
  dispel magic, displacement and fly, scroll of blur and gust 
  of wind, wand of shocking grasp (33 charges); Other Gear 
  amulet of natural armor +2, ring of protection +1
  MR. CROVE, SHIP’S PHYSICIAN 
  CR 6 
  XP 2,400
  Male human cleric of Elmarran 7
  NE Medium humanoid (human)
  Init –1; Perception +4
  Aura evil
   
  AC 13, touch 10, flat-footed 13 (+3 armor, +1 deflection, –1 
  Dex)
  hp 56 (7d8+14 plus 7) 
  Fort +8; Ref +2; Will +10 
   
  Speed 40 ft. 
  Melee heavy mace +6 (1d8+1)
  Special Attacks channel negative energy 4/day (DC 14, 
  4d6)
  Domain Spell-Like Abilities (CL 7th):
  7/day—storm burst (1d6+3 nonlethal damage)
  Spells Prepared (CL 7th; melee touch +6, ranged touch +4): 
  4th—death ward, dimension doorD, summon monster IV
  3rd—animate dead, bestow curse (DC 17), call lightning 
  (DC 17)D, invisibility purge
  2nd—augury, death knell (DC 16), fog cloudD, hold person 
  (DC 16), make whole 
  1st—bane (DC 15), cure light wounds, deathwatch, divine 
  favor, entropic shield, longstriderD
  
  144
  0 (at will)—detect magic, detect poison, purify food and 
  drink, stabilize
  D Domain spell Domains Travel, Weather
   
  Str 13, Dex 8, Con 14, Int 10, Wis 18, Cha 12
  Base Atk +5; CMB +6; CMD 16 
  Feats Brew Potion, Combat Casting, Command Undead, 
  Empower Spell, Skill Focus (Heal)B
  Skills Diplomacy +7, Heal +14, Knowledge (religion) +10, 
  Spellcraft +10 
  Languages Common
  SQ +10 base speed from Travel domain, agile feet (7/day)
  Combat Gear 2 potions of cure light wounds, scroll of 
  remove disease; Other Gear masterwork studded leather, 
  heavy mace, cloak of resistance +1, ring of protection +1, 
  stone of alarm
  BROTHERHOOD OF SKULLS PIRATES (20) 
  CR 2 
  XP 600 
  Male or Female human rogue 3
  LE Medium humanoid (human)
  Init +2; Perception +10
   
  AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
  hp 23 (3d8+3 plus 3) 
  Fort +4; Ref +5; Will +2 
  Defensive Abilities evasion, trap sense +1
   
  Speed 30 ft.
  Melee short sword +3 (1d6+1/19–20)
  Ranged light crossbow +4 (1d8/19–20)
  Special Attacks rogue talents (bleeding attack +2), sneak 
  attack +2d6
   
  Str 12, Dex 15, Con 13, Int 12, Wis 12, Cha 10 
  Base Atk +2; CMB +4; CMD 15 
  Feats Agile Maneuvers, Great Fortitude, Skill Focus 
  (Perception)B
  Skills Acrobatics +8, Climb +7, Escape Artist +8, Intimidate 
  +6, Knowledge (local) +7, Perception +10, Sense Motive +7, 
  Stealth +8, Survival +4, Swim +7 
  Languages Aquan, Common
  SQ trapfinding +1
  Combat Gear potion of cure light wounds; Other Gear 
  leather armor, short sword, light crossbow
  A Battle in the Bay of Bonjo Tombo
  Should the PCs attempt to fight it out with Cho Sun and his band of 
  cutthroats, the Brotherhood of Skulls is happy to oblige them. Mr. Crow 
  casts animate dead on any fresh sailor corpses, to assist the Brotherhood 
  of Skulls in battle.
  If the PCs are at range, the pirates attack with ballista from both ships as 
  Mr. Sharpley and Cho Sun attack with crossbow and ranged attack spells, 
  using his scrying spells to guess at the PCs’ tactics.
  If the PCs gain the deck and wrest control of one of the vessels, fighting 
  continues deck to deck between the boats until Cho Sun has been reduced 
  to half his hit points, at which time he gathers what forces he has remaining 
  and flees the scene, wheel or no wheel.
  Conclusion
  The adventure is completed when the PCs have successfully survived 
  the dangers of the isle of Bonjo Tombo, and gained (or lost) the wheel of 
  chaos.
  Chapter Nine: The Isle of Bonjo Tombo
  
  Dead Man's Chest
  145
  Where the Ocean Meets the Sky is a nautical adventure for 4 
  characters of 9th level, featuring sea battles, exotic islands, coral cities, 
  and underwater excursions. Anyone whose heart yearns to discover the 
  unknown will enjoy the endless possibilities of the open sea, hoping to 
  find beyond each new crest strange races, jungle islands, or even horrors 
  from the deep. The sea calls to the true adventurer, whose compass points 
  not north but whichever way the wind happens to blow. This adventure 
  has those men and women in mind.
  Adventure Background
  In every port there can be found that one singular ship among the 
  galleons and clippers, between the ketch, junk and sloop; its black, 
  burdened hull riding low in the water, its red sails never completely furled, 
  keen for the freshening wind and ebbing tide; its captain well known for 
  the far-off look in his eye and the common thread in every story of shores 
  unseen, seas unsailed, and women unloved. Only the stoutest of hearts, 
  the nimblest of tight-rigging walkers will sail with such a wandering soul. 
  Every man aboard pines not for home but for distant, strange lands. All 
  hands walk the deck, waiting for the call to weigh anchor. With the safety 
  of ports-of-call ever astern and strange stars haunting the navigator’s 
  dreams, ship and captain aim their bows toward that distant point where 
  the ocean meets the sky.
  A distant legend has resurfaced, and a group of daring mariners, led by 
  the fanatical and famous Captain Crow, is out to explore the island city of 
  Coralis. Unknown fortunes and dangers await those who are brave enough 
  to sail with the indomitable captain to the center of the Moonsilver Sea. 
  Creatures from the deep, from alien worlds, and from Coralis itself stand 
  in the way of this sturdy ship and her fearless crew. The sails are set and 
  the wind is freshening…
  Adventure Synopsis
  Swordport, the City of Shrouds, on the east coast of the Domain of 
  Hawkmoon, holds in its bosom glistening harbor on the Moonsilver Sea. 
  The bay boasts uncounted ships of every make and many a nationality, 
  while the docks are home to every kind of mariner imaginable, from 
  captains to cabin boys. Among their number is a startling, raven-haired 
  beauty named Sandi Crow. She is well known for her adventurous bent, 
  rarely taking on any crew or cargo bound for known ports, preferring 
  to scout unknown waters. She has been patrolling the dockside taverns 
  in search of a crew to set out for the semi-mythical city of Coralis. All 
  interested parties are to report to her ship, the Crow’s Nest.
  Coralis, the city of legend, was supposedly built upon a coral reef by 
  a race of vastly superior beings near the end of the Age of Kings, some 
  1,000 years ago. With the end of dynastic rule came the fall of society, 
  and certain groups of people built tall ships and sailed toward the dawn, 
  seeking to spread their wisdom and establish a new realm of peace. They 
  settled on a large island in the very heart of the Moonsilver Sea. They have 
  remained there ever since. As they are not explorers, they never leave 
  their homeland, and, rather strangely, they require very little imports from 
  passing merchant ships. Thus Coralis remains an isolationist colony, one 
  rumored to contain wizards known as songchangers, who use their magic 
  to shape the elements like sculptors with clay.
  Captain Crow recently decided to seek out Coralis and see what it’s all 
  about. What kind of booty is there? Are the natives willing to part with the 
  secrets of the songchangers? Recently she uncovered a map she believes 
  will lead to her goal. Following the map takes the PCs through uncharted 
  waters and encounters with sea serpents, lost ships, and faraway islands.
  The people of Coralis shun outsiders because they fear the peace of 
  their society would be shattered. As pacifists, they have no desire to 
  become embroiled in the conflicts of petty nations. Coralis has been a 
  haven of peace for over a millennium. However, no one could tell from 
  the current state of things. An alien race has invaded the planet, targeting 
  the occupants of Coralis. Fortunately the Coralites have managed to hold 
  the invaders to a stalemate. When the PCs arrive they must sort through 
  the various factions to determine what side to take and how best to stop 
  the invasion. This last part involves an underwater trek.
  In the harbor of Coralis, two great powers wrestle for control of a 
  powerful artifact, one that can turn the tide in either direction. The PCs’ 
  ultimate task is to recover the artifact, rescue the Coralites, and repel the 
  invaders.
  Chapter Ten: Where the 
  Ocean Meets the Sky
  We sailed upon a Moonsilver Sea
  Like gods, the oceans ours to part
  The hull breaking swells like a loveless heart
  Chasing strange stars through the night
  From pain and fear released and free.
  Like mist on the wind we see
  Our gloom returned as we know
  Nothing lasts forever though
  We thought and even hoped it might
  When we sailed the Moonsilver Sea.
  Scaling the Adventure
  Though the adventure has been written for 4 PCs of 9th level, 
  it can easily accommodate characters of a variety of levels by 
  making the following adjustments:
  7th and 8th Level PCs: Reduce the number of fanged 
  sea serpents encountered on Day 5 to 2; reduce the number of 
  mummies on Day 16 to 2; Reduce the number of Kuah-Lij in 
  Coralis to 20; ignore certain powerful encounters in and around 
  Coralis, namely the giant sea anemone.
  10th and 11th Level PCs: Replace the fanged sea serpents 
  encountered on Day 5 with 1 brine sea serpent; double the number 
  of mummies on Day 16; Increase the number of Kuah-Lij in 
  Coralis to 40.
  
  146
  Running the Adventure
  Every adventure needs some modification in order to fit into the 
  ongoing campaign. Although Where the Ocean Meets the Sky is set 
  in the Domain of Hawkmoon, proceeding from Swordport across the 
  Moonsilver Sea, the action can easily be transposed to any game world 
  by altering the names of cities, seas, nations, gods, et cetera. Any port of 
  size set upon an ocean extending into the unknown is suitable. Coralis 
  could be out there, anywhere. If you desire to integrate Hawkmoon into 
  your campaign, more information and adventure can be found in these 
  Necromancer Games products: What Evil Lurks, A Lamentation of 
  Thieves, Raise the Dead, and The Bonegarden.
  An adventure of this style also has the advantage of incorporating nearly 
  any type of “side adventure.” If you want the PCs to visit an exotic port-
  of-call, have the ship put in for supplies. If there’s a pirate ship terrorizing 
  trade lanes, their jolly roger appears on the horizon. There’s no end to the 
  tropical islands and belligerent marine life that might cross the adventurer’s 
  path. Add any appropriate encounters along the way or remove those that 
  don’t fit into your campaign. In fact, The Isle of Bonjo Tombo, another 
  adventure in this book, could easily be inserted as an extended encounter 
  in this adventure. Keep in mind that any battle that significantly damages 
  the Crow’s Nest could end the adventure prematurely.
  Coralis cannot be reached overnight, and any seekers should be put 
  through their traces, much in the same way the original explorers were 
  challenged. As written, the adventure has the PCs arriving at Coralis after 
  three weeks at sea, but you may find it expedient to shorten this time. 
  However, the journey should still seem quite arduous and give the PCs 
  the feeling of a long process. The various encounters of the great ocean 
  odyssey should provide the PCs with an experience on the high seas 
  they’ll never forget.
  Adventure Hooks
  Perhaps the easiest way to entice the PCs to board the Crow’s Nest 
  lies in their inherent desire for adventure. Captain Crow is an excellent 
  motivator. If she is played to the hilt and makes an appealing plea for the 
  aid of the PCs, they may join the crew for the promise of new discoveries, 
  which no doubt include piles of gold. While the PCs are enjoying a brew 
  in the dockside tavern, have Crow enter and make her pitch.
  Not all players are susceptible to such tactics. They may require other 
  motivation, like a quest for some item important to one of the PCs, such 
  as a rare spell component. Fortunately there are a number of locales in 
  the Moonsilver Sea which may be used as the abode of some necessary 
  item, the obvious item being the Moonsilver Orb. However, since none of 
  the antagonists wish to part with the Orb, the PCs may find it difficult to 
  obtain. Optionally, several of the special Kuah-Lij items may be useful to 
  PCs headed to other watery adventures and could serve as a suitable goal. 
  If need be, place an item of your own design among the Coralites, who 
  would gladly trade it for the assistance of the PCs.
  Finally, if all else fails, shanghai them. Sea captains have been known 
  to arrange for potent sleeping draughts to find their way into the local 
  beer, and last night’s revelry could end in a rude awakening, miles at 
  sea, the next day. The danger in this approach is that the PCs will most 
  certainly resent being taken advantage of and may have the magical 
  means to abandon ship. This method, if used, must be supplemented with 
  an inspiring appeal from Captain Crow, replete with promises of great 
  wealth at the end of the journey.
  Part I: Odyssey on the Sea
  The following events are listed in chronological order, from the day 
  the PCs first encounter Captain Crow to the day they make landfall on 
  the shores of Coralis. You are encouraged to refer to the random weather 
  generator in Chapter Three, and also to the new monsters of Chapter 
  Six to liven things up for the PCs even further. Their journey across the 
  Moonsilver for the next 21 days should be extremely eventful.
  Crow’s Log, Day 1:  
  Welcome Aboard
  For the layout of the Crow’s Nest, use the map of the Lady Quay. 
  Captain Crow calls all crew and passengers on deck, then greets them 
  and wishes them a safe and profitable journey. This is the time for the PCs 
  to get to meet their new shipmates.
  Assisting the captain are 1st mate Mr. Trevor, 2nd mate Mr. Savage, 
  and the 3rd mate, known only as Sponge. The cook is called Mr. Laws, 
  and the cabin boy is a ruddy faced lad called Jerrilo. The ship’s surgeon 
  is a woman named Kinnia Parneux. Statistics are provided only for 
  the captain and 1st mate; the other men and women should be detailed 
  as needed. For your convenience, a brief sketch of their personalities is 
  provided below. Every member of the crew has one thing in common: 
  they’ve all lost at least one body part and had it regenerated through the 
  beneficence of Captain Crow. Through the years these men have lost a 
  body part to some common sea accident, and the nicknames still remain. 
  Lefty, Righty, Gimp, and One-eye are all on board, though there is 
  apparently nothing wrong with any of them. For some unknown reason, 
  these men who have undergone regeneration have also found their home 
  with this crew.
  CAPTAIN SANDI CROW 
  CR 12 
  XP 19,200
  Female human expert 2/rogue 8/navigator 5 (see Chapter 4)
  CG Medium humanoid (human)
  Init +3; Perception +18
   
  AC 22, touch 15, flat-footed 19 (+5 armor, +2 deflection, +3 
  Dex, +2 natural)
  hp 100 (2d8+2 plus 8d8+8 plus 5d8+5 plus 15) 
  Fort +7; Ref +12; Will +11 
  Defensive Abilities evasion, trap sense +2, improved 
  uncanny dodge
   
  Speed 30 ft.
  Melee +2 cutlass +14/+9 (1d6+3/19–20)
  Special Attacks rogue talents (surprise attack, weapon 
  training), sneak attack +4d6
  Spell-Like Abilities (CL 8th):
  3/day—mending
   
  Str 13, Dex 16, Con 12, Int 15, Wis 13, Cha 8 
  Base Atk +10; CMB +11 (+13 to disarm); CMD 26 
  Feats Alertness, Athletic, Combat Expertise, Great Fortitude, 
  Improved Disarm, Improved Iron Will, Iron WillB, Persuasive, 
  Toughness, Weapon Focus (cutlass)B
  Skills Acrobatics +16, Appraise +15, Bluff +7, Climb +18, 
  Diplomacy +16, Disable Device +20, Intimidate +9, Knowledge 
  (geography) +15, Knowledge (local) +13, Linguistics +10, 
  Navigation +18, Perception +18, Profession (sailor) +14, Sense 
  Motive +14, Stealth +11, Survival +14, Swim +18 
  Languages Aquan, Auran, Common, Draconic, Dwarven, 
  Elven, Giant, Gnome, Goblin, Sylvan
  SQ cartography +2, land ho!, ocean lore, rogue talents 
  (ledge walker, minor magic), sea sense, trapfinding +4
  Combat Gear 2 potions of cure moderate wounds, potion 
  of invisibility; Other Gear +3 leather armor, +2 cutlass, amulet 
  of natural armor +2, ring of protection +2, boots of levitation, 
  deck of illusions, pearl necklace (2300 gp)
  Personality: Captain Crow is at times dangerous, at other times 
  Chapter Ten: Where the Ocean Meets the Sky
  
  Dead Man's Chest
  147
  compliant, depending on her whim at the moment. Her main desire is 
  for adventure, for places she’s never seen before. She becomes almost 
  physically ill if required to stay in one port for too long.
  MR. TREVOR, FIRST MATE 
  CR 8 
  XP 4,800
  Male human expert 10
  NG Medium humanoid (human)
  Init +6; Perception +17
   
  AC 12, touch 12, flat-footed 10 (+2 Dex)
  hp 55 (10d8 plus 10) 
  Fort +5; Ref +5; Will +9 
   
  Speed 30 ft.
  Melee cutlass +6/+1 (1d6–1/19–20)
   
  Str 8, Dex 15, Con 10, Int 12, Wis 14, Cha 7
  Base Atk +7; CMB +6; CMD 18 
  Feats Blind-Fight, Great Fortitude, Improved Initiative, 
  Improved Unarmed Strike, Skill Focus (Perception)B, Skill Focus 
  (Intimidate)
  Skills Bluff +10, Climb +11, Intimidate +13, Knowledge 
  (geography) +12, Knowledge (local) +13, Navigate +13, 
  Perception +17, Profession (sailor) +14, Sense Motive +14 
  Languages Aquan, Common
  Gear cutlass, scrimshaw knife, coral belt (340 gp), armbands 
  studded with pearls (500 gp each), sharkskin pouch 
  containing 23 gp
  Personality: Bold, harsh, and loud; these are the three traits that best 
  describe Mr. Trevor. He is almost always fair in his dealings with the crew, 
  though he proves a difficult man to befriend.
  CROW’S NEST CREW MEMBER 
  CR 1/3 
  XP 135
  Male and female human expert 2
  N Medium humanoid (human)
  Init +4; Perception +8
   
  AC 12, touch 10, flat-footed 12 (+2 armor)
  hp 9 (2d8) 
  Fort +0; Ref +0; Will +3 
   
  Speed 30 ft.
  Melee cutlass +3 (1d6+2/19–20)
   
  Str 14, Dex 11, Con 10, Int 10, Wis 11, Cha 10
  Base Atk +1; CMB +3; CMD 13 
  Feats Improved InitiativeB, Skill Focus (Perception)
  Skills Acrobatics +5, Climb +7, Escape Artist +5, Knowledge 
  (geography) +5, Perception +8, Stealth +5, Survival +5, Swim 
  +7 
  Languages Common
  Gear leather armor, cutlass
  Mr. Savage: Tall and startlingly thin, Mr. Savage looks odd while 
  climbing in the shrouds, his limbs jutting out at strange angles, but he is 
  quite adept at his trade and equally willing to share his knowledge with 
  
  148
  any PC who wants to learn.
  Sponge: His face crisscrossed with scars, Sponge is a ghastly sight. He 
  never wears a shirt, and his belly hangs over his homespun trousers like a 
  sandbag. He is much younger than he looks, and somewhat naïve. 
  Mr. Laws: A secret drunk, Mr. Laws spends most of his time in the 
  galley, where he can be to himself and not worry about anything but the 
  dinner he’s cooking and the bottle of rum he’s consuming. He loves to 
  listen to tall tales, and offers the PCs extra rations in exchange for a story-
  telling. Replace his Stealth skill with Profession (cook).
  Jerrilo: The brunt of many jokes aboard ship, Jerrilo nonetheless seems 
  content with his lot in life. He is 13 years old, and dreams of one day being 
  Monarch of the Moonsilver Sea.
  Kinnia Parneux: Kinnia came to sea to run away from her past. Her 
  older sister, a warrior named Devisha, entered a foul place called the 
  Bonegarden and never returned. Kinnia hopes that one day Devisha will 
  come back from that haunted place, but weeks have passed without word 
  of her condition. Kinnia has skin the color of rich mahogany and faraway 
  eyes. She is a fairly skilled healer; replace her Stealth skill with Heal +4.
  Crow’s Log, Day 2:  
  Rat Hunt (CR 2)
  Mr. Sponge reports an unusually large rat infestation in the cargo hold. 
  The rats must be expunged, otherwise the food supply will suffer. He 
  relates the problem to the captain, who asks the PCs if they’d be willing 
  to handle it. 
  Once in the cargo hold, the PCs face a veritable plague of rats. The 
  fight should be an interesting one, as the characters must navigate stacks 
  of boxes and chests, under inadequate lighting and in cramped conditions. 
  The rats definitely have the advantage! At your discretion, the tight 
  confines might impose a –2 penalty to attack rolls. The rats must be 
  reduced to at least 25% of their original number in order to ensure the 
  safety of most of the food. Note that at least 10 rats always escape through 
  various nooks and crannies, as no ship is ever able to be completely rid 
  of these disgusting little beasts. Survivors slowly begin to rebuild the rat 
  population.
  RAT SWARM 
  CR 2
  XP 600
  hp 16 (Pathfinder Roleplaying Game Bestiary)
  Crow’s Log, Day 3: Pirates (CR 11)
  Just after sunrise, the pirate sloop Fang closes in on the Crow’s Nest. 
  You may play out this encounter any way you choose. The Fang might give 
  chase for several hours, or the Crow’s Nest might turn and immediately 
  attack. Base your decision on the general attitude of the players. If you 
  sense that they’re hankering for a fight, have Captain Crow give the order, 
  “All hands to battle stations!” If the players seem more favorably disposed 
  to taking on the pirates from a distance—with spells and missile weapons, 
  for instance—then Captain Crow orders her helmsman to keep away from 
  the Fang. Few events are more exciting than a full-scale boarding action, 
  with the PCs directly in the midst of a bloody, sword-swinging mob.
  Battle on the high seas isn’t entirely about clashing cutlasses (perhaps 
  a GM may want to peruse Fire as She Bears from Frog God Games?). 
  During the melee, the PCs might be required not only to fight, but also 
  Chapter Ten: Where the Ocean Meets the Sky
  
  Dead Man's Chest
  149
  to cast off enemy boarding hooks, climb the mast to free a tangled 
  sail, cripple the enemy rigging, and other sorts of feats requiring a 
  variety of skill and ability checks. However it ultimately plays out, be 
  sure to energize this encounter with unexpected happenings, so that 
  the players see how a fight between two ships isn’t at all like a fight 
  in a dungeon.
  The Fang is captained by a belligerent, yellow-bearded dwarf named 
  Yulfario. His first mate is a human rogue called Ravi. If it looks as if the 
  pirates are going to lose the engagement, they attempt to break off and 
  flee. Captain Crow does not pursue unless the PCs encourage her to do so. 
  She does not want to be swayed from her mission of finding Coralis, but 
  inspired roleplaying on the part of the PCs can persuade her. The pirates 
  surrender if reduced to 25% of their original number.
  YULFARIO 
  CR 8 
  XP 4,800
  Male dwarf fighter 9
  NE Medium humanoid (dwarf)
  Init +2; Senses darkvision 60 ft.; Perception +0
   
  AC 12, touch 12, flat-footed 10 (+2 Dex) (+4 dodge vs. 
  giants)
  hp 99 (9d10+36 plus 9) 
  Fort +10; Ref +5; Will +5; +7 vs. fear, +2 vs. poison, spells, and 
  spell-like abilities
  Defensive Abilities bravery +2
   
  Speed 20 ft.
  Melee +2 cutlass +17/+12 (1d6+7/17–20) or guisarme +13/+8 
  (2d4+4/19–20/x3)
  Ranged mwk heavy crossbow +13 (1d10+1/19–20)
  Special Attacks hatred, weapon training (heavy blades +2, 
  crossbows +1)
   
  Str 16, Dex 14, Con 19, Int 8, Wis 11, Cha 10
  Base Atk +9; CMB +12 (+14 to overrun); CMD 24 (28 vs. bull 
  rush, 26 vs. overrun, 28 vs. trip)
  Feats Blind-Fight, Improved Critical (guisarme), Improved 
  Critical (cutlass)B, Improved OverrunB, Iron Will, Point-Blank 
  ShotB, Power AttackB, Rapid Reload (heavy crossbow), 
  Weapon Focus (cutlass)B, Weapon Focus (guisarme)
  Skills Appraise –1 (+1 to assess nonmagical metals or 
  gemstones), Craft (armorsmithing) +3, Craft (sailmaking) 
  +3, Intimidate +7, Perception +0 (+2 to notice unusual 
  stonework), Profession (sailor) +4, Stealth +3, Swim +7; Racial 
  Modifiers +2 Appraise to assess nonmagical metals or 
  gemstones, +2 Perception to notice unusual stonework
  Languages Common, Dwarven
  SQ armor training 2
  Combat Gear potion of cure moderate wounds; Other Gear 
  +2 cutlass, guisarme, mwk heavy crossbow, 20 bolts, brooch 
  of the dolphin, 6 salt water pearls (150 gp each)
  RAVI 
  CR 7 
  XP 3,200
  Male human rogue 8
  NE Medium humanoid (human)
  Init +3; Perception +12
   
  AC 19, touch 14, flat-footed 15 (+5 armor, +3 Dex, +1 dodge)
  hp 47 (8d8 plus 8) 
  Fort +2; Ref +9; Will +5 
  Defensive Abilities evasion, improved uncanny dodge, trap 
  sense +2
   
  Speed 30 ft.
  Melee mwk short sword +10/+5 (1d6–1/19–20)
  Ranged light crossbow +9 (1d8/19–20)
  Special Attacks rogue talents (bleeding attack +4, finesse 
  rogue), sneak attack +4d6
   
  Str 9, Dex 17, Con 10, Int 16, Wis 12, Cha 11 
  Base Atk +6; CMB +9; CMD 19 
  Feats Agile Maneuvers, Dodge, Iron WillB, Skill Focus (Stealth), 
  Stealthy, Weapon FinesseB
  Skills Acrobatics +14, Climb +10, Diplomacy +11, Disable 
  Device +18, Escape Artist +13, Intimidate +11, Linguistics 
  +11, Perception +12, Profession (sailor) +9, Sense Motive +9, 
  Sleight of Hand +13, Stealth +19, Swim +7, Use Magic Device 
  +11 
  Languages Abyssal, Aquan, Common, Dwarven, Elven, 
  Goblin, Orc, Terran, Undercommon
  SQ rogue talents (fast stealth, finesse rogue), trapfinding +4
  Combat Gear 3 potions of cure light wounds; Other Gear +2 
  studded leather, masterwork short sword, light crossbow, 10 
  bolts, thieves’ tools
  PIRATES (15) 
  CR 1 
  XP 400 
  Male human warrior (sailor) 3 (see Chapter 4)
  NE Medium humanoid (human)
  Init +6; Perception –1
   
  AC 12, touch 12, flat-footed 10 (+2 Dex)
  hp 28 (3d10+9 plus 3) 
  Fort +6; Ref +3; Will +0 
   
  Speed 30 ft.
  Melee cutlass +8 (1d6+4/19–20)
  Ranged light crossbow +5 (1d8/19–20)
   
  Str 19, Dex 14, Con 16, Int 13, Wis 8, Cha 12
  Base Atk +3; CMB +7; CMD 19 
  Feats Improved InitiativeB, Power Attack, Weapon Focus 
  (cutlass)
  Skills Climb +8, Intimidate +6, Profession (sailor) +5, Survival 
  +5, Swim +10 
  Languages Aquan, Common
  Gear cutlass, light crossbow, 20 bolts, gold earring (25 gp), 
  2d4 gp
  Treasure: If the Fang is taken, the PCs and the crew of the Crow’s 
  Nest can storm her cargo hold, where they find 14 bolts of silk (500 gp 
  each) and 3 casks of rare spices (700 gp each). Beneath one of the barrels, 
  discovered on a DC 12 Perception check, is a small chapbook of poems 
  entitled, Moonponies and Other Wonders. Finally, the captain’s quarters 
  contain four barrels strapped together with heavy cord. The barrels are 
  filled with rocks and lead shavings. They are actually ballasts of buoyancy, 
  a new wondrous item detailed in Chapter Five.
  Crow’s Log, Day 4:  
  Dead Man’s Tale
  One of the crewmen is found dead. The cook’s assistant, Mantyr 
  Boshin, is discovered by one of the PCs, sprawled face down in the 
  companionway between the galley and the steps up to the main deck. 
  There is no sign of foul play. In fact, there isn’t any outward indication 
  at all of how Mantyr died. His footlocker reveals only standard supplies 
  and a few worthless personal effects. The truth of the matter is that 
  Mantyr died of an extreme allergic reaction to the combination of spices 
  used in last night’s meal. The PCs can discern this through the use of 
  various divinatory magic, though using speak with dead only confuses 
  the issue, as Mantyr believes he was poisoned—why else would he have 
  had such pains in his stomach and lungs? This could set the PCs on the 
  trail of a murderer that doesn’t exist.
  
  150
  Crow’s Log, Day 5:  
  Sea Serpents (CR 10)
  While the ship’s sails are struck to permit a handful of sailors time to 
  attend to a slight leak in the keel, panic ensues as 4 fanged sea serpents 
  attack unexpectedly. The serpents attack the sailors, and only alert PCs 
  have the chance to act before at least one of the men is killed.
  This battle should be epic. The sea serpents turn the water into a 
  churning frenzy as they fight to the bloody death against the PCs. Soon 
  the water around the ship is stained a telling red. Sea serpents are detailed 
  in Chapter Six.
  FANGED SEA SERPENT (4) 
  CR 6
  XP 2,400 
  hp 76 (see Chapter 6)
  Crow’s Log, Day 6:  
  Whaler (CR 9)
  This is the whaler Long Day’s Night, out of Swordport. The ship and 
  crew are well known in the Moonsilver Sea as mariners of exceptional 
  skill and whale hunters unparalleled. Their captain, Jon Amos, is well 
  liked for his rough sense of humor, his knack for avoiding dangerous 
  seas, and his ability to turn huge profits by bringing in his ship over-
  laden with whale oil on every voyage. Captain Crow pulls alongside to 
  ask of any news from the sea and purchase a few small kegs of oil to fuel 
  the ship’s lanterns. Captain Amos reports ominous storms ahead, though 
  the Crow’s Nest may or may not encounter them at your discretion. Of 
  other news he is strangely silent. He and his crew appear to be interested 
  only in finishing their task and moving on. During the encounter, a man 
  slips into the water from the whaler and tries to sneak aboard the Crow’s 
  Nest. He succeeds unless a PC succeeds on a DC 20 Perception check. 
  The man’s name is Clem, short for Clemency. He wants desperately to 
  escape the whaler, not because of anything sinister, but because he is 
  quite mad. The daily displays of bloodlust and death are too much for 
  him, and he is insane with depression. If he succeeds in reaching the 
  Crow’s Nest, he attempts to hide below deck. If discovered, he appeals 
  to the captain, who will not take him aboard unless persuaded by one 
  of the PCs. Once safely on board, the madness gradually takes over 
  and Clem tries to slay crew members in their sleep and set the ship on 
  fire repeatedly. Play him as a cunning and sneaky adversary, as those 
  touched with insanity often are.
  CLEM 
  CR 9 
  XP 6,400
  Male human rogue 10
  CE Medium humanoid (human)
  Init +4; Perception +14
   
  AC 15, touch 15, flat-footed 10 (+4 Dex, +1 dodge)
  hp 58 (10d8 plus 10) 
  Fort +5; Ref +1; Will +6 
  Defensive Abilities evasion, improved uncanny dodge, trap 
  sense +3
   
  Speed 30 ft.
  Melee dagger +11/+6 (1d4/19–20)
  Ranged dagger +11/+6 (1d4/19–20)
  Special Attacks rogue talents (bleeding attack +5, finesse 
  rogue, opportunist), sneak attack +5d6
   
  Str 10, Dex 19, Con 11, Int 11, Wis 12, Cha 10 
  Base Atk +7; CMB +7; CMD 22 
  Feats Deceitful, Dodge, Great Fortitude, Iron WillB, Magical 
  Aptitude, Mobility, Weapon FinesseB
  Skills Acrobatics +17, Appraise +8, Bluff +17, Climb +13, 
  Disable Device +22, Disguise +2, Intimidate +8, Knowledge 
  (local) +8, Perception +14, Spellcraft +2, Stealth +17, Use 
  Magic Device +17, Swim+8 
  Languages Common
  SQ rogue talents (fast stealth, finesse rogue), trapfinding +5
  Gear dagger, hidden in a hollow boot heel is an uncut 
  sapphire (150 gp, 500 gp if finished by a jeweler)
  Crow’s Log, Day 7:  
  The Isle of Song (CR 9)
  The ship comes upon an uncharted island. The captain calls for a 
  longboat to approach the isle and conduct reconnaissance. The PCs are 
  selected for the task; after all, this falls directly in their line of work, so 
  Captain Crow asks them to survey the tiny landmass.
  Upon investigation, the PCs discover that the island is only 300 feet 
  across, comprised almost entirely of jagged rock. Birds beyond number 
  have come to roost here, as the stony barren provides the perfect resting 
  place for a long flight between islands in the Moonsilver Sea. Much of 
  the island is covered in bird droppings, and several crags contain nests. 
  The entire place smells of feathers and fish, as many of the birds feast 
  on fish plucked from the water. If the PCs spend more than 10 minutes 
  roaming the rocks, they become subject to the alluring yet deadly song 
  of 6 harpies.
  Anyone captivated by the harpies’ song falls prey to the creatures’ club 
  and bite attacks. The harpies fly off if reduced to half their original number.
  HARPY (6) 
  CR 4
  XP 1,200 
  hp 38 (Pathfinder Roleplaying Game Bestiary)
  “Ship to the starboard!” rings out from above, as the Crow’s Nest 
  approaches a becalmed ship, her sails furled. The ship in question 
  is listing badly to one side, nearly taking on water because of the 
  severe angle of the deck. Hanging from a spar by a complicated 
  assembly of block and tackle is a tremendous fish. Bluish-black and 
  glistening with an oily sheen, the beast is a pincushion of spears, 
  bleeding from countless wounds. Into the open mouth, a man 
  lowers a bucket and retrieves an oily substance which is transferred 
  on the deck to large barrels. The whaling ship is alive with activity, 
  despite the pervading smell of death.
  Onium
  Pronounced “oh-NEE-um,” this extremely rare element is 
  found only in minute deposits in the Domain of Hawkmoon. 
  Onium resembles iron in many ways, with one obvious exception: 
  it is perfectly transparent.
  Onium can be alloyed with carbon and other materials to 
  produce various grades of steel, but it then loses its transparent 
  quality. To maintain its natural clarity, onium must be kept in its 
  raw state. This means it is subject to rusting, so owners of onium 
  weapons are wise to oil their gear regularly, otherwise the clear 
  blades will be discolored with rust. Onium blades also need 
  sharpening more often than their steel counterparts. Each blade 
  must be sharpened every 20 times it strikes a target, otherwise 
  subtract –1 from the overall damage.
  Onium: hardness 10; hp 30 per inch thickness; Break 
  DC 25
  Chapter Ten: Where the Ocean Meets the Sky
  
  Dead Man's Chest
  151
  Treasure: Among the bones of the harpies’ victims can be found 28 
  gold coins from a foreign land (worth 2 gp each), a gold earring inscribed 
  with the name “Aliza” (200 gp), and what appears to be a glass dagger. 
  Actually the dagger isn’t made of glass at all, but rather a substance known 
  as onium. See the sidebar for details.
  Crow’s Log, Day 8:  
  Sea Spider (CR 11)
  Approaching the ship at a very rapid rate is an eight-legged monstrosity 
  that skims across the water in a blur of movement. If the PCs succeed 
  on a DC 10 Perception check they see the creature while it is yet 1d6 
  rounds away. Otherwise, it reaches the ship so quickly no one is aware 
  until it attaches to the ship. The beast is unrelated to an octopus despite its 
  revealing number of legs, and is instead a member of the arachnid family. 
  The sea spider is truly massive, nearly half as large as the ship itself, and 
  affixes its body to the stern of the ship via the sticky hairs on its rear legs. 
  This situation leaves the mouth, fangs, and forelegs at deck level.
  SEA SPIDER 
  CR 11
  XP 12,800 
  hp 142 (see Chapter 6)
  Tactics: The spider strikes out with all four front legs, trying to grapple 
  opponents and pull them toward its mouth. If the combatants stay out of 
  range, the spider directs its wrath toward the ship, biting at the stern castle 
  and slapping at the rigging with its legs, quickly disabling the vessel. If this 
  tactic doesn’t draw opponents near, the spider submerges and resurfaces at 
  another point of the ship. See Chapter Six for a complete description of 
  this monster and its combat techniques.
  Crow’s Log, Day 10: Soothsayer
  During midafternoon, read or paraphrase the following text.
  By chance, the ship has come across the fabled Oracle of Elmarran. 
  Being the god of water and of change, Elmarran has many faces; sometimes 
  he likes to obscure the truth, while at other times he wishes to expose it. 
  The Oracle is either a creation of one of Elmarran’s immortals or—who 
  knows?—it might even be Elmarran himself, as no one in Hawkmoon 
  truly understands the beings they venerate as gods. Regardless, the Oracle 
  moves through the Moonsilver Sea, appearing in apparently random 
  locations. Years have passed without the Oracle being spotted by anyone. 
  Only by happenstance (or perhaps fate?), have the PCs come across this 
  relic.
  The Oracle lingers for 3d6 minutes. During that time, anyone who 
  physically touches the geyser must succeed on a DC 15 Wisdom check. 
  Failure means that the character takes 1d8 points of electrical damage 
  (DC 15 Fort save for half damage), as energy crackles through the water. 
  Success means that the PC receives a limited vision of his or her future. 
  How this vision manifests is up to you. It may be as detailed or as vague 
  as necessary. It’s a good idea for you to come up with several options 
  in advance, tailoring each vision toward that character’s personal life, 
  including NPCs he knows, his goals, his homeland, et cetera. Whether 
  or not this vision comes true is completely arbitrary. Because the Oracle 
  only persists for 3d6 minutes before sinking back into the sea, it is 
  likely to disappear before the PCs act, unless they boldly approach and 
  investigate it.
  Crow’s Log, Day 11:  
  Needful Things (CR 11)
  The lookout spots an approaching vessel. This ship flies the colors 
  of Swordport—two ropes crossed on a blue field—and appears to be an 
  unarmed merchant schooner. The captain orders Mr. Savage to use the 
  semaphore flags to contact the ship. In a few minutes, the two vessels 
  are exchanging greetings, and presently pull abreast of each other. The 
  schooner is named Jungle Scout.
  The captain of the Jungle Scout is a jolly and barrel-chested trader called 
  Vanglus Noorae. He deals primarily in exotic wood and spices, both 
  products originating in the steamy jungle islands that dot the Moonsilver 
  Sea. If the PCs have any desire to own rare lumber or curious spices, 
  Noorae is their man. If the heroes spend any time speaking with Noorae, 
  he eventually makes them an offer. Sensing that they are the type of 
  people who might make good use of such items, he suggests they follow 
  him to his cabin and take a look at his cannibal hearts. He offers to sell 
  the hearts for 2,500 gp each (he has one of each type), or the equivalent 
  in trade. Refer to Chapter Five for an extensive description of these rare 
  wondrous items.
  Vanglus Noorae is your opportunity to introduce any kind of new and 
  odd object, animal, or spell into your campaign. Perhaps the Jungle Scout 
  carries a special wood that is as strong as metal, or one that dissolves 
  when it comes into contact with saltwater. Other possibilities include a 
  spice that can be used as a hallucinogenic, a parrot that not only talks 
  but can memorize spells, and a crate of coconuts whose milk protects the 
  drinker from the effects of heat and humidity. Noorae could and likely 
  does possess any kind of enigmatic item you wish to make available in 
  your campaign, but his pièce de résistance is certainly his collection of 
  cannibal hearts.
  VANGLUS NOORAE 
  CR 11 
  XP 12,800
  Male human commoner 13
  LN Medium humanoid (human)
  Init +0; Perception +15
   
  AC 10, touch 10, flat-footed 10
  hp 19 (13d6–26 plus 13) 
  Fort +1; Ref +4; Will +8 
   
  Speed 30 ft.
  Melee dagger +8/+3 (1d4+2/19–20)
   
  Str 15, Dex 10, Con 5, Int 10, Wis 14, Cha 18
  Base Atk +6; CMB +8; CMD 18 
  Feats Iron WillB, Light Armor Proficiency, Persuasive, Run, 
  Self-Sufficient, Skill Focus (Profession [merchant]), Skill Focus 
  (Craft [carpentry]), Toughness
  Skills Craft (carpentry) +19, Diplomacy +10, Heal +4, 
  Intimidate +6, Knowledge (local) +8, Perception +15, 
  Profession (merchant) +21, Ride +13, Survival +4 
  Languages Common
  Gear dagger
  Possessions: Noorae is equipped with whatever you deem appropriate, 
  having collected a variety of goods, weapons, and wondrous items from 
  all across the sea.
  Suddenly in the distance, perhaps 200 yards off the starboard 
  stern, a great geyser erupts from the ocean’s surface. At first it 
  appears to be a whale emitting air through its blowhole, but after 
  a moment it becomes apparent that this phenomenon is something 
  altogether different. The jet of water rises 30 feet into the air, 
  its source remaining hidden beneath the surface. The water is a 
  majestic white plume, and it seems to sparkle, as if motes of silver 
  were contained in its stream. The geyser continues in this manner 
  for several seconds, with no sign of stopping. It is as mysterious as 
  it is beautiful.
  
  152
  Crow’s Log, Day 12:  
  The Prisoner (CR 2)
  At some point during the middle of the night, read the following to the 
  players.
  When the PCs rush to the main deck, or if they are already on deck, 
  continue with the descriptive text.
  The Crow’s Nest has struck an invisible island. No more than a tiny 
  islet, this piece of rock measures just 50 ft. in diameter. Upon it has been 
  constructed a hut made of stone, also invisible. The hut’s inhabitant is 
  a man named Estaboth. He has been marooned here and hidden with a 
  permanent invisibility, so that no one would ever find him.
  Estaboth is a bookkeeper by trade. He once worked for a shipping 
  company based in the city of Hawkmoon. His mistake was attempting 
  to embezzle money from the company, which was actually owned by 
  the Lucre King, Sivian Ulphar, guildmaster of thieves. Upon learning of 
  Estaboth’s betrayal, Ulphar had him beaten and dragged in chains to face 
  judgment. Estaboth is quite intelligent and quick-witted, and Ulphar hated 
  to execute such a valuable resource. But punishment had to be meted 
  out. He posed a riddle to Estaboth, with death being the outcome if the 
  bookkeeper failed to answer correctly. Fortunately, Estaboth gave the 
  proper answer, so instead of being killed, he was sentenced to 20 years 
  of gulag.
  That gulag took the shape of a tiny section of rock in the middle of 
  the Moonsilver Sea. Sivian Ulphar ordered his wizards to use fabricate, 
  stone shape, and other spells to construct a hut for Estaboth. Then they 
  cloaked the entire area in a permanent invisibility so that Estaboth would 
  not be seen by passing sailors. They left him with several fishing nets and 
  a decanter of endless water.
  That was 7 years ago. Since then, Estaboth has taken quite ill from the 
  lack of anything to eat but fish and seaweed. Though quite adept at fishing, 
  he is also on the verge of madness. When the Crow’s Nest runs aground 
  on his prison isle, he is shaken from his sleep and quickly rushes from his 
  hut. He sees the ship and believes that at last his deliverance is upon him. 
  He begins shouting for help, but over the din of the yelling sailors, he 
  might go unheard. Have each PC make a DC 18 Perception check to hear 
  Estaboth crying out for rescue.
  The island and anything on it are under the effects of invisibility. If the 
  PCs explore the rock and the hut, they too become invisible.
  ESTABOTH 
  CR 2 
  XP 600
  Male human commoner 4
  N Medium humanoid (human)
  Init +1; Perception +8
   
  AC 11, touch 11, flat-footed 10 (+1 Dex)
  hp 6 (4d6–8) 
  Fort –1; Ref +2; Will +2 
   
  Speed 30 ft.
  Melee unarmed strike +4 (1d3+2)
   
  Str 14, Dex 12, Con 6, Int 20, Wis 13, Cha 7
  Base Atk +2; CMB +4; CMD 15 
  Feats Point-Blank Shot, Self-Sufficient, Skill Focus (Profession 
  [accountant])B
  Skills Appraise +9, Diplomacy +2, Heal +7, Knowledge 
  (history) +9, Perception +8, Profession (accountant) +11, 
  Sense Motive +5, Survival +7, Swim +9 
  Languages Celestial, Common, Draconic, Elven, Halfling, 
  Sylvan
  Dealing with Estaboth
  Estaboth will do anything to get off the island. He will swear any oath 
  and make any promise. He harbors no desire for revenge against Sivian 
  Ulphar; he wants only to be free. He tells the PCs the entire truth, that he 
  swindled the Lucre King and has been exiled here indefinitely. Ulphar’s 
  exact words to Estaboth were, “You will dwell on that rock until I grow 
  tired of having you there.” Estaboth truly thought he would die here, and 
  becomes servile and sycophantic in the presence of potential rescuers.
  It’s up to the players how they deal with Estaboth. He can become a 
  henchman or ally, or he could simply be set off at the nearest port and 
  never seen again. The PCs might even decide to use Estaboth is some kind 
  of scheme against Sivian Ulphar. The possibilities are truly limitless. They 
  might also consider the fact that the Lucre King will be none too pleased 
  to hear that his captive has been rescued…
  Treasure: Strewn about the invisible hut are 4 fishing nets, 5 pieces 
  of driftwood, a handful of shark teeth, and a silver flask that is actually a 
  decanter of endless water.
  Crow’s Log, Day 14:  
  Sole Survivor (CR 8)
  The lookout in the crow’s nest of the ship shouts, “Land, ho!” Not far 
  away lays a verdant island, lush with vegetation. Though the island itself 
  is rather small, being less than 2 miles across, it appears to teem with life, 
  as birds can be seen flying above the treetops in great number. Most of the 
  island is covered in a dense jungle. The white beaches bear evidence that 
  this place has been used as a port by many vessels through the years: old 
  longboats and dinghies can be seen here and there, along with the detritus 
  that sailors leave behind after an excursion ashore.
  According to the captain, mariners often anchor here and meet on the 
  shore in informal gatherings to exchange gossip and inexpensive trade 
  goods. Personally, Captain Crow has never harbored here, though she tells 
  the PCs she’s willing to drop anchor if they’d like to row to the beach and 
  give the island a closer look. She agrees to give them 3 hours to conduct 
  an investigation, just in case there’s something of interest there.
  Unfortunately for anyone who goes ashore, the island is dominated by 
  a ferocious triceratops.
  Refer to the map of the Moonsilver Sea and the island marked “Lost 
  Mage Island.” Years ago this island was once much larger, though now 
  most of it has sunk beneath the waves. The entire isle was created by a 
  wizard of staggering ability; his magic created a place of solace in the 
  middle of the sea, where he might come and relax. He populated his island 
  retreat with all manner of amazing beasts. Eventually he moved on, or 
  was slain in magical combat, or ascended to another plane of existence. 
  Wherever he went, he left behind his island menagerie. The creatures 
  began to hunt one another, and the sole survivor—aside from a few agile 
  monkeys—is the triceratops.
  The triceratops is a scarred veteran of many combats. It has fought 
  literally hundreds of battles of survival, most recently against explorers 
  A huge force rocks the ship! Without warning the entire vessel 
  shudders violently, as if it has struck a great obstacle.
  The ship has rammed into something that can’t be seen. The 
  vessel’s bowsprit, carved into the likeness of a winged woman, 
  has been smashed to splinters, and by the cries of the sailors, it’s 
  apparent that the bow has taken damage. Though the sails are still 
  filled with wind, the ship has stopped dead in the water, obviously 
  because it has run directly into something. Yet nothing appears 
  beyond the ship but the open sea and the black night sky. Shouting 
  sailors rush back and forth between the bow and the storage lockers, 
  quickly mending the fractured portions of the hull. What’s obvious 
  is that the ship has come to a sudden and violent stop; what’s a 
  mystery is why.
  Chapter Ten: Where the Ocean Meets the Sky
  
  Dead Man's Chest
  153
  who have come seeking adventure on the island. The triceratops looks 
  brutal; it has endured arrows, swords, and spells. It bears the scar tissue 
  of these travails. Over the years its hide has become hardened through 
  combat, hence its unnatural damage resistance.
  TRICERATOPS 
  CR 8
  XP 4,800
  DR 10/magic*
  hp 119 (Pathfinder Roleplaying Game Bestiary)
  *A quality unique to this triceratops.
  Tactics: The triceratops is master of the island and has become quite 
  adept at sensing interlopers. Make a Perception check for the creature, 
  opposed by the PCs’ Stealth skill, to determine whether or not the 
  characters can make it onto the island without being heard. The triceratops 
  can also be warned of danger through its scent ability. Its usual tactic is 
  to break through the trees at high speed and charge its target, which could 
  result in double damage and a trample effect. If reduced to 35 hit points, 
  it retreats. 
  Treasure: If the PCs spend at least an hour combing the sand, they are 
  permitted a DC 18 Perception check to collect a total of 23 gp, 3 pearls 
  (130 gp each), and a sealed keg of some of the finest port wine they’ve 
  ever tasted. The keg holds 10 gallons and weighs 80 lbs., and can be sold 
  for as much as 500 gp to a wine merchant. The lid is labeled “Laughing 
  Noble.”
  Crow’s Log, Day 16:  
  The Swimming Dead (CR 8)
  Four mummies of the deep attack the ship. An hour after sunset, one of 
  the PCs on deck must make a Perception check opposed by the mummies’ 
  Stealth skill. Failure means that the mummies launch a successful surprise 
  attack by climbing up the hull; they catch everyone flat-footed.
  These mummies are the bloated and stinking remains of 4 footpads who 
  were executed for theft and buried at sea by a merciless captain. They now 
  prowl the Moonsilver seeking revenge against all living beings. 
  MUMMY OF THE DEEP (4) 
  CR 4
  XP 1,200 
  hp 40 (The Tome of Horrors Complete 439)
  Crow’s Log, Day 17: Doldrums
  Inevitably upon the Moonsilver Sea, one encounters areas where the 
  wind quits its normal practice. The breeze simply stops completely, so that 
  the air hangs hot and humid and utterly still. Ships have been becalmed, 
  sometimes for weeks, with no sight of land or salvation, slowly depleting 
  their supplies. The Crow’s Nest encounters these doldrums on day 17. 
  Give the PCs a good dose of boredom with a touch of desperation. After 3 
  days the crew begins to lament their fate, and prophecies of doom abound. 
  During this period, if the PCs keep a diligent and daily watch on the 
  horizon, and succeed on a DC 15 Perception check, they are rewarded by 
  the discovery of a glint on the water, not far off. Closer inspection reveals 
  a magnificent magical construct known as a glass whale. The glass whale, 
  detailed in Chapter Six, is an automaton designed for sea exploration. 
  How it got here is a mystery. Refer to its description for details on gaining 
  entry and using its abilities.
  
  154
  Crow’s Log, Day 20:  
  Desperation Island
  The island is indeed a paradise, with plenty of fresh water and food to 
  bolster the sagging stores aboard ship. Bananas, mangoes, and papayas 
  grow in abundance. The weather is perfect, but should a rainstorm 
  approach as per the guidelines in Chapter Three, shelter is readily 
  available in several shallow caves in the hillside. Unfortunately, there is 
  no way to predict the nefarious effect this island has on its inmates. There 
  are signs, to be sure, but not until the PCs try to leave do they realize the 
  jeopardy they are in. The island is so inviting that no one who steps upon 
  the shores wishes to leave. As GM you may want to reinforce the idea 
  with subtle references to the warm, content feeling the PCs have after 
  only a short time ashore. Everything around them is perfect, with some 
  few exceptions.
  Should the PCs venture to the other, leeward side of the island, they 
  find there a large, green lagoon, perfect for practicing the backstroke and 
  soaking up the tropical sun. The only problem lies in the fact that the 
  lagoon is full of old bottles. Over a hundred bottles of every sort float 
  here, brought inexorably to the shore by the constant current. The sight is 
  truly remarkable. In fact, this inlet would make a fine harbor if not for the 
  fact that sailing away from it is nearly impossible thanks to the opposing 
  current and the lack of wind. This fact is readily evident to the captain as 
  it would be to any trained mariner, who would never venture to harbor 
  here. The bottles each contain some missive, most from the forsaken souls 
  of marooned sailors, others from their lonely counterparts back home. 
  Some 128 bottles reside here, messages that never reached a friendly 
  ear, relieving castaways of their last hope without their ever knowing. 
  Should the PCs examine the notes, roll 1d100 each time a bottle is opened, 
  ignoring any repeats. On a roll of 77, the PCs discover a scroll containing 
  the spell, aerial pilot (detailed in Chapter Seven), otherwise the bottles 
  are either empty or full of a note, some being more than 400 years old. You 
  should prepare in advance a few sample notes to read to the players should 
  they uncork some of the bottles. An example note is as follows.
  Along the hillside there are a number of different shallow caves; 
  each no more than a slight depression affording the occupant scant but 
  adequate protection from any squall in the area. One of these hollows can 
  be properly called a cavern, being some 30 ft. in diameter. Along the walls 
  of this cave are various tribal markings, hieroglyphs of a long lost native 
  population. One does not need any special skill to read the tale, which 
  proceeds from a quiet, peaceful existence, to tragedy and sorrow, to the 
  eventual death of the entire tribe. Resting on a narrow, stone ridge in the 
  wall is a +1 blow gun, which is easily found if the PCs succeed on a DC 
  12 Perception check.
  On the highest point of the island, surrounded by towering palms, is a 
  gnarly, withered tree of unknown type. This 20-foot specimen is actually 
  known as the Tree of Sorrows. In a freak magical accident the tree was 
  transported here from some far layer of the Abyss. The effects of the 
  tree are two-fold: people are compelled to stay on the island and they 
  eventually find their stay intolerable. From the moment the PCs step on 
  the island they are met with this dichotomy. They have an uneasy feeling, 
  vague and indefinable, but also feel strangely drawn to this ideal setting. 
  The net effect is this: any PC who heeds the uneasiness can return to the 
  landing craft on a successful DC 15 Will save. Anyone who chooses to 
  explore this paradise is gradually drawn in so that the DC increases by 
  1 for every hour ashore. Thus a PC announcing her intent to depart after 
  5 hours of frolicking must succeed on a DC 20 Will save before she can 
  leave. PCs who fail their save can only be removed through force. They 
  must be subdued completely or they will find a way to escape transport 
  and remain on their new home. Any of the PCs may join the landing party, 
  which consists of the first mate and 6 sailors. Captain Crow reluctantly 
  leaves behind anyone who refuses to return for the good of the mission. 
  Those unfortunate enough to be left behind slowly realize the desperation, 
  after which the island is named. The sweet breeze becomes a haunting 
  moan, the ripe fruits rot on the tree branches, and the cool spring water 
  tastes salty. Within one month all NPC inhabitants universally take their 
  own lives. A clue to this fate hangs from the tree in the form of two rotting 
  bodies. The PCs may not realize this portent, thinking these two to be 
  mutineers when in fact they are suicides. One of the nooses is actually a 
  rope of climbing. Arranged beneath the tree as a sort of offering are three 
  large black pearls.
  Treasure: rope of climbing, +1 blow gun, 3 pearls (500 gp each), 
  a scroll with the arcane spell aerial pilot. See Chapter Seven for a 
  description of this spell.
  Crow’s Log, Day 21: Landfall
  At last the Crow’s Nest approaches the reefs and small islands that dot 
  the sea near the coastline where Coralis awaits. The crew celebrates with a 
  night of drunken debauchery, but Captain Crow declines to participate. She 
  spends the evening in her quarters. If one of the PCs has befriended her, 
  she might invite him/her to join her for a peaceful night of conversation, 
  wine, and perhaps other pursuits.
  Part II: Coralis
  A millennium past, the Coralites fled the imminent collapse of their 
  respective society to make their way alone. The last thousand years have 
  been turbulent as the Domain has carved out a nation of relative peace 
  from a bastion for murderers and thieves of all kinds. It hasn’t been an 
  easy road, and the Coralites have avoided much turmoil, living in peace 
  until only a few months ago. 
  An alien race known as the Kuah-Lij has invaded the planet. The 
  invaders focused their attack upon the Coralites. The Kuah-Lij desire a 
  certain wondrous item currently in the possession of the Coralites. This 
  item, known as the Moonsilver Orb, supposedly holds the key to saving 
  My dearest Annabelle,
  Too many suns have set since last I saw your radiant eyes. That 
  sun envies you, I think, so it is conspiring to keep us apart with its 
  constant rising and falling. If you receive this missive before next 
  we meet, know that every day on this ship I look at the sun and 
  realize anew that its heat cannot warm me half so much as the 
  touch of your hand.
  Until the world goes dark, I remain,
  Your loving “M”
  Coralis rises from the sea, a sun unto itself, like a grand cathedral 
  to Elmarran, god of the depths. Tall spires capture the light of the 
  sun, transforming the dawn into a multitude of gems floating in 
  the sky. Four towers reach from their watery foundations up to 
  the heavens, appearing to be made of precious stones: emerald, 
  sapphire, ruby and topaz. The reef of coral below the towers is 
  clearly visible through the crystal waters, extending out of sight 
  in either direction, effectively blocking further passage. Numerous 
  islands, sporting tropical foliage, emerge along the reef. Fires burn 
  on several of the islands, hinting that all is not well. The ruins of 
  four other towers confirm your suspicion that a massive battle has 
  occurred recently. From this distance, there are no signs of life.
  Before you lies an idyllic scene: smooth beaches of fine, white 
  sand, tall palms swaying in the breeze, the clear, blue, placid 
  seas rolling to the inviting shores. The gentle sloping landscape 
  promises hidden grottoes with bubbling springs, and tropical fruits 
  falling from the trees. In answer to your unspoken desires, Captain 
  Crow announces that the ship will anchor here for some much 
  needed shore leave and re-provisioning.
  Chapter Ten: Where the Ocean Meets the Sky
  
  Dead Man's Chest
  155
  the Kuah-Lij homeworld. Refer to Chapter Six for more details on the 
  Kuah-Lij and the Coralites.
  The initial assault was both surprising and effective, leveling many 
  of the beautiful towers and slaying a number of the Coralites. The 
  remaining Coralites retreated to the most solid structure to await the 
  final onslaught. The siege was quickly broken by an unlikely source: 
  the Weedge servants of the Kuah-Lij blew a hole in the side of their 
  masters’ ship, sinking it. The Weedge, it seems, are bored with their 
  inferior role. 
  Back on the Kuah-Lij homeworld, the amphibious Weedge have 
  long been the subservient race, doing the bidding of the more powerful 
  Kuah-Lij without question. The Kuah-Lij are masters of mechanical 
  contraptions and have developed wonderful machines for exploring 
  their own watery world and the farthest reaches of space. Recently, 
  environmental conditions have changed on their planet, resulting in 
  massive flooding of the few habitable lands there. Several ships were 
  sent to other worlds in search of a solution, magical or technical, 
  for their flooding world. The Coralites happen to have an artifact 
  that can help the flooding problem—the Moonsilver Orb—and the 
  Kuah-Lij are bent on having it. Unfortunately for them, their usually 
  obedient servants, the Weedge, have chosen this moment to declare 
  independence. Their mutiny has more than halved the numbers of the 
  invaders and brought their space-faring ship, and only means of return, 
  to the ocean floor. 
  The Kuah-Lij invaders have taken control of one of the four remaining 
  structures of Coralis, making forays below to assay the condition of their 
  damaged ship and search for the artifact. The Weedge have a tower of their 
  own, and continue guerilla tactics against the Kuah-Lij while gauging 
  the attitude of the Coralites toward peaceful relations. The Coralites are 
  only concerned with repelling the invaders, protecting their home and the 
  Moonsilver Orb, and rescuing one of their missing comrades. There are 
  also communities of mermen and aquatic elves nearby that are laying low 
  until the outcome of the battle is decided. Each faction approaches the PCs 
  to discover their intent and possible aid in the ongoing standoff. Further 
  details concerning the motivations of these new races are described in 
  Chapter Six.
  In a cave at the harbor’s bottom, the Coralites keep the Moonsilver 
  Orb. The Orb is a sphere with a silver center, having certain powers over 
  tides, currents, and other aspects of the sea. The most powerful of the 
  Coralites, a mage named Acuan, has retreated underwater to protect the 
  Orb. Acuan’s considerable skill is required to mask the Orb’s location 
  from the Kuah-Lij. The PCs face a considerable challenge: choosing to 
  align with one or more factions or going it alone. One sure fact is that no 
  faction will part with Moonsilver Orb without a fight.
  When the islands surrounding Coralis at last comes into view, read the 
  following:
  AQUATIC ELVES (10) 
  CR 1/3
  XP 135 
  hp 7 (see Chapter 6)
  Coralite Patrol (CR 13)
  CORALITE PRIEST 
  CR 9 
  XP 6,400 
  hp 58 (see The Sapphire Tower)
  CORALITE WIZARD 
  CR 12 
  XP 19,200 
  hp 67 (see The Sapphire Tower)
  CORALITE FIGHTER 
  CR 7 
  XP 3,200 
  hp 64 (see The Sapphire Tower)
  FLUTING SEA SERPENT 
  CR 9
  XP 6,400 
  hp 85 (see Chapter 6)
  Kuuah-Lij Patrol (CR 11)
  KUAH-LIJ GUARDS (2) 
  CR 6 
  XP 2,400
  hp 64 (see The Emerald Tower)
  SPELLSLINGER GUARDS (2) 
  CR 8
  XP 4,800
  hp 43 (see The Emerald Tower)
  MERFOLK (10) 
  CR 1/3
  XP 135 
  hp 7 (Pathfinder Roleplaying Game Bestiary)
  SEA SPHERE (8) 
  CR 9
  XP 6,400 
  hp 110 (see Chapter 6)
  SPITTING SEA SERPENT 
  CR 9
  XP 6,400 
  hp 102 (see Chapter 6)
  Weedge Patrol (CR 13)
  WEEDGE PATROL WARRIOR (4) 
  CR 8 
  XP 4,800 
  hp 94 (see The Topaz Tower)
  WEEDGE SUPERVISOR 
  CR 10 
  XP 9,600 
  hp 115 (see The Topaz Tower)
  Patrols and the PCs
  All of the patrols attempt to communicate with the PCs rather than 
  attack, to ascertain their intentions and usefulness. If a parley can be 
  reached, the patrol leader escorts the PCs back to the appropriate tower 
  The signs of battle do not lie; the Kuah-Lij have destroyed several 
  towers, or at least the magic holding them together, and pushed 
  the Coralites into one of the four towers still standing. Captain 
  Crow remains wary and anchors the ship well out of bow range, 
  suggesting that the PCs scout the islands and structures to ascertain 
  the situation. The captain follows this course unerringly, insisting 
  that the PCs are on the journey for just this purpose. A boat is 
  lowered, and the PCs may approach any of the four towers or one 
  of the many nearby islands. Though none of Coralis’ inhabitants 
  intentionally venture out to meet the PCs, the heroes may encounter 
  a patrol, or some malicious creature, as explained in the sidebar.
  Coralis Random Encounters
  Roll 1d12 for every 30 minutes the PCs spend investigating 
  the sandbars, mainland, or tower region.
  1d12 
  Encounter
  1 
  Weedge Patrol (5)
  2 
  Coralite patrol (3)
  3 
  Kuah-Lij patrol (4)
  4 
  Merfolk (10)
  5 
  Aquatic elves (10)
  6 
  Sea Spheres (8)*
  7 
  Fluting Sea Serpent*
  8 
  Spitting Sea Serpent*
  9–12 
  No encounter
  *New Monster detailed in Chapter Six
  
  156
  where they are apprised of the situation, at least from one perspective. If 
  the PCs attempt to approach an occupied tower, they are met with the same 
  tactic and invited to parley, provided language barriers can be overcome. 
  Each faction tries to enlist the aid of the PCs with various stories and 
  promises, as detailed in the tower descriptions.
  The four towers are all that is left of what was a much larger city. 
  Evidence of several destroyed towers is obvious; many outlying towers 
  were also destroyed in the onslaught, along with their inhabitants. The 
  main reason for the extent of the destruction is the peace-loving nature of 
  the Coralites. They were unprepared for war and slow to react. They are 
  now much reduced and confined to a single tower. The empty Ruby Tower 
  is detailed first, and though the outside of each tower appears different, the 
  floor plans are identical, being a combination of the creative bent of the 
  Coralites with their love of symmetry and detail. The same map is used for 
  each tower, and since none of the groups are willing to let the PCs explore 
  their tower unmolested, room descriptions are generalized.
  Mermaid Island
  Of the dozen or more islands visible from the ship, only two are 
  inhabited, and then only in a manner of speaking. One of the closest islands 
  is a picturesque, tree-covered atoll surrounding a placid lagoon of deep 
  green. Known locally as Mermaid Island, it is home to a community of 
  merfolk who have lived here since long before the arrival of the Coralites. 
  The island itself is a ring of land jutting up from the reef that has enclosed 
  a small bit of the ocean. The reef below is pock-marked with tunnels to 
  enter the lagoon and caves used as homes for the merfolk.
  Creatures: These 30 merfolk have lived with the Coralites as close 
  neighbors for several hundred years, coming and going as they please, 
  spending their lives between this quiet lagoon and distant lands. They 
  have no desire to enter into this conflict, though they offer their hospitality 
  to the PCs.
  MERFOLK (30) 
  CR 1/3
  XP 135 
  hp 7 (Pathfinder Roleplaying Game Bestiary)
  Treasure: Over the years the merfolk have assembled 2,000 gp worth 
  of coral jewelry and 1,200 gp worth of saltwater pearls.
  Elven Enclave
  Islands situated upon coral reefs are often composed entirely of dead 
  coral, having broken off of the living coral, accumulated along the reef 
  and decomposed over centuries into a fertile base for plant growth and life 
  support. Other islands are of a more typical variety: formed by shifts in the 
  earth’s crust, thrusting spurs of land to the surface of the ocean. Most of 
  the islands on the reef are of the former type though the most prominent of 
  the islands is obviously an undersea mountain emerging from the depths, 
  rising to a peak some 100 feet above the sea. It is within this mountain 
  that a group of aquatic elves has made a home in an underground lake. 
  One overland entrance exists near the top of the mountain and can be 
  reached on a successful DC 15 Climb check. The entrance can be seen 
  from the east side of the island on a successful DC 17 Perception check 
  but becomes apparent if someone reaches the summit and succeeds on a 
  DC 10 Perception check to search. No map is provided of the elven lair; 
  draw one only if necessary, using these guidelines. Beneath the waves, 
  an underwater passage extends 30 feet before opening into the lake. The 
  passage is 40 feet below the surface and heavily guarded. If the PCs gain 
  entrance, through force or parley, they discover 12 grottoes where the elves 
  take shelter from the storm and an underground lake 30 feet in diameter 
  with a narrow shoreline. Approaching the passage, or descending to the 
  lake shore brings the attention of an elven patrol.
  Creatures: The 40 aquatic elves are lying low, having already 
  communicated with the Coralites and finding the Kuah-Lij beyond their 
  ability to fight. They talk guardedly with the PCs and offer aid, but do not 
  venture from their haven. If the PCs successfully drive off the Kuah-Lij 
  and permit the Coralites to return to their homes, the elves reward each of 
  the PCs with one item from their modest treasure trove (see below).
  AQUATIC ELVES (40) 
  CR 1/3
  XP 135 
  hp 7 (see Chapter 6)
  Treasure: Exile’s wood, Ortho’s love, compass of Pelora, and four lung 
  leaves. These items are all detailed in Chapter Five.
  The Four Towers
  Each of the towers has the same floor plan, though the exterior 
  architecture is wildly varied, from sharp and angular to swirling, random 
  designs that resemble creatures of the deep and birds in flight. The towers 
  have 5 levels and are designed to house several family units of Coralites. 
  The first two levels have the shape of a torus, with compartments for 
  sleeping along the outside walls and a central common area with a spiral 
  staircase. Level 3 is a large gallery used primarily for study and creative 
  enterprises. Most of the Coralites have at least a passing interest in the 
  magical arts, and each tower is outfitted with a laboratory on Level 4. 
  The top level is actually an open observatory, and as the levels are 20 
  feet tall, the top floor is 80 feet in the air and commands a wide view. The 
  most startling features are the sweeping walkways that connected each 
  tower. Running from roof to roof and spanning several hundred feet, they 
  once defied gravity and engineering. None of the remaining towers is still 
  connected, as their bridges led to towers now destroyed.
  The towers are formed from precious minerals, created by the power 
  of the strange Coralite wizards, the songchangers. The songchanger is a 
  powerful new prestige class that combines sorcery with musical ability to 
  create astounding effects. The new prestige class is detailed in Chapter 
  Four. The songchangers are able to manipulate the very fabric of creation 
  and produce structures out of all manner of materials. The remaining 
  towers are like huge, hollow gemstones: ruby, emerald, sapphire, and 
  topaz. Some of the more powerful songchangers can bend fire, water and 
  air to their wills, allowing people to live in these hostile environments. 
  Most of their larger creations require routine maintenance, and if left 
  alone they degrade to a more natural state. Soon the Kuah-Lij and the 
  Weedge must face this dilemma. For now, the Ruby Tower is the only one 
  that shows signs of the failing magic. Many of the doorways that once 
  opened on command have sealed utterly or cover only half of the opening. 
  Most of the contents have long since been looted.
  For ease of reference, the status of each tower is presented here.
  TOWER  
  STATUS
  Ruby Tower 
  Nearly empty
  Emerald Tower Kuah-Lij headquarters
  Topaz Tower 
  Weedge headquarters
  Sapphire Tower Coralite headquarters
  The towers themselves could be extremely valuable, as they are made 
  of precious gems. But they are also highly resistant to being chipped, 
  broken up, or otherwise shattered and taken as plunder. If the PCs spend 
  time trying to wrest free pieces of the towers, every 1 pound of tower wall 
  they take is worth 2,000 gp. PCs mindlessly chopping away at the towers 
  are sure to invoke the ire of the tower’s occupants. 
  Gemstone Towers: hardness 10; hp 15 per inch (tower walls 
  are 4 inches thick); Break DC 35.
  Chapter Ten: Where the Ocean Meets the Sky
  
  Dead Man's Chest
  157
  Ruby Tower
  This tower is all but deserted, the sad ruins of a once-beautiful 
  civilization.
  A. Ruby Hall
  The entrance to the Ruby Tower stands wide open, permitting easy 
  passage. A short hall leads into a large, round room approximately 50 feet 
  in diameter. In the room’s center, a spiral staircase leads up through the 
  20-foot-tall ceiling. Around the perimeter, five doors are in various states 
  of closure. The doors themselves are made of the same material as the 
  rest of the tower, apparently ruby, and are only noticeable because of the 
  way they are framed. Before the war, as one approached a door and gave 
  a command it would vanish, allowing passage and then reappearing once 
  the threshold was crossed. Now the doorways to Rooms B and C are wide 
  open, while Room F is completely sealed. Rooms D and E are partially 
  closed by the ruby partition and medium-sized creatures can pass one at 
  a time. Make a DC 20 Perception check for the PCs at this point. Success 
  indicates someone hears a noise within the sealed chamber of Room F.
  B–E. Bedchambers
  These room are all the same. Once they housed the sleeping Coralites, 
  though all that remains as evidence are broken pieces of furniture. The 
  beds and chairs do not function and can barely be made out as such, 
  but the rich craftsmanship is still evident. Carved of bamboo and teak, 
  whalebone and coral, each piece was a work of art; the Coralites take 
  their work seriously and all of them are artists at some level. Mattresses 
  of palm leaves and dried seaweed are torn and strewn about the rooms. 
  All articles of value are long gone, rescued by their owners or pilfered by 
  the invaders.
  F. Prisoner
  The PCs may hear the occupant of this room stirring or may simply 
  be curious enough to attempt entrance. The portal is completely blocked 
  by a solid wall of ruby, and no amount of coaxing can open it. Since this 
  wall actually functions as a door, a knock spell will cause it to dissolve. 
  Otherwise it must be chipped away.
  Ruby Door: hardness 10; hp 30; Break DC 25.
  Within the chamber is a lost Coralite. The violence of the attack caused 
  some malfunctioning of the magic in this tower, and it is slowly falling 
  apart. This poor soul was knocked unconscious and awoke to discover all 
  means of exit blocked. He has spent several days here and knows nothing of 
  the political situation abroad, though he can broker an agreement between 
  the PCs and the Coralites if they so desire. He can also supply a healthy dose 
  of Coralite history and culture, but knows nothing of the invaders.
  JU LINN 
  CR 7 
  XP 3,200
  Male coralite fighter 8 (see Chapter 6)
  CN Medium humanoid (coralite)
  Init +3; Perception +10
   
  AC 14, touch 14, flat-footed 10 (+3 Dex, +1 dodge)
  hp 56 (8d10+8) 
  Fort +9; Ref +5; Will +7; +9 vs. fear
  Defensive Abilities bravery +2, underwater adaptation
   
  Speed 30 ft.
  Special Attacks bardic performance 2 rounds/day 
  (countersong, distraction, fascinate, inspire courage +1), 
  weapon training (light blades +1)
   
  Str 8, Dex 16, Con 12, Int 18, Wis 16, Cha 13 
  
  158
  Base Atk +8; CMB +7; CMD 21 
  Feats Alertness, DodgeB, Great Fortitude, Iron Will, MobilityB, 
  Quick DrawB, Run, Spring AttackB, Weapon FinesseB
  Skills Acrobatics +8, Appraise +9, Climb +10, Craft (coral) 
  +12, Diplomacy +6, Knowledge (nature) +12, Knowledge 
  (planes) +9, Perception +10, Perform (sing) +12, Sense 
  Motive +5, Swim +10 
  Languages Aquan, Auran, Common, Coralite, Elven, Sylvan
  SQ armor training 2, artistic training, pacifism
  Personality: Ju Linn is eager and trusting, though at times somewhat 
  naïve.
  G–J. Upper Bedrooms
  These rooms are in a similar state of disrepair as their counterparts 
  downstairs. Smashed furniture, abandoned toys and a few examples of the 
  wispy, silken clothing of the Coralites is all that is left to distinguish the 
  former function of these rooms. You may choose how difficult it is to enter 
  these rooms, setting the doors in various positions from sealed to open.
  K. Gallery
  This large open chamber is well lit by open spaces that serve as windows, 
  looking out over the reef. In this room the inhabitants painted, composed, 
  sculpted, prayed, studied, and practiced their various disciplines. It serves 
  as studio, gym, library, and gallery. Several items betray its former use, 
  including a few musical instruments, various artists’ tools, and a lone 
  painting upon the wall.
  Treasure: Among the items left here in the evacuation, two glow 
  faintly under magical examination: mercy’s mandolin and the portrait of 
  self-examination. Both are described in Chapter Five.
  L. Laboratory
  Perhaps this was a typical wizard’s lab before the recent war, but the 
  contents have been utterly destroyed. Glassware litters the floor, while 
  the ruined songbooks, their musical scales smeared across the page, lie in 
  heaps. The remnants of musical instruments and spells components can be 
  seen strewn about as well. 
  Treasure: Under a pile of broken glass, in a small leather pouch are a 
  set of caster’s bones, described in Chapter Five.
  M. Roof
  From this high vantage point, the PCs can take in a commanding view 
  of the reef and surrounding ocean. The bases of other destroyed towers are 
  apparent, and smoldering islands lie within a few hundred yards, though 
  the reef still seems to extend endlessly north and south and is, in fact, over 
  one hundred miles long. 
  The ruby bridge is shattered and the jagged end is about 10 feet away, 
  broken where it turns to orange as it connects to the Topaz Tower.
  Emerald Tower
  The Emerald Tower is deep green, resembling seaweed sprouting from 
  the reef and dancing with the sunlight reflecting off the ocean. After the 
  traitorous turn of the Weedge, the Kuah-Lij were forced to regroup and 
  rethink their strategy. Quickly making their way into this abandoned 
  tower, they have been plotting their next move. Their numbers are reduced 
  to about half of what they began with, leaving 25 able-bodied souls. The 
  Kuah-Lij are the most active faction, seeking to learn the strength of their 
  adversaries and the location of the Orb. For them the Orb represents their 
  planet’s salvation, or at least the starting point.
  Creatures: The Kuah-Lij’s designated leader is the captain of their 
  ship, who commands 6 patrols of 4 Kuah-Lij guards. At any time, 3 
  patrols are in the tower and 3 are moving about, 2 below the surface. They 
  have salvaged two of the large machines used for underwater exploration, 
  which are always on patrol. They also have 6 of the diving suits used by 
  underwater explorers. To sail the sea they have harvested trees from the 
  nearby islands and constructed light catamarans that hold a single patrol 
  and skim smoothly across the water. The captain rules completely. His 
  name is Jacinth.
  JACINTH 
  CR 12 
  XP 19,200
  Male kuah-lij wizard 13 (see Chapter 6)
  CN Medium humanoid (kuah-lij)
  Init +6; Senses low-light vision; Perception +11
   
  AC 15, touch 15, flat-footed 12 (+2 Dex, +1 dodge, +2 luck)
  hp 61 (13d6+13) 
  Fort +9; Ref +8; Will +13 
   
  Speed 30 ft.
  Melee +2 quarterstaff +8/+3 (1d6+2)
  Special Attacks hand of the apprentice (8/day)
  Spells Prepared (CL 13th; melee touch +6, ranged touch +8): 
  7th—mass hold person (DC 22)
  6th—mass bear’s endurance, mass suggestion (DC 21)
  5th—major creation, summon monster V, teleport, wall of 
  force
  4th—ice storm, minor creation, solid fog, stone shape, wall of 
  ice (DC 20)
  3rd—deep slumber (DC 18), dispel magic, haste, lightning 
  bolt (DC 19), tongues
  2nd—daze monster (DC 17) (x2), flaming sphere (DC 18), 
  levitate, touch of idiocy 
  1st—alarm, feather fall, grease, magic missile, magic 
  weapon, sleep (DC 16)
  0 (at will)—daze (DC 15), detect magic, mage hand, read 
  magic
   
  Str 10, Dex 14, Con 12, Int 20, Wis 16, Cha 13
  Base Atk +6; CMB +6; CMD 19 
  Feats Combat Casting, Craft Magic Arms and ArmorB, Craft 
  Wondrous ItemB, Dodge, Great Fortitude, Improved Great 
  Fortitude, Improved Initiative, Master CraftsmanB, Scribe 
  ScrollB, Skill Focus (Craft [sculpture]), Spell Focus (evocation), 
  Spell Focus (conjuration)
  Skills Appraise +16, Craft (sculpture) +18, Craft 
  (weaponsmith) +15, Knowledge (arcana) +21, Knowledge 
  (engineering) +13, Knowledge (geography) +13, Knowledge 
  (history) +16, Knowledge (planes) +13, Knowledge (religion) 
  +14, Linguistics +13, Perception +11, Spellcraft +21, Stealth 
  +12, Swim +8 
  Languages Abyssal, Aklo, Aquan, Celestial, Common, 
  Draconic, Elven, Gnome, Kuah-Lij, Sylvan
  SQ arcane bond (dagger), metamagic mastery (3/day)
  Combat Gear 3 potions of cure light wounds; Other Gear 
  staff of power, 2 alchemical silver daggers, spell component 
  pouch
  KUAH-LIJ GUARDS (18) 
  CR 6 
  XP 2,400
  Male kuah-lij fighter 7 (see Chapter 6)
  CN Medium humanoid (kuah-lij)
  Init +2; Senses low-light vision; Perception +1
   
  AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
  hp 64 (7d10+7 plus 14) 
  Chapter Ten: Where the Ocean Meets the Sky
  
  Dead Man's Chest
  159
  Fort +6; Ref +6; Will +5; +7 vs. fear
  Defensive Abilities bravery +2
   
  Speed 30 ft.
  Melee mwk short sword +12/+7 (1d6+5/19–20)
  Special Attacks weapon training (light blades +1)
   
  Str 15, Dex 15, Con 13, Int 10, Wis 12, Cha 8 
  Base Atk +7; CMB +9; CMD 21 
  Feats CleaveB, Combat ReflexesB, Iron Will, Lightning 
  Reflexes, Power AttackB, Skill Focus (Craft [painting])
  B, Toughness, Weapon Focus (short sword)B, Weapon 
  Specialization (short sword)
  Skills Acrobatics +6, Climb +10, Craft (painting) +5, 
  Intimidate +5, Swim +7; Racial Modifiers +2 Craft (painting)
  Languages Common, Kuah-Lij
  SQ armor training 2
  Gear leather armor, mwk short sword, 6d6 gold rings (1 gp 
  each, used as Kuah-Lij currency)
  SPELLSLINGER GUARD (6) 
  CR 8
  XP 4,800
  Male kuah-lij wizard 9 (see Chapter 6)
  CN Medium humanoid (kuah-lij)
  Init +6; Senses low-light vision; Perception +8
   
  AC 12, touch 12, flat-footed 10 (+2 Dex) 
  hp 43 (9d6+9)
  Fort +6; Ref +5; Will +9
   
  Speed 30 ft.
  Melee quarterstaff +4 (1d6)
  Special Attacks hand of the apprentice (7/day)
  Spells Prepared (CL 9th; melee touch +4, ranged touch +6):
  5th—cone of cold (DC 20)
  4th—fear (DC 18), ice storm, minor creation
  3rd—dispel magic, fireball (DC 18), haste, protection from 
  energy
  2nd—levitate, locate object, mirror image, scorching ray, 
  web (DC 16)
  1st—mage armor, magic missile (x2), shield, sleep (DC 15) 
  0 (at will)—daze (DC 14), detect magic, mage hand, 
  prestidigitation
   
  Str 10, Dex 14, Con 12, Int 18, Wis 16, Cha 13
  Base Atk +4; CMB +4; CMD 16
  Feats Combat Casting, Craft Wondrous ItemB, Great 
  Fortitude, Improved Initiative, Scribe ScrollB, Skill Focus (Craft 
  [mechanical])B, Spell Focus (evocation), Spell Penetration
  Skills Appraise +12, Craft (mechanical) +17, Knowledge 
  (arcana) +16, Knowledge (engineering) +16, Knowledge 
  (history) +12, Knowledge (planes) +13, Linguistics +12, 
  Perception +8, Spellcraft +16, Swim +5; Racial Modifiers +2 
  Craft (mechanical)
  Languages Aklo, Aquan, Common, Dwarven, Elven, Gnome, 
  Halfling, Kuah-Lij, Sylvan, Terran
  SQ arcane bond (quarterstaff), metamagic mastery (1/day)
  Gear quarterstaff, tools
  Treasure: Under close guard within the tower are 10 large chests each 
  containing the equivalent of 1,000 gp in the platinum rings the Kuah-Lij 
  use for currency. The chests are locked with a keyless and complicated 
  mechanical device (DC 30 Disable Device).
  Dealing with the Kuah-Lij
  Ideally, the Kuah-Lij wish to return to their planet with their ship, their 
  slaves, and the Moonsilver Orb. They would gladly leave the Weedge 
  behind to accomplish this. They barter with the PCs, offering wondrous 
  items in return for the PCs agreeing to penetrate the Sapphire Tower and 
  learn from the Coralites the location of the Orb. They offer such items as 
  the wetskin of the Kuah-Lij and the aquascope of the Kuah-Lij, two items 
  detailed in Chapter Five. If they don’t get the terms they desire, they 
  become quite aggressive.
  Sapphire Tower
  A tower of glistening blue sapphire rises in repeating geometrical 
  patterns. As the full extent of the attack was discovered, the Coralites 
  quickly convened in this tower to lay out a plan of action. The explosion 
  of the invading ship leveled several towers and has made the remaining 
  Coralites extremely cautious. There are as many as 80 Coralites packed into 
  the tower, though only 30 are potential combatants. Being a community 
  of pacifists, the Coralites are reluctant to launch an attack, and are waiting 
  and watching. The most powerful of their number—a songchanger named 
  Acuan—has retreated beneath the waves to protect the Moonsilver Orb, 
  an artifact that serves to keep the seas and weather placid near the reef.
  Creatures: The 30 Coralites capable of engaging in combat are 
  divided between wizards, priests, and fighters. They keep a constant watch 
  on their new neighbors, making forays both on and beneath the surface. 
  Each of the 10 patrols has a fighter, a wizard, and a priest. They travel 
  in light canoes of bamboo that are powered by magic, known as bamboo 
  skiffs (see Chapter Five). When they dive they are equipped with magical 
  means to deal with pressure and breathing. At any time, two patrols are 
  active, leaving 24 Coralites to defend the tower.
  CORALITE PRIESTS (10) 
  CR 9 
  XP 6,400 
  Male coralite cleric of Majium 10 (see Chapter 6)
  CN Medium humanoid (coralite)
  Init +0; Perception +3
  Aura Chaos
   
  AC 17, touch 10, flat-footed 17 (+7 armor)
  hp 58 (10d8 plus 10) 
  Fort +7; Ref +3; Will +10 
  Defensive Abilities underwater adaptation
   
  Speed 20 ft.
  Melee +1 quarterstaff +8/+3 (1d6+1)
  Ranged mwk sling +8 (1d4)
  Special Attacks bardic performance 2 rounds/day 
  (countersong, distraction, fascinate, inspire courage +1), 
  channel positive energy 4/day (DC 16, 5d6), hand of the 
  acolyte (6/day)
  Domain Spell-Like Abilities (CL 10th; melee touch +7):
  6/day—rebuke death (1d4+5)
  1/day—dispelling touch
  Spells Prepared (CL 10th; melee touch +7, ranged touch +7): 
  5th—breath of lifeD, greater command (DC 18), summon 
  monster V
  4th—dismissal (DC 17), freedom of movement, imbue with 
  spell abilityD, summon monster IV 
  3rd—dispel magicD, magic circle against evil, prayer, water 
  breathing (x2)
  2nd—aid, delay poison (DC 16), lesser restoration, magic 
  mouthD, owl’s wisdom, sound burst (DC 15)
  1st—bless, cause fear (DC 14), identifyD, protection from evil, 
  sanctuary (DC 14), shield of faith
  0 (at will)—create water, guidance, light, purify food and 
  drink
  D Domain spell Domains Healing, Magic
   
  Str 10, Dex 10, Con 10, Int 18, Wis 16, Cha 13 
  Base Atk +7; CMB +7; CMD 17 
  Feats Augment Summoning, Persuasive, Skill Focus (Craft 
  
  160
  [jewelry]), Spell Focus (conjuration), hold breath
  Skills Craft (jewelry) +23, Diplomacy +18, Heal +11, 
  Intimidate +3, Knowledge (arcana) +12, Knowledge (history) 
  +12, Knowledge (religion) +16, Perform (oratory) +5, Sense 
  Motive +16, Spellcraft +12 
  Languages Aquan, Common, Coralite, Elven
  SQ artistic training, aura, healer’s blessing, pacifism
  Combat Gear scroll of cure critical wounds, scroll of 
  neutralize poison,  2 vials of holy water; Other Gear +1 
  breastplate, +1 quarterstaff, masterwork sling, 12 bullets, 
  1d10+5 gp in small coins
  CORALITE WIZARDS (10) 
  CR 12 
  XP 19,200 
  Male coralite wizard 6/songchanger 7 (see Chapter 4, 
  Chapter 6) 
  N Medium humanoid (coralite)
  Init +7; Perception +10
   
  AC 17, touch 15, flat-footed 14 (+2 deflection, +3 Dex, +2 
  natural) 
  hp 67 (6d6+6 plus 7d8+7 plus 6)
  Fort +10; Ref +10; Will +13 
  Defensive Abilities underwater adaptation
   
  Speed 30 ft.
  Melee mwk quarterstaff +6/+1 (1d6–1)
  Ranged mwk light crossbow +10 (1d8/19–20)
  Special Attacks bardic performance 2 rounds/day 
  (countersong, distraction, fascinate, inspire courage +1), 
  change element (water, air), hand of the apprentice (10/
  day)
  Spells Prepared (CL 9th; melee touch +5, ranged touch +9):
  5th—feeblemind (DC 22), hold monster (DC 22)
  4th—confusion (DC 21), fear (DC 21), shout (DC 21)
  3rd—daylight, dispel magic, major image (DC 20), slow (DC 
  20), water breathing
  2nd—blur, daze monster (DC 19), eagle’s splendor, locate 
  object, mirror image, scare (DC 19)
  1st—endure elements, expeditious retreat, grease, mage 
  armor, silent image (DC 18), sleep (DC 18)
  0 (at will)—dancing lights, detect magic, mage hand, 
  prestidigitation
   
  Str 8, Dex 16, Con 13, Int 24, Wis 8, Cha 12
  Base Atk +6; CMB +5; CMD 20 
  Feats Brew Potion, Craft Wand, Craft Wondrous ItemB, Great 
  Fortitude, Improved Initiative, Iron Will, Magical Aptitude, 
  Scribe ScrollB, Skill Focus (Perform [sing]) 
  Skills Diplomacy +9, Fly +11, Knowledge (arcana) +23, 
  Knowledge (dungeoneering) +13, Knowledge (engineering) 
  +17, Knowledge (geography) +15, Knowledge (history) +13, 
  Knowledge (local) +15, Knowledge (nature) +23, Knowledge 
  (nobility) +13, Knowledge (planes) +23, Knowledge (religion) 
  +13, Linguistics +15, Perception +10, Perform (sing) +23, 
  Perform (string) +11, Spellcraft +27, Use Magic Device +21 
  Languages Aquan, Celestial, Common, Coralite, Draconic, 
  Elven, Gnome, Sahaugin, Sylvan
  SQ arcane bond (headband), artistic training, craft 
  instrument, create songbook, greater song of change, join 
  choir, lead choir, lesser song of change, pacifism, song of 
  change
  Combat Gear potion of invisibility, wand of 1st level spell 
  (40 charges), wand of 2nd level spell (15 charges); Other 
  Gear masterwork quarterstaff, masterwork light crossbow, 
  20 bolts, amulet of natural armor +2, cloak of resistance 
  +3, headband of vast intelligence +4, ring of protection +2, 
  songbook, lyre, spellbook, spell component pouch
  CORALITE FIGHTERS (10) 
  CR 7 
  XP 3,200 
  Male coralite fighter 8 (see Chapter 6)
  CN Medium humanoid (coralite)
  Init +1; Perception +10
   
  AC 22, touch 12, flat-footed 20 (+10 armor, +1 Dex, +1 
  dodge)
  hp 64 (8d10+8 plus 8) 
  Fort +7; Ref +5; Will +4; +6 vs. fear
  Defensive Abilities bravery +2, underwater adaptation
   
  Speed 30 ft.
  Melee +1 coral longsword +12/+7 (1d8+5/19–20)
  Ranged mwk heavy crossbow +10 (1d10/19–20)
  Special Attacks bardic performance 2 rounds/day 
  (countersong, distraction, fascinate, inspire courage +1), 
  weapon training (heavy blades +1)
   
  Str 12, Dex 13, Con 12, Int 16, Wis 10, Cha 13
  Base Atk +8; CMB +9 (+11 to disarm); CMD 21 
  Feats Alertness, Combat ExpertiseB, DodgeB, Improved 
  DisarmB, Iron Will, Lightning Reflexes, Skill Focus (Craft [any 
  one]), Weapon Focus (longsword)B, Weapon Specialization 
  (longsword)B
  Skills Climb +5, Craft (any one) +17, Knowledge 
  (engineering) +11, Perception +10, Perform (sing) +10, Sense 
  Motive +5, Swim +9 
  Languages Aquan, Common, Coralite, Elven
  SQ artistic training, pacifism, armor training 2
  Combat Gear potion of cure serious wounds, potion of aid; 
  Other Gear coral armor, +1 coral longsword, masterwork 
  heavy crossbow, 30 masterwork bolts, 1d20 gp worth of 
  shells, stones, and other items of small worth
  Treasure: If the tower is completely plundered and all of the Coralite 
  possessions liberated, the PCs find the following: 5 bamboo skiffs*, 10 
  coral lungs*, various finely crafted musical instruments, countless books 
  on music, history and science, 15 coral swords, 1 pair of boots of the 
  waves* and hospitality’s hammock*. The Coralites have no need for money, 
  and thus keep no coins.
  *These items are detailed in Chapter Five.
  Dealing with the Coralites
  The Coralite nation is in mourning and shock. Over a thousand years 
  they have built a small but thriving society devoted to learning and peace. 
  Their grief at the loss of hundreds of lives is evident in their grim and 
  tear-streaked faces. They agree to just about anything to see the invaders 
  repelled, including turning over the Orb if necessary, or other wondrous 
  items such as bamboo skiffs and coral lungs. If the PCs are willing to help, 
  they send them below to the Tower of Water to deal with Acuan, who is 
  the most learned and powerful of the songchangers. Any plan that avoids 
  violence is likely acceptable, as the Coralites sternly disagree to being the 
  aggressors. The Coralites gladly supply any helpful party with the coral 
  lung to aid in breathing underwater if the PCs agree to swim down to the 
  Tower of Water and meet with Acuan, who guards the Orb.
  Topaz Tower
  The tower of topaz boasts chaotic swirls and spires that reach well 
  beyond the height of the other towers, though the interior layout is exactly 
  the same. Since the Weedge find it difficult to hoist their bodies up the 
  staircase, they rarely travel to the second floor and have made only one 
  trip beyond that. They prefer to relax on the lower level or in the ocean 
  surrounding the tower. The Weedge keep a constant vigil and are ever 
  ready to attack. Being the weakest of the three combatants, their only 
  advantage is in numbers. There are nearly 50 Weedge still alive and well. 
  Chapter Ten: Where the Ocean Meets the Sky
  
  Dead Man's Chest
  161
  They are divided into patrol groups like the others, and generally stay 
  close to the tower. The Weedge would be the most likely to make an 
  overture to the PCs. The Weedge are a fairly uniform group, being all of 
  the same class and level except for the supervisors, who are slightly more 
  advanced. They have served the Kuah-Lij as both workers and soldiers 
  and are prepared to fight to the death for freedom. 
  Creatures: The amphibious Weedge are all fighters, male and female 
  alike, having no skill for magic and no need to steal. Generally, they travel 
  in groups of 6, though at any given time most of these groups are present 
  in the tower or swimming around it, along with the supervisors. Forty-
  nine Weedge survived the wreck, 8 groups of 5 plus 9 supervisors. They 
  have chosen one from among the supervisors to speak for the rest, though 
  they make decisions as a group. The speaker is called Lugber and was 
  chosen for his enormous size and strength.
  WEEDGE SUPERVISOR (8) 
  CR 10 
  XP 9,600 
  Male weedge fighter 7 (see Chapter 6)
  N Medium humanoid (weedge)
  Init +5; Senses darkvision 120 ft.; Perception +7
   
  AC 17, touch 12, flat-footed 15 (+2 armor, +1 Dex, +1 dodge, 
  +3 natural)
  hp 115 (5d8+20 plus 7d10+28 plus 7) 
  Fort +13; Ref +6; Will +6; +8 vs. fear
  Defensive Abilities bravery +2
   
  Speed 30 ft., swim 30 ft.
  Melee +2 shortspear +19/+14 (1d6+10/19–20)
  Special Attacks weapon training (spears +1)
   
  Str 20, Dex 13, Con 19, Int 10, Wis 12, Cha 10 
  Base Atk +10; CMB +15; CMD 27 
  Feats DodgeB, Endurance, Fast Swim, Improved Critical 
  (shortspear), Improved InitiativeB, Iron Will, Lightning Reflexes, 
  Power AttackB, Weapon Focus (shortspear), Weapon 
  Specialization (shortspear)B
  Skills Climb +14, Craft (any one) +4, Intimidate +11, 
  Perception +7, Survival +7, Swim +13 
  Languages Weedge
  SQ armor training 2, amphibious
  Gear leather armor, +2 shortspear
  LUGBER, WEEDGE SUPERVISOR 
  CR 10 
  XP 9,600 
  Male weedge fighter 7 (see Chapter 6)
  N Medium humanoid (weedge)
  Init +5; Senses darkvision 120 ft.; Perception +7
   
  AC 18, touch 12, flat-footed 16 (+3 armor, +1 Dex, +1 dodge, 
  +3 natural)
  hp 130 (5d8+25 plus 7d10+35 plus 7) 
  Fort +14; Ref +6; Will +6; +8 vs. fear
  Defensive Abilities bravery +2
   
  Speed 30 ft., swim 30 ft.
  Melee +2 shortspear +21/+16 (1d6+13/19–20)
  Special Attacks weapon training (spears +1)
   
  Str 24, Dex 13, Con 20, Int 10, Wis 12, Cha 10 
  Base Atk +10; CMB +17; CMD 29 
  Feats DodgeB, Endurance, Fast Swim, Improved Critical 
  (shortspear), Improved InitiativeB, Iron Will, Lightning Reflexes, 
  Power AttackB, Weapon Focus (shortspear), Weapon 
  Specialization (shortspear)B
  Skills Climb +16, Craft (any one) +4, Intimidate +11, 
  Perception +7, Survival +7, Swim +15 
  Languages Weedge
  SQ armor training 2, amphibious
  Gear +1 leather armor, +2 shortspear
  Personality: The Weedge supervisors are thoughtful and deliberate. 
  They are competent overseers and motivators who treat the others fairly, 
  having been there themselves.
  WEEDGE PATROL WARRIOR (40) 
  CR 8 
  XP 4,800 
  Male weedge fighter 5 (see Chapter 6)
  CN Medium humanoid (weedge)
  Init +6; Senses darkvision 120 ft.; Perception +8
   
  AC 18, touch 13, flat-footed 15 (+2 armor, +2 Dex, +1 dodge, 
  +3 natural) 
  hp 94 (5d8+20 plus 5d10+20 plus 5) 
  Fort +12; Ref +6; Will +5; +6 vs. fear
  Defensive Abilities bravery +1
   
  Speed 30 ft., swim 30 ft.
  Melee shortspear +14/+9 (1d6+7)
  Ranged harpoon +11 (1d8/x3)
  Special Attacks weapon training (spears +1)
   
  Str 19, Dex 15, Con 18, Int 10, Wis 16, Cha 6 
  Base Atk +8; CMB +12; CMD 25 
  Feats DodgeB, Endurance, Fast Swim, Improved InitiativeB, 
  Lightning Reflexes, Power AttackB, Weapon Focus 
  (shortspear), Weapon Specialization (shortspear)
  Skills Acrobatics +4, Climb +12, Craft (any one) +4, 
  Perception +8, Survival +13, Swim +12 
  Languages Weedge
  SQ armor training 1, amphibious
  Gear leather armor, shortspear, harpoon
  Treasure: The Weedge have nothing of value save their weapons and 
  their lives.
  Dealing with the Weedge 
  The Weedge are newly freed slaves. As such, they have never governed 
  themselves or even had to make decisions. If the PCs approach the Weedge 
  or are captured by them, they are brought before the council of supervisors. 
  The supervisors tell their story, including the Kuah-Lij quest for aid and 
  their own rebellion. They tell the PCs that they managed to sink a Kuah-
  Lij ship and that the vessel currently lies below the water. If the Kuah-Lij 
  are able to repair the ship, they will hold a distinct advantage over the other 
  factions. Perhaps even now the Kuah-Lij are down inside the wrecked 
  ship, affecting repairs. The Weedge listen closely for the advice of the 
  PCs and then deliberate for several hours about what to do. They cast their 
  lot with anyone who guarantees their freedom, including the Kuah-Lij, 
  as they only desire to begin a new life on this planet. Unfortunately, by 
  the time they decide to act, the action may already be beyond the climax. 
  Mainly they want to defend themselves and their freedom.
  What do the PCs do?
  At some point the PCs should venture below the ocean in search of the 
  Moonsilver Orb, the Coralite mage named Acuan, or the Kuah-Lij vessel. 
  One way or another, the PCs are likely embarking on an underwater jaunt.
  Underwater adventuring presents many new challenges to the GM and 
  the players alike. For one thing, combat takes on a third dimension making 
  the use of maps difficult; it’s as if everyone suddenly knows how to fly. 
  The added problems of pressure effects and limited movement should test 
  the players as well. Acquaint yourself with the map of the Kuah-Lij ship 
  and adjust your orientation to account for three dimensions. For example, 
  you may treat the interior rooms like slices of pie by viewing them in 
  cross-section. Keep in mind, though, that monsters and PCs alike could 
  easily be above or below each other as well as beside. Refer to Chapter 
  
  162
  Two for rules regarding underwater combat. Most importantly, the PCs 
  need to breathe; by dealing with any of the above races, the PCs might 
  acquire lung leaves, deep suits, coral lungs, or an apparatus to aid them. 
  Otherwise they must supply their own means of respiration.
  Regarding map references, the Kuah-Lij Ship and Tower of Water lie 
  just off the shore, only 150 ft. below the surface. The two locales are 
  separated by less than 300 feet. PCs diving into the harbor have no trouble 
  spotting both.
  Kuah-Lij Ship
  Read the following as the players approach the sunken ship.
  Refer to the map of the Kuah-Lij ship. The Weedge were integral to the 
  functioning of the ship and easily sabotaged the power source, causing 
  an explosion. Deprived of the magical energy needed to remain aloft, the 
  great ship fell to the sea. The explosion wreaked havoc on several Coralite 
  towers and ignited fires on the neighboring islands. While the massive 
  ship sank, the Kuah-Lij and the Weedge fled by any means, taking some of 
  the Kuah-Lij machines from the ship’s hold. A few unfortunate souls went 
  down with the ship and now haunt the sunken vessel, along with some 
  malicious sea creatures who have taken up residence.
  A. Black Hole
  There are two open entrances to the ship. The first is a jagged opening, 
  one that obviously should not be there. The explosion that brought the 
  ship low has left a gaping hole in its side. The edges are ragged and 
  blackened, with strange conduits protruding from the mangled remains of 
  the wall. These conduits emit occasional flashes of energy, all that’s left 
  of the magic that once powered the vessel. The hole is quite large and can 
  be easily entered, but there is a 10% chance that a random bolt of energy 
  discharges while someone is passing through the wall. If any PC attempts 
  to enter, roll 1d10. On a result of 1, a violet bolt of energy strikes the PC, 
  doing 3d6 points of electrical damage (DC 16 Fort save for half damage).
  The interior of the room is dark and featureless. Whatever may have 
  been here was completely destroyed by the sabotage. The residual power 
  is decreasing, and soon even the flashes of energy will cease. Already, 
  the weapons and tools hang lifeless in their sockets, no longer able to 
  function. It would take the Kuah-Lij months to repair the ship; it is far 
  beyond the PCs to do so. One open door leads out of this room into a 10-
  foot circular hallway that disappears into impenetrable darkness.
  B. Death’s Hold (CR 9)
  This vast chamber once held all the cargo most precious to the Kuah-
  Lij: their fabulous machines. Most of those are now a pile of wreckage 
  on the floor, having dislodged with the explosion or crash. The heap is 
  a tangled morass of metal, comprised of hollow, man-shaped tubes and 
  large, bulbous containers, with strange articulated arms protruding at odd 
  angles and sporting claws and spikes for hands. The random air bubble 
  sometimes escapes the maze to weave its way to the surface.
  Around the sides of the great room, still securely affixed to the 
  bulkheads, are bins and lockers of every shape and size. Most are open, 
  having been emptied by the Kuah-Lij or Weedge, but some few remain 
  locked. There are clearly blank spaces that must have once contained the 
  various machines now congregated on the floor. Two machines yet hang 
  in their proper places. These are jealously guarded by the last inhabitants 
  of the ship; various undead Kuah-Lij and Weedge.
  Creatures: Those crew members killed by the fall of the ship or by 
  drowning as it sank are still clinging to their final resting place. They 
  appear as grotesque and bloated semblances of their former selves, though 
  these 24 brine zombies care nothing for life or the living.
  BRINE ZOMBIE (24) 
  CR 1
  XP 400 
  hp 22 (The Tome of Horrors Complete 657)
  Tactics: These creatures would not present a problem for many PCs 
  if not for their numbers. Therefore they always try to flank and overbear 
  their opponents. Keep in mind that the room is very large and the undead 
  can come at the PCs from all directions, maneuvering to get above and 
  below them. In other words, PCs can be threatened from above and below, 
  as well as the usual directions.
  Treasure: Attached to the wall and still in working order are two 
  machines: an apparatus of the crab and a deep suit of the Kuah-Lij. Several 
  zombies wear earrings which belong to a set called the captain’s horn. 
  Three of the earrings can be found here, while the other seven, including 
  the captain’s, are on living Kuah-Lij in the Emerald Tower. Finally, at the 
  bottom of the wreckage, found on a DC 25 Perception check is a cylinder 
  flanked by two globes. This is the powerful rod of air and water mastery. 
  Read the description of these items in Chapter Five.
  C. Shattered Vision (CR 8)
  Adjacent to the power supply, this room suffered dearly from the blast. 
  Though it doesn’t look like the ship’s bridge, this space once served in 
  that capacity. Multiple levers and stops (valves that control the flow of 
  magical power) line the walls, arranged in several different groups. One 
  area controls weapons while another allows for navigation, though the 
  PCs find it almost impossible to divine the functions of these control 
  boards. You might permit a DC 35 Use Magic Device check if the PCs 
  are intent on learning the function of these items, designed by the alien 
  Kuah-Lij mind.
  In the center of the flat ceiling, a shallow circular depression glows 
  faintly violet. Directly beneath it, crumpled in a heap on the curving 
  deck, lies a sphere of smoky glass, shattered on the bottom and cracked 
  throughout. Moving the sphere reveals another depression with a faint 
  violet light emanating from it. Before the crash, the sphere was held 
  suspended by the flux of energy coursing from one depression to the 
  other. Several Kuah-Lij helmsmen would surround the globe, peering 
  into it, where they would see a projection of the area of space near 
  the ship. By calling out commands to the pilots, they could navigate 
  through the stars, as well as direct the weapons and tools protruding 
  from the ship. The blast has ruined the globe and left the Kuah-Lij with 
  an enormous task of repair if the ship is to fly again. Deep in the corner 
  of the room, where flat and curving walls meet, some undersea life has 
  taken root and blossomed. 
  Creature: What at first appears to be some underwater plant form is 
  actually a giant sea anemone. This animal was on board the vessel and 
  transported here after the crash to serve as a sentinel of sorts. Refer to 
  Chapter Six for details of this creature.
  GIANT SEA ANEMONE 
  CR 8
  XP 4,800 
  hp 149 (see Chapter 6)
  Tactics: The sea anemone waits for someone to investigate before it 
  launches an attack. As soon as it latches on to an opponent, it attempts to 
  swallow them.
  Treasure: Lying amidst the debris of the wrecked ship is what appears 
  A vessel resembling an oblong sphere of seamless, shining metal 
  rests on the ocean floor. A long gash mars the otherwise perfect 
  exterior, allowing water and fish easy passage into the interior. 
  Lengthwise along the equator of the huge ship, weapons and tools 
  of all uses protrude from the hull, each near by a small porthole. 
  The metal appears uncorroded, indicating it is either a very resistant 
  alloy or has only recently descended to its rest. Stray bits of metal 
  and strange tools litter the sandy floor, scattered as far as 200 feet 
  away. A large, hinged door is open at one end of the ship, leading 
  to a deep darkness.
  Chapter Ten: Where the Ocean Meets the Sky
  
  Dead Man's Chest
  163
  to be a pair of strange lanterns connected by a 200-ft.-long silk rope. This 
  is actually an aquascope of the Kuah-Lij, detailed in Chapter Five.
  D. Lurking Surprises (CR varies)
  All of these rooms are virtually the same, having served as quarters 
  for the crew of the vessel. The rooms are arranged like the spokes 
  of a wheel, each spoke containing eight doors off the central hub, 
  opening onto eight identical rooms. The dimensions are the same with 
  one exception: the two forward spokes have rooms that are 30 feet 
  wide rather than the usual 20 feet. These rooms belonged to the Kuah- 
  Lij overseers, while the smaller rooms housed the Weedge. Some of 
  the rooms have controls and windows in the walls, which are used to 
  manipulate the weapons or tools attached to the outside of the ship. 
  None of these now function, the magic having waned too completely. 
  In the Weedge rooms, there are large, fully enclosed tanks where the 
  amphibious creatures could relax.
  This part of the ship is extensive though redundant in its design, and it is 
  left to you to decide how it should be populated. Insert monsters, traps and 
  treasure as desired, though the rooms are basically simple sleeping chambers 
  with cots affixed to the walls for the Kuah-Lij. Most personal belongings have 
  been removed, though a strange memento or two may have been left behind.
  Creatures: It is suggested to use various ocean monsters to populate 
  this area of the ship. Roll 1d6 for each room the PCs enter. On a 1, place a 
  monster from the following list or one of your choosing. Refer to Chapter 
  Six for details of these creatures.
  BREATH TAKER (3) 
  CR 5
  XP 1,600 
  hp 52 (see Chapter 6)
  DIRE LAMPREY (3) 
  CR 4
  XP 1,200 
  hp 38 (see Chapter 6)
  GRAY NISP 
  CR 8
  XP 4,800 
  hp 94 (see Chapter 6)
  Treasure: Vary the treasure according to the general affluence of the 
  campaign.
  Tower of Water
  Without the aid of the Coralites, it is very difficult to enter the undersea 
  cavern that houses the Moonsilver Orb. They have placed in front of it a 
  structure made of water, that to all appearances seems just another part of 
  the sea, effectively concealing and blocking the entrance to the cavern (DC 
  20 Perception check to see the entrance). This Tower of Water is currently 
  home of the most powerful of the Coralites. A wizard and songchanger 
  called Acuan has retreated to this fortress to guard the Orb. The Tower 
  of Water has been called into existence through the power of song and 
  magic, after the fashion of the songchangers (read more about this new 
  prestige class in Chapter Four). Acuan is able to make it appear any way 
  he chooses, and to fill the hollow interior with living spaces and air. The 
  special watery walls created by the songchanger’s power is considered to 
  be as strong as a 2-inch-thick wall of stone.
  Tower of Water Walls: hardness 8; hp 30; Break DC 24.
  The PCs may arrive at this point through many different circumstances. 
  If they are looking for the Orb on their own, they must succeed on a DC 
  20 Perception check to find the entrance, though it is still blocked and 
  must be broken down or chipped away. If the Coralites have aided them 
  by giving them directions, the DC is only 12. The PCs must be creative 
  to talk with Acuan, as they have to overcome the restraints of conversing 
  underwater. If they have the goodwill of the Coralites, Acuan invites them 
  in and discusses the current situation. The “tower” is simply a domed 
  
  164
  space filled with air and surrounded by the walls of water. It is quite warm, 
  dry and peaceful inside. Together, the PCs and Acuan can enter the cave 
  beyond, retrieve the Orb, and return to the Sapphire Tower. If they attempt 
  to bypass Acuan, he races them into the chamber of the Orb, takes the 
  item, and flees. He would rather do this than needlessly slay the PCs.
  However, the PCs almost certainly face a Kuah-Lij patrol before they 
  can contact Acuan. The patrol moves along the reef at regular intervals, 
  and should the PCs be seen searching the reef, the patrol comes to 
  investigate (make an opposed Perception check for the Kuah-Lij). If the 
  PCs have made a deal with the Kuah-Lij, they can attempt to explain what 
  they are doing; otherwise the Kuah-Lij attack.
  Creatures: Refer to the section on the Emerald Tower for details on the 
  Kuah-Lij patrol. The patrol uses an advanced apparatus of the crab and 
  the deep suit of the Kuah-Lij for their underwater excursions. These items 
  are detailed in Chapter Five.
  Kuah-Lij Patrol: Details can be found under the description of the 
  Emerald Tower.
  ACUAN 
  CR 15 
  XP 51,200
  Coralite wizard 6/songchanger 10 (see Chapter 4,  
  Chapter 6)
  N Medium humanoid (coralite)
  Init +6; Perception +16
   
  AC 21, touch 15, flat-footed 19 (+3 armor, +3 deflection, +2 
  Dex, +3 natural)
  hp 90 (6d6+6 plus 10d8+10 plus 6)
  Fort +12; Ref +13; Will +17 
  Defensive Abilities underwater adaptation
   
  Speed 30 ft.
  Melee mwk quarterstaff +8/+3 (1d6–1)
  Ranged +1 frost light crossbow +11 (1d8+1/19–20 plus 1d6 
  cold)
  Special Attacks bardic performance 4 rounds/day 
  (countersong, distraction, fascinate, inspire courage 
  +1), change element (air, earth, fire, water), hand of the 
  apprentice (11/day)
  Spells Prepared (CL 11th; melee touch +7, ranged touch 
  +10): 
  6th—greater heroism, mislead
  5th—hold monster (DC 23), major creation, telekinesis
  4th—confusion (DC 22), crushing despair (DC 22), dimension 
  door, fear (DC 22), shout (DC 22)
  3rd—daylight, dispel magic, haste, major image (DC 21), 
  suggestion (DC 21), water breathing
  2nd—blur, eagle’s splendor, fox’s cunning, mirror image, 
  protection from arrows, scare (DC 20)
  1st—endure elements, expeditious retreat, magic missile, 
  ray of enfeeblement (DC 19), silent image (DC 19), summon 
  monster I
  0 (at will)—daze (DC 18), detect magic, mending, read 
  magic
   
  Str 8, Dex 14, Con 12, Int 27, Wis 16, Cha 16
  Base Atk +8; CMB +7; CMD 22 
  Feats Brew Potion, Craft WandB, Craft Wondrous Item, Forge 
  Ring, Great Fortitude, Improved Initiative, Lightning Reflexes, 
  Magical Aptitude, Scribe ScrollB, Skill Focus (Perform [string]) 
  Chapter Ten: Where the Ocean Meets the Sky
  
  Dead Man's Chest
  165
  Skills Appraise +18, Craft (musical instrument) +18, 
  Knowledge (arcana) +27, Knowledge (engineering) +21, 
  Knowledge (geography) +27, Knowledge (history) +15, 
  Knowledge (local) +27, Knowledge (nature) +16, Knowledge 
  (planes) +27, Linguistics +16, Perception +16, Perform (sing) 
  +16, Perform (string) +38, Spellcraft +31, Swim +9, Use Magic 
  Device +26 
  Languages Auran, Common, Draconic, Elven, Gnome, 
  Ignan, Sylvan, Terran, Coralite
  SQ artistic training, craft instrument, create songbook, 
  greater song of change, join choir, lead choir, lesser song 
  of change, pacifism, song of change, arcane bond (light 
  crossbow)
  Combat Gear wand of cure light wounds (38 charges); 
  Other Gear masterwork quarterstaff, +1 frost light crossbow, 
  20 bolts, amulet of natural armor +3, bracers of armor +3, 
  brooch of the desert, cloak of resistance +4, headband of 
  vast intelligence +6, pear of the sirines, ring of protection +3, 
  lyre, songbook, spellbook, spell component pouch, 1,400 gp 
  in a type IV bag of holding
  Personality: Acuan is a sage to a community of sages. He is quiet, 
  dignified, and learned, though like all Coralites he shares a passion for 
  creating and can be at times compulsive about his sculpting. He tries 
  relentlessly to maintain peaceful relations with all he contacts.
  Moonsilver Caves
  Refer to the map of the Moonsilver Caves. Beyond the wall of water 
  constructed by Acuan is a large depression in the reef. This cave is the 
  entrance to the chamber where the Orb is kept and is the only way to 
  approach the Orb. The caves beyond are magically altered, using the 
  abilities of the songchangers to control the elements. Into each cave, some 
  part of the elemental planes has been transported, effectively masking 
  the location of the Orb, as it is actually surrounded by the raw stuff of 
  the elemental planes. Additional spells have been woven into the very 
  fabric of the reef, barring passage by magical means, such as passwall or 
  teleport. The only way to get to the Orb is to parley with Acuan, use spells 
  such as stone shape, or to burrow through the reef like underwater miners. 
  On the rare chance that Acuan is slain or made to retreat, then the PCs 
  must brave the dangers of the caves alone. Because Acuan can manipulate 
  the elements, he is able to open a clear path through each room.
  A. Behind the Wall (CR 10)
  After passing through the Tower of Water, the PCs find themselves in a 
  low, round chamber. The cave is alive with the writhing motion of many 
  gray and white snakelike fish. These fish are 10 feet long and fill the cave 
  in a twisting swarm. There are no apparent exits from the cave as the way 
  out is concealed and requires a DC 17 Perception check to find. While 
  searching the PCs may disturb the 10 fire eels. 
  Creatures: The fish left here by the Coralites are fire eels, and if left 
  unmolested they swim benignly to and fro. If they are attacked the cavern 
  erupts in fire as they all begin to excrete their oil. Refer to Chapter Six 
  for details of these creatures.
  FIRE EELS (10) 
  CR 3
  XP 800 
  hp 37 (see Chapter 6)
  B. Cave of Air
  This chamber is filled with air. The water in Area 10A is held at bay 
  by Acuan’s magic. Creatures that are accustomed to breathing water, even 
  artificially, are suddenly bereft of their source of oxygen. The wind has 
  been summoned from the Elemental Plane of Air and is swirling in a 
  violent vortex. Visibility is reduced to 1 foot, making it difficult to find the 
  
  166
  exit, which can be discovered by groping the walls or following the heat 
  emanating from the next chamber (DC 13 Perception check).
  C. Cave of Fire
  A blazing inferno engulfs this cavern, imported directly from the 
  Elemental Plane of Fire. Anyone entering the flames takes 2d6 points 
  of damage every round (DC 15 Fort save for half damage). No area of 
  the cave is empty of flame, so that the PCs are either being buffeted by 
  the wind or burned by the flames unless they can magically tame one of 
  the elements. In the center of the flames, found on a DC 20 Perception 
  check, is a 2-inch sphere glowing red but completely cool to the touch. 
  There are no other exits from this room, though the far wall sparkles in 
  the firelight because of the bits of mineral and metal embedded in it. This 
  is the entrance to Area 10D. Either Acuan can cause the mineral wall to 
  vanish with his songchanger ability, or the PCs can smash it down. 
  Mineral Wall: hardness 8; hp 20; Break DC 20.
  Treasure: The glowing sphere is not the Moonsilver Orb, but rather 
  an item known as dissension’s digit, described in Chapter Five. The PCs 
  may falsely believe they have discovered the Orb.
  D. Cave of Earth
  Since this area is entirely filled with material from the Elemental Plane 
  of Earth, it cannot be properly called a cave. If the PCs can tame the fires 
  of the previous chamber, they can attempt to pass this chamber. As stated 
  above, transportation spells have no effect on the elemental materials here 
  due to the magic of the Coralites. The PCs must either chip and dig through 
  the earth or use the songchanger magic to move the earth. They need not 
  burrow far, as the chamber housing the Orb, area 10E, is immediately 
  beyond the wall of earth.
  Rock-filled Cave: hardness 8; hp 50 (PCs must dig through 
  this much rock to reach Area 10E); Break DC 40.
  E. Cave of Water (CR 11)
  Dark and churning water fills the cavern, requiring the PCs to have on 
  hand a ready means to breathe water. The water is actually crystal clear, 
  being in its elemental state; the murky appearance is from the school of 
  fish that occupies the pool. At the pool’s bottom, the Moonsilver Orb rests 
  rather ignominiously upon the sandy floor. 
  Creatures: If anyone enters the pool, the fish respond aggressively. 
  These 50 blue-finned vants immediately alter the pressure in the pool to 
  an unbearable level. Refer to Chapter Six for details of these creatures.
  BLUE-FINNED VANT (50) 
  CR 1
  XP 400 
  hp 13 (see Chapter 6)
  Treasure: See Chapter Five for a complete description of the 
  Moonsilver Orb.
  Concluding the Adventure
  With so many options before the PCs, the outcome of their quest may 
  be in doubt until the very end. Whether or not the Kuah-Lij get what they 
  want, they might come back in force to plague other parts of the planet, 
  even the PCs’ nation. If the PCs aid the Coralites and restore order, they 
  are rewarded in any way the Coralites can imagine, including the Orb 
  if that is the PCs’ desire. The Coralites have a vested interest in seeing 
  it used only for good and do not give it up to anyone whose intentions 
  are obviously otherwise. Regardless, the PCs have a long return journey 
  ahead. Above all, stress the remarkable achievement of the PCs upon their 
  return. They are instant celebrities in any port they enter and must recount 
  their story many times over to enraptured listeners.
  Chapter Ten: Where the Ocean Meets the Sky
  
  Dead Man's Chest
  167
  
  168
  This Appendix contains additional information to enliven your sea-
  based campaign. It consists of two parts. First there is a table to help 
  you determine random events than can happen while a PC is aboard a 
  ship. Secondly, there is an extensive random encounter chart for aquatic 
  adventures.
  Random Shipboard Events
  Life aboard a ship can be boring at times. Nothing is more monotonous 
  than a calm sea, seen from the deck every day for a week. To give the 
  PCs a taste of the randomness of a sailor’s life, roll 1d100 and consult the 
  accompanying table.
  1d100
  Shipboard Event
  1
  One of the PCs gets a toothache.
  2
  Mainsail hoist has become jammed; sailor or PC must 
  climb the mast to dislodge the mainsail. Possible 
  impediments include weather, waves, battle, wind 
  and darkness; until corrected the ship moves at 1/3 
  normal speed and maneuvers at half ability.
  3
  One of the PCs sees a mermaid.
  4
  Low tide reveals hazardous rocks along a water-
  bogged sandbar; observant crewmembers spot a 
  suspicious wooden chest crammed between the 
  jagged peaks of the rocks.
  5
  Ship weapon (catapult, cannon, et cetera) 
  backfires during test, injuring an NPC and perhaps 
  a nearby PC; DC 15 Reflex save avoids 1d6 points 
  of damage.
  6
  Rudder becomes clogged with something (debris, 
  dead jellyfish, et cetera) and requires cleaning; 
  ship at speed 0 until impediment removed.
  7
  One of a sailors is an amateur tattoo artist and 
  asks a PC if he/she would like a tattoo; if so, what 
  kind?
  8
  On turbulent seas, one of the PCs might fall 
  overboard; succeed on a DC 18 Reflex save to 
  avoid.
  9
  Ship becomes infested with wood beetles 
  and needs repairs within 1d12 days before 
  seaworthiness becomes threatened; can be 
  remedied at sea by treatment with a cleaning 
  solution, brewed with a successful DC 15 Craft 
  (alchemy) or Knowledge (nature) check.
  1d100
  Shipboard Event
  10
  A sailor picks a fight with the physically smallest 
  PC.
  11
  Fish spotted spawning near the surface and 
  can be netted with ease to replenish the fresh 
  foodstuffs for 1d2 days; requires DC 12 Survival 
  check.
  12
  Man overboard—Night; DC 18 Perception check 
  to notice.
  13
  Man overboard—Day; DC 14 Perception check 
  to notice.
  14
  One of the PCs has a nightmare.
  15
  Random encounter. Roll on the aquatic random 
  encounter table below.
  16
  A strange crate in the cargo hold causes a stir; the 
  owner will not talk about it nor let anyone touch 
  it, and one of the PCs believes they hear a moan 
  come from it when they pass by the cargo hold.
  17
  The ship’s sails are in jeopardy when a menacing 
  swarm of sail moths set sight upon the PCs’ ship; 
  see Chapter Six for details of sail moths.
  18
  One night, the oldest salt on board tells an 
  old legend of the local waters; over the next 
  several days, signs start appearing that eerily 
  reflect aspects of his tale: was it more than a 
  fabrication?
  19
  A random PC must make a DC 16 Constitution 
  check or become seasick; sickness persists for 
  1d3 days, or until the character reaches dry land; 
  seasick character is –4 on all attack rolls, ability 
  checks, and saving throws.
  20
  Food has spoiled; new supplies (food) required in 
  1d4 days.
  21
  The PCs are accused of stealing one of the 
  captain’s possessions.
  22
  Fire on board at day (roll 1d6; 1–4 on deck, 5–6 
  below deck). Causes 1 point of damage to ship 
  per minute until extinguished. It takes 4d6 minutes 
  to extinguish it.
  23
  Fire on board at night (roll 1d6; 1–4 on deck, 5–6 
  below deck). Causes 1 point of damage to ship per 
  minute until extinguished, but poor lighting inhibits fire-
  fighting efforts. It takes 6d6 minutes to extinguish it.
  Appendix: Random  
  Shipboard Events and 
  Monster Encounters
  
  Dead Man's Chest
  169
  1d100
  Shipboard Event
  24
  The ship approaches a chain of small, lushly forested 
  islands, only to be pelted by large boulders flung 
  by the islands’ inhabitants: giants! The giants wait 
  for the best opportunity to take the ship’s crew by 
  surprise, and then attempt to overtake the ship 
  once it suffers inoperable damage.
  25
  A smoke signal is spotted from a nearby deserted 
  island occupied by a gracious wealthy merchant 
  and his stranded crew.
  26
  A crewmember of the ship takes a dislike to one 
  of the PCs and spends the rest of the voyage 
  harassing him/her.
  27
  Lively vines and plant growth entangle a 
  weathered ship moored perilously close to a 
  jungle coastline; ensnared ship is stuck in position, 
  but most unsettling are the distressful cries that 
  beckon from within.
  28
  In the middle of the night the PCs are awoken by 
  a strange sound: total silence; a quick check of 
  the vessel finds the entire crew vanished and the 
  PCs left alone on the ship in the middle of the sea.
  29
  A random PC is hit by falling cargo that breaks 
  away from netting; 1d6 points of bludgeoning 
  damage; DC 10 Fortitude save for half damage.
  30
  The ship happens upon an area where fish are 
  popping up to the surface dead, and the water is 
  bubbling and boiling fiercely.
  31
  A volcanic eruption takes place at sea, only 300 
  yards from the ship; exact effects are up to the 
  GM, but possibilities include fiery rain, smoldering 
  debris, and other particles of sail-burning ejecta.
  32
  The PCs’ ship runs aground while navigating a 
  particularly slender and winding channel, or 
  while sailing through unusually thick Sargassum 
  weed. Meanwhile, crewmembers mysteriously 
  disappear one by one as the immobile ship is 
  being repaired.
  33
  The ship comes across a sperm whale nursery 
  school, incidentally striking a surfacing sperm 
  whale calf; infuriated adult sperm whales encircle 
  the ship and retaliates in an effort to protect their 
  young.
  34
  A random PC dreams vividly of an alluring 
  member of the opposite sex whom they have 
  never met; the figure in the dream beckons them 
  to an island “where the beaches are made of 
  gold dust and the sun never sets.”
  35
  The hammock of one of the PCs breaks during the 
  night; 1d3 points of damage; DC 15 Reflex save 
  avoids.
  36
  A few crew members are plotting a mutiny, and 
  one of the PCs overhears.
  37
  Someone breaks into the rum storage.
  38
  A heavily damaged galley appears in the 
  distance, traveling at full speed yet with no sail 
  or apparent oar-rowers; galley charges directly 
  towards the PCs’ ship, seemingly intent on 
  ramming them, but disappears instantly from sight 
  before impact; the next day roughly half of the 
  ship’s crew complains of a mysterious illness.
  1d100
  Shipboard Event
  39
  One of the PCs awakens to find rats chewing on 
  his possessions; 25% chance that any paper item 
  such as a scroll or map is ruined.
  40
  Lifeboat spotted, one richly dressed body riddled 
  with arrows within; clutching a locked chest in its 
  dead grasp it is obvious they died protecting it.
  41
  An uncharted island appears at dawn/dusk, 
  disappearing during the day/night.
  42
  One of the crewmen worships an obscure minor 
  god of the sea, wind or storms. Early on he tries 
  to convert the PCs to his faith; most of the other 
  crewmen roll their eyes, but do not discount his 
  faith out of superstitious fear of offending even a 
  minor god.
  43
  Tribal drumming or pipes can be heard, although 
  no land or ship can be seen.
  44
  Wreckage in the water; survivors (minotaur, 
  pirates, evil wizard, et cetera) may be picked up 
  but will upset balance of power on board.
  45
  Mainsail tears/rips and must be replaced (1d2 hours 
  to replace if spare sail is on board); ship speed 
  reduced by 50%; patchwork repair is possible but 
  sail cannot withstand wind stronger than 15 mph.
  46
  Merchant vessel approaches and parlays for a trade.
  47
  A sailor receives 20 lashes from the boatswain’s 
  cat-o’-nine-tails; if a PC interferes with the 
  punishment, they too receive the lashing.
  48
  Ship is taking on water from somewhere in the 
  hold; time is a factor as goods in hold will be 
  ruined if it remains wet for 1d4 hours; repairs can 
  be made with a DC 15 skill check; appropriate 
  skills include Shipbuilding, Carpentry, Sailor.
  49
  Weevils get into food stores, cutting ship supplies 
  by 50%.
  50
  Sailors Hex; a general feeling of bad luck (–1 on all 
  skill checks and saves) results in a sailor becoming 
  injured severely (falling from rigging); morale 
  boost required, or ship moves at 75% normal 
  speed.
  51
  A group of the drunken crewmen have started 
  a brawl injuring several crewmen; this impacts 
  the efficiency of the ship, reducing speed to 75% 
  normal.
  52
  The cook’s assistant takes ill, and one of the PCs is 
  asked/ordered to peel potatoes; this chore lasts 
  1d4 hours, and leaves the PC with aching hands 
  unless he succeeds on a DC 18 Fortitude save.
  53
  Scurvy inflicts crew; PCs must succeed on a DC 16 
  Constitution check to avoid the temporary loss of 
  1 point of Strength and Dexterity every day until 
  the PC dies or consumes adequate fresh fruit. 
  Cure disease also heals the PC.
  54
  Crewmembers on the main deck pull straws to 
  determine who is to don the sailor’s palm and 
  mend a torn sail.
  55
  One of the PCs is asked/ordered to spend a shift 
  on watch during the night, but he falls asleep 
  during his watch and is rudely awakened by an 
  angry boatswain.
  
  170
  1d100
  Shipboard Event
  56
  One of the PCs loses an item overboard; pick a 
  random item from the character’s equipment list.
  57
  Mutiny! A small group of crew have taken the 
  captain and navigator hostage in captain’s 
  cabin; they claim the captain has wronged them 
  in the past by slighting them of treasure they 
  deserved.
  58
  Crewman turns up dead, stabbed through 
  the heart with an ornate ceremonial dagger; 
  alternate situations: captain turns up dead or 
  dagger belongs to one of the PCs.
  59
  Swarms of flying insects, apparently frightened 
  by nearby storm activity, besiege the PCs’ ship, 
  incidentally causing minor damage to ship and 
  crew.
  60
  The ship is secretly being used to ferry a 
  dangerous monster to another port, and the 
  creature gets loose on the ship.
  61
  Random encounter. Roll on the aquatic random 
  encounter table found in the Appendix.
  62
  While the PCs are rummaging around in their bunk 
  area, they discover a false panel in the hull and 
  locate a forgotten map; the map may lead to a 
  buried treasure, or could be a red herring.
  1d100
  Shipboard Event
  63
  Crew asks one of the PCs to spend the night 
  drinking grog (watered rum); if the PC declines, 
  crew is slighted and ignores him the rest of the 
  voyage; if the PC accepts, he must succeed on 
  a DC 18 Fortitude save or get raging drunk; he 
  learns 1d6 new sailor shanties but only remembers 
  half the lyrics the next morning.
  64
  PC walking the deck slips on slick spot (grease, oil, 
  rum, vomit, et cetera); DC 12 Reflex save to avoid 
  an embarrassing but non-damaging fall.
  65
  PC spots a surfacing whale; the whale is bleeding, 
  the result of a recent harpoon injury.
  66
  While walking the deck and gazing out at the 
  ocean, the PC sees some kind of sea creature, for 
  just an instant; he isn’t sure what it was, but it was 
  huge! The ship does not encounter the creature 
  again… or does it?
  67
  PC finds a trinket (locket, charm, coin) wedged 
  between two planks in the bulkhead.
  68
  The wind completely and mysteriously stops; air is 
  perfectly still and ship is dead in the water unless 
  oars are employed; condition lasts 1d6 hours.
  Appendix: Random Shipboard events and Monster Encounters
  
  Dead Man's Chest
  171
  1d100
  Shipboard Event
  69
  An aquatic genie (marid) appears and wants 
  to barter with the PCs for magic items; genie 
  possesses 1d4 random minor wondrous items 
  (potions, scrolls, et cetera).
  70
  Ship’s wheel comes loose due to poor 
  maintenance; it rolls across the deck; a PC must 
  succeed on a DC 15 Dex check to prevent the 
  wheel from careening over the side of the ship.
  71
  Patrol vessel from nearest navy intercepts the ship 
  and demands to search the cargo hold.
  72
  Empty lifeboat found floating in open waters… or 
  is it empty?
  73
  Mermaids hail the ship; they’ve found the 
  drowned body of a human from the PCs’ 
  homeland.
  74
  An inexplicably large number of seagulls fly in a 
  dangerous swarm across the ship’s bow. Are they 
  fleeing a greater danger?
  75
  One of the PCs finds a diamond earring; the 
  next morning, one of the sailors is overheard 
  bemoaning the loss of just such an object; does 
  the PC return it?
  76
  A lightning bolt comes from a clear sky, striking 
  the water 50 yards away from the ship.
  77
  Navigator takes ill for 1d3 days; if one of the PCs 
  can’t navigate the ship, then the vessel sails 
  slightly off course until the navigator revives or is 
  healed.
  78
  One of the PCs sees a falling star (by night) or a 
  strange object zooming across the face of the sun 
  (by day).
  79
  A random PC examines an itchy scalp to realize 
  he/she is infected with lice; remove disease or 
  other spell required, otherwise PC requires a 
  helper to “pick nits” out of his hair; this requires 
  2d4 hours.
  80
  Carrier pigeon lands on deck, bearing a message 
  from a marooned woman needing help… but 
  where is her island?
  81
  Ship comes upon mysterious flotsam (barrels, 
  crates, planks, et cetera); some still contain 
  foodstuffs, while another holds either a small 
  animal (parrot or monkey) or a starved halfling 
  sailor.
  82
  Crewmen entertain themselves with a night of 
  playing makeshift instruments and singing bawdy 
  shanties.
  83
  In a sudden paranoia over lice—and a strange 
  craving for solidarity—the crewmen decide 
  to shave their heads. PCs who participate are 
  treated like brothers; others are treated like 
  landlubbers.
  84
  PC finds a tattered book in the ship’s head; 
  subject is maritime history.
  85
  A PC spellcaster realizes a container of spell 
  components is missing; item turns up by the end of 
  the day, found in a part of the ship the PC rarely 
  visits.
  1d100
  Shipboard Event
  86
  Ship sails into strange crimson water, source 
  unknown; perhaps a kraken or giant squid was 
  recently killed below the surface, but no one 
  knows for sure unless the PCs investigate.
  87
  Captain determines that extensive barnacle 
  coverage is causing problems with the hull; PCs 
  asked if they’d like to “learn some seamanship” 
  by going underwater and scraping barnacles.
  88
  A sailor decides he hates sea life and asks the PCs 
  if he can accompany them and learn their trade.
  89
  Stowaway found in cargo hold: an innocent 
  youth seeking adventure, an escaped inmate, or 
  a foreign bard who speaks a language unknown 
  to anyone aboard.
  90
  Sailor catches another cheating at cards; 
  punishment is to walk the plank, unless PCs 
  intervene, in which case the cheater is marooned 
  on a small island.
  91
  A paladin riding a griffon makes an emergency 
  landing on the deck; griffon is injured and requires 
  healing; sailors see this event as a very bad omen.
  92
  A siren pulls herself up on a piece of flotsam and 
  begins singing as the ship passes.
  93
  Ship experiences a “ghosting;” that is, it moves in 
  a random direction without the aid of the wind; 
  no explanation apparent, but the sailors make an 
  offering to the sea to ward off possible ill fortune.
  94
  Ship snares wounded giant squid in the rudder; 
  squid fouls the ship’s movement until freed.
  95
  Ship’s carpenter asks one of the PCs if he/she 
  would like to learn the art of woodcraft; carpenter 
  is willing to teach for 1d6 gp.
  96
  One of the PCs discovers a tiny knothole 
  permitting him/her to look in on the captain’s 
  quarters.
  97
  Random encounter. Roll on the aquatic random 
  encounter table found in the Appendix.
  98
  A sailor mistakes one of the PCs for someone 
  he once knew in a dockside tavern; spends the 
  rest of the voyage chumming up to the PC and 
  asking if he/she would like to “relive that night 
  with the rum and rusty knife” again.
  99
  One of the PCs finds several dead beetles in the 
  cargo hold; one of these apparently dead bugs 
  is actually a scarab of protection, but this fact 
  remains unknown unless someone detects for 
  magical enchantment on the bugs, or if someone 
  holds the scarab in hand for 1 round.
  100
  Strange whirlpool spotted; ship can safely avoid, 
  if desired; otherwise, anyone who comes into 
  contact with the pool must succeed on a DC 20 
  Strength check or be drawn into a vortex leading 
  to the Elemental Plane of Water.
  
  172
  Aquatic Monster Encounters
  If you’re in need of a random encounter on the sea, look no further than the table below. This chart is derived from the Mother of All Encounter Tables, 
  by Necromancer Games. However, the new monsters appearing in this book have been included, providing you with the most current information 
  available on aquatic encounters. To use the table, roll 1d1000 (3d10). Roll on the Shallow table for encounters less than 20 feet from the surface of the 
  water, and the Deep table for encounters below this point.
  Under the heading “Source,” the following books are referenced:
  CC1: Creature Collection I, by Sword & Sorcery Studios
  CC2: Creature Collection II, by Sword & Sorcery Studios
  DMC: Dead Man’s Chest, monsters detailed in Chapter 6
  B1: Pathfinder Roleplaying Game Bestiary, by Paizo Publishing
  B2: Pathfinder Roleplaying Game Bestiary 2, by Paizo Publishing
  B3: Pathfinder Roleplaying Game Bestiary 3, by Paizo Publishing
  ToHC: Tome of Horrors Complete, by Frog God Games
  Creature
  CR
  No. App.
  Source
  Freshwater 
  Shallow
  Freshwater
  Deep
  Saltwater 
  Shallow
  Saltwater 
  Deep
  Aquantis
  5
  1–20
  CC1
  001-020
  Barracuda, Giant
  2
  2–12
  ToHC
  001–008
  001–012
  Barracuda, Medium
  1
  2–12
  ToHC
  009–033
  013–032
  Barracuda, Small
  1/4
  2–12
  ToHC
  034–044
  033–042
  Blue-Finned Vant
  1
  2–20
  DMC
  021–029
  045–058
  043–065
  Boalisk
  4
  1
  ToHC
  030–056
  Breath Taker
  5
  2–8
  DMC
  001–030
  066–073
  Bunyip
  3
  1
  ToHC
  057–084
  Caribe, Giant
  1
  5–30
  ToHC
  059–066
  074–081
  Clam, Giant
  2
  1–10
  ToHC
  031–115
  082–113
  Crab, Monstrous
  2
  1–12
  ToHC
  067–074
  114–146
  Crabman
  2
  2–12
  ToHC
  075–082
  147–169
  Crayfish, Monstrous
  3
  1–5
  ToHC
  085–179
  116–224
  Crocodile
  2
  1–11
  B1
  180–275
  083–107
  Crocodile, Dire
  4
  1–11
  B1
  276–281
  108–112
  Deck Devil
  2
  2–12
  DMC
  282–283
  225–229
  113–115
  170–179
  Dinosaur, Elasmosaurus
  5
  1–2
  B1
  116–118
  180–182
  Dire Hippopotamus
  4
  1–5
  ToHC
  284–287
  Dire Shark
  9
  1–5
  B1
  119–143
  183–215
  Dragon Turtle
  9
  1
  B1
  144–146
  216–223
  Dragon, Bronze
  var
  1
  B1
  288–315
  230–254
  147–154
  224–226
  Dragon, Mist
  var
  1–5
  ToHC
  316–343
  155–157
  Draug
  4
  1
  ToHC
  344–349
  255–279
  158–160
  227–229
  Draug (with crew)
  var
  1
  ToHC
  161–163
  230–231
  Eel, Ebon
  1
  1
  CC1
  164–166
  Eel, Electric
  2
  1–2
  ToHC
  350–377
  Eel, Fire
  2
  2–40
  DMC
  167–171
  232–235
  Eel, Giant Moray
  4
  1–8
  ToHC
  172–196
  236–240
  Elemental, Water
  var
  1–4
  B1
  378–383
  280–304
  197–199
  241–243
  Eye of the Deep
  8
  1–6
  ToHC
  200–202
  244–251
  Floating Eye
  1/10
  3–12
  ToHC
  203–205
  252–254
  Gargoyle, Green 
  Guardian
  4
  1–16
  ToHC
  384–389
  305–329
  206–208
  255–257
  Ghoul, Lacedon
  1
  1–12
  B1
  209–216
  258–265
  Appendix: Random Shipboard events and Monster Encounters
  
  Dead Man's Chest
  173
  Creature
  CR
  No. App.
  Source
  Freshwater 
  Shallow
  Freshwater
  Deep
  Saltwater 
  Shallow
  Saltwater 
  Deep
  Hag (covey)
  var
  3
  B1
  390–395
  330–354
  217–219
  266–268
  Hag, Brine
  6
  1–2
  CC1
  269–276
  Hag, Sea
  4
  1
  B1
  396–401
  355–379
  220–222
  277–279
  Hippocampus
  3
  1–8
  ToHC
  223–230
  280–285
  Hippopotamus
  4
  1–12
  ToHC
  402–429
  Hydrophant
  1
  1
  DMC
  231–233
  286–287
  Jellyfish, Monstrous
  2
  1–25
  ToHC
  234–238
  288–290
  Kelp Devil
  8
  1
  ToHC
  430–435
  380–404
  239–241
  291–293
  Kelpie
  4
  1–4
  ToHC
  436–441
  242–244
  294–296
  Kraken
  18
  1
  B1
  297–304
  Kulgreer
  16
  1
  DMC
  305–307
  Lamprey, Burrowing
  1
  2–5
  DMC
  442–451
  245–248
  Lamprey, Dire
  4
  2–5
  DMC
  405–633
  308–348
  Leech, Giant
  2
  2–15
  ToHC
  452–536
  Locathah
  1/2
  2–4
  B2
  249–252
  349–353
  Locathah (patrol)
  var
  11–20
  B2
  253–260
  354–361
  Mere-lurker
  1/4
  5–10
  CC1
  537–542
  Merfolk
  1/2
  2–4
  B1
  261–285
  362–369
  Merfolk (patrol)
  var
  11–20
  B1
  286–310
  370–377
  Monstrous Frog, Giant
  2
  1–2
  ToHC
  543–618
  Mudman
  1
  1–12
  ToHC
  619–624
  Mummy of the Deep
  4
  1–4
  ToHC
  378–382
  Nereid
  6
  1–4
  ToHC
  311–313
  Nereid (troupe)
  var
  2–4
  ToHC
  314–316
  Nisp, Burgundy
  1/2
  3–18
  DMC
  625–630
  317–318
  Nisp, Crested
  2
  1
  DMC
  631–640
  319–320
  Nisp, Gray
  8
  1
  DMC
  634–640
  383–385
  Nisp, Spangled
  1/4
  2–6
  DMC
  641–644
  321–322
  Octopus
  1
  1
  B1
  323–392
  386–390
  Octopus, Giant
  8
  1
  B1
  393–396
  391–393
  Ogre, Merrow
  2
  1–8
  B2
  645–672
  641–747
  Quipper
  1/4
  5–100
  ToHC
  673–678
  748–861
  Sahuagin
  2
  1–5
  B1
  397–421
  394–426
  Sahuagin (patrol)
  var
  11–20
  B1
  422–436
  427–438
  Sail Moth
  ***
  Swarm
  DMC
  437–439
  439–462
  Sea Anemone, Great
  13
  1–4
  DMC
  440–444
  Sea Anemone, Great 
  Hunter
  14
  1
  DMC
  445–450
  Sea Serpent, Brine
  14
  1
  DMC
  463–465
  Sea Serpent, Deep Hunter
  22
  1
  DMC
  466
  Sea Serpent, Gilded
  5
  1–2
  DMC
  467
  Sea Serpent, Fanged
  6
  1–2
  DMC
  468–469
  Sea Serpent, Fluting
  9
  1–4
  DMC
  470
  Sea Serpent, Shipbreaker
  25
  1
  DMC
  471
  Sea Serpent, Spitting
  9
  1–2
  DMC
  472
  Sea Serpent, White
  8
  1
  DMC
  473
  
  174
  Creature
  CR
  No. App.
  Source
  Freshwater 
  Shallow
  Freshwater
  Deep
  Saltwater 
  Shallow
  Saltwater 
  Deep
  Sea Spider
  11
  1
  DMC
  451–471
  Seaspark
  1/2
  5–120
  CC1
  679–684
  472–479
  Shark, Huge
  4
  1–11
  B1
  480–487
  474–479
  Shark, Large
  2
  1–11
  B1
  488–559
  480–555
  Shark, Medium
  1
  1–11
  B1
  560–631
  556–636
  Shocker Lizard
  2
  1–11
  B1
  685–712
  Slime Reaver (patrol)
  var
  5–8
  CC2
  713–718
  Slime Reaver (cluster)
  1
  3–6
  CC2
  719–724
  Snake, Sea Snake
  1/2
  1
  ToHC
  632–703
  637–717
  Sprite, Nixie
  1
  1–10
  B3
  725–753
  704–711
  Squid, Giant
  9
  1
  B1
  712–719
  718–723
  Storm Rider
  1/2
  6–60
  DMC
  724–725
  Strangle Weed
  3
  1–4
  ToHC
  754–849
  Tentamort
  4
  1–5
  ToHC
  850–867
  Thume (patrol)
  2
  3–18
  DMC
  720–730
  726–728
  Tiger Barb, Giant
  2
  2–12
  ToHC
  731–744
  729–733
  Tirmanha Swarm
  4
  Swarm
  DMC
  868–877
  Triton
  4
  2–11
  B2
  745–752
  734–741
  Troll, Scrag
  5
  1–4
  B1
  878–972
  862–975
  753–777
  742–749
  Turtle, Giant Snapping
  9
  1–4
  ToHC
  973–995
  976–995
  Unrelenting  
  Sojourner of the Sea
  15
  1
  DMC
  750
  Water Pacer
  4
  2–5
  DMC
  996–000
  996–000
  778–788
  751–761
  Whale, Baleen
  5
  1
  B2
  789–848
  762–830
  Whale, Cachalot
  6
  1–11
  B2
  849–920
  831–911
  Whale, Deep Singer
  18
  1
  DMC
  912–917
  Whale, Orca
  5
  1–11
  B1
  921–992
  918–992
  Zombie, Brine
  1
  2–12
  ToH
  993–000
  993–000
  Appendix: Random Shipboard events and Monster Encounters
  
  Dead Man's Chest
  175
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  below, and the Paizo Publishing, LLC Pathfinder® Roleplaying Game Compatibility License.
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  Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in terms 
  of this agreement.
  2. The License: This License applies to any Open Game Content that contains a notice 
  indicating that the Open Game Content may only be Used under and in terms of this License. 
  You must affix such a notice to any Open Game Content that you Use. No terms may be 
  added to or subtracted from this License except as described by the License itself. No other 
  terms or conditions may be applied to any Open Game Content distributed using this License.
  3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of 
  the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors 
  grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of 
  this License to Use, the Open Game Content.
  5. Representation of Authority to Contribute: If You are contributing original material as 
  Open Game Content, You represent that Your Contributions are Your original creation and/or 
  You have sufficient rights to grant the rights conveyed by this License.
  6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this 
  License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content 
  You are copying, modifying or distributing, and You must add the title, the copyright date, 
  and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game 
  Content you Distribute.
  7. Use of Product Identity: You agree not to Use any Product Identity, including as an 
  indication as to compatibility, except as expressly licensed in another, independent 
  Agreement with the owner of each element of that Product Identity. You agree not to indicate 
  compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction 
  with a work containing Open Game Content except as expressly licensed in another, 
  independent Agreement with the owner of such Trademark or Registered Trademark. The 
  use of any Product Identity in Open Game Content does not constitute a challenge to the 
  ownership of that Product Identity. The owner of any Product Identity used in Open Game 
  Content shall retain all rights, title and interest in and to that Product Identity.
  8. Identification: If you distribute Open Game Content You must clearly indicate which 
  portions of the work that you are distributing are Open Game Content.
  9. Updating the License: Wizards or its designated Agents may publish updated versions 
  of this License. You may use any authorized version of this License to copy, modify and 
  distribute any Open Game Content originally distributed under any version of this License.
  10. Copy of this License: You MUST include a copy of this License with every copy of the 
  Open Game Content You Distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open Game Content 
  using the name of any Contributor unless You have written permission from the Contributor 
  to do so.
  12. Inability to Comply: If it is impossible for You to comply with any of the terms of this 
  License with respect to some or all of the Open Game Content due to statute, judicial order, or 
  governmental regulation then You may not Use any Open Game Material so affected.
  13. Termination: This License will terminate automatically if You fail to comply with all 
  terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All 
  sublicenses shall survive the termination of this License.
  14. Reformation: If any provision of this License is held to be unenforceable, such provision 
  shall be reformed only to the extent necessary to make it enforceable.
  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document, © 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, 
  Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
  Modern System Reference Document, © 2002–2004, Wizards of the Coast, Inc.; Authors 
  Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, Eric Cagle, David Noonan, Stan!, 
  Christopher Perkins, Rodney Thompson, and JD Wiker,  based on material by Jonathan 
  Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John 
  Tynes, Andy Collins, and JD Wiker.
  Pathfinder RPG Core Rulebook, © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, 
  based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Advanced Player’s Guide, © 2010, Paizo Publishing, LLC; Author Jason 
  Bulmahn.
  Pathfi nder Roleplaying Game Ultimate Combat. © 2011, Paizo Publishing, LLC; Authors: 
  Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen 
  Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder RPG Bestiary, © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on 
  material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 2, © 2010, Paizo Publishing, LLC; Authors Wolfgang 
  Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim 
  Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob 
  McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, 
  Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, based on material 
  by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 3, © 2011, Paizo Publishing, LLC; Authors Jesse 
  Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, 
  Patrick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on 
  material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Original Spell Name Compendium Copyright 2002 Clark Peterson; based on NPC-named 
  spells from the Player’s Handbook that were renamed in the System Reference Document. The 
  Compendium can be found on the legal page of www.necromancergames.com.
  Creature Collection Copynght 2000, Clark Peterson.
  Creature Collection Revised Copyright 2003, White Wolf Publishing, Inc.
  Relics & Rituals Copyright 2001, Clark Peterson
  Creature Collection 2: Dark Menagerie Copyrght 2001, WhneWolf Publishing
  Mithril: City of the Golem Copyright 2001, White Wolf Publiching, Inc
  Hollowfaust: City of the Necromancers Copyright 2001, White Wolf Publishing, Inc.
  The Wise & the Wicked Copyright 2001, White Wolf Publishing, Inc.
  The Divine and the Defeated Copyright 2001, White Wolf Publishing, Inc.
  Burok Torn: City Under Siege Copyright 2002, White Wolf Publishing, Inc.
  Vigil Watch: Warrens of the Ratmen Copyright 2002, White Wolf Publishing, Inc.
  Secrets and Societies Copyright 2002, White Wolf Publishing, Inc.
  Wilderness & Wasteland Copyright 2002, White Wolf Publishing, Inc.
  Scarred Lands Camapaign Setting: Ghelspad, Copyright 2002, White Wolf Publishing, Inc.
  Relics & Rituals 2: Lost Lore Copyright 2002, White Wolf Publishing, Inc.
  Serpent in the Fold: Serpent Amphora Cycle, Book I Copyright2002, White Wolf 
  Publishing, Inc.
  Calastia: Throne of the Black Dragon Copyright 2002, White Wolf Publishing, Inc.
  Scarred Lands Gazetteer: Termana Copyright 2002, White Wolf Publishing, Inc.
  The Serpend and the Scepter: Serpent Amphora Cycle, Book II, White Wolf Publishing, Inc.
  Hornsaw: Forest of Blood Copyright 2003, White Wolf Publishing, Inc.
  The Penumbral Dragon Copyright 2003, White Wolf Publishing, Inc.
  Shelzar: City of Sins Copyright 2003, White Wolf Publishing, Inc.
  The Serpent Citadel: Serpent Amphora Cycle, Book III, White Wolf Publishing, Inc.
  Blood Bayou Copyright 2003, White Wolf Publishing, Inc.
  Player’s Guide to Wizards, Bards & Sorcerers Copyright 2003, White Wolf Publishing, Inc.
  Player’s Guide to Fighters and Barbarians Copyright 2003, White Wolf Publishing, Inc.
  Player’s Guide to Clerics and Druids Copyright 2003, White Wolf Publishing, Inc,
  Player’s Guide to Rangers and Rogues Copyright 2003, White Wolf Publishing
  Scarred Lands Campaign Setting: Termana Copyright 2003, White Wolf Publishing
  Vigil Watch: Secrets of the Asaatthi Copyright 2003, White Wolf Publishing
  The Faithful and the Forsaken Copyright 2003, White Wolf Publishing
  Creature Collection III: Savage Bestiary Copyright 2003, White Wolf Publishing, Inc.
  Advanced Bestiary Copyright 2004, Green Ronin Publishing, LLC; Author Matthew Sernett
  Mother of All Encounter Tables Copyright 2004, Necromancer Games, Inc.;
  Author Greg Ragland.
  Netbook of Feats Copyright 2000 Fantasy Netbook Community Council - Authors: Agust’n 
  
  176
  Mart’n, Alan Sullivan, Alan Z. Eisinger, Albert Nakano, Anne Trent, B. Marcus Lindberg, 
  Bradley H. Bemis Jr., Brendan Quinn, Brian A. Smith, Carl Cram r, Chris Meravi, Curtis 
  Bennett, Daniel Langdon, David Spitzley, Dominique Crouzet, Eric D. Harry, Ian Cheesman, 
  Jerry M. Chaney II, John O. Lamping, Jose Lira, Joshua Turton, Marcus Lindberg, Mark 
  Koh, Michael J. Kletch, Paul W. King, Peter K. Campbell, Rafael Arrais, Rebecca Glenn, 
  Rick Coen, Robert Michael Ogilvie, Scott Metzger, Sigfried Trent, Steven J. Damon, S 
  bastien Adhikari, Terje Kristian Backman, Timothy S. Brannan, Troy Lenze, Tyson Neumann, 
  William Batok, William Setzer. 
  Crabman from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published 
  and distributed by Frog God Games; Authors Scott Greene and Erica Balsley, based on 
  original material by Ian Livingstone
  Draug from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published 
  and distributed by Frog God Games; Author Scott Greene.
  Firefiend from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published 
  and distributed by Frog God Games; Author Erica Balsley.
  Executioner’s Hood from the Tome of Horrors Complete © 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games; Author Scott Greene, based on original 
  material by Gary Gygax.
  Eye Killer from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author Scott Greene, based on original 
  material by Ian Livingstone.
  Gambado from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published 
  and distributed by Frog God Games; Author Scott Greene, based on original material by 
  Simon Shaw.
  Groaning Spirit from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author Scott Greene and Clark Peterson, 
  based on original material by Gary Gygax.
  Kelpie from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published 
  and distributed by Frog God Games; Author Scott Greene, based on original material by 
  Lawrence Schick.
  Marmoset, Giant from the Tome of Horrors Complete © 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games; Author Scott Greene, based on original 
  material by Jean Wells.
  Mummy of the Deep from the Tome of Horrors Complete © 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games; Author Scott Greene
  Medusa, Greater from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author Scott Greene, based on original 
  material by Wizards of the Coast.
  Soul Nibbler from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Authors Travis Hawvermale and Scott Greene.
  Swamp Troll from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author Scott Greene.
  Zombie, Brine from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author Scott Greene.
  Zombie, Juju (Template) from the Tome of Horrors Complete © 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on 
  original material by Gary Gygax.
  Dead Man’s Chest, Copyright 2013, Frog God Games, Authors Authors Lance Hawvermale, 
  Rob Mason, Robert Hunter, Patrick Goulah, Greg Ragland, Matt McGee, Chris Bernhardt, 
  Casey W. Christofferson, Chad Coulter, Skeeter Green, and Travis Hawvermale, with 
  additional contributions by Erica Balsley, Lindsey Barrentine, Jay Decker, Rachel Mason, and 
  Nadine Oatmeyer.
  legal appendix
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Frog God Games/Dead Man's Chest.pdf