TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS 
  game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of 
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  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can sanction and run 
  DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s 
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  other countries. This material is protected under the copyright laws of the United States of America. Any reproduction 
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  events is purely coincidental. © 2005 Wizards of the Coast, Inc.Visit the LIVING GREYHAWK website at 
  www.rpga.comFor rules questions specific to this document and the LIVING GREYHAWK campaign email 
  rpgahq@wizards.com 
   
  COR6-12 
   
   
  Calm Before The Storm 
   
  A One-Round Dungeons & Dragons® Living 
  Greyhawk™  
  Core Adventure 
  Version 1 
   
   
  by Tim Sech 
  Circle Reviewer: Creighton Broadhurst and Stephen Radney-MacFarland 
  Editor: Eric Cagle 
  Playtesters: Casey Brown, Charles Willis, Anthony Tajonera, Chris Wise, Stef Fiorentino, Mike Ahlf, Quad 
  Heinicken. 
   
  Tension runs high in and around Safeton since the Narwell attacks left many brutally slain. The Pomarj is a flurry of 
  activity and the high seas are once again rife with danger. Whisperings of the Mak making his move, numerous 
  disappearances in the middle of the night, and most disturbing of all, sightings of ships sailing the yellow flags sets the 
  entire region on edge. This adventure is loosely a sequel of COR5-12 Return to the Undercity and COR5-05 A Marked 
  Man. A one-round Core adventure set in the Wild Coast and the Orcish Empire of the Pomarj for characters level 1-15 
  (APLs 2-12). 
   
   
  Resources for this adventure [and the authors of those works] include Complete Arcane [Richard Baker], Complete 
  Warrior [Andy Collins, David Noonan, Ed Stark], COR5-05 A Marked Man [Matthew Maddy], COR5-12 Return to the 
  Undercity [Christian Alipounarian], COR6-05 The Barbarous Coast [Joseph Selby], Races of Stone [Jesse Decker], and 
  Stormwrack [Richard Baker, Joseph D. Carriker, Jennifer Clarke Wilkes]. 
  
  COR6-12 Calm Before The Storm 
   
  Page 1 
  RPGA ® 
  SANCTIONED 
  PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D® campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL™ gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second player and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2007.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com.  
   
  Players Read No Farther 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than this 
  section, you’ll know too much about its challenges, which 
  kills the fun. Also, if you’re playing this adventure as part 
  of an RPGA-sanctioned event, reading beyond this point 
  makes you ineligible to do so.  
   
  Preparing for Play 
  To get the most out of this adventure, you need copies of 
  the following D&D rule books: Player’s Handbook, 
  Dungeon Master’s Guide, and the Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Sidebars contain important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Full information on NPCs 
  and monsters are given in Appendix 1. For your 
  convenience, that appendix is split by APL 
   
  Along with this adventure you’ll find a RPGA 
  Session Tracking sheet. If you’re playing this adventure as 
  part of an RPGA-sanctioned event, complete and turn in 
  this sheet to your senior GM directly after play. You’ll also 
  find a LIVING GREYHAWK Adventure Record (AR).  
   
   Living Greyhawk LEVELS 
  OF PLAY 
   Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1. Determine the character level for each of the PCs 
  participating in the adventure. 
  2. If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other than 
  those brought by virtue of a class ability (such as 
  animal companions, familiars paladin’s mounts) or 
  the warhorse of a character with the Mounted 
  Combat feat, use the sidebar chart to determine the 
  number of levels you add to the sum of step one. Add 
  each character’s animals separately. A single PC may 
  only bring four or fewer animals of this type, and 
  animals with different CRs are added separately.  
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  3. Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round to the nearest whole number. 
  4. If you are running a table of six PCs, add one to that 
  average. 
   
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLs are given in even-numbered 
  increments. If the APL of your group falls on an odd 
  number, ask them before the adventure begins whether 
  they would like to play a harder or easier adventure. 
  Based on their choice, use either the higher or the lower 
  adjacent APL. 
  
  COR6-12 Calm Before The Storm 
   
  Page 2 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level 
  characters to reach the objectives. 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1st-level characters may find 
  the challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them and fight for them. 
   
  TIME UNITS AND UPKEEP 
  This is a standard one-round Core adventure, set in the 
  Wild Coast and Orcish Empire of the Pomarj. All 
  characters pay 2 Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12 gp per Time 
  Unit. Rich Upkeep costs 50 gp per Time Unit. Luxury 
  Upkeep costs 100 gp per Time Unit. Characters that fail 
  to pay at least Standard Upkeep will retain temporary 
  ability damage until the next adventure, must buy new 
  spell component pouches and healer’s kits, and may 
  suffer other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this adventure. 
   
  A character that does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild. If the character possesses four or more 
  ranks in the Survival skill and succeeds at a DC 20 
  Survival check, the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking). The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of Chapter 
  3 of the Living Greyhawk Campaign Sourcebook. 
   
  ADVENTURE 
  BACKGROUND 
  Recent events caused quite a stir in the Pomarj and 
  Wooly Bay area. Turrosh Mak’s forces destroyed much of 
  Narwell and invaded the area near Blackthorn. Turrosh 
  Mak seems to have turned his eyes to this part of Oerth, 
  seeing it ripe for the plucking. 
   
  Turrosh Mak recently made some deals with his 
  allies, in order to sow confusion and increase his chances 
  of success. The outcome of one such deal with the 
  slavelords is a dramatic increase in piracy and 
  kidnappings. He wants the nearby cities—Greyhawk, 
  Dyvers, and Hardby—to worry about these slavers more 
  than his own troops. Thus, a wave of abductions under 
  the banner of the infamous yellow flag has begun. 
   
  Safeton appeared to be Mak’s first target. However, 
  in a surprise move he destroyed Narwell (COR6-05 The 
  Barbarous Coast). Nevertheless, Safeton is rife with 
  tension. Word has gone out to Greyhawk and other 
  nations for assistance, but no substantive aid has yet 
  arrived. The hordes are not yet close to Safeton, so many 
  feel that the danger is overstated. The truth, however, is 
  much more sinister and will be revealed later on in this 
  core adventure series.  
   
  PCs may have met Almerayne, Handmaiden of the 
  Queen of Celene, in COR5-12 Return to the Undercity. 
  She was banished from Celene for allowing outsiders to 
  enter the country and moved to Safeton since learning 
  about the slavers returning and Narwell sacked. She sent 
  Lucian (COR5-05 A Marked Man) to investigate recent 
  slaver attacks, while she sought adventurers of good 
  repute in Safeton to help discover the identity of this new 
  slave lord. 
   
  ADVENTURE SUMMARY  
  Introduction: The PCs arrive on the docks of Safeton.  
   
  Encounter 1: Scuffle. The PCs find themselves 
  in the middle of a scuffle between the militia and some 
  incredibly drunken sailors.  
   
  Encounter 2: Gather Around. The PCs learn 
  numerous rumors and meet the various locals and 
  important peoples of Safeton (These initial meetings 
  prove important in the last adventure of the series). 
   
  Encounter 3: An Old Friend. Almerayne (who 
  some of the PCs may have met before in Cor5-12 Return 
  to the Undercity) summons the PCs late in the evening. 
  She asks the PCs to meet with an agent to investigate 
  elven villages along the Jewel River that have supposedly 
  been attacked. 
   
  Encounter 4: They Mostly Come Out at 
  Night. The PCs head northwest towards the river and 
  meet up with their contact, Lucian. They encounter a 
  ransacked human village and are ambushed by monstrous 
  humanoids looking for stragglers. 
   
  Encounter 5: Trouble On the Banks. The PCs 
  follow the tracks of the slaves, or use information gained 
  from the survivors, and get to the Jewel River to find 
  numerous footprints and evidence of boats landing. They 
  are attacked by creatures living in the river. Captain Toct 
  arrives to help the PCs and offers them a ride. 
   
  Encounter 6: If It’s Too Good To Be True. 
  Captain Toct tells the PCs that he has been offered a 
  lucrative offer to help carry supplies up the River from 
  Safeton. They are to meet another boat, transfer cargo, 
  and sail back to Safeton. 
   
  Encounter 7: …Then It Probably Is. The 
  other boat proves to be a slaver vessel, intent on capturing 
  the PCs. 
   
  Encounter 8: A Grisly Scene. PCs that defeat 
  the slavers take both boats and rescued slaves back to 
  
  COR6-12 Calm Before The Storm 
   
  Page 3 
  Safeton and meet with Almerayne (Conclusion A). PCs 
  captured in Encounter 7 go to Conclusion B 
   
  Conclusion: PCs that were not captured talk with 
  Almerayne. She tells them of something more sinister 
  brewing in Safeton and believes the answer lies to the 
  south in Highport. Captured PCs languish in the slave 
  pens. 
   
  PREPARATION FOR PLAY 
  It is important to take note of Appendix 3 and reference it 
  when the PCs encounter the NPCs in this adventure. The 
  key is to bring life to the NPCs and have the PCs 
  remember them. On occasion, some of these NPCs’ 
  attitudes and mannerisms may change and this is key to 
  figuring out what is going on. 
   
  INTRODUCTION 
  All the PCs arrive in Safeton by ship , arriving together or 
  separately. If they do not know each other, the events at 
  the docks provide a hurried introduction. 
   
  Powerful waves blast into the side of the ships 
  that have already docked on this overcast day 
  in Safeton. The dockhands try to secure the 
  ships to the docks so that they are steady 
  enough for the passengers to get off.  
   
  There is a feel of tension in the air as news 
  of humanoid attacks in Narwell and the 
  surrounding area has everyone on edge. With 
  news of heavy attacks brings comes tales of 
  great honor and lucrative loot that this area 
  hasn’t seen for many years.  
   
  Many of the other passengers just shove 
  you aside as they walk towards the city proper.  
   
  It is okay if the PCs do not all start out together as once 
  they hear the commotion it is assumed they all rush to 
  the sound. The docks have emptied significantly when a 
  commotion can be heard over near some wooden crates. 
   
  Cries of anguish can be heard as well as a 
  gravely voice that blurts out, “Answer me sea 
  scum!”  
   
  Ask the PCs what they want to do. When they move to 
  investigate, continue to Encounter 1: Scuffle, below.  
   
  ENCOUNTER 1: SCUFFLE 
  This encounter can be resolved through Diplomacy or 
  even Intimidate checks alone. A few militiamen have 
  cornered four sailors against a wall. Although ostensibly 
  roughing them up for public intoxication, the militiamen 
  are frustrated by the recent attacks and take out their 
  anger on the drunken sailors.  
   
  The militiamen are unaware of a more insidious 
  purpose for their actions. They were ordered to arrest any 
  miscreants and bring them to the town jail, unaware that 
  the sailors are to be taken as slaves and sent away towards 
  the Pomarj. The militiamen are just following their 
  orders; they have no idea of this plan.  
   
  Once the PCs round the crates read the following: 
   
  Six militiamen pin four painfully drunk sailors 
  up against a wall. The sailors bear serious 
  bruises and some bleeding—it’s obvious the 
  wounds were not from simply falling down. 
  The sailors put up little in the way of resistance 
  and it’s obvious that the militiamen are 
  enjoying harassing these men. 
   
  One of the militiamen turns and eyes you. 
  “What do you all want?” He growls. 
   
  ALL APLs 
   
  k Militiamen (4): male human warrior 2; hp 12; 
  Intimidate +8. 
   
  The militiamen start out as Indifferent toward the PCs, 
  but do not want to fight them. A DC 15 Diplomacy or 
  Intimidate check calms or cows the militiamen into 
  backing down. 
   
  If the PCs insist on attacking, the militiamen draw 
  their weapons and put up resistance. However, they fight 
  defensively in an attempt to retreat, all the while yelling 
  obscenities and vowing to find the PCs. If the PCs fail 
  their Diplomacy or Intimidate checks, the militiamen 
  continue harassing the sailors, with renewed vigor. 
   
  If the PCs are successful in turning the militiamen 
  friendly (or Intimidated), they tell the PCs a few things. 
   
  “We are taking these men in for public 
  drunkenness and creating a scene. Our 
  captain has been trying to lock down 
  the docks because of the recent attacks 
  and does not want potential spies 
  coming in. Truthfully, I can’t see these 
  drunks being spies.” 
   
  “We may have been a bit too rough, but 
  it just makes it easier on us to transport 
  them to the holding cells in town.” 
   
  (If the PCs are successful in freeing the sailors): 
  “Fine, you can clean up their mess. 
  We’ll let them off this time, but if we 
  catch them again we’ll be forced to take 
  them in.” 
   
  (If the PCs do not care or let them take the 
  sailors in): “Enough talk! Come on you 
  drunken rats, we have a nice jail cell 
  waiting 
  for 
  you.” 
  The 
  militiamen 
  proceed to kick and punch the cowering 
  sailors. 
   
  Once this exchange is complete, the PCs should be 
  allowed to introduce themselves to each other. If the PCs 
  were successful in getting the sailors freed, they are very 
  grateful and offer to take the PCs to their favorite Inn, the 
  “Last Defense.” If the PCs agree, the sailors chat along the 
  way, chatting about how many of the guards seem to be 
  roughing up all the sailors. Several of their fellow 
  comrades have gone missing over the past few weeks and 
  
  COR6-12 Calm Before The Storm 
   
  Page 4 
  no one is sure if they have been imprisoned or killed by 
  the militia. 
   
  If the PCs refuse to take up their offer, the sailors 
  continue to drunkenly ramble, revealing the information 
  provided above. They assure the PCs that the “Last 
  Defense” is the only inn that has rooms available in town. 
   
  ENCOUNTER 2: GATHER 
  AROUND 
  This encounter is for those PCs that wish to find out 
  more information about what is going on in Safeton and 
  the surrounding area. The PCs do not have to visit each 
  and every NPC detailed here but most of these NPCs 
  show up in future parts of the series.  
   
  This encounter starts around mid morning. If this 
  adventure is part of convention play, the PCs can spend 
  1d4+2 hours walking around seeing the sights and talking 
  with the locals. If this is a home play game feel free to 
  allow the PCs to encounter most of the locals. 
   
  Have the PCs make a Gather Information check. 
  Each check takes 30 minutes and the result indicates 
  which NPCs they encounter. Each of the higher DC 
  results includes information gleaned from the lesser 
  results. 
   
  Gather Information DC 5: Leren Hibernt 
  (friendly), Lofu (helpful), and Brunk the Smelly 
  (friendly). 
   
  Gather Information DC 10: Hectra the 
  Halfling 
  (indifferent), 
  Biggs 
  the 
  Sailor 
  (indifferent), and Swago the Bell Merchant 
  (friendly). 
   
  Gather Information DC 15:  Captain 
  Bowgard 
  (unfriendly), 
  Dockmaster 
  Sian 
  (unfriendly), Ayis Scorfu (unfriendly), Lasho 
  Iligis (friendly, helpful towards female PCs), and 
  Kiera 
  Polis (indifferent, friendly 
  towards 
  females). 
   
  Gather Information DC 20: Mayor Fowlor 
  (friendly). 
   
  Refer to Appendix 3 for details of these NPCs. The only 
  inn with any rooms available is the “Last Defense.” When 
  the PCs arrive there proceed to Encounter 3: An Old 
  Friend. 
   
  ENCOUNTER 3: AN OLD 
  FRIEND 
  Once the PCs finish gathering information and doing any 
  other tasks, they should return for a late dinner at the 
  “Last Defense.” A young lad approaches them during 
  their meal, declaring that he has a message for the PCs. 
  Give Player Handout 1 to one of the PCs who have 
  helped Almarayne in the past. If no one has previously 
  helped Almarayne, give the handout to anyone who has 
  helped Lucian. If none of the PCs have helped either 
  NPC, give the handout to the character with the highest 
  Charisma.  
   
  The letter bears an ornate wax seal. A DC 15 
  Knowledge (nobility and royalty) check identifies the 
  seal as belonging to the noble house of Celene. The letter 
  requests their presence in the town hall within the hour. 
  The messenger knows nothing beyond the fact that his 
  client was a very attractive woman who paid him very 
  well. 
   
  If the PCs meet with Almerayne in the town hall, 
  continue with the read aloud text below. If they don’t, 
  four elven bodyguards locate them and firmly, yet 
  politely, ask the PCs to accompany them to the town hall. 
  If the PCs refuse, the bodyguards withdraw without 
  fighting, but the adventure is over. 
   
  Read or paraphrase the following: 
   
  The town hall is very quiet—most of the 
  townspeople have gone to their homes for 
  dinner, leaving a few bored guards to keep 
  watch. They give you polite nods as you pass 
  by, but otherwise leave you alone. 
   
  The town hall is nothing more than a 
  solidly built two-story wooden building. Two 
  elven guards motion for you to follow them. 
  The wooden floor creaks loudly as you enter a 
  dingy hall. Once inside, a soothing voice 
  echoes across the cold, damp room, “Ahh, 
  welcome my friends. I’m glad you could come.”  
   
  Almerayne greets each of the PCs she has met before by 
  name.  
   
  All APLs 
   
  k Almerayne, Handmaiden of the Queen: 
  female grey elf; hp 16; Cha 19; Sense Motive +4, Spot +4; 
  LG. 
   
  Physical Description: Almerayne is a beautiful grey 
  elf with auburn hair. Allow PCs that have met her before 
  a DC 20 Sense Motive check to notice that she looks 
  weary and troubled. She appears to not have gone into 
  reverie in quite some time. 
   
  Almarayne once served as an official in Celene. However, 
  she was exiled when she disregarded their official stance 
  on allowing outsiders into the country without a 
  diplomatic envoy. Almarayne has a personal vendetta 
  against the slavers, as they killed numerous friends and 
  family members. She is willing to go to great lengths to 
  make sure it does not happen again. 
   
  Once all of the PCs enter the meeting room, she 
  continues to speak.  
   
  Read or paraphrase the following, modifying this 
  text for those PCs that never met her before. 
   
  “It is so good of you to come here at my behest. 
  I have urgent news and require your assistance. 
  It appears that your efforts last year caused 
  quite a stir amongst my people and may have 
  roused 
  a 
  sleeping 
  giant. 
  My 
  superiors 
  reprimanded me for allowing outsiders into our 
  
  COR6-12 Calm Before The Storm 
   
  Page 5 
  borders and for nearly  violating our neutrality 
  stance with the surrounding areas.  
   
  However, do not worry about me for I am 
  free, although I cannot say the same for many 
  of my brethren. As you may know, Narwell has 
  fallen to an attack by Turrosh Mak’s forces. I 
  believe it is just a matter of time before he also 
  overruns this area.  
   
  Over 
  the 
  past 
  two 
  weeks, 
  numerous 
  villages, both human and elf, have been sacked. 
  Entire villages were burned to the ground. This 
  is not the work of mere raiders, but of slavers, I 
  tell you.” 
   
  At mention of the slavers, she becomes 
  visibly upset and takes a moment to calm down. 
   
  “I would like you to meet with an agent of 
  mine, Lucian, whom some of you might have 
  met before. I want you to then investigate these 
  sacked villages in order to learn who this new 
  slave lord could be. Neither Greyhawk nor my 
  people are doing anything about it, as they 
  focus on other threats. Will you do this for 
  me?” 
   
  If the PCs do not accept her mission, she is visibly 
  irritated but accepts their decision. Make it clear, 
  however, that the adventure is over for them.  
   
  Some PCs may recognize Lucian from COR5-05 A 
  Marked Man. He is once more being employed as a scout 
  to discover the name of this new slaver.  
   
  If the PCs accept her mission, she tells them that 
  they are to leave first thing in the morning to meet 
  Lucian. She gives them directions to a small, unnamed 
  hamlet near the Jewel River, where Lucian is to 
  rendezvous with the PCs. 
   
  If the PCs ask, she tells them a few things about the 
  happenings around Safeton and the villages that were 
  destroyed by slavers. 
   
  The villages are all near the Jewel River. 
   
  A large force of monstrous humanoids is 
  rallying in and around Highport. 
   
  Many captains are frightened to sail lately 
  because of the rumors that the slavelords are 
  back. 
   
  Celene does nothing and sits on its laurels, 
  letting everyone else rot. 
   
  Narwell is destroyed. The people of Safeton fear 
  they are next and rumors and paranoia are 
  rampant. 
   
  If any PC asks for payment, Almarayne seems taken 
  aback by such a request, but reluctantly mentions that she 
  intends to make it worthwhile as she still possesses a few 
  contacts in her home country. 
  If the PCs ask her about any of the people they met 
  in Encounter 2: Gather Round, she mentions that 
  she is fairly new to Safeton herself and knows about as 
  much as they do in regards to others in the city. 
  (However, this changes as the series goes along). 
  As the PCs leave, she gives them a word of advice: 
   
  “Thank you so much for undertaking such a 
  dangerous mission. Just remember to watch 
  your back and trust no one.” 
   
  Proceed to Encounter 4: They Mostly Come Out 
  At Night. 
   
  ENCOUNTER 4: THEY 
  MOSTLY COME OUT AT 
  NIGHT 
  It takes a day and a half on foot to get to the village near 
  the Jewel River where the PCs are to meet Lucian. 
  Nothing of note occurs during the journey. 
   
  Lucian is hiding on the edge of the road, within a 
  few hundred yards of the village. A successful DC 25 Spot 
  check indicates that the PCs spot him before he sees the 
  party. Of course Lucian recognizes those PCs who played 
  COR5-05 A Marked Man. Homes out to greet them once 
  he knows its safe. Lucian smiles warmly at these PCs and 
  greets them by name. If he does not know the majority of 
  the PCs, then he is more formal in his greeting. 
   
  “Hello there! So good to see you! Well, as good 
  as it can be under the circumstances. I thought 
  I was getting out of this business. However, I 
  could not sit idly by while Almerayne was 
  thrown out of her homeland. Time is short, so I 
  will get to the point. The human village is just 
  a few hundred yards away. I checked it out a 
  few hours ago, but there doesn’t seem to be 
  anything 
  out 
  of 
  the 
  ordinary. 
  Perhaps 
  additional eyes and ears can spot something I 
  missed. Shall we?” 
   
  All APLs 
  k Lucian: male elf; Initiative +7. 
   
  Lucian is an elf of Celene, indebted to Almarayne. He left 
  Celene after her exile, disgusted at her treatment by her 
  superiors for rescuing him from Highport. These events 
  are detailed in COR5-12 Return to the Undercity. In that 
  adventure, Lucian served as a spy until his capture by 
  slavers. The PCs managed to save him from this fate—
  something vows never forget. He witnessed many 
  horrors of torture and murder while imprisoned, but 
  never knew who the actual leader of the slavers really 
  was. If the PCs did not play that adventure, a DC 5 
  Diplomacy check makes Lucian reveal this information. 
  See DM Map 2. Some of the enemies may not be on the 
  map as it depends on the APL. 
   
  Lucian takes you off the main road and onto a 
  faint deer trail that leads towards the village. 
  As you approach, a faint smell of smoke and 
  burnt flesh hangs in the air. Eventually, you 
  spy the remains of what used to be a tiny 
  hamlet. Most of the houses are nothing more 
  
  COR6-12 Calm Before The Storm 
   
  Page 6 
  than burnt shells. Only the faint crackling of 
  still-burning embers can be heard. 
   
  Lucian doesn’t realize that more monstrous humanoids 
  came back during his absence to ambush any potential 
  rescuers. They hide in the middle of the burnt out 
  buildings. The humanoids attack with ranged weapons 
  from cover as soon as the PCs become visible, following 
  up with a charge. 
   
  APL 2 (EL 4) 
   
  �� d Bugbears (2): hp 16 each; Monster Manual 
  29. 
   
  APL 4 (EL 6) 
   
  ��d Bugbears (4): hp 16 each; Monster Manual 
  29. 
   
  APL 6 (EL 8) 
   
  �� d Bugbears (3): fighter 1; hp 35 each; 
  Appendix 1.  
   
  ��d Ranger Bugbear: ranger 1; hp 34; Appendix 
  1.  
   
  �� d Dire Wolves (2): hp 45 each; Monster 
  Manual 65. 
   
  APL 8 (EL 10) 
   
  �� d Bugbears (4): fighter 2; hp 44 each; 
  Appendix 1.  
   
  ��d Ranger Bugbears (2): ranger 2; hp 38 each; 
  Appendix 1. 
   
  �� d Dire Wolves (4): hp 45 each; Monster 
  Manual 65. 
   
  APL 10 (EL 12) 
   
  �d Bugbear: fighter 4; hp 62; Appendix 1.  
   
  �d Ranger Bugbear: ranger 4; hp 53; 1 Appendix 
  1. 
   
  �d Ogres (3): Large barbarian 4; hp 79 each; 
  Monster Manual 199.  
   
  �d Ogre Mage: hp 37; Monster Manual 200. 
   
  APL 12 (EL 14) 
   
  d �Bugbear: fighter 6; hp 86; Appendix 1.  
   
  d �Ranger Bugbear: ranger 6; hp 75; Appendix 
   
  d�Ogres (3): barbarian 7; hp 125 each; Appendix 
  1.  
   
  d �Ogre Mage: hp 37; Monster Manual 200. 
   
  Tactics: The raiders hide in the middle of the burnt out 
  homes. At all APLs, the monstrous humanoids attack 
  with ranged weapons from cover as soon as the PCs 
  become visible, following up with a charge. At the 
  appropriate APL, the ogre mage uses invisibility before 
  maneuvering into a position to hit as many PCs as 
  possible with his cone of cold. 
   
  Lucian flees back into the woods during the combat 
  and does not aid the PCs in any way. He knows he’s 
  unskilled in combat and more of a hindrance than help. 
  He emerges only when the coast seems clear. 
   
  Treasure: Loot the ambushers. 
   
  APL 2: Loot: 4 gp; Coin: 167 gp.  
   
  APL 4: Loot: 12 gp; Coin: 300 gp. 
   
  APL 6: Loot: 39 gp; Coin: 330 gp. 
   
  APL 8: Loot: 215 gp; Coin: 330 gp. 
   
  APL 10: Loot: 86 gp; Coin: 330 gp; Magic: +1 hide 
  armor (3) (93 gp each), +1 large greatclub (3) (193 gp 
  each), ring of protection +1 (3) (166 gp each). 
   
  APL 12: Loot: 20 gp; Coin: 330 gp; Magic: +1 large 
  chain shirt (3) (112 gp each), +1 large greatclub (3) (193 gp 
  each), ring of protection +1 (3) (166 gp each), belt of giant 
  strength (3) (1,333 gp each), +1 chain shirt (2) (104 gp 
  each), +1 morningstar (2) (192 gp each). 
   
  Development: The PCs may find out information in 
  one of two ways: either they can investigate the tracks left 
  by the original slavers and the people of the village or 
  question any surviving monstrous humanoids.  
   
  The monstrous humanoids are slave raiders from the 
  Drachensgrab Mountains—a  splinter faction from the 
  force that destroyed Narwell. They mention that another 
  force took the slaves down to the river, but have no idea 
  to where they went after that. The slavers know nothing 
  else, including the name of the new slave lord—they 
  work as independents. 
   
  The PCs find nothing of interest in the village, 
  including any bodies. A DC 15 Survival check by a PC 
  with the Track feat reveals that tracks of dozens of 
  humanoids lead towards the river. If no PC in the party is 
  able to track, Lucian discovers the tracks and leads the 
  PCs that way. 
   
  ENCOUNTER 5: TROUBLE 
  ON THE BANKS 
  Traveling to the Jewel River takes at least a day, since the 
  PCs must track the slaver party. Along the way they come 
  across a half eaten body of some poor villager.  
   
  They may rest at any point though if they wish. 
  Lucian takes one of the watches. Have the PCs make Spot 
  and Listen checks to keep them on their toes. If they 
  succeed on a DC 15 Listen check, they hear screeching 
  noises in the distance as well as what appear to be screams 
  of terror. The screams are too far away to tell what they 
  are, but they are definitely not pleasant. 
   
  Over dinner Lucian tells a story about his time in 
  Highport and the horrors of what the slavelords do. Read 
  or paraphrase the following: 
   
  Lucian looks somber as he pokes the campfire. 
  “Good of you all to take on such a nasty job. 
  The torture…the horrible images…the killings. 
  It doesn’t make much sense why they do it. 
  Then turn around and breed even more slaves 
  out of those they captured! The bastards would 
  throw them out like trash. I can still hear their 
  screams echoing in my head when I sleep. 
  
  COR6-12 Calm Before The Storm 
   
  Page 7 
   
  Lucian throws the stick into the flames. 
  “Some of them…changed. I’m not sure how, but 
  they seemed to be turning into something 
  abnormal. And their eyes! They all had this 
  blank, empty stare, like their soul was being 
  eaten alive from the inside. 
   
  “I…well, I’m tired. I think I’ll get some 
  sleep for now…or rather what passes for sleep 
  these days.” 
   
  Nothing of importance happens during the night and the 
  PCs may continue to the Jewel River the next day. If the 
  PCs decide to march through the night, they become 
  fatigued as described in the Dungeon Master’s Guide. 
   
  Once the PCs reach the Jewel River read or 
  paraphrase the following: 
   
  Eventually, you spot the banks of the Jewel 
  River ahead through the underbrush. The 
  tracks you followed disappear on the riverbank, 
  although some slide marks are evident. 
   
  A DC 18 Search check reveals that the slide marks appear 
  to come from boats drawn up onto the bank. The slavers 
  apparently had boats waiting for them here and took the 
  slaves away on them. At this point, the Jewel River is 200 
  feet wide, making it difficult to cross by swimming and 
  impossible to ford. 
  A few of the villagers died en route and the slavers left 
  them to rot on the shoreline. A few pieces of bloody 
  clothing and gnawed bones lay around the riverbank. 
   
  A creature (or creatures, depending on the  APL) lurk 
  in the water, drawn by the smell of death A DC 15 
  Survival check by someone with the Track feat reveals 
  tracks on the beach of some other type of creature. A DC 
  10+APL Survival check reveals what type of creature 
  lurks here. The creatures may see the PCs, however, and 
  attack before the PCs are able to check out the tracks. 
   
  The water is murky so the PCs can only see 10 feet in 
  it. Refer to the Dungeon Master’s Guide page 93 when 
  referring to murky conditions and attacks from land. 
  Have the PCs make a Spot check against the creatures’ 
  Hide check to determine surprise.  
   
  DM Map 3 details the monster’s starting positions. 
   
  APL 2 (EL 4) 
   
  d Sea Cat: hp 51; Monster Manual 221. 
   
  APL 4 (EL 6) 
   
  �d Uchuulon (slime chuul): hp 71; Appendix 1. 
   
  APL 6 (EL 8) 
   
  d Uchuulons (slime chuul) (2): hp 71 each; 
  Appendix 1. 
   
  APL 8 (EL 10) 
   
  d Uchuulons (slime chuul) (4): hp 71 each; 
  Appendix 1. 
   
  APL 10 (EL 12) 
   
  �d Uchuulons (slime chuul) (4): hp 71 each; 
  Appendix 1. 
   
  d� Scrag: fighter 5; hp 140; Appendix 1.  
   
  APL 12 (EL 14) 
   
  d �Uchuulons (slime chuul) (4): hp 71 each; 
  Appendix 1. 
   
  d� Scrags (2): fighter 5/barbarian 1; hp 155 each; 
  Appendix 1.  
   
  Slime chuuls resemble a large insect with large pincerlike 
  claws. A thick covering of slime covers its carapace and 
  drips fro m the dozen tentacles dangling from its mouth. 
   
  Tactics: The creatures wait until most of the PCs are 
  on the riverbank. If spotted beforehand, they charge and 
  attack. If unobserved they carefully get as close to 
  charging range as possible before attacking. Most of the 
  creatures are not afraid to go on land to attack. At APL 2 
  however the sea cat stays in the water. 
   
   
  Treasure:  Loot the creatures. 
  APL 10: Loot 2 gp; Coin: 0 gp; Magic: +1 large chain 
  shirt (416 gp), +1 large greataxe (386 gp), gauntlets of ogre 
  power (333 gp). 
   
  APL 12: Loot 2 gp; Coin: 0 gp; Magic:  +1 large chain 
  shirt (416 gp each), +1 large greataxe (386 gp each), 
  gauntlets of ogre power (333 gp each). 
   
  Development: After the battle, the PCs see a ship 
  approaching. PCs that played COR5-12 Return to the 
  Undercity recognize the ship as the Dame Gold, run by 
  Captain Toct the halfling. The captain, of course, 
  remembers PCs that aided him in the mutiny on his ship 
  and calls to them by name when the Dame Gold draws 
  closer. 
   
  Read or paraphrase the following: 
   
  In the distance, a rather large ship trimmed in 
  gold sails towards you. Staying in the middle of 
  the expansive river, the ship begins to slow 
  down as it approaches. The anchor is thrown 
  over as a rotund halfling waddles up to the 
  side. 
   
  “What ho, chaps? Looks like you’ve had 
  quite the tussle. What say you come aboard and 
  I’ll patch you up!” 
   
  Lucian smiles. “This is definitely better 
  than walking back to Safeton, don’t you agree?” 
  he says as he makes his way to the boat. 
   
  Assuming 
  the 
  PCs 
  follow 
  Lucian, 
  continue 
  to 
  Encounter 6: If It’s Too Good to Be True. If the 
  PCs choose to take different transportation back to 
  Safeton, Lucian tells them it is best if they get on the ship, 
  as it is much safer. If they decide to use magical means to 
  get back to Safeton allow it to occur and continue to the 
  appropriate conclusion. 
   
  
  COR6-12 Calm Before The Storm 
   
  Page 8 
  ENCOUNTER 6: IF IT’S TO 
  GOOD TO BE TRUE 
  If the PCs are gravely injured, Captain Toct orders the 
  ship’s cleric heal them with a wand of cure light wounds. 
  Other than that, he won’t cast any healing spells on them 
  until they are in friendlier waters. The crew is composed 
  of 14 crewmen, the priest, Toct, and his two bodyguards. 
   
  Once healing is completed, Captain Toct explains 
  why he took his boat into such unusual waters: 
   
  After you are all aboard, and your wounds 
  tended to, Captain Toct barks out a few orders 
  to pull up anchor and move out. 
   
  “Figure you all might be wondering why 
  I’m out here,” says the captain. “Got a lucrative 
  offer that I couldn’t pass it up. One in a million 
  chance, so I could finally settle down and relax, 
  eating to my heart’s content. I’m to meet the 
  Darter up river from here and take an expensive 
  shipment back to Safeton. Not sure what it is, 
  but I don’t care. The pay is more than worth the 
  secrecy.” 
   
  If any PCs tell Captain Toct that it’s a set up, the captain 
  just smiles and acknowledges the thought crossed his 
  mind, but he’s more than ready treachery. 
   
  The PCs may have a few questions for the captain. 
  He answers the PCs’ questions to the best of his ability. 
  Some key points are below: 
   
  “It has been real hard for any captain 
  around the Pomarj and Wooly Bay to 
  get jobs recently. Although, quite a few 
  seem to be doing well, although I’m 
  sure their doing something illegal to 
  make ends meet. Honestly, I don’t 
  frown upon such things, although I 
  don’t do them myself.” 
   
  “Captains Alred and Tiva seem to be 
  acting differently around me lately, but 
  I can’t put his finger on it. It’s probably 
  just the stress in trying to put food on 
  the table, what with the troubles with 
  Turrosh Mak’s legions and the slavers 
  trying to get a hold in the area.” 
   
  “The good people of Safeton are trying 
  to brace for the inevitable. There is no 
  hope of Greyhawk actually coming to 
  help them. Their walls won’t hold for 
  long. Good thing I have a ship to sail 
  out on when Safeton falls.” 
   
  “I don’t know much about Celene, but 
  their borders are closed up tight and 
  they don’t seem to be caring much 
  about 
  anyone. 
  More 
  and 
  more 
  goblinoids and monsters are running up 
  this side of the Pomarj and it won’t be 
  long before the Turrosh 
  Mak has 
  control.” 
   
  “I was offered so much money for this 
  job that I think I could buy a new boat. 
  It’s that much! I can take care of myself 
  if it’s a raw deal, but I know Opal; she’s 
  been fair in the past.” 
   
  If the PCs wish to prepare for attack inconspicuously, 
  they are allowed to do so. However, if they wish to openly 
  bear arms or threaten the other ship, Captain Toct has 
  none of it. He claims to trust Opal and doesn’t wish this 
  transaction to start on the wrong foot.  
   
  Toct finishes his conversation with the PCs with the 
  following: 
   
  “It’d be best if you all just stay in the back. 
  However, you may help load the shipment if 
  you like and I’ll even split some of the profits 
  with you. That’s how much I’m going to make!” 
  the chubby little halfling says with a smile. 
  One of the sailors announces the approach of 
  another vessel, similar in size and shape as the 
  Dame Gold. 
   
  When the PCs finish making any preparations they deem 
  necessary, continue to Encounter 7:…Then It 
  Probably Is. 
   
  ENCOUNTER 7: …THEN IT 
  PROBABLY IS 
  Captain Opal and her pirates have set up Captain Toct for 
  this meeting. Their real goal is to capture the captain and 
  to convince him to join their fleet. Opal did not count on 
  the PCs’ presence, but she continues with her plans. 
   
  Opal hails the Dame Gold and moves her ship 
  alongside. Both ships’ crew engage in combat with each 
  other, but otherwise ignore the PCs. As a general rule, 
  how well the PCs perform reflects in Toct’s crew—if the 
  PCs fight well, then so do the sailors and vice versa. 
   
  Opal and the listed combatants, however, focus on 
  the PCs once combat begins, seeing them as the biggest 
  threat. Her crew already cast preparatory spells. If 
  challenged on this they reply that it is just say a 
  precaution. 
   
  Describe the Darter (See DM Map 1, each square is 
  5 feet) coming alongside Captain Toct’s ship, and then 
  read the following: 
   
  A beautiful blonde woman wearing a cutlass at 
  her hip stands tall in the middle of the other 
  ship. 
   
  “Hail and well met, Toct! So nice of you to 
  take such a long journey to meet me out here. 
  Looks like you brought along quite a few 
  friends with you. Not trusting me?” She yells 
  across the water. 
   
  “Me?” says Toct. “Oh no, of course I trust 
  you.” 
   
  “Then why don’t you come aboard to take 
  your cargo and be gone; time is of the essence 
  
  COR6-12 Calm Before The Storm 
   
  Page 9 
  here.” Opal waves her hand for everyone to 
  come aboard. 
   
  Allow the PCs to initiate combat before they go on board 
  the Darter—Opal and her men are prepared for such. If 
  not, she orders her crew to attack when Captain Toct and 
  the PCs move towards the door of the cargo hold. 
  However, she does wait until the majority of Toct’s crew 
  is on board, ideally flanked by her sailors.  
   
  ALL APLs 
   
  k Toct’s Crew and Pirates: male and female 
  human warrior 1; hp 9 each; Appendix 1. 
   
  Note: Use the statistics for “pirates” at APL 2 for this. 
   
  APL 2 (EL 4) 
   
  d Pirates (4): male human warrior 1; hp 9 each; 
  Appendix 1. 
   
  d Opal Hales: female human swashbuckler 2; hp 
  17; Appendix 1. 
   
  APL 4 (EL 6) 
   
  d Pirates (2): male human fighter 1/warrior 1; hp 
  17 each; Appendix 1. 
   
  d Opal Hales: female human swashbuckler 4; hp 
  33; Appendix 1 
   
  �d Arturo Borales: male human wizard 2; hp 8; 
  Appendix 1 
   
  APL 6 (EL 8) 
   
  d Pirates (2): male human fighter 2/warrior 1; hp 
  26 each; Appendix 1 
   
  d Sneaky Pirate: male human rogue 3; hp 16; 
  Appendix 1 
   
  d Opal Hales: female human swashbuckler 6; hp 
  50; Appendix 1 
   
  �d Arturo Borales: male human wizard 3; hp 14; 
  Appendix 1 
   
  APL 8 (EL 10) 
   
  d Pirates (3): male human fighter 4/warrior 1; hp 
  44 each; Appendix 1 
   
  d Sneaky Pirate: male human rogue 5; hp 26; 
  Appendix 1 
   
  d Opal Hales: female human swashbuckler 8; hp 
  66; Appendix 1 
   
  d �Arturo Borales: male human wizard 5; hp 22; 
  Appendix 1 
   
  APL 10 (EL 12) 
   
  d Pirates (3): male human fighter 6/warrior 1; hp 
  62 each; Appendix 1 
   
  d Sneaky Pirate: male human rogue 7; hp 37; 
  Appendix 1 
   
  d Opal Hales: female human swashbuckler 10; hp 
  83; Appendix 1 
   
  �d Arturo Borales: male human wizard 7; hp 29; 
  Appendix 1 
   
  APL 12 (EL 14) 
   
  d Pirates (3): male human fighter 8/warrior 1; hp 
  80 each; Appendix 1 
   
  d Sneaky Pirate: male human rogue 9; hp 56; 
  Appendix 1 
   
  d Opal Hales: female human swashbuckler 12; hp 
  99; Appendix 1 
   
  �d Arturo Borales: male human wizard 9; hp 44; 
  Appendix 1. 
   
   
  Tactics: Opal gladly dish out pain, but she’ll leave 
  an incapacitated target for the next, ordering a crewman 
  to deal the final blow. Arturo, the ship’s wizard, stands in 
  the crow’s nest, casting spells and using his familiarity 
  with his boat to deal more damage and avoid hurting it. 
  (See the Ship’s Mage feat in Appendix 2). The crow’s 
  nest sits 20 feet above the boat. Opal begins the combat 
  while flanked by the two warrior pirates, who stick to her 
  side at all times. 
   
  Arturo previously cast fox’s cunning on Opal 
  (reflected in her stat blocks), plus shield and mage armor 
  on himself. The pirate’s tactics prove simple: they wish to 
  capture as many people on board, although they know 
  that some must die in the process. 
   
  Lucian and Toct fight their own fight in the 
  background against the crew of Opal’s ship.  
   
  Treasure: There are quite a few gems from previous 
  transactions on the pirates (for APLs 2-8 only) for the PCs 
  to loot, as well as the pirates’ equipment.  
   
  * Indicates new spells or equipment described in 
  Appendix 2: New Rules Items. 
   
  APL 2: Loot: 83 gp; Coin: 167 gp; Magic: potion of 
  cure light wounds (4 gp). 
   
  APL 4: Loot: 76 gp; Coin: 300 gp; Magic: potion cure 
  light wounds (4 gp), scroll of deflect (13 gp), scroll of 
  Kelgore’s fire bolt* (2 gp) 
   
  APL 6: Loot: 160 gp; Coin: 260 gp; Magic: potion of 
  cure light wounds (4 gp), gloves of dexterity +2 (333 gp), 
  +1 chain shirt (104 gp), scroll of deflect (13 gp), scroll of 
  Kelgore’s fire bolt* (2 gp), scroll of Bigby’s disrupting 
  hand* (31 gp), scroll of seeking ray* (13 gp), gloves of 
  dexterity +2 (333 gp), cloak of resistance +1 (83 gp), ring 
  of protection +1 (167 gp). 
   
  APL 8: Loot: 133 gp; Coin: 0 gp; Magic: potion of 
  cure light wounds (4 gp), gloves of dexterity +2 (333 gp), 
  headband of intellect +2 (333 gp), +1 chain shirt (104 gp), 
  +1 cutlass (193 gp), scroll of deflect (13 gp), scroll of 
  Kelgore’s fire bolt* (2 gp), scroll of Bigby’s disrupting 
  hand* (31 gp), scroll of seeking ray* (13 gp), gloves of 
  dexterity +2 (333 gp), cloak of resistance +2 (333 gp), ring 
  of protection +2 (666 gp). 
  APL 10: Loot: 28 gp; Coin: 0 gp; Magic: potion of 
  cure light wounds (4 gp), gloves of dexterity +2 (333 gp), 
  headband of intellect +4 (1,333 gp), +1 chain shirt x4 (104 
  gp each), +1 heavy steel shield (98 gp), +1 sap (191 gp), +1 
  keen cutlass* (693 gp), potion of cat’s grace (25 gp), potion 
  of fly (63 gp), potion of protection from energy (63 gp), 
  wand of Melf’s acid arrow (375 gp), headband of intellect 
  +2 (333 gp), ring of protection +2 (666 gp), scroll of 
  deflect (13 gp), scroll of Kelgore’s fire bolt (2 gp), scroll of 
  
  COR6-12 Calm Before The Storm 
   
  Page 10 
  Bigby’s disrupting hand* (31 gp), scroll of seeking ray* 
  (13 gp), gloves of dexterity +4 (1,333 gp), cloak of 
  resistance +2 (333 gp), ring of protection +2 (666 gp). 
   
  APL 12: Loot: 28 gp; Coin: 0 gp; Magic: potion of 
  cure light wounds (4 gp), gloves of dexterity +2 (333 gp), 
  headband of intellect +4 (1,333 gp), +1 chain shirt x4 (104 
  gp each), +1 heavy steel shield (98 gp), +1 sap (191 gp), +1 
  keen cutlass* (693 gp), potion of cat’s grace (25 gp), potion 
  of fly (63 gp), potion of protection from energy (63 gp), 
  wand of Melf’s acid arrow (375 gp), headband of intellect 
  +2 (333 gp), ring of protection +2 (666 gp), scroll of 
  deflect* (13 gp), scroll of Kelgore’s fire bolt* (2 gp), scroll 
  of Bigby’s disrupting hand* (31 gp), scroll of seeking ray* 
  (13 gp), gloves of dexterity +4 (1,333 gp), cloak of 
  resistance +3 (750 gp), ring of protection +3 (1,500 gp). 
   
   
  Development: If the PCs succeed in defeating the 
  pirates, they could interrogate them. The pirates are a 
  relatively new crew and know little. A DC 15 
  Intimidation check reveals that the pirates picked up 
  quite a few slaves a few days ago from some orcs, gnolls, 
  ogres, trolls, and other monstrous humanoids. Their 
  mission was to gather slaves and bring them to various 
  drop points—only the captain knows their location. 
   
  If Opal is captured, she says nothing, but a DC 25 
  Diplomacy or Intimidate check makes her talk a little. 
  She says that her orders originate from Highport and that 
  she has never seen this new slavelord, though he pays 
  well and numerous ships flock to him for work. At the 
  various drop-points, a few monstrous humanoids come 
  aboard and take several slaves off the ship for a while. 
  Most, but not all, of the same slaves are returned, 
  sometimes with a number of new slaves. Opal mentions 
  that the slaves are very compliant, distant, and “not really 
  there.” True to her callous nature, Opal doesn’t seem to 
  care about their fate. 
   
  Captain Toct is elated that the PCs thwarted another 
  attempt at his boat. He thanks them profusely and 
  promises a few trinkets when they arrive back at Safeton. 
  Captain Toct orders some of his surviving crew to 
  become a skeleton crew for the Darter—he insists on 
  taking the slaver vessel back to Safeton and hints that it’s 
  possible that the PCs may be allowed to purchase it from 
  the authorities for a pittance. 
   
  Opal’s chest is hidden below decks in her cabin. It is 
  locked, requiring a DC 25 Open Lock to pry the lid open. 
  Inside are several maps of various trade routes taken by 
  local captains, plus notes about where they like to visit. 
  There are maps of the surrounding area, as well as 
  detailed notes about villages and resistance that might be 
  faced. It appears from these notes that Opal has been 
  doing this for a long time and that someone bigger lurks 
  behind the plot. 
   
  Go to Encounter 8: A Grisly Scene. 
   
  If the PCs are defeated and captured, go to 
  Conclusion B: Captured! 
   
   
  ENCOUNTER 8: A GRISLY 
  SCENE 
  When the PCs explore the Darter and look inside the 
  storage hold, read or paraphrase the following: 
   
  Silence hangs in the darkness as Captain Toct 
  descends into the cargo hold. Strangely, even 
  his footsteps offer no sound as his torch 
  flickers 
  weakly. 
  The 
  stench, 
  however, 
  is 
  overwhelming. As the Captain swings the torch 
  from side to side, he turns to look at you, his 
  mouth open in horror. 
   
  Dozens of gaunt figures, line the walls all 
  in shackles. Most appear unconscious, or worse, 
  although some feebly raise their heads in 
  terror. When they realize that you are not the 
  slavers, you can easily make out “help me” from 
  their mouths, despite the lack of sound. 
   
  A permanent silence spell (CL 9) blankets the hold. Once 
  released, the villagers all recount the same plight—they 
  were captured by rampaging humanoids and transferred 
  to the ship. 
   
  They point out those survivors who were taken from 
  the ship at various points in the journey, though 
  eventually returned. Each time, these victims seemed 
  even more ‘distant’ and unresponsive than when they left. 
  No one knows what happened to these people. If the PCs 
  attempt to talk to these slaves, they remain silent, 
  occasionally tilting their head as if listening to some 
  distant sound that only they can hear.  
   
  These unfortunates were implanted with something 
  sinister. A DC 15 Heal check allows the PC to realize that 
  something is draining the villagers of their mind and 
  health. If the PCs make a DC 25 Heal Check, they realize 
  a heal spell is what is needed to save these victims. This 
  spell must be cast within 24 hours, otherwise those 
  afflicted are too far gone and undergo a transformation 
  that appears to eat away their body before killing them. 
  The crew and the villagers throw such bodies overboard 
  after a silent vigil. 
   
  The Captain Toct orders a few of his men to sail the 
  Darter back to Safeton (unless the PCs want to). Once 
  settled, go to Conclusion A: Success! 
   
  CONCLUSION 
  For PCs that were successful in their mission, read 
  Conclusion A: Success!  
   
  For captured PCs read Conclusion B: Captured! 
   
  CONCLUSION A: SUCCESS! 
  If the PCs are playing the next adventure in the series, 
  continue with this section. Lucian receives a message 
  from one of Almerayne’s contacts via a sending spell, 
  requesting that the PCs take back a compound of slaves 
  near Highport. Read or paraphrase the following: 
   
  
  COR6-12 Calm Before The Storm 
   
  Page 11 
  It takes quite a bit of time to sail back around 
  to the Wooly Bay side of the Pomarj. The 
  survivors seem in good spirits, although most 
  sit in silent contemplation.  
   
  On the second day, Lucian comes below 
  decks to speak to you all.  
   
  ”My friends, I would like to speak to you. 
  I’m afraid I may have to ask for your assistance 
  once again. Early this morning, I was contacted 
  by one of my fair lady’s contacts about a 
  compound near Highport that is connected to 
  the slavelords. It appears that many other 
  adventurers, and possibly some of our spies, 
  have been captured in our many attempts to 
  free slaves around the region. It is vital that we 
  get them back as soon as possible. Would you 
  be so kind as to help us?” 
   
  If the PCs agree, they have plenty of time to gather 
  supplies and make plans. Captain Toct gladly drops them 
  off near the compound once he receives the directions 
  from Lucian.  
   
  Lucian has no idea who or what is defending the 
  compound, but he is going to receive directions of where 
  it is soon. 
   
  If the PCs are not playing the next adventure in the 
  series, read or paraphrase the following : 
   
  It takes quite a bit of time to sail back around 
  to the Wooly Bay side of the Pomarj. The 
  survivors seem in good spirits, although most 
  sit in silent contemplation.  
   
  On the second day, Lucian comes below 
  decks to speak to you all.  
   
  “My fair lady and I thank you heartily for 
  your help. We’ll arrive in Safeton later today 
  and if you need anything, please let us know. 
  We will be taking the villagers, all of them, to 
  my fair lady’s quarters and decide what to do 
  with them there.”  
   
  Lucian hesitates for a moment. “You do 
  realize that this isn’t over? I am almost certain 
  that you will be called upon again in the very 
  near future to help us rid of these vile slavers.” 
   
  He bows and quietly walks up the steps. 
   
  The End 
   
  CONCLUSION B: CAPTURED! 
  Use this conclusion for PCs captured by Opal in 
  Encounter 7:…Then It Probably Is. 
   
  Despite your efforts, the pirates managed to 
  overwhelm you. You are gagged and bound with 
  solid manacles, then stripped of your clothing 
  and equipment. The sailors toss what appear to 
  be meager rags in your face. “Put these on,” 
  they say, cuffing your head if you move too 
  slowly. 
   
  You lose track of time—hours or even days 
  could be passing. Eventually, a sailor rudely 
  tears the blindfold from your eyes. 
   
  A calm, silky voice breaks the silence. “Put 
  them with the others. We are nearing the city.” 
   
  The pirates shove you down the stairs into 
  the hold. There is no sign of Captain Toct or 
  his crew. Silence hangs in the darkness as you 
  descend into the cargo hold. Strangely, even 
  your footsteps offer no sound. The stench, 
  however, is overwhelming—a combination of 
  body order, vomit, and other indescribable 
  smells permeates the hold. 
   
  Dozens of gaunt figures, line the walls all 
  in shackles. Most appear unconscious, or worse, 
  although some feebly raise their heads in 
  terror.  
   
  One of the villagers begins to speak, but no 
  sound is audible as the latch is sealed above 
  deck. Looking around, there are a few villagers 
  that seem worse than the rest. Their eyes seem 
  droopy and their bodies gaunt. All the villagers 
  appear solemn now that their hope is gone. 
   
  These unfortunates have been implanted with something 
  sinister. A DC 15 Heal check allows the PC to realize that 
  something is draining the villagers of their mind and 
  health. If the PCs make a DC 25 Heal Check, they realize 
  a heal spell is what is needed to save these victims. This 
  spell must be cast within 24 hours, otherwise those 
  afflicted are too far gone and undergo a transformation 
  that appears to eat away their body before killing them. 
   
  A permanent silence spell (CL 9) blankets the hold, 
  making conversation impossible. 
   
  What happens next depends on whether the PCs are 
  playing the next adventure in the series right after this 
  one. If they are, continue on to that adventure.  
   
  If the PCs are not playing the next adventure in the 
  series, they receive the “Captured by the Slavelords” entry 
  on the AR. 
   
  If the PCs want to escape (using Open Locks, Escape 
  Artist checks, or other means), they may attempt this. 
  Use the statistics for Encounter 7:…Then It 
  Probably Is and DM Map 1 to resolve the situation. 
  The manacles possess Average quality locks. 
   
  The End 
  
  COR6-12 Calm Before The Storm 
   
  Page 12 
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives plus 
  roleplaying) to each character. 
   
  Encounter 1: Scuffle 
  Rescue the sailors from the militiamen. 
  APL 2  
   
   
   
   
  45 XP 
  APL 4  
   
   
   
   
  67 XP 
  APL 6  
   
   
   
   
  90 XP 
  APL 8  
   
   
   
   
  113 XP 
  APL 10  
   
   
   
  135 XP 
  APL 12  
   
   
   
  158 XP 
   
  Encounter 4: They Mostly Come out at 
  Night 
  Defeat the monstrous humanoids. 
  APL 2  
  120 XP 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
  APL 10 
  360 XP 
  APL 12 
  420 XP 
   
  Encounter 5: Trouble On the Banks 
  Defeat the river monsters. 
  APL 2  
  120 XP 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
  APL 10 
  360 XP 
  APL 12 
  420 XP 
   
  Encounter 7: Then It Probably Is 
  Defeat Opal and the pirate slavers. 
  APL 2  
  120 XP 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
  APL 10 
  360 XP 
  APL 12 
  420 XP 
   
  Encounter 8: A Grisly Scene 
  Rescue the slaves. 
  APL 2  
  45 XP 
  APL 4  
  68 XP 
  APL 6  
  90 XP 
  APL 8  
  112 XP 
  APL 10 
  135 XP 
  APL 12 
  157 XP 
   
  Total Possible Experience:  
  APL 2  
  450 XP 
  APL 4  
  675 XP 
  APL 6  
  900 XP 
  APL 8  
  1,125 XP 
  APL 10 
  1,350 XP 
  APL 12 
  1,575 XP 
   
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions. Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters cannot 
  take the time to loot the bodies, they do not gain this 
  gold. If you feel it is reasonable that characters can go 
  back to loot the bodies, and those bodies are there (i.e., 
  not carted off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters may 
  return to retrieve loot. If the characters do not loot the 
  body, the gold piece value for the loot is subtracted from 
  the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a 
  round or so. If for some reason, they pass up this treasure, 
  the coin total is subtracted from the encounter totals 
  given below. 
   
  Next, the magic items are listed. Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure. Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it. Other times they may 
  attempt to use the item blindly. If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the 
  item is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in 
  the GP Gained field of the adventure certificate.  
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items.  
   
  Encounter 4: They Mostly Come out at 
  Night  
  APL 2: Loot: 4 gp; Coin: 167 gp.  
   
  APL 4: Loot: 12 gp; Coin: 300 gp. 
   
  APL 6: Loot: 39 gp; Coin: 330 gp. 
   
  APL 8: Loot: 215 gp; Coin: 330 gp. 
   
  APL 10: Loot: 86 gp; Coin: 330 gp; Magic: +1 hide 
  armor (3) (93 gp each), +1 large greatclub (3) (193 gp 
  each), ring of protection +1 (3) (166 gp each). 
   
  APL 12: Loot: 20 gp; Coin: 330 gp; Magic: +1 large 
  chain shirt (3) (112 gp each), +1 large greatclub (3) (193 gp 
  each), ring of protection +1 (3) (166 gp each), belt of giant 
  
  COR6-12 Calm Before The Storm 
   
  Page 13 
  strength (3) (1,333 gp each), +1 chain shirt (2) (104 gp 
  each), +1 morningstar (2) (192 gp each). 
   
  Encounter 5: Trouble On the Banks 
  APL 10: Loot 2 gp; Coin: 0 gp; Magic: +1 large chain 
  shirt (416 gp), +1 large greataxe (386 gp), gauntlets of ogre 
  power (333 gp). 
   
  APL 12: Loot 2 gp; Coin: 0 gp; Magic:  +1 large chain 
  shirt (416 gp each), +1 large greataxe (386 gp each), 
  gauntlets of ogre power (333 gp each). 
   
  Encounter 7: …Then It Probably Is 
  APL 2: Loot: 83 gp; Coin: 167 gp; Magic: potion of cure 
  light wounds (4 gp). 
   
  APL 4: Loot: 76 gp; Coin: 300 gp; Magic: potion cure 
  light wounds (4 gp), scroll of deflect (13 gp), scroll of 
  Kelgore’s fire bolt (2 gp) 
   
  APL 6: Loot: 160 gp; Coin: 260 gp; Magic: potion of 
  cure light wounds (4 gp), gloves of dexterity +2 (333 gp), 
  +1 chain shirt (104 gp), scroll of deflect (13 gp), scroll of 
  Kelgore’s fire bolt (2 gp), scroll of Bigby’s disrupting hand 
  (31 gp), scroll of seeking ray (13 gp), gloves of dexterity +2 
  (333 gp), cloak of resistance +1 (83 gp), ring of protection 
  +1 (167 gp). 
   
  APL 8: Loot: 133 gp; Coin: 0 gp; Magic: potion of 
  cure light wounds (4 gp), gloves of dexterity +2 (333 gp), 
  headband of intellect +2 (333 gp), +1 chain shirt (104 gp), 
  +1 cutlass (193 gp), scroll of deflect (13 gp), scroll of 
  Kelgore’s fire bolt (2 gp), scroll of Bigby’s disrupting hand 
  (31 gp), scroll of seeking ray (13 gp), gloves of dexterity +2 
  (333 gp), cloak of resistance +2 (333 gp), ring of 
  protection +2 (666 gp). 
  APL 10: Loot: 28 gp; Coin: 0 gp; Magic: potion of 
  cure light wounds (4 gp), gloves of dexterity +2 (333 gp), 
  headband of intellect +4 (1,333 gp), +1 chain shirt x4 (104 
  gp each), +1 heavy steel shield (98 gp), +1 sap (191 gp), +1 
  keen cutlass (693 gp), potion of cat’s grace (25 gp), potion 
  of fly (63 gp), potion of protection from energy (63 gp), 
  wand of Melf’s acid arrow (375 gp), headband of intellect 
  +2 (333 gp), ring of protection +2 (666 gp), scroll of 
  deflect (13 gp), scroll of Kelgore’s fire bolt (2 gp), scroll of 
  Bigby’s disrupting hand (31 gp), scroll of seeking ray (13 
  gp), gloves of dexterity +4 (1,333 gp), cloak of resistance 
  +2 (333 gp), ring of protection +2 (666 gp). 
   
  APL 12: Loot: 28 gp; Coin: 0 gp; Magic: potion of 
  cure light wounds (4 gp), gloves of dexterity +2 (333 gp), 
  headband of intellect +4 (1,333 gp), +1 chain shirt x4 (104 
  gp each), +1 heavy steel shield (98 gp), +1 sap (191 gp), +1 
  keen cutlass (693 gp), potion of cat’s grace (25 gp), potion 
  of fly (63 gp), potion of protection from energy (63 gp), 
  wand of Melf’s acid arrow (375 gp), headband of intellect 
  +2 (333 gp), ring of protection +2 (666 gp), scroll of 
  deflect (13 gp), scroll of Kelgore’s fire bolt (2 gp), scroll of 
  Bigby’s disrupting hand (31 gp), scroll of seeking ray (13 
  gp), gloves of dexterity +4 (1,333 gp), cloak of resistance 
  +3 (750 gp), ring of protection +3 (1,500 gp). 
   
  Special 
  If the PCs were captured, they do not earn the favor of 
  Almarayne, Toct, or Lucian. 
   
  If the PCs do not save Toct, they do not receive the 
  Favor of Captain Toct. 
   
  Favor of Captain Toct: You have saved Captain Toct’s 
  life. To show his gratitude, he rewards you access to his 
  craftsmen, which gives you adventure access to the 
  following items and item special abilities from 
  Stormwrack:  
   
  Item Special Abilities: Aquatic, buoyant, and 
  corrosive. 
   
  Items: Captain’s lantern, magnificent captain’s coat, 
  , and stormrider cloak.  
   
  You may purchase as many of these items as you can 
  afford and may access this favor multiple times. If you 
  already have the Favor of Captain Toct from COR5-12 
  Return to the Undercity, you instead gain core access to 
  the items and item special abilities above.  
   
  Favor of Lucian: Lucian profusely thanks you on your 
  journey back along the Jewel River. To show his 
  gratitude, he offers to provide training in skills he learned 
  in the Faerie Kingdom of Celene before his exile. You 
  may select the alternate class features for fighters and 
  rogues presented in Player’s Handbook II. You may not 
  make any retrospective selections. 
   
  Favor of Almarayne: The fair lady is overjoyed at your 
  success and offers to open her meager coffers to you. She 
  provides you with adventure access to the following 
  items: bag of holding (type III), boots of levitation, candle 
  of truth, hat of disguise, helm of comprehend languages 
  and read magic, pale blue ioun stone, Quaal’s feather toke, 
  staff of charming, swan boat, and vest of escape. 
   
  Captured by Slavers: The slavelords have captured 
  you and thrown you into their stock pens. You have two 
  options:  
   
  1.) If the next adventure you play is the next part of 
  this series—City of Malice—you do not suffer a TU 
  penalty. 
   
  2.) If the next adventure you play isn’t City of Malice, 
  a band of adventurers rescues you. You must pay 5 TUs 
  immediately, but are freed with all your gear. 
   
  ITEMS FOR THE 
  ADVENTURE RECORD 
   
  Item Access 
  APL 2: 
   Masterwork cutlass (Adventure; Stormwrack) 
   
  APL 4 (all of APL 2 plus the following): 
   Arcane scroll of Kelgore’s fire bolt (Adventure; PHB II) 
   Arcane scroll of deflect (Adventure; PHB II) 
   
  APL 6 (all of APLs 2-4 plus the following): 
   Arcane scroll of seeking ray (Adventure; PHB II) 
  
  COR6-12 Calm Before The Storm 
   
  Page 14 
   Arcane scroll of Bigby’s disrupting Ray (Adventure; 
  PHB II) 
   
  APL 8 (all of APLs 2-6 plus the following) 
   +1 cutlass (Adventure; Stormwrack) 
   Ring of protection +2 (Adventure; DMG) 
   Cloak of resistance +2 (Adventure; DMG) 
   
  APL 10 (all of APLs 2-8 plus the following) 
   +1 keen cutlass (Adventure; Stormwrack) 
   Headband of intellect +4 (Adventure; DMG) 
   Wand of Melf’s acid arrow (Adventure; DMG) 
   Ring of protection +2 (Adventure; DMG) 
   +1 Large greatclub (Adventure; DMG) 
   Gloves of dexterity +4 (Adventure; DMG) 
   
  APL 12 (all of APLs 2-10 plus the following) 
   Belt of giant strength+4 (Adventure; DMG) 
   +1 Large chain shirt (Adventure; DMG) 
   Ring of protection +3 (Adventure; DMG) 
   Cloak of resistance +3 (Adventure; DMG) 
  
  COR6-12 Calm Before The Storm 
   
  Page 15 
   
   
  APPENDIX 1: APL 2 
  ENCOUNTER 7:…THEN IT 
  PROBABLY IS 
  d Pirates (4): male human warrior 1; CR 1/2; 
  Medium humanoid (human); HD 1d8+2; hp 9; Init +1; 
  Spd 30 ft.; AC 17, touch 11, flat-footed 16; Base Atk +1; 
  Grp +3; Atk +4 melee (1d6+2 nonlethal, sap) or +3 
  melee (1d8+2/19-20, longsword) or 
  +2 
  ranged 
  (1d4+2/19-20, dagger); Full Atk +4 melee (1d6+2 
  nonlethal, sap) or +3 melee (1d8+2/19-20, longsword) 
  or +2 ranged (1d4+2/19-20, dagger); AL LE; SV Fort +4, 
  Ref +1, Will +1; Str 15, Dex 13, Con 14, Int 10, Wis 12, 
  Cha 8.  
   
  Skills and Feats: Climb +5, Intimidate +2, Jump +4, 
  Swim +5, Tumble +2; Quick Draw, Weapon Focus (sap). 
   
  Possessions: chain shirt, heavy steel shield, sap, 
  dagger, longsword 
   
  �d Opal Hales: female human swashbuckler 2; CR 2; 
  Medium humanoid (human); HD 2d10+2; hp 17; Init 
  +2; Spd 30 ft.; AC 16, touch 12, flat-footed 14; Base Atk 
  +2; Grp +4; Atk +6 melee (1d6+2, masterwork cutlass) 
  or +4 ranged (1d6/x3, shortbow); Full Atk +6 melee 
  (1d6+2/19-20, masterwork cutlass) or +4 ranged 
  (1d6/x3, shortbow); SQ grace +1; AL LE; SV Fort +4, 
  Ref +5, Will +0; Str 14, Dex 15, Con 12, Int 13, Wis 10, 
  Cha 10.  
   
  Skills and Feats: Balance +7, Diplomacy +2, Escape 
  Artist +4, Profession (sailor) +5, Sense Motive +1, Swim 
  +5, Tumble +7, Use Rope +4; Lightning Reflexes, 
  Weapon Finesse, Weapon Focus (cutlass). 
   
  Possessions: masterwork cutlass, chain shirt, 
  shortbow with 20 arrows, potion of cure light wounds. 
   
  
  COR6-12 Calm Before The Storm 
   
  Page 16 
  APL 4
  ENCOUNTER 5: TROUBLE ON 
  THE BANKS 
  d Uchuulon (Slime Chuul): Large aberration 
  (aquatic); CR 6; HD 11d8+22; hp 71; Init +5; Spd 20 ft., 
  swim 20 ft.; AC 20, touch 12, flat-footed 19; Base Atk +8; 
  Grp +16; Atk +11 melee (2d6+4, claw); Full Atk +11 
  melee (2d6+4, 2 claws); SA constrict 3d6+4, improved 
  grab, paralytic tentacles; SQ amphibious, darkvision 60 
  ft, immunity to poison, protective slime, SR 16; AL CE; 
  SV Fort +5, Ref +4, Will +8; Str 18, Dex 12, Con 14, Int 
  10, Wis 12, Cha 3.  
   
  Skills and Feats: Hide +11, Listen +10, Spot +10, 
  Swim +12; Alertness, Blind-Fight, Combat Reflexes, 
  Improved Initiative. 
   
  Constrict (Ex): An uchuulon deals 3d6+4 
  points of damage with a successful grapple check. 
   
  Improved Grab (Ex): To use this ability, an 
  uchuulon must hit with a claw attack. It can then 
  attempt to start a grapple as a free action without 
  provoking attacks of opportunity. If it wins the grapple 
  check, it establishes a hold and can constrict or on its 
  next turn transfer a grabbed character to its tentacles. 
   
  Paralytic Tentacles (Ex): An uchuulon can 
  transfer grabbed targets from a claw to its tentacles as a 
  move action. The tentacles grapple with the same 
  strength as the claw but deal no damage. However, 
  they exude a paralytic secretion. Anyone held in the 
  tentacles must succeed on a DC 17 Fortitude save each 
  round on the uchulon’s turn or be paralyzed for 6 
  rounds. The save DC is Constitution-based. While held 
  in the tentacles, paralyzed or not, a target automatically 
  takes 1d8+2 points of damage each round from the 
  creature’s mandibles. 
   
  Amphibious (Ex): Although uchuulons are 
  aquatic, they can survive indefinitely on land.  
   
  Protective Slime (Ex): The uchuulon exudes a 
  transparent mucous that provides a +2 deflection bonus 
  to the creature’s Armor Class. The slime suspends and 
  protects the uchuulon’s vital organs as well and has a 
  50% chance of negating any critical hit made against 
  the creature. 
   
  Skills: An uchuulon has a +8 racial bonus on any 
  Swim checks to perform some special action or avoid a 
  hazard. It can always choose to take 10 on a Swim 
  check, even if distracted or endangered. It can use the 
  run action while swimming, provided it swims in a 
  straight line. 
   
  ENCOUNTER 7 
  d Pirates (2): male human fighter 1/warrior 1; CR 1; 
  Medium humanoid (human); HD 1d8+1d10+4; hp 17; 
  Init +1; Spd 30 ft.; AC 17, touch 11, flat-footed 16; Base 
  Atk +2; Grp +4; Atk +5 melee (1d6+2 nonlethal, sap) or 
  +4 melee (1d8+2/19-20, longsword) or +3 ranged 
  (1d4+2/19-20, dagger); Full Atk +5 melee (1d6+2 
  nonlethal, sap) or +4 melee (1d8+2/19-20, longsword) 
  or +3 ranged (1d4+2/19-20, dagger); AL LE; SV Fort +6, 
  Ref +1, Will +1; Str 15, Dex 13, Con 14, Int 10, Wis 12, 
  Cha 8.  
   
  Skills and Feats: Climb +5, Intimidate +2, Jump +4, 
  Swim +5, Tumble +3; Blind-Fight, Quick Draw, 
  Weapon Focus (sap). 
   
  Possessions: chain shirt, heavy steel shield, sap, 
  dagger, longsword. 
   
  d Opal Hales: female human swashbuckler 4; CR 4; 
  Medium humanoid (human); HD 4d10+4; hp 33; Init 
  +3; Spd 30 ft.; AC 17, touch 13, flat-footed 14; Base Atk 
  +4; Grp +6; Atk +9 melee (1d6+3/19-20, masterwork 
  cutlass) or +7 ranged (1d6/x3, shortbow); Full Atk +9 
  melee (1d6+3/19-20, masterwork cutlass) or +7 ranged 
  (1d6/x3, shortbow); SA insightful strike; SQ grace +1; 
  AL LE; SV Fort +5, Ref +6, Will +1; Str 14, Dex 16, Con 
  12, Int 13, Wis 10, Cha 10.  
   
  Skills and Feats: Balance +10, Diplomacy +2, 
  Escape Artist +8, Profession (sailor) +6, Sense Motive 
  +2, Swim +8, Tumble +10, Use Rope +5; Lightning 
  Reflexes, Prone Attack*, Weapon Finesse, Weapon 
  Focus (cutlass),  
   
  Possessions: masterwork cutlass, chain shirt, 
  shortbow with 20 arrows, potion of cure light wounds. 
   
  * New feat described in Appendix 2: New 
  Rules Items. 
   
   
  d Arturo Borales: male human wizard (transmuter) 
  2; CR 2; Medium humanoid (human); HD 2d4+2; hp 8; 
  Init +2; Spd 30 ft.; AC 16, touch 16, flat-footed 14; Base 
  Atk +1; Grp +1; Atk +1 melee (1d4/19-20, dagger) or +3 
  ranged (1d8/19-20, light crossbow); Full Atk +1 melee 
  (1d4/19-20, dagger) or +3 ranged (1d8/19-20, light 
  crossbow); SQ summon familiar; AL LE; SV Fort +1, 
  Ref +2, Will +4; Str 10, Dex 14, Con 13, Int 15, Wis 12, 
  Cha 8.  
   
  Skills and Feats: Concentration +6, Knowledge 
  (arcana) +7, Knowledge (religion) +7, Profession (sailor) 
  +6, Spellcraft +7; Combat Casting, Scribe Scroll, Ship’s 
  Mage*. 
   
  Spells Prepared (4/3; Base DC = 12 + spell level; 
  0—acid splash, detect magic, ray of frost x2; 1st– 
  burning hands, color spray, enlarge person, mage 
  armor. 
   
  Possessions: dagger, light crossbow with 10 bolts, 
  scroll of deflect, scroll of Kelgore’s fire bolt. 
   
  * New feat described in Appendix 2: New 
  Rules Items. 
   
  
  COR6-12 Calm Before The Storm 
   
  Page 17 
  APL 6
  ENCOUNTER 4: THEY MOSTLY 
  COME OUT AT NIGHT 
  d Bugbears (3): fighter 1; CR 3; Medium humanoid 
  (goblinoid); HD 3d8+6 plus 1d10+2; hp 35; Init +3; Spd 
  30 ft.; AC 22, touch 13, flat-footed 19; Base Atk +3; Grp 
  +8; Atk +9 melee (1d8+5, morningstar) or +6 ranged 
  (1d6+5, 
  javelin); 
  Full 
  Atk 
  +9 
  melee 
  (1d8+5, 
  morningstar) or +6 ranged (1d6+5, javelin); SQ 
  darkvision 60 ft., scent; AL CE; SV Fort +5, Ref +6, Will 
  +2; Str 20, Dex 16, Con 15, Int 10, Wis 12, Cha 6.  
   
  Skills and Feats: Climb +6, Hide +4, Listen +4, 
  Move Silently +6, Spot +4; Alertness, Toughness, 
  Weapon Focus (morningstar). 
   
  Possessions: chain shirt, heavy wooden shield, 
  morningstar, dagger, 2 javelins 
   
  d Bugbear: ranger 1; CR 3; Medium humanoid 
  (goblinoid); HD 3d8+6 plus 1d8+2; hp 34; Init +3; Spd 
  30 ft.; AC 22, touch 13, flat-footed 19; Base Atk +3; Grp 
  +8; Atk +9 melee (1d8+5, morningstar) or +6 ranged 
  (1d6+5, 
  javelin); 
  Full 
  Atk 
  +9 
  melee 
  (1d8+5, 
  morningstar) or +6 ranged (1d6+5, javelin); SA favored 
  enemy human +2; SQ darkvision 60 ft., scent, track 
  wild empathy; AL CE; SV Fort +5, Ref +8, Will +4; Str 
  20, Dex 16, Con 15, Int 10, Wis 12, Cha 6.  
   
  Skills and Feats: Handle Animal +3, Hide +8, Move 
  Silently +9, Search +1, Spot +2; Dodge, Iron Will, 
  Weapon Focus (morningstar).  
   
  Possessions: chain shirt, heavy wooden shield, 
  morningstar, dagger, 2 javelins. 
   
  ENCOUNTER 5: TROUBLE ON 
  THE BANKS 
  d Uchuulon (Slime Chuul) (2): Large aberration 
  (aquatic); CR 6; HD 11d8+22; hp 71; Init +5; Spd 20 ft., 
  swim 20 ft.; AC 20, touch 12, flat-footed 19; Base Atk +8; 
  Grp +16; Atk +11 melee (2d6+4, claw); Full Atk +11 
  melee (2d6+4, 2 claws); SA constrict 3d6+4, improved 
  grab, paralytic tentacles; SQ amphibious, darkvision 60 
  ft., immunity to poison, protective slime, SR 16; AL CE; 
  SV Fort +5, Ref +4, Will +8; Str 18, Dex 12, Con 14, Int 
  10, Wis 12, Cha 3.  
   
  Skills and Feats: Hide +11, Listen +10, Spot +10, 
  Swim +12; Alertness, Blind-Fight, Combat Reflexes, 
  Improved Initiative. 
   
  Constrict (Ex): An uchuulon deals 3d6+4 
  points of damage with a successful grapple check. 
   
  Improved Grab (Ex): To use this ability, an 
  uchuulon must hit with a claw attack. It can then 
  attempt to start a grapple as a free action without 
  provoking attacks of opportunity. If it wins the grapple 
  check, it establishes a hold and can constrict or on its 
  next turn transfer a grabbed character to its tentacles. 
   
  Paralytic Tentacles (Ex): An uchuulon can 
  transfer grabbed targets from a claw to its tentacles as a 
  move action. The tentacles grapple with the same 
  strength as the claw but deal no damage. However, 
  they exude a paralytic secretion. Anyone held in the 
  tentacles must succeed on a DC 17 Fortitude save each 
  round on the uchulon’s turn or be paralyzed for 6 
  rounds. The save DC is Constitution-based. While held 
  in the tentacles, paralyzed or not, a target automatically 
  takes 1d8+2 points of damage each round from the 
  creature’s mandibles. 
   
  Amphibious (Ex): Although uchuulons are 
  aquatic, they can survive indefinitely on land.  
   
  Protective Slime (Ex): The uchuulon exudes a 
  transparent mucous that provides a +2 deflection bonus 
  to the creature’s Armor Class. The slime suspends and 
  protects the uchuulon’s vital organs as well and has a 
  50% chance of negating any critical hit made against 
  the creature. 
   
  Skills: An uchuulon has a +8 racial bonus on any 
  Swim checks to perform some special action or avoid a 
  hazard. It can always choose to take 10 on a Swim 
  check, even if distracted or endangered. It can use the 
  run action while swimming, provided it swims in a 
  straight line. 
   
  ENCOUNTER 7:…THEN IT 
  PROBABLY IS 
  d Pirates (2): male human fighter 2/ warrior 1; CR 2; 
  Medium humanoid (human); HD 1d8+2 plus 2d10+4; 
  hp 26; Init +5; Spd 30 ft.; AC 17, touch 11, flat-footed 
  16); Base Atk +3; Grp +5; Atk +7 melee (1d6+2 
  nonlethal, masterwork sap) or +6 melee (1d8+2/19-20, 
  masterwork longsword) or +4 ranged (1d4+2/19-20, 
  dagger); Full Atk +7 melee (1d6+2 nonlethal, 
  masterwork sap) or +6 melee (1d8+2/19-20, masterwork 
  longsword) or +4 ranged (1d4+2/19-20, dagger); AL LE; 
  SV Fort +7, Ref +1, Will +1; Str 15, Dex 13, Con 14, Int 
  10, Wis 12, Cha 8.  
   
  Skills and Feats: Climb +5, Intimidate +4, Jump +4, 
  Swim +5, Tumble +3; Blind-Fight, Improved Initiative, 
  Quick Draw, Weapon Focus (sap). 
   
  Possessions: chain shirt, heavy steel shield, 
  masterwork sap, dagger, masterwork longsword, 
  longbow with 20 arrows. 
   
  d Sneaky Pirate: male human rogue 3; CR 3; 
  Medium humanoid (human); HD 3d6+3; hp 16; Init +7; 
  Spd 30 ft.; AC 18, touch 14, flat-footed 15; Base Atk +2; 
  Grp +2; Atk +6 melee (1d6/18-20, masterwork rapier) or 
  +3 melee (1d8/19-20, masterwork longsword) or +5 
  ranged (1d6/x3, shortbow); Full Atk +6 melee (1d6/18-
  20, masterwork rapier) or +3 melee (1d8/19-20, 
  masterwork 
  longsword) 
  or 
  +5 
  ranged 
  (1d6x3, 
  shortbow); SA sneak attack +2d6; SQ evasion, 
  trapfinding, trap sense +1; AL LE; SV Fort +3, Ref +7, 
  Will +3; Str 10, Dex 17, Con 13, Int 14, Wis 12, Cha 8.  
   
  Skills and Feats: Appraise +5, Balance +6, Bluff +2, 
  Climb +3, Disable Device +6, Disguise +2, Escape Artist 
  +6, Forgery +5, Gather Information +2, Hide +8, 
  Knowledge (local) +5, Listen +4, Move Silently +8, 
  Search +5, Sense Motive +4, Sleight of Hand +6, Spot 
  
  COR6-12 Calm Before The Storm 
   
  Page 18 
  +4, Swim +3, Tumble +8, Use Rope +6; Improved 
  Initiative, Quick Draw, Weapon Finesse.  
   
  Possessions: chain shirt, masterwork rapier, 
  dagger, masterwork longsword, shortbow with 20 
  arrows, gloves of dexterity +2, ring of protection +1, 
  cloak of resistance +1. 
   
  d Opal Hales: female human swashbuckler 6; CR 6; 
  Medium humanoid (human); HD 6d10+6; hp 50; Init 
  +4; Spd 30 ft.; AC 19, touch 13, flat-footed 15; Base Atk 
  +6; Grp +8; Atk +12 melee (1d6+3/19-20, masterwork 
  cutlass) or +10 ranged (1d6/x3, shortbow); Full Atk 
  +10/+5 melee (1d6+3/19-20, masterwork cutlass) and 
  +10 melee (1d6+2/19-20, masterwork cutlass) or +10 
  ranged (1d6/x3, shortbow); SA insightful strike; SQ 
  dodge bonus +1, grace +1; AL LE; SV Fort +6, Ref +8, 
  Will +2; Str 14, Dex 18, Con 12, Int 13, Wis 10, Cha 10.  
   
  Skills and Feats: Balance +11, Diplomacy +2, 
  Escape Artist +11, Profession (sailor) +10, Sense Motive 
  +6, Swim +8, Tumble +13, Use Rope +6; Lightning 
  Reflexes, Prone Attack*, Two-Weapon Fighting, 
  Weapon Finesse, Weapon Focus (cutlass). 
   
  Possessions: masterwork cutlass x2, +1 chain shirt, 
  shortbow with 20 arrows, gloves of dexterity +2, potion 
  of cure light wounds. 
   
  * New feat described in Appendix 2: New 
  Rules Items. 
   
  d Arturo Borales: male human wizard (transmuter) 
  3; CR 3; Medium humanoid (human); HD 3d4+3; hp 
  14; Init +2; Spd 30 ft.; AC 16, touch 16, flat-footed 14; 
  Base Atk +1; Grp +1; Atk +1 melee (1d4/19-20, dagger) 
  or +3 ranged (1d8/19-20, light crossbow); Full Atk +1 
  melee (1d4/19-20, dagger) or +3 ranged (1d8/19-20, 
  light crossbow); SQ summon familiar; AL LE; SV Fort 
  +2, Ref +3, Will +4; Str 10, Dex 14, Con 13, Int 15, Wis 
  12, Cha 8.  
   
  Skills and Feats: Concentration +7, Knowledge 
  (Arcana) +7, Knowledge (Religion) +7, Profession 
  (sailor) +6, Spellcraft +9, Tumble +3; Combat Casting, 
  Toughness, Scribe Scroll, Ship’s Mage*. 
   
  Spells Prepared (4/3/2; Base DC = 12 + spell level; 
  0—acid splash, detect magic, ray of frost x2; 1st—
  burning hands, color spray, mage armor, magic missile; 
  2nd—fox’s cunning, glitterdust, web. 
   
  Possessions: dagger, light crossbow with 10 bolts, 
  scroll of seeking ray, scroll of Bigby’s disrupting hand, 
  scroll of deflect, scroll of Kelgore’s fire bolt*.  
   
  * New feat or spell described in Appendix 2: 
  New Rules Items. 
   
  
  COR6-12 Calm Before The Storm 
   
  Page 19 
  APL 8
  ENCOUNTER 4: THEY MOSTLY 
  COME OUT AT NIGHT 
  �� d Bugbears (4): fighter 2; CR 4; Medium 
  humanoid (goblinoid); HD 3d8+6 plus 2d10+4; hp 44; 
  Init +3; Spd 30 ft.; AC 22, touch 13, flat-footed 19; Base 
  Atk +4; Grp +9; Atk +11 melee (1d8+5, masterwork 
  morningstar) or +7 ranged (1d6+5, javelin); Full Atk 
  +11 melee (1d8+5, masterwork morningstar) or +7 
  ranged (1d6+5, javelin); SQ darkvision 60 ft., scent; AL 
  CE; SV Fort +6, Ref +6, Will +4; Str 20, Dex 16, Con 15, 
  Int 10, Wis 12, Cha 6.  
   
  Skills and Feats: Climb +6, Hide +4, Listen +4, 
  Move Silently +6, Spot +5; Alertness, Iron Will, 
  Toughness, Weapon Focus (morningstar). 
   
  Possessions: chain shirt, heavy steel shield, 
  masterwork morningstar, dagger, 2 javelins. 
   
  �� d Bugbears (2): ranger 2; CR 4; Medium 
  humanoid (goblinoid); HD 3d8+6 plus 2d8+4; hp 38; 
  Init +3; Spd 30 ft.; AC 22, touch 13, flat-footed 19; Base 
  Atk +4; Grp +9; Atk +11 melee (1d8+5, masterwork 
  morningstar) or +7 ranged (1d6+5, javelin); Full Atk +9 
  melee (1d8+5, masterwork morningstar) and +9 melee 
  (1d6+2, masterwork short sword) or +7 ranged (1d6+5, 
  javelin); SA combat style, favored enemy human +2; SQ 
  darkvision 60 ft., scent, track, wild empathy; AL CE; SV 
  Fort +6, Ref +9, Will +4; Str 20, Dex 16, Con 15, Int 10, 
  Wis 12, Cha 6.  
   
  Skills and Feats: Handle Animal +4, Hide +9, Move 
  Silently +9, Search +1, Spot +4, Survival +3; Dodge, Iron 
  Will, 
  Two-Weapon 
  FightingB, 
  Weapon 
  Focus 
  (morningstar). 
   
  Possessions: chain shirt, heavy wooden shield, 
  masterwork 
  morningstar, 
  dagger, 
  2 
  javelins, 
  masterwork short sword. 
   
  ENCOUNTER 5: TROUBLE AT THE 
  BANKS 
   d Uchuulon (Slime Chuul) (4): Large aberration 
  (aquatic); CR 6; HD 11d8+22; hp 71; Init +5; Spd 20 ft., 
  swim 20 ft.; AC 20, touch 12, flat-footed 19; Base Atk +8; 
  Grp +16; Atk +11 melee (2d6+4, claw); Full Atk +11 
  melee (2d6+4, 2 claws); SA constrict 3d6+4, improved 
  grab, paralytic tentacles; SQ amphibious, darkvision 60 
  ft., immunity to poison, protective slime, SR 16; AL CE; 
  SV Fort +5, Ref +4, Will +8; Str 18, Dex 12, Con 14, Int 
  10, Wis 12, Cha 3.  
   
  Skills and Feats: Hide +11, Listen +10, Spot +10, 
  Swim +12; Alertness, Blind-Fight, Combat Reflexes, 
  Improved Initiative. 
   
  Constrict (Ex): An uchuulon deals 3d6+4 
  points of damage with a successful grapple check. 
   
  Improved Grab (Ex): To use this ability, an 
  uchuulon must hit with a claw attack. It can then 
  attempt to start a grapple as a free action without 
  provoking attacks of opportunity. If it wins the grapple 
  check, it establishes a hold and can constrict or on its 
  next turn transfer a grabbed character to its tentacles. 
   
  Paralytic Tentacles (Ex): An uchuulon can 
  transfer grabbed targets from a claw to its tentacles as a 
  move action. The tentacles grapple with the same 
  strength as the claw but deal no damage. However, 
  they exude a paralytic secretion. Anyone held in the 
  tentacles must succeed on a DC 17 Fortitude save each 
  round on the uchulon’s turn or be paralyzed for 6 
  rounds. The save DC is Constitution-based. While held 
  in the tentacles, paralyzed or not, a target automatically 
  takes 1d8+2 points of damage each round from the 
  creature’s mandibles. 
   
  Amphibious (Ex): Although uchuulons are 
  aquatic, they can survive indefinitely on land.  
   
  Protective Slime (Ex): The uchuulon exudes a 
  transparent mucous that provides a +2 deflection bonus 
  to the creature’s Armor Class. The slime suspends and 
  protects the uchuulon’s vital organs as well and has a 
  50% chance of negating any critical hit made against 
  the creature. 
   
  Skills: An uchuulon has a +8 racial bonus on any 
  Swim checks to perform some special action or avoid a 
  hazard. It can always choose to take 10 on a Swim 
  check, even if distracted or endangered. It can use the 
  run action while swimming, provided it swims in a 
  straight line. 
   
  ENCOUNTER 7:…THEN IT 
  PROBABLY IS 
   d Pirates (3): male human fighter 4/warrior 1; CR 
  4; Medium humanoid (human); HD 1d8+2 plus 
  4d10+8; hp 44; Init +5; Spd 30 ft.; AC 17, touch 11, flat-
  footed 16; Base Atk +5; Grp +8; Atk +10 melee (1d6+5 
  nonlethal, masterwork sap) or +9 melee (1d8+3/19-20, 
  masterwork longsword) or +6 ranged (1d8/x3, 
  longbow); Full Atk +10 melee (1d6+5 nonlethal, 
  masterwork sap) or +9 melee (1d8+3/19-20, masterwork 
  longsword) or +6 ranged (1d8/x3, longbow); AL LE; SV 
  Fort +8, Ref +2, Will +2; Str 16, Dex 13, Con 14, Int 10, 
  Wis 12, Cha 8.  
   
  Skills and Feats: Climb +6, Intimidate +5, Jump +5, 
  Swim +6, Tumble +4; Blind-Fight, Improved Initiative, 
  Quick 
  Draw, 
  Weapon 
  Focus 
  (sap), 
  Weapon 
  Specialization (sap). 
   
  Possessions: chain shirt, heavy steel shield, 
  masterwork sap, dagger, masterwork longsword, 
  longbow with 20 arrows. 
   
  �d Sneaky Pirate: male human rogue 5; CR 5; 
  Medium humanoid (human); HD 5d6+5; hp 26; Init +8; 
  Spd 30 ft.; AC 20, touch 16, flat-footed 16; Base Atk +3; 
  Grp +3; Atk +8 melee (1d6/18-20, masterwork rapier) or 
  +4 melee (1d8/19-20, masterwork longsword) or +7 
  ranged (1d6/x3, shortbow); Full Atk +8 melee (1d6/18-
  20, masterwork rapier) or +4 melee (1d8/19-20, 
  masterwork longsword) or +7 ranged (1d6/x3, 
  shortbow); SA sneak attack +3d6; SQ evasion, 
  
  COR6-12 Calm Before The Storm 
   
  Page 20 
  trapfinding, trap sense +1, uncanny dodge; AL LE; SV 
  Fort +4, Ref +9, Will +4; Str 10, Dex 18, Con 13, Int 14, 
  Wis 12, Cha 8.  
   
  Skills and Feats: Appraise +5, Balance +6, Bluff +2, 
  Climb +3, Disable Device +6, Disguise +4, Escape Artist 
  +6, Forgery +5, Gather Information +4, Hide +11, 
  Knowledge (local) +5, Listen +6, Move Silently +11, 
  Search +5, Sense Motive +6, Sleight of Hand +6, Spot 
  +8, Swim +3, Tumble +11, Use Rope +7; Improved 
  Initiative, Quick Draw, Weapon Finesse. 
   
  Possessions: chain shirt, masterwork rapier, 
  dagger, masterwork longsword, shortbow with 20 
  arrows, gloves of dexterity +2, ring of protection +2, 
  cloak of resistance +2. 
   
  d Opal Hales: female human swashbuckler 8; CR 8; 
  Medium humanoid (human); HD 8d10+8; hp 66; Init 
  +4; Spd 30 ft.; AC 19, touch 13, flat-footed 15; Base Atk 
  +8; Grp +10; Atk +14 melee (1d6+5/19-20, +1 cutlass) or 
  +12 ranged (1d6/x3, shortbow); Full Atk +12/+7 melee 
  (1d6+5/19-20, +1 cutlass) and +12 melee (1d6+4/19-20, 
  +1 cutlass) or +12 ranged (1d6/x3, shortbow); SA 
  acrobatic charge, insightful strike, improved flanking; 
  SQ dodge bonus +1, grace +1; AL LE; SV Fort +7, Ref 
  +8, Will +2; Str 14, Dex 18, Con 12, Int 14, Wis 10, Cha 
  10.  
   
  Skills and Feats: Balance +11, Diplomacy +2, 
  Escape Artist +13, Profession (sailor) +12, Sense Motive 
  +10, Swim +12, Tumble +15, Use Rope+6; Lightning 
  Reflexes, Prone Attack*, Two-Weapon Fighting , 
  Weapon Finesse, Weapon Focus (cutlass). 
   
  Acrobatic Charge (Ex): Opal can charge in 
  situations where others cannot. She may charge over 
  difficult terrain that normally slows movement or allies 
  blocking her path. This ability enables her to run down 
  steep stairs, leap down from a balcony, or to tumble 
  over tables to get to her target. Depending on the 
  circumstance, she may still need to make appropriate 
  checks (Jump or Tumble checks, in particular) to 
  successfully move over the terrain. 
   
  Improved Flanking (Ex): If Opal is flanking 
  an opponent, she gains a +4 bonus on attacks instead of 
  a +2 bonus on attacks. (Other characters flanking with 
  the swashbuckler don’t gain this increased bonus.) 
   
  Possessions: +1 cutlass x2, +1 chain shirt, sap, 
  shortbow, gloves of dexterity +2, potion of cure light 
  wounds. 
   
  * New feat described in Appendix 2: New 
  Rules Items. 
   
  d Arturo Borales: male human wizard (transmuter) 
  5; CR 5; Medium humanoid (human); HD 5d4+5; hp 
  22; Init +2; Spd 30 ft.; AC 20, touch 20, flat-footed 18; 
  Base Atk +2; Grp +2; Atk +2 melee (1d4/19-20, dagger) 
  or +4 ranged (1d8/19-20, light crossbow); Full Atk +2 
  melee (1d4/19-20, dagger) or +4 ranged (1d8/19-20, 
  light crossbow); SQ summon familiar; AL LE; SV Fort 
  +2, Ref +3, Will +5; Str 10, Dex 14, Con 13, Int 18, Wis 
  12, Cha 8.  
   
  Skills and Feats: Concentration +9, Knowledge 
  (arcana) +9, Knowledge (religion) +9, Knowledge 
  (geography) +6, Profession (sailor) +6, Spellcraft +12, 
  Tumble +5; Brew Potion, Combat Casting, Scribe 
  Scroll, Ship’s Mage*, Toughness. 
   
  Spells Prepared (4/4/3/2; Base DC = 14 + spell 
  level); 0—acid splash, detect magic, ray of frost x2; 
  1st—burning hands, color spray, mage armor, magic 
  missile, 
  shield; 
  2nd—fox’s 
  cunning, 
  glitterdust, 
  scorching ray, web; 3rd—fireball, haste, suggestion. 
   
  Possessions: dagger, light crossbow with 10 bolts, 
  headband of intellect +2, scroll of seeking ray, scroll of 
  Bigby’s disrupting hand*, scroll of deflect, scroll of 
  Kelgore’s fire bolt*.  
   
  * New feat or spell described in Appendix 2: 
  New Rules Items. 
   
  
  COR6-12 Calm Before The Storm 
   
  Page 21 
  APL 10
  ENCOUNTER 4: THEY MOSTLY 
  COME OUT AT NIGHT 
  d Bugbear: fighter 4; CR 6; Medium humanoid 
  (goblinoid); HD 3d8+6 plus 4d10+4; hp 62; Init +3; Spd 
  30 ft.; AC 22, touch 13, flat-footed 19; Base Atk +6; Grp 
  +11; Atk +13 melee (1d8+7, masterwork morningstar) 
  or +9 ranged (1d6+5, javelin); Full Atk +13/+8 melee 
  (1d8+7, masterwork morningstar) or +9 ranged (1d6+5, 
  javelin); SQ darkvision 60 ft., scent; AL CE; SV Fort +7, 
  Ref +7, Will +5; Str 20, Dex 16, Con 15, Int 10, Wis 12, 
  Cha 6.  
   
  Skills and Feats: Climb +8, Hide +4, Listen +4, 
  Move Silently +6, Spot +6; Alertness, Combat Reflexes, 
  Iron Will, Toughness, Weapon Focus (morningstar), 
  Weapon Specialization (morningstar). 
   
  Possessions: chain shirt, heavy steel shield, 
  masterwork morningstar, dagger, 2 javelins. 
   
  d Bugbear: ranger 4; CR 6; Medium humanoid 
  (goblinoid); HD 3d8+6 plus 4d8+8; hp 53; Init +3; Spd 
  30 ft.; AC 22, touch 13, flat-footed 19); Base Atk +6; Grp 
  +11; Atk +13 melee (1d8+5, masterwork morningstar) 
  or +9 ranged (1d6+5, javelin); Full Atk +11/+6 melee 
  (1d8+5, masterwork morningstar) and +11 melee 
  (1d6+2, masterwork short sword) or +9 ranged (1d6+5, 
  javelin); SA Combat style, favored enemy human; SQ 
  animal companion, darkvision 60 ft., scent, track, wild 
  empathy,; AL CE; SV Fort +7, Ref +10, Will +5; Str 20, 
  Dex 16, Con 15, Int 10, Wis 12, Cha 6.  
   
  Skills and Feats: Handle Animal +5, Hide +10, 
  Move Silently +10, Search +4, Spot +8, Survival +5; 
  Dodge, EnduranceB, Iron Will, Mobility, Two-Weapon 
  FightingB, Weapon Focus (morningstar).  
   
  Possessions: chain shirt, heavy wooden shield, 
  masterwork 
  morningstar, 
  dagger, 
  2 
  javelins, 
  masterwork short sword. 
   
  ENCOUNTER 5: TROUBLE AT THE 
  BANKS 
  d Scrag: fighter 5; CR 10; Large giant; HD 6d8+48 
  plus 5d10+40; hp 140; Init +1; Spd 20 ft., swim 40 ft.; AC 
  21, touch 11, flat-footed 18); Base Atk +9; Grp +23; Atk 
  +20 melee (3d6+18/19-20, +1 large greataxe) or +18 
  melee (1d6+10, claw) or +10 ranged (1d8+10, javelin); 
  Full Atk +20/+15 melee (3d6+18/19-20, +1 large 
  greataxe) or +18 melee (1d6+10, 2 claws) or +10 ranged 
  (1d8+10, javelin); Space/Reach 10ft./10ft; SA rend 
  2d6+12; SQ darkvision 60 ft., low-light vision, 
  regeneration 5, scent; AL CE; SV Fort +17, Ref +5, Will 
  +5; Str 30, Dex 14, Con 26, Int 8, Wis 12, Cha 4.  
   
  Skills and Feats: Listen +6, Spot +7, Swim +15; 
  Alertness, 
  Combat 
  Reflexes, 
  Improved 
  Critical 
  (greataxe), Iron Will, Track, Weapon Focus (greataxe), 
  Weapon Specialization (greataxe).  
   
  Possessions: +1 large chain shirt, +1 large greataxe, 
  2 javelins, gauntlets of ogre power. 
   
  d Uchuulon (Slime Chuul) (4): Large aberration 
  (aquatic); CR 6; HD 11d8+22; hp 71; Init +5; Spd 20 ft., 
  swim 20 ft.; AC 20, touch 12, flat-footed 19; Base Atk +8; 
  Grp +16; Atk +11 melee (2d6+4, claw); Full Atk +11 
  melee (2d6+4, 2 claws); SA constrict 3d6+4, improved 
  grab, paralytic tentacles; SQ amphibious, darkvision 60 
  ft., immunity to poison, protective slime, SR 16; AL CE; 
  SV Fort +5, Ref +4, Will +8; Str 18, Dex 12, Con 14, Int 
  10, Wis 12, Cha 3.  
   
  Skills and Feats: Hide +11, Listen +10, Spot +10, 
  Swim +12; Alertness, Blind-Fight, Combat Reflexes, 
  Improved Initiative. 
   
  Constrict (Ex): An uchuulon deals 3d6+4 
  points of damage with a successful grapple check. 
   
  Improved Grab (Ex): To use this ability, an 
  uchuulon must hit with a claw attack. It can then 
  attempt to start a grapple as a free action without 
  provoking attacks of opportunity. If it wins the grapple 
  check, it establishes a hold and can constrict or on its 
  next turn transfer a grabbed character to its tentacles. 
   
  Paralytic Tentacles (Ex): An uchuulon can 
  transfer grabbed targets from a claw to its tentacles as a 
  move action. The tentacles grapple with the same 
  strength as the claw but deal no damage. However, 
  they exude a paralytic secretion. Anyone held in the 
  tentacles must succeed on a DC 17 Fortitude save each 
  round on the uchulon’s turn or be paralyzed for 6 
  rounds. The save DC is Constitution-based. While held 
  in the tentacles, paralyzed or not, a target automatically 
  takes 1d8+2 points of damage each round from the 
  creature’s mandibles. 
   
  Amphibious (Ex): Although uchuulons are 
  aquatic, they can survive indefinitely on land.  
   
  Protective Slime (Ex): The uchuulon exudes a 
  transparent mucous that provides a +2 deflection bonus 
  to the creature’s Armor Class. The slime suspends and 
  protects the uchuulon’s vital organs as well and has a 
  50% chance of negating any critical hit made against 
  the creature. 
   
  Skills: An uchuulon has a +8 racial bonus on any 
  Swim checks to perform some special action or avoid a 
  hazard. It can always choose to take 10 on a Swim 
  check, even if distracted or endangered. It can use the 
  run action while swimming, provided it swims in a 
  straight line. 
   
  ENCOUNTER 7:…THEN IT 
  PROBABLY IS 
  d Pirates (3): male human fighter 6/warrior 1; CR 6; 
  Medium humanoid (human); HD 1d8+2 plus 6d10+12; 
  hp 62; Init +5; Spd 30 ft.; AC 19, touch 11, flat-footed 
  18); Base Atk +7; Grp +10; Atk +12 melee (1d6+6 
  nonlethal, +1 sap) or +11 melee (1d8+3/19-20, 
  masterwork longsword) or +8 ranged (1d8/x3, 
  longbow); Full Atk +12/+7 melee (1d6+6 nonlethal, +1 
  sap) or +11/+6 melee (1d8+3/19-20, masterwork 
  longsword) or +8 ranged (1d8/x3, longbow); AL LE; SV 
  
  COR6-12 Calm Before The Storm 
   
  Page 22 
  Fort +9, Ref +3, Will +5; Str 16, Dex 13, Con 14, Int 10, 
  Wis 12, Cha 8.  
   
  Skills and Feats: Climb +7, Intimidate +5, Jump +5, 
  Swim +6, Tumble +5; Blind-Fight, Dodge Improved 
  Initiative, Iron Will, Quick Draw, Weapon Focus (sap), 
  Weapon Specialization (sap).  
   
  Possessions: +1 chain shirt, +1 heavy steel shield, 
  +1 sap, dagger, longsword, longbow with 20 arrows. 
   
  d Sneaky Pirate: male human rogue 7; CR 7; 
  Medium humanoid (human); HD 7d6+7; hp 37; Init +9; 
  Spd 30 ft.; AC 22, touch 17, flat-footed 17); Base Atk +5; 
  Grp +5; Atk +11 melee (1d6+1/18-20, +1 rapier) or +6 
  melee (1d8/19-20, masterwork longsword) or +10 
  ranged (1d6x3, shortbow); Full Atk +11 melee 
  (1d6+1/18-20, +1 rapier) or +6 melee (1d8/19-20, 
  masterwork longsword) or +10 ranged (1d6/x3, 
  shortbow); SA sneak attack +4d6; SQ evasion, 
  trapfinding, trap sense +2 uncanny dodge,; AL LE; SV 
  Fort +5, Ref +12, Will +5; Str 10, Dex 20, Con 13, Int 14, 
  Wis 12, Cha 8.  
   
  Skills and Feats: Appraise +5, Balance +9, Bluff +4, 
  Climb +3, Disable Device +7, Disguise +4, Escape Artist 
  +10, Forgery +5, Gather Information +4, Hide +15, 
  Knowledge (local) +5, Listen +6, Move Silently +15, 
  Search +7, Sense Motive +6, Sleight of Hand +7, Spot 
  +10, Swim +5, Tumble +15, Use Rope +8; Combat 
  Expertise, Improved Initiative, Quick Draw, Weapon 
  Finesse.  
   
  Possessions: +1 chain shirt, +1 rapier, dagger, 
  masterwork longsword, shortbow with 20 arrows, 
  gloves of dexterity +4, ring of protection +2, cloak of 
  resistance +2. 
   
  d Opal Hales: female human swashbuckler 10; CR 
  10; Medium humanoid (human); HD 10d10+10; hp 83; 
  Init +4; Spd 30 ft.; AC 20, touch 15, flat-footed 17; Base 
  Atk +10; Grp +12; Atk +16 melee (1d6+6/17-20, +1 keen 
  cutlass) or +13 ranged (1d6/x3, shortbow); Full Atk 
  +14/+9 melee (1d6+6, +1 keen cutlass/17-20) and 
  +14/+9 melee (1d6+5/19-20, +1 cutlass) or +13/+8 
  ranged (1d6/x3, shortbow); SA acrobatic charge, 
  improved flanking, insightful strike; SQ dodge bonus 
  +2, grace +1; AL LE; SV Fort +8, Ref +9, Will +3; Str 14, 
  Dex 18, Con 12, Int 16, Wis 10, Cha 10.  
   
  Skills and Feats: Balance +11, Diplomacy +4, 
  Escape Artist +16, Profession (sailor) +15, Sense Motive 
  +10, Swim +15, Tumble +18, Use Rope+6; Weapon 
  Finesse, Weapon Focus (cutlass), Lightning Reflexes, 
  Prone Attack*, Two-Weapon Fighting, Improved Two-
  Weapon Fighting. 
   
  Acrobatic Charge (Ex): Opal can charge in 
  situations where others cannot. She may charge over 
  difficult terrain that normally slows movement or allies 
  blocking her path. This ability enables her to run down 
  steep stairs, leap down from a balcony, or to tumble 
  over tables to get to her target. Depending on the 
  circumstance, she may still need to make appropriate 
  checks (Jump or Tumble checks, in particular) to 
  successfully move over the terrain. 
   
  Improved Flanking (Ex): If Opal is flanking 
  an opponent gains a +4 bonus on attacks instead of a +2 
  bonus on attacks. (Other characters flanking with the 
  swashbuckler don’t gain this increased bonus.) 
   
  Possessions: +1 keen cutlass, +1 cutlass, +1 chain 
  shirt, shortbow, gloves of dexterity +2, potion of cure 
  light wounds, headband of intellect +2, ring of 
  protection +2. 
   
  * New feat described in Appendix 2: New 
  Rules Items. 
   
  d Arturo Borales: male human wizard (transmuter) 
  7; CR 7; Medium humanoid (human); HD 7d4+7; hp 
  29; Init +2; Spd 30 ft.; AC 20, touch 12, flat-footed 18; 
  Base Atk +3; Grp +3; Atk +3 melee (1d4/19-20, dagger) 
  or +5 ranged (1d8/19-20, light crossbow); Full Atk +3 
  melee (1d4/19-20, dagger) or +5 ranged (1d8/19-20, 
  light crossbow); SQ summon familiar; AL LE; SV Fort 
  +3, Ref +4, Will +6; Str 10, Dex 14, Con 13, Int 20, Wis 
  12, Cha 8.  
   
  Skills and Feats: Concentration +11, Knowledge 
  (arcana) +10, Knowledge (religion) +10, Knowledge 
  (geography) +7, Profession (sailor) +6, Spellcraft +15, 
  Swim +4, Tumble +5; Combat Casting, Scribe Scroll, 
  Ship’s 
  Mage*, 
  Still 
  Spell, 
  Sudden 
  Maximize*, 
  Toughness. 
   
  Spells Prepared (4/6/4/3/2; Base DC = 15 + spell 
  level); 0—acid splash, detect magic, ray of frost x2; 
  1st—burning hands, color spray, grease, mage armor, 
  magic 
  missilex2, 
  shield; 
  2nd—fox’s 
  cunning, 
  glitterdust, scorching ray, Tasha’s hideous laughter; 
  web; 3rd—fireball, haste, suggestion, water breathing; 
  4th—confusion, siren’s call*, wall of fire 
   
  Possessions: dagger, light crossbow, headband of 
  intellect +4, wand of Melf’s acid arrow, potion of cat’s 
  grace, potion of fly, potion of protection from energy 
  (fire), scroll of seeking ray*, scroll of Bigby’s disrupting 
  hand*, scroll of deflect*, scroll of Kelgore’s fire bolt*. 
   
  * New feat or spell described in Appendix 2: 
  New Rules Items. 
   
   
  
  COR6-12 Calm Before The Storm 
   
  Page 23 
  APL 12
  ENCOUNTER 4: THEY MOSTLY 
  COME OUT AT NIGHT 
  d Bugbear: fighter 6; CR 8; Medium humanoid 
  (goblinoid); HD 3d8+9 plus 6d10+18; hp 86; Init +3; 
  Spd 30 ft.; AC 23, touch 13, flat-footed 20; Base Atk +8; 
  Grp +13; Atk +15 melee (1d8+819-20, +1 morningstar) 
  or +11 ranged (1d6+5, javelin); Full Atk +15/+10 melee 
  (1d8+8/19-20, +1 morningstar) or +11 ranged (1d6+5, 
  javelin); SQ darkvision 60 ft., scent; AL CE; SV Fort +9, 
  Ref +8, Will +6; Str 20, Dex 16, Con 16, Int 10, Wis 12, 
  Cha 6.  
   
  Skills and Feats: Climb +10, Hide +4, Listen +4, 
  Move Silently +6, Spot +7; Alertness, Combat Reflexes, 
  Dodge, Improved Critical (morningstar), Iron Will, 
  Toughness, Weapon Focus (morningstar), Weapon 
  Specialization (morningstar). 
   
  Possessions: +1 chain shirt, heavy steel shield, +1 
  morningstar, dagger, 2 javelins. 
   
  d Bugbear: ranger 6; CR 8; Medium humanoid 
  (goblinoid); HD 3d8+9 plus 6d8+18; hp 75; Init +3; Spd 
  30 ft.; AC 22, touch 13, flat-footed 19; Base Atk +8; Grp 
  +13; Atk +15 melee (1d8+6, +1 morningstar) or +11 
  ranged (1d6+5, javelin); Full Atk +13/+8 melee (1d8+6, 
  +1 morningstar) and +13/+8 melee (1d6+3, +1 short 
  sword) or +11 ranged (1d6+5, javelin); SA combat style, 
  favored enemy human (+4), elves (+2); SQ darkvision 
  60 ft., scent, Track wild empathy, animal companion; 
  AL CE; SV Fort +9, Ref +11, Will +6; Str 20, Dex 16, 
  Con 16, Int 10, Wis 12, Cha 6.  
   
  Skills and Feats: Handle Animal +7, Hide +10, 
  Listen +6, Move Silently +10, Search +4, Spot +10, 
  Survival +7; Weapon Focus (morningstar), Dodge, 
  EnduranceB, Improved Two-Weapon FightingB, Iron 
  Will, Mobility, Quick Draw, Two-Weapon Fighting 
  (ranger feat). 
   
  Spells Prepared (2; Base DC = 11 + spell level); 
  1st—entangle, resist energy. 
   
  Possessions: chain shirt, heavy wooden shield, +1 
  morningstar, dagger, 2 javelins, +1 short sword 
   
  d Ogres (3): barbarian 7; CR 10; Large giant; HD 
  4d8+16 plus 7d12+28; hp 125; Init +0; Spd 50 ft.; AC 19, 
  touch 9, flat-footed 19; Base Atk +10; Grp +24; Atk +21 
  melee (2d8+16/19-20, +1 large greatclub) or +9 ranged 
  (1d8+10, javelin); Full Atk +21/+16 melee (2d8+16/19-
  20, +1 large greatclub) or +9 ranged (1d8+10, javelin); 
  Space/Reach 10 ft./10 ft.; SA rage 2/day; SQ darkvision 
  60 ft., DR 1/—, improved uncanny dodge, low-light 
  vision, trap sense +2; AL CE; SV Fort +13, Ref +3, Will 
  +3; Str 30, Dex 11, Con 18, Int 8, Wis 10, Cha 4.  
   
  Skills and Feats: Climb +16, Hide -6, Jump +19, 
  Listen +12, Spot +3; Improved Critical (greatclub), 
  Power Attack, Toughness, Weapon Focus (greatclub).  
   
  Possessions: +1 large chain shirt, +1 large 
  greatclub, 2 javelins, belt of giant strength. 
   
  Power-up (Raging): hp 147; AC 17,touch 7, flat-
  footed 17; Grp +26; Atk +23 melee (2d8+19/19-20, +1 
  large greatclub) or +9 ranged (1d8+12, javelin); Full Atk 
  +23/+18 melee (2d8+19/19-20, +1 large greatclub) or +9 
  ranged (1d8+12, javelin); Fort +15, Will +5; Str 34, Con 
  22. 
   
  ENCOUNTER 5: TROUBLE AT THE 
  BANKS 
  d Scrags (2): fighter 6/barbarian 1; CR 11; Large 
  giant; HD 6d8+48 plus 5d10+40 plus 1d12+8; hp 155; 
  Init +1; Spd 30 ft., swim 50 ft.; AC 21, touch 11, flat-
  footed 18; Base Atk +10; Grp +24; Atk +21 melee 
  (3d6+18/19-20, +1 large greataxe) or +19 melee (1d6+10, 
  claw) or +11 ranged (1d8+10, javelin); Full Atk +21/+16 
  melee (3d6+18/19-20, +1 large greataxe) or +19 melee 
  (1d6+10, 2 claws) or +11 ranged (1d8+10, javelin); 
  Space/Reach 10 ft./10 ft.; SA rage 1/day, rend 2d6+12; 
  SQ darkvision 60 ft., fast movement, low-light vision, 
  regeneration 5, scent; AL CE; SV Fort +19, Ref +5, Will 
  +5; Str 30, Dex 14, Con 26, Int 8, Wis 12, Cha 5.  
   
  Skills and Feats: Listen +9, Spot +7, Swim +15; 
  Alertness, 
  Combat 
  Reflexes, 
  Improved 
  Critical 
  (greataxe), Iron Will, Reckless Rage*, Track, Weapon 
  Focus (greataxe), Weapon Specialization (greataxe). 
   
  Possessions: +1 large chain shirt, +1 large greataxe, 
  2 javelins, gauntlets of ogre power. 
   
  Power-up (Raging): hp 191; AC 17, touch 7, 
  flat-footed 14; Grp +29; Atk +26 melee (2d8+22/19-20, 
  +1 large greatclub) or +9 ranged (1d8+13, javelin); Full 
  Atk +26/+21 melee (2d8+22/19-20, +1 large greatclub) 
  or +9 ranged (1d8+13, javelin); Fort +22, Will +7; Str 36, 
  Con 32. 
   
  * New feat described in Appendix 2: New 
  Rules Items. 
   
  d Uchuulon (Slime Chuul) (4): Large aberration 
  (aquatic); CR 6; HD 11d8+22; hp 71; Init +5; Spd 20 ft., 
  swim 20 ft.; AC 20, touch 12, flat-footed 19; Base Atk +8; 
  Grp +16; Atk +11 melee (2d6+4, claw); Full Atk +11 
  melee (2d6+4, 2 claws); SA constrict 3d6+4, improved 
  grab, paralytic tentacles; SQ amphibious, darkvision 60 
  ft., immunity to poison, protective slime, SR 16; AL CE; 
  SV Fort +5, Ref +4, Will +8; Str 18, Dex 12, Con 14, Int 
  10, Wis 12, Cha 3.  
   
  Skills and Feats: Hide +11, Listen +10, Spot +10, 
  Swim +12; Alertness, Blind-Fight, Combat Reflexes, 
  Improved Initiative. 
   
   
   
  Constrict (Ex): An uchuulon deals 3d6+4 
  points of damage with a successful grapple check. 
   
  Improved Grab (Ex): To use this ability, an 
  uchuulon must hit with a claw attack. It can then 
  attempt to start a grapple as a free action without 
  provoking attacks of opportunity. If it wins the grapple 
  check, it establishes a hold and can constrict or on its 
  next turn transfer a grabbed character to its tentacles. 
   
  Paralytic Tentacles (Ex): An uchuulon can 
  transfer grabbed targets from a claw to its tentacles as a 
  move action. The tentacles grapple with the same 
  
  COR6-12 Calm Before The Storm 
   
  Page 24 
  strength as the claw but deal no damage. However, 
  they exude a paralytic secretion. Anyone held in the 
  tentacles must succeed on a DC 17 Fortitude save each 
  round on the uchulon’s turn or be paralyzed for 6 
  rounds. The save DC is Constitution-based. While held 
  in the tentacles, paralyzed or not, a target automatically 
  takes 1d8+2 points of damage each round from the 
  creature’s mandibles. 
   
  Amphibious (Ex): Although uchuulons are 
  aquatic, they can survive indefinitely on land.  
   
  Protective Slime (Ex): The uchuulon exudes a 
  transparent mucous that provides a +2 deflection bonus 
  to the creature’s Armor Class. The slime suspends and 
  protects the uchuulon’s vital organs as well and has a 
  50% chance of negating any critical hit made against 
  the creature. 
   
  Skills: An uchuulon has a +8 racial bonus on any 
  Swim checks to perform some special action or avoid a 
  hazard. It can always choose to take 10 on a Swim 
  check, even if distracted or endangered. It can use the 
  run action while swimming, provided it swims in a 
  straight line. 
   
  ENCOUNTER 7:…THEN IT 
  PROBABLY IS 
  d Pirates (3): male human fighter 8/warrior 1; CR 8; 
  Medium humanoid (human); HD 1d8+2 plus 8d10+16; 
  hp 80; Init +6; Spd 30 ft.; AC 20, touch 12, flat-footed 
  18; Base Atk +9; Grp +12; Atk +15 melee (1d6+6 
  nonlethal, +1 sap) or +13 melee (1d8+3/19-20, 
  masterwork longsword) or +11 ranged (1d8/x3, 
  longbow); Full Atk +15/+10 melee (1d6+6 nonlethal, +1 
  sap) or +13/+8 melee (1d8+3/19-20, masterwork 
  longsword) or +11 ranged (1d8/x3, longbow); AL LE; 
  SV Fort +10, Ref +6, Will +5; Str 16, Dex 14, Con 14, Int 
  10, Wis 12, Cha 8.  
   
  Skills and Feats: Climb +8, Intimidate +5, Jump +5, 
  Swim +6, Tumble +7; Blind-Fight, Dodge, Greater 
  Weapon Focus (sap), Improved Initiative, Iron Will, 
  Lightning Reflexes, Quick Draw, Weapon Focus (sap), 
  Weapon Specialization (sap). 
   
  Possessions: +1 chain shirt, +1 heavy steel shield, 
  +1 sap, dagger, masterwork longsword, longbow with 
  20 arrows, potion of haste. 
   
  d Sneaky Pirate: male human rogue 9; CR 9; 
  Medium humanoid (human); HD 9d6+18; hp 56; Init 
  +9; Spd 30 ft.; AC 23, touch 18, flat-footed 18; Base Atk 
  +6; Grp +6; Atk +12 melee (1d6+1/18-20, +1 rapier) or 
  +7 melee (1d8/19-20, masterwork longsword) or +10 
  ranged (1d6/x3, shortbow); Full Atk +12/+7 melee 
  (1d6+1/18-20, +1 rapier) or +7/+2 melee (1d8/19-20, 
  masterwork longsword) or +10 ranged (1d6/x3, 
  shortbow); SA sneak attack +5d6; SQ evasion, improved 
  uncanny dodge, trapfinding, trap sense +3 uncanny 
  dodge; AL LE; SV Fort +8, Ref +14, Will +9; Str 10, Dex 
  20, Con 14, Int 14, Wis 12, Cha 8.  
   
  Skills and Feats: Appraise +5, Balance +11, Bluff +6, 
  Climb +3, Disable Device +7, Disguise +4, Escape Artist 
  +10, Forgery +5, Gather Information +4, Hide +17, 
  Knowledge (local) +7, Listen +8, Move Silently +17, 
  Search +9, Sense Motive +8, Sleight of Hand +9, Spot 
  +12, Swim +5, Tumble +17, Use Rope +8; Combat 
  Expertise, Improved Initiative, Iron Will, Quick Draw, 
  Weapon Finesse.  
   
  Possessions: +1 chain shirt, +1 rapier, dagger, 
  masterwork longsword, shortbow with 20 arrows, 
  gloves of dexterity +4, ring of protection +3, cloak of 
  resistance +3 
   
  d Opal Hales: female human swashbuckler 12; CR 
  12; Medium humanoid (human); HD 12d10+12; hp 99; 
  Init +4; Spd 30 ft.; AC 21, touch 15, flat-footed 17; Base 
  Atk +12; Grp +14; Atk +18 melee (1d6+5/17-20, +1 keen 
  cutlass) or +16 ranged (1d6/x3, shortbow); Full Atk 
  +18/+13/+8 melee (1d6+4/17-20, +1 keen cutlass) or 
  +16/+11/+6 ranged (1d6/x3, shortbow); SA acrobatic 
  charge, improved flanking, insightful strike; SQ dodge 
  bonus +2, grace +2, lucky; AL LE; SV Fort +9, Ref +10, 
  Will +6; Str 14, Dex 19, Con 12, Int 16, Wis 10, Cha 10.  
   
  Skills and Feats: Balance +11, Diplomacy +10, 
  Escape Artist +17, Profession (sailor) +15, Sense Motive 
  +15, Swim +15, Tumble +19, Use Rope+7; Dodge, Iron 
  Will, Lightning Reflexes, Power Critical, Prone 
  Attack*, Weapon Finesse, Weapon Focus (cutlass).  
   
  Acrobatic Charge (Ex): Opal can charge in 
  situations where others cannot. She may charge over 
  difficult terrain that normally slows movement or allies 
  blocking her path. This ability enables her to run down 
  steep stairs, leap down from a balcony, or to tumble 
  over tables to get to her target. Depending on the 
  circumstance, she may still need to make appropriate 
  checks (Jump or Tumble checks, in particular) to 
  successfully move over the terrain. 
   
  Improved Flanking (Ex): If Opal is flanking 
  an opponent gains a +4 bonus on attacks instead of a +2 
  bonus on attacks. (Other characters flanking with the 
  swashbuckler don’t gain this increased bonus). 
   
  Lucky (Ex): Once per day, Opal may reroll any 
  failed attack roll, skill check, ability check, or saving 
  throw. The character must take the result of the reroll, 
  even if it’s worse than the original roll. 
   
  Possessions: +1 keen cutlass, +1 chain shirt, 
  shortbow with 20 arrows, gloves of dexterity +2, potion 
  of cure light wounds, headband of intellect +2, ring of 
  protection +2. 
   
  * New feat described in Appendix 2: New 
  Rules Items. 
   
  d Arturo Borales: male human wizard (transmuter) 
  9; CR 9; Medium humanoid (human); HD 9d4+18; hp 
  44; Init +2; Spd 30 ft.; AC 20, touch 12, flat-footed 18; 
  Base Atk +4; Grp +4; Atk +4 melee (1d4/19-20, dagger) 
  or +6 ranged (1d8/19-20, light crossbow); Full Atk +4 
  melee (1d4/19-20, dagger) or +6 ranged (1d8/19-20, 
  light crossbow); SQ summon familiar; AL LE; SV Fort 
  +4, Ref +5, Will +7; Str 10, Dex 14, Con 14, Int 20, Wis 
  12, Cha 8.  
   
  Skills and Feats: Concentration +11, Knowledge 
  (arcana) +10, Knowledge (religion) +10, Knowledge 
  (geography) +7, Profession (sailor) +6, Spellcraft +15, 
  
  COR6-12 Calm Before The Storm 
   
  Page 25 
  Swim +4, Tumble +5; Combat Casting, Scribe Scroll, 
  Ship’s Mage*, Silent Spell, Sudden Empower*, Sudden 
  Maximize*, Toughness. 
   
  Spells Prepared (4/6/5/4/3/2; Base DC = 15 + spell 
  level); 0—acid splash, detect magic, ray of frost x2; 
  1st—burning hands, color spray, greasex2, magic 
  missile, mage armor, shield; 2nd—glitterdust, fox’s 
  cunning, scorching rayx2, Tasha’s hideous laughter 
  web; 3rd—fireball, lightning bolt, slow, suggestion, 
  water breathing; 4th—Evard’s black tentacles, silent 
  haste, siren’s call*, wall of fire; 5th—silent confusion, 
  baleful polymorph, dominate person. 
   
  Possessions: dagger, light crossbow with 10 bolts, 
  headband of intellect +4, wand of Melf’s acid arrow, 
  potion of cat’s grace, potion of fly, potion of protection 
  from energy (fire), scroll of seeking ray, scroll of 
  Bigby’s disrupting hand*, scroll of deflect*, scroll of 
  Kelgore’s fire bolt*.  
   
  * New feat or spell described in Appendix 2: 
  New Rules Items. 
   
  
  COR6-12 Calm Before The Storm 
   
  Page 26 
  APPENDIX 2: NEW RULES ITEMS 
   
  FEATS 
  Prone Attack [General] 
  Complete Warrior 
   
  You can attack from a prone position without penalty.  
   
  Prerequisites: Dex 15, Lightning Reflexes, base 
  attack bonus +2. 
   
  Benefits: You can make an attack from the prone 
  position and take no penalty on your attack roll. If your 
  attack roll is successful, you may regain your feet 
  immediately as a free action. Opponents gain no bonus 
  on melee attacks against you while you are prone. 
   
  Special: A fighter may select Prone Attack as one 
  of his fighter bonus feats. 
   
  Reckless Rage [General] 
  Races of Stone 
   
  You are considered extreme even among other barbaric 
  warriors, and you enter a deeper state of rage than 
  others.  
   
  Prerequisites: Con 13, rage ability. 
   
  Benefits: Whenever you activate your rage 
  ability, you take an additional -2 penalty to your Armor 
  Class, but you gain an additional +2 bonus to Strength 
  and Constitution. Theses bonuses and penalties stack 
  with the effects of rage, greater rage, and mighty rage. 
   
  Ship’s Mage [General] 
  Stormwrack 
  You form a potent supernatural bond with a ship. Your 
  spells have a more potent effect when cast aboard this 
  ship. Those spellcasters who possess this feat are 
  greatly favored as ship crew. 
   
  Prerequisites: 
  Profession (sailor) 2 ranks, 
  Spellcraft 4 ranks. 
   
  Benefits: Add +1 to the caster level of all spells 
  cast while you are aboard a ship that is familiar to you. 
  In addition, spells you cast while aboard a ship that is 
  familiar to you deal no damage to that ship. 
   
  It takes one week of living and working aboard a 
  ship to become familiar with it. You can only be 
  familiar with one ship at a time; the familiarity with a 
  particular ship fades should you become familiar with 
  another ship. 
   
  Additionally, should you remain away from the 
  ship you are familiar with for more than a month that 
  familiarity fades as well. 
   
  Sudden Maximize [Metamagic] 
  Complete Arcane 
   
  You can cast a spell to maximum effect without special 
  preparation.  
   
  Prerequisites: Any metamagic feat. 
   
  Benefits: Once per day, you can apply the effect 
  of the Maximize Spell feat to any spell you cast without 
  increasing the level of the spell or specially preparing it 
  ahead of time. You can still use Maximize Spell 
  normally if you have it. 
   
  Sudden Empower [Metamagic] 
  Complete Arcane 
   
  You can cast a spell to maximum effect without special 
  preparation.  
   
  Prerequisites: Any metamagic feat. 
   
  Benefits: Once per day, you can apply the effect 
  of the Empower Spell feat to any spell you cast without 
  increasing the level of the spell or specially preparing it 
  ahead of time. You can still use Empower Spell 
  normally if you have it.  
   
  MUNDANE ITEMS 
  Cutlass 
  Stormwrack 
   
  A light slashing weapon especially favored by pirates 
  and other nautical raiders, the cutlass is a heavy blade 
  about 2 feet long with a curved edge. It is easy to wield 
  in close quarters and can deal vicious gashes to an 
  opponent. Its heavy basket hilt gives the wielder a +2 
  circumstance bonus on any checks to resist being 
  disarmed. 
   
  Light Weapon; Cost: 15 gp; Damage: (S) 1d4; 
  Damage: (M) 1d6; Critical: 19-20/x2; Weight: 3lb.; 
  Type: Slashing. 
   
  SPELLS 
  Siren’s Call 
  Stormwrack 
   
  Enchantment (Compulsion) [Mind-Affecting]  
  Level: Bard 3, Seafolk 4, sorcerer/wizard 4  
  Components: V, S 
  Casting Time: 1 action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One creature/2 levels, no two of which can be 
  more than 30 ft. apart. 
  Duration: 1 round/level (D) 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
   
  The targets of this spell hear a sudden, distant song that 
  instills in them a longing for the sea. Those who have 
  heard it compare it to the song of a siren.  
   
  A target who fails a saving throw against this spell 
  moves immediately toward the nearest stretch of ocean 
  that it can find and attempts to completely submerge 
  itself in the water. This flight will be by the safest 
  means possible, withdrawing from combat, fighting 
  defensively, and not passing through threatened areas. 
  
  COR6-12 Calm Before The Storm 
   
  Page 27 
   
  The target will only fight if someone actively 
  attempts to prevent it from following through with its 
  search for the ocean. If this fight is with an ally, the 
  target is granted a second saving throw to throw off the 
  effects of the spell.  
   
  In some environments, this means that those 
  affected simply flee in the direction of the nearest 
  coast. Along a shoreline, targets often plunge into the 
  surf. Aboard ship, they leap overboard. If the subject 
  has no idea where to find a substantial body of water, it 
  simply chooses a random direction and continues until 
  the spell expires. 
   
  Once the spell’s subjects are in the water, they 
  begin swimming toward the deepest part of it they can 
  reach, immersing themselves completely and refusing 
  to come up for air, though they hold their breath as 
  long as they are able. 
   
  Deflect 
  Player’s Handbook II 
   
  Abjuration [Force]  
  Level: Duskblade 2, sorcerer/wizard 2  
  Components: V 
  Casting Time: 1 immediate action 
  Range: Personal 
  Target: You 
  Duration: 1 round or until discharged 
   
  This spell functions like lesser deflect, except that you 
  gain a shield bonus to AC equal to 1/2 your caster level 
  (round down) against the next attack made against you 
  before the end of your next turn. 
   
  Bigby’s Disrupting Hand 
  Player’s Handbook II 
   
  Evocation (Force) 
  Level: Sorcerer/wizard 3 
  Components: V, S, F 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Effect: One hand of force  
  Duration: 1 minute (D) 
  Saving Throw: None 
  Spell Resistance: Yes 
   
  Like Bigby’s interposing hand, this spell creates a 
  magical construct in the form of a human hand. The 
  hand targets a single opponent of your choice within 
  range. You choose this opponent as you cast the spell. 
  You can target a different opponent with this spell by 
  taking a move action to do so. 
   
  When the subject of Bigby’s disrupting hand 
  attempts to cast a spell, the hand punches him. This 
  attack causes no damage, but it forces the subject to 
  make a Concentration check with a DC equal to this 
  spell’s save DC. If the subject fails the check, the hand’s 
  blow ruins his casting attempt. The hand is about 1 foot 
  long. It has hit points equal to half your full normal hit 
  points, and its AC is 20 (+4 size, +6 natural). It makes 
  saving throws using your total save bonuses and takes 
  damage from spells and attacks as normal. 
   
  Focus: A soft glove. 
   
  Kelgore’s Fire Bolt 
  Player’s Handbook II 
  Conjuration/Evocation (Fire)  
  Level: Duskblade 1, sorcerer/wizard 1  
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Effect: One creature  
  Duration: Instantaneous 
  Saving Throw: Reflex half 
  Spell Resistance: See text 
  This spell conjures a small orb of rock and sheathes it 
  in arcane energy. This spell deals 1d6 points of fire 
  damage per caster level (maximum 5d6). If you fail to 
  overcome the target’s spell resistance, the spell still 
  deals 1d6 points of fire damage from the heat and force 
  of the conjured orb’s impact.  
   
  Material Component: A handful of ashes. 
   
  Seeking Ray 
  Player’s Handbook II 
   
  Evocation 
  Level: Duskblade 2, sorcerer/wizard 2  
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Effect: Ray  
  Duration: Instantaneous; see text 
  Saving Throw: None 
  Spell Resistance: Yes 
   
  You create a ray that deals 4d6 points of electricity 
  damage if it strikes your target. While this ray requires 
  a ranged touch attack to strike an opponent, it ignores 
  concealment and cover (but not total concealment or 
  total cover), and it does not take the standard penalty 
  for firing into melee.  
   
  In addition to the damage it deals, the ray creates a 
  link of energy between you and the subject. If this ray 
  struck the target and dealt damage, you gain a +4 bonus 
  on attacks you make with ray spells (including another 
  casting of this one, if desired) against the subject for 1 
  round per caster level. If you cast seeking ray a second 
  time on a creature that is still linked to you from a 
  previous casting, the duration of the new link overlaps 
  (and does not stack with) the remaining duration of the 
  previous one. 
   
  
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  APPENDIX 3: THE LOCALS 
  k Captain Bowgard: (LE male human; Cha 12) 
   
  Appearance: A brash old man in his mid fifties. 
  Black/gray hair with a scraggly beard, walks with a bit 
  of a limp. Has a longsword at his hip wrapped in purely 
  decorative armor. He has seen his better days.  
   
  Personality: Bowgard has strong opinions about 
  everything and is not afraid to irk people. He forces 
  people to get the job done whether they have the skill 
  to do it or not. Bowgard is a bit paranoid but it’s more of 
  him looking out for himself than anything else. 
  Bowgard is fearful of getting caught up in the 
  upcoming conflict, but is resigned to fight rather than 
  flee. 
   
  Information: He dismisses the PCs but tells them 
  to be wary of impending doom. A detect magic spell 
  reveals him to have a strong enchantment aura. He 
  does not speak directly about any recent attacks, except 
  to mutter that the sailors are causing too much noise. 
  Bowgard believes he occasionally hears strange 
  slurping noises and screams of the dying. He attributes 
  it to his old army days, however.  
   
  He tells adventurers it’s best they leave the town to 
  its own demise; there is no reason for them to die 
  trying to defend it.  
   
  k Mayor Lillian Fowlor: (female human; Cha 16) 
   
  Appearance: A rotund woman in her forties. 
  Lillian is uptight and a bit on the edgy side since the 
  attack on Narwell.  
   
  Personality: Lillian is a typical politician—she 
  attempts to please everyone. She chuckles nervously 
  and darts her eyes around a lot to see if she is offending 
  anyone. Although pretentious, Lillian does care about 
  the city and its people. She loves to talk to the locals 
  and adventurer types to get on their good side. She 
  frequently walks the town flaunting her status, but 
  always seems to be wary of some sneak attack. Most of 
  the citizens consider her a floozy, as she often 
  welcomes arriving adventurers. She is a bit on edge and 
  uptight since the attack on Narwell. She has been 
  imploring Greyhawk and Hardby to send more troops, 
  but so far, she’s been rebuked. 
   
  Information: She hears that a refugee of Celene is 
  in town and has humbly given a place for this person to 
  stay. She just knows her as the “Fair Lady” and she is 
  quite beautiful. 
   
  The ship captains still come into the harbor 
  getting work. Most seem unaware, or do not care, about 
  the doom that may come to the city. She is thankful for 
  that. 
   
  Although, there are always rumors of thugs 
  stealing people away, she is unaware of any slaver 
  activity in city. 
   
  k Leren Hibernt: (male human; Cha 8) 
   
  Appearance: Leren has sandy blonde hair and a 
  ragged appearance. 
   
  Personality: Leren always ask for another drink, no 
  matter how full his cup is. 
   
  Information: Despite being the town drunk, Leren 
  always seems to be on top of all the gossip. He says that 
  spies are infiltrating the streets and coercing the rich 
  and powerful into making stupid decisions. Leren 
  believes that creatures are rising up from the sea and 
  are the source of all the problems.  
   
  k Lee Jenkns: (male human; Cha 8) 
   
  Appearance: Lee is an unattractive man with dark 
  hair and a nervous twitch on his lip. 
   
  Personality: Lee always is looking to score a drink 
  from anybody. He has slurred speech and a twitch with 
  his upper lip that goes off when he stretches the truth. 
   
  Information: Lee believes that “the shadows are 
  coming out of the alleys and snatching people.”  
   
  He also thinks that the mayor and the captains 
  have a pact signed by devils. They are going to lead the 
  horde to feast upon Safeton and its entire people in just 
  a few weeks. 
   
  Lee says that good folk have been snooping around 
  asking questions. Some of these folk have left the town 
  on ships, never to return. One thing seems to be 
  common is that they always talk about Highport. 
   
  k Dockmaster Sian: (male human; Cha 15) 
   
  Appearance: Late twenties, well built, and has a 
  commanding aura about him.  
   
  Personality: A detect magic spell reveals that 
  Dockmaster Sian radiates a strong enchantment aura. 
  Sian is gruff and remains ignorant of things that do not 
  concern him. He just cares about one thing: getting 
  ships into and out of port safely. 
   
  Information: Sian’s job is to ensure that the 
  captains get their wares in and out of the city. He 
  constantly complains about the stupidity of sailors and 
  mumbles that he’d prefer to see them locked behind 
  doors. 
   
  Numerous sailors causing havoc lately and he’s 
  had to throw many of them into the pens. 
  Unfortunately, the captains of these sailors bail them 
  out in short order. 
   
  k Hectra the Halfling: (female halfling; Cha 8) 
   
  Appearance: A stout female halfling that has more 
  bark than bite. Hectra is often mistaken as a male—
  something she is not fond of at all. 
   
  Personality: Hectra tries to act tougher than she 
  really is. At the first sign of trouble, she runs and hides. 
  She is grouchy, and yells a great deal, but does not back 
  it up with action. 
   
  Information: Hectra is the bartender at the “Last 
  Defense.” She talks about various guardsmen acting 
  funny and being a bit more subdued than normal, but 
  chalks that up to Safeton’s impending doom. If any PC 
  flirts with her, she laughs and slips a key to the PC with 
  a wink. 
   
  She claims that Hardby has their people 
  everywhere. She is not in the least bit worried about 
  
  COR6-12 The Calm Before the Storm 
   
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  the hordes, because she honestly believes the gynarchy 
  of Hardby will come to their aid. 
   
  A few of the locals have stopped coming into her 
  inn lately, but she believes that’s just because they are 
  leaving town for Greyhawk City or the like. She decries 
  them as cowards. 
   
  k Ayisa Scorfu: (female human; Cha 15; Spot +5) 
   
  Appearance: A mid-twenties socialite, Ayisa is as 
  close to royalty as one gets in Safeton. Two huge 
  bodyguards accompany her at all times. They are there 
  for show, and if someone attempts to steal something 
  from her, she shouts at the top of her lungs for guards. 
   
  Personality: Ayisa believes she is above everyone 
  else and talks down to adventurers and sailors. She is 
  physically attractive and uses her looks to her 
  advantage. If any PC flirts with her, she comes across as 
  disgusted and walks away, unless the PC appears to be 
  wealthy, in which case she’ll flirt mercilessly back. 
   
  Information: Snotty and imperial, Ayisa refuses to 
  provide any pertinent information to the PCs. 
   
  k Biggs the Sailor: (male human; Cha 11) 
   
  Appearance: Biggs is in his thirties and has 
  disheveled look about him.  
   
  Personality: Biggs wants to own a ship one day and 
  become the best captain the Wooly Bay has ever seen. 
  He realizes, however, that this is unlikely to occur. If 
  the PCs buy him a few drinks, he’ll mention that the 
  town guardsmen seem to be coming down hard on 
  sailors on shore leave lately. What’s even more peculiar, 
  is that he hasn’t seen too many of those sailors sailing 
  again. A few have shown up, however, so he doesn’t 
  think much of it. He leaves on Opal’s ship tomorrow 
  the Darter. 
   
  k Lofu: (male human; Cha 9) 
   
  Appearance: Lofu is an old begger who plies his 
  trade in almost every business within Safeton—this 
  allows him to hear a tremendous amount of gossip. He 
  walks with a limp and sometimes falls to the ground, 
  wheezing as if he may pass out at any moment. There is 
  a twinkle in his eye that suggests there is more to him 
  than appears. 
   
  Personality: Lofu tries to be helpful—some say too 
  helpful. He has difficulty speaking, but what he has to 
  say is often important. When the conversation lags, 
  Lofu often laments about his lost grandchildren.  
   
  Information: Lofu heard Captain Aegis speaking to 
  various other captains about clandestine meetings in 
  the Wooly Bay and how to make quick money.  
   
  Lofu finds it unusual that many captains have been 
  trading sailors back and forth—even referring to this 
  crew as “cargo.” He overheard some sailors talking 
  about how their compatriots have gone missing. 
   
  k Swago the Bell Merchant: (male human; Cha 
  14; Bluff +5) 
   
  Appearance: 
  Swago 
  is 
  a 
  down-on-his-luck 
  merchant in his thirties. He has dark, greased up hair 
  and several scars on his face—the result of protecting 
  his wares from potential thieves.  
   
  Personality: Swago loves to listen to bells. If a bell 
  chimes while he is talking to a person, he’ll stop mid 
  conversation and listen. He claims these bells have 
  stories to tell and that when they ring, they are singing 
  their own song.  
   
  Information: Swago has many unusual bells and 
  chimes he’s collected over the years—some he claims 
  to be ‘magical’ (however, none truly are). He tells the 
  PCs that he has seen shadows take people off the street 
  in broad daylight never to be seen again. Swago comes 
  across as paranoid and delusional, and few people in 
  town believe what he says.  
   
  Swago claims to have been nearly abducted by one 
  of these shadows, but the divine timing of a temple bell 
  drove the creature away.  
   
  k Lasho Iligis: (male human; Cha 18; Bluff +11) 
   
  Appearance: A brash young man in his early 
  twenties, walking with two beautiful girls down the 
  street. 
   
  Personality: Lasho is loud, obnoxious, and has “a 
  thing” for just about every lady he meets. He is 
  outgoing and seems to hide nothing. Despite his 
  brashness, he wants to help the PCs in whatever 
  fashion he can. Lasho claims he is from the 
  surrounding area and has settled in Safeton to take 
  advantage of the sailor’s shore leave—implying he’s a 
  pimp. In reality, Lasho is a spy for Greyhawk City, and 
  came to learn what is happening in the region since the 
  Narwell attacks. He does not divulge this information 
  and detect thoughts reveals nothing about this. 
   
  Information: The guards and Captain Bowgard are 
  trying to bring in as many supplies as possible for the 
  upcoming siege. Despite this, no one is showing much 
  effort in assisting. The authorities appear more 
  preoccupied with sailors and the local thugs then the 
  hordes that are coming. 
   
  When the conversation is over, Lasho turns very 
  serious and warns the PCs to watch their back.  
   
  k Keira Polis: (female human; Cha 18; Bluff +10) 
   
  Appearance: A very pretty lady in her mid-
  twenties. She dresses like an adventurer.  
   
  Personality: Keira is shy, pleasant, and humble. 
  She is apologetic towards the PCs, as she doesn’t know 
  anything that could help them. In reality, she is a spy 
  for Hardby. If any PCs decide to flirt with her, she 
  gladly plays along to get as much information out of 
  them as possible. 
   
  Information: Keira does not hide the fact that she 
  hails from Hardby. She is able to tell the PCs a little 
  about each NPC that they may meet, but does not want 
  to divulge any information until she can fully trust the 
  PCs. 
   
  k Brunk the Smelly: (male half-orc; Cha 6) 
   
  Appearance: Brunk is a powerfully built half-orc 
  who wears rags for clothing. Most people avoid him 
  because of his potent stench. 
  
  COR6-12 The Calm Before the Storm 
   
  Page 30 
   
   
  Personality: Brunk is not the brightest tool in the 
  shed, but means well. He speaks in broken Common 
  and cannot read or write 
   
  Information: Brunk knows that many new guards 
  have arrived lately at the jail. He spends lots of time in 
  there. 
   
  The new guards worry about the horde coming, 
  and some other person that Brunk has never heard of 
  before. 
  
  COR6-12 The Calm Before the Storm 
   
  Page 31 
   
  PLAYER’S HANDOUT 1 
   
  Dear Friend, 
   
  It seems fate has conspired for us to meet again—as chance 
  would have it, I now reside in Safeton and would like for you 
  to meet with me as soon as possible. Please come to the Town 
  Hall. Bring any friends you may have with you, as they may 
  be of vital importance to the mission at hand. 
   
  The Fair Lady,  
  Almarayne
  
  COR6-12 The Calm Before the Storm 
   
  Page 32 
   
  DM Map 1: The Darter 
  AREAS  
  1-3: Passenger Cabins 
  4: Captain Opal’s Quarters 
  5-8: Storage 
  9: Galley 
  10: Mess 
  11: Crew Berths 
  12-13: Cargo Holds 
  
  COR6-12 The Calm Before the Storm 
   
  Page 33 
   
  DM MAP 2: 
   
   
   
  Key: (For APLs that do not have the above amount of monster pick a spot designated on the map for it) 
  O = Ogres 
  DW = Dire wolves 
  R = Ranger bugbear 
  X = Bugbears 
  /// = Tree line 
  
  COR6-12 The Calm Before the Storm 
   
  Page 34 
   
  DM MAP 3: 
   
   
  Key: 
  U = Uchuulon’s or sea cat. (For APLs that do not have the above amount of monster pick a spot 
  designated on the map for it)
  
  COR6-12 The Calm Before the Storm 
   
  Page 35 
   
  APPENDIX 4: CRITICAL EVENTS SUMMARY 
  Thank you for judging COR6-12 The Calm Before the Storm. If you have judged this adventure at Gencon 
  Indianapolis 2006, or at an extended premiere, please fill out this form and give it to the Head Judge 
  Coordinator. Email all results to timsech@hotmail.com.  
   
  Did the PCs rescue the sailors in Encounter 1?  
  Yes 
  No 
   
  Did the PCs accept the mission from Almarayne?  
  Yes  
  No 
   
  Which locals did the PCs talk to? 
   
   
  __________________________________________________ 
   
   
  __________________________________________________ 
   
  Did the PCs get captured at any time during the adventure? If so, by which enemy? 
   
  ___________________________________________________ 
   
   
  __________________________________________________ 
   
  Did the PCs defeat Opal? 
   
   
   
  Yes 
  No 
   
  Did they rescue the slaves?  
   
   
  Yes 
  No 
   
  Did any PC die during this adventure? 
   
  Yes 
  No 
   
  
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