TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new 
  DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter 
  Adkison. 
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without 
  permission of Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, 
  please visit www.wizards.com/d20 
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can 
  sanction and run DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, 
  Dungeon Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other 
  countries. This material is protected under the copyright laws of the United States of America. Any reproduction or 
  unauthorized use of the material or artwork contained herein is prohibited without the express written permission 
  of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, 
  or events is purely coincidental. © 2005 Wizards of the Coast, Inc and the adventure author or authors. 
  Visit the LIVING GREYHAWK website at www.rpga.com 
  For questions specific to this document and your region please e-mail your triad point of contact (Cory Fliegel) at 
  triad@zeif.ca For LIVING GREYHAWK campaign questions email rpgahq@wizards.com 
   
  ZEF6-07 
   
  Into the Drink 
   
  A One-Round D&D® Living Greyhawk™ 
  Sultanate of Zeif Regional Adventure 
  By Jake Robins 
  Editor: Zeif Triad (Cory Fliegel, Jon Dawes, Andreas Zimmermann) 
  Circle Editor: Tim Sech 
  Playtesters: Keith Kelly, Amy Long, Jason Quarrie, Derek Schneider, and Peter Ta. 
  Additional Playtesters: Belinda Hamilton-Gibson, Mike Haakstad, Greg Gerritsen, Greg Lupul, Stephen Trow, Devon 
  Harris and Shauna Frey 
   
  A summons from the Sultan has got adventurers meeting with friends from the past for a trip to a different world.  The 
  Gulf of Ghayar has long been a landmark in Zeif, but this trip is guaranteed to put a fresh new look on it.  What trouble 
  awaits these heroes when they venture into the drink? A one round regional undersea adventure set in the Gulf of 
  Ghayar for character levels 1 to 10. (APLs 2-8); part two of the “Eternally Yours” arc.  This adventure is geared towards 
  members of the Royal Navy of Zeif, characters loyal to the Sultan, social-oriented characters, and characters particularly 
  fond of all things watery.
  
  ZEF6-07 Into the Drink 
   
  Page 2 
  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 
  CR of 
  Animal
  1 
  1 
  1 
  2 
  3 
  
  ZEF6-07 Into the Drink 
   
  Page 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 
   
  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 up to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLS are given in even-
  numbered increments. If the APL of your group falls on 
  an odd number, ask them before the adventure begins 
  whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher 
  or the lower adjacent APL. 
   
  APL also affects the amount of experience and gold 
  a PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level 
  characters to reach the objectives. 
   
  Furthermore, a PC who is four or more levels 
  higher than the highest APL supported by the 
  adventure may not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for 
  APL 2 and higher. Four or five 1st-level characters may 
  find the challenge of an APL 2 adventure difficult. 
  Suggest the following to these groups to help increase 
  their chances of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them and fight for them. 
   
  Time Units and Upkeep 
  This is a standard one-round Regional adventure, set in the 
  Sultanate of Zeif.  Characters native to the Sultanate of Zeif ay 
  one Time Unit per round, all others pay two Time Units per 
  round. 
   
  Adventurer’s Standard Upkeep costs 12 gp per 
  Time Unit. Rich Upkeep costs 50 gp per Time Unit. 
  Luxury Upkeep costs 100 gp per Time Unit. Characters 
  that fail to pay at least Standard Upkeep will retain 
  temporary ability damage until the next adventure, must 
  buy new spell component pouches and healer’s kits, and 
  may suffer other in-game penalties (or possibly gain in-
  game benefits) as may be detailed in this adventure. 
   
  A character 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 
  This adventure follows closely on the heels of ZEF6-01 
  Out of Water.  Some PCs were faced with a difficult 
  choice in that adventure, but despite what may have 
  arisen at individual tables, it is assumed that Shallah bint 
  Sovorn did not end up a permanent fixture in the 
  Sultan’s harem, whether by actions on the PCs’ parts or 
  other figures. 
  To the west of Zeif, at the bottom of the Gulf of Ghayar, 
  lies a frightening landmark called the Scar of Untold 
  Depths.  The scar is a deep crevasse cutting its way for 
  miles across the otherwise shallow bed of the Gulf. 
  While the rest of the Gulf may only be a couple hundred 
  feet deep, the Scar descends beyond any reachable 
  depth. It is reputed to house creatures of such 
  unspeakable horror that not even the nearby inhabitants 
  know of them. 
  Recently, trouble has arisen for Sovorn bin Regol, a 
  Mer-Sheik in the Gulf, and it presumably comes from 
  the Scar.  His caravans have been attacked, looted of all 
  their valuables.  His men have all disappeared, leaving 
  no witnesses to report what happened.  While these 
  assaults were infrequent at best to begin with, they have 
  increased in number at an alarming rate.  The truth 
  behind these attacks lie in a group of undead, 
  mysteriously banded together, who kill the merfolk and 
  
  ZEF6-07 Into the Drink 
   
  Page 4 
  return their bodies to be animated.  Who these undead 
  work for is unknown. 
  These problems are compounded with increasing 
  tensions that Sovorn has been having with a 
  neighboring kingdom of aquatic elves called Qessirstan.  
  The tension arises from territorial disputes between 
  Sovorn’s demesne and the borders of Qessirstan, 
  territory that holds valuable commodities that Sovorn 
  and the elves deal with, most notable of which is the 
  rare Elukian Clay infused with magic from the 
  Elemental Plane of Water. 
  With the missing caravans, the two forces have been 
  pointing fingers, and the region is tense.  However, all 
  these troubles will be temporarily forgotten, for Sovorn 
  is expecting the return of his beloved daughter Shallah.  
  Her journey will be long, but Sovorn is sure the Sultan 
  will appoint a suitable escort.  Enter the PCs. 
  Adventure Summary 
  Encounter 1, “A Whirlwind of Offers”: The adventure 
  begins in a grand tavern in Zeir-i-Zeif, the Crimson 
  Crescent. Tonight the PCs bear witness to the Dervishes 
  of the Ghars Sheikdom, a group of Paynims who have 
  brought the performance of their great dance to Zeir-i-
  Zeif.  A messenger approaches the PCs with letters, all 
  differing depending on allegiances and results of 
  playing the last adventure in this series. Each asks for a 
  morning meeting. 
  Shortly after, a woman approaches the PCs, and she 
  knows of the mission.  She works for the Matron 
  Sultana, and expresses a desire for information on the 
  merfolk’s domain.  She stresses the importance of 
  secrecy and offers undefined rewards for excluding 
  everyone else from the info. 
  Encounter 2, “Don’t Forget Me”: In the morning, an 
  Albay Reis briefs the PCs on their mission.  He also 
  presents the last bid at information on the merfolk, this 
  one coming from the Sultan and again stressing secrecy 
  and reward.   
  Encounter 3, “Graciously Gallivanting in the Gulf of 
  Ghayar”: The PCs sail to the Gulf of Ghayar, passing 
  over the point of the Vaar and coasting down the 
  Bakhoury Coastline.  En route, PCs learn info about the 
  area, the navy and other regional flavor from the captain 
  and crew.  Any members of the Royal Navy are secretly 
  briefed for a side-mission.   
  Encounter 4 “The fish was this big”: Once in the Gulf, 
  the PCs enter the water with Shallah and begin to travel 
  to Sovorn’s Palace.  Shallah is in good spirits and teaches 
  the PCs information about her underwater world. En 
  route to the palace, the PCs encounter a creature of the 
  deep looking for food or perhaps revenge.  If in trouble, 
  some of Sovorn’s scouts arrive to lend a hand/flipper.   
  Encounter 5, “It’s a Merfolk party”: The PCs reach the 
  palace and Shallah is welcomed with a parade.  The PCs 
  are shown a residence in a magical air-filled grotto, and 
  retire for the night with an invitation to a party in 
  Shallah’s honor the next day.  Sovorn gives them some 
  formal attire but are expected to bring their mysterious 
  land-born weaponry to show his honored guests. 
  On the morrow, PCs attend a ball and meet many 
  notables of the merfolk world.  They are bathed in 
  merfolk customs and experience first hand the culture 
  of the merfolk aristocracy.  Old friends show up, and 
  new friends are made, including a mysterious water 
  nymph. They learn about the troubles plaguing the 
  sheikdom, and the tensions with the neighboring 
  aquatic elves. 
  Encounter 6, “That’s a big zombie”: Mid-party, the 
  palace grounds are attacked by a horde of zombies and 
  skeletons, the caravan raids finally escalating to all-out 
  assault.  Before anyone in the ballroom can mobilize, a 
  force of giant zombies breaks through the windows and 
  marauds through the party. The PCs must defeat it. 
  Once defeated, Sovorn reports that the entire palace is 
  under siege.  He requests aid from the Sultan by right of 
  his tribute, and asks the PCs to be runners to send word 
  of the attack. Emerging from the ballroom, the PCs 
  discover a veritable blanket of undead surrounding the 
  palace. 
  Encounter 7: “Between the Devil and the Deep Blue 
  Sea”: The PCs must choose whether to charge the line 
  and fight their way out or to sneak off through the sides 
  where undead aren’t as thick.  If they charge the line, 
  they fight alongside Sovorn’s merfolk and escape 
  through the fray.  If they sneak off, they must use their 
  skills and knowledge to decipher the least dangerous 
  route, and if they aren’t careful, may encounter some 
  marauding undead. 
  Encounter 8 “I told you it was that big”: Once they’ve 
  escaped the grounds, they face one last encounter.  The 
  PCs run across the creature(s) they defeated on the way 
  in, animated and ready for round 2. 
  Encounter 9, “Back to the real world”: Once returned 
  to the ship, the PCs send word to the Sultan by means of 
  a cleric’s sending spell, then sail to Beit Castan to 
  summon naval assistance.  The PCs will catch a ship 
  back to Zeir-i-Zeif, where they will choose which 
  
  ZEF6-07 Into the Drink 
   
  Page 5 
  faction to meet with and deliver their precious 
  information to. Here ends the adventure. 
  Preparation for Play 
  DM’s 
  should 
  familiarize 
  themselves 
  with 
  the 
  underwater combat rules found on page 92 of the 
  Dungeon Master’s Guide. A summary of these rules is 
  included in Appendix 3 for the DM’s convenience. 
  DM’s should read and familiarize themselves with 
  Appendix 3, detailing the undersea world of the Gulf of 
  Ghayar.  It contains a lot of flavorful information, which 
  will be of use when role-playing NPCs. 
  DM’s should take an inventory of meta-org membership 
  prior to the beginning of this module. It is important to 
  note any members of the Royal Navy of Zeif as well as 
  any PCs who have sworn Loyalty to the Sultan. These 
  memberships become important later in the adventure. 
  It might be useful to have a copy of the Royal Navy of 
  Zeif meta-org document on hand to further clarify parts 
  of the organization and to help the DM role-play NPCs. 
  Members of the Baklunish Pantheon can all claim free 
  upkeep because shrines to every Baklunish god can be 
  found in Zeir-i-Zeif. 
  There are a number of player handouts which need to be 
  cut out so as to be handed to players. Review Encounter 
  1 to learn about the handouts. 
  DMs should also note which players at the table have 
  played ZEF6-01 Out of Water prior to this adventure 
  using the character they wish to now use. Check each 
  player’s AR for the following items and take into 
  account their effects on this scenario: 
  • 
  Enmity of Mer-Sheik Sovorn al-Ghayar: PCs 
  with this enmity suffer the –2 penalty on many 
  social interactions during Encounter 5.  DMs 
  should role-play Sovorn’s discontent with 
  these PCs as he sees fits.  Any skill checks in 
  this module will have a reminder attached to 
  them if this penalty applies. 
  • 
  Shallah’s Token: Shallah treats PCs who bear 
  this token kindly throughout the adventure.  
  This may provide some skill bonuses during 
  this scenario, and if this is the case, a reminder 
  will be attached to the skill check.  Possessing 
  this token also means that Shallah will 
  translate communication between the PCs and 
  the Nereid in Encounter 5. 
  • 
  Retainer 
  of 
  the 
  Sultan: 
  Having 
  this 
  designation affects which handout the PC 
  receives in Encounter 1a. Because these PCs 
  are “required” to serve the Sultan, refusing this 
  mission incites an enmity on the AR. 
  • 
  Favor of the Mer-Sheik Sovorn al-Ghayar: 
  This favor applies in this adventure.  Any PC 
  possessing it takes free luxury upkeep in this 
  adventure. The bonuses for luxury upkeep 
  apply a lot during Encounter 5, and reminders 
  will be attached to any skill check affects by it. 
  • 
  Retainer of the Ghayar Merfolk: PCs with 
  this favor will be asked in a very different 
  manner to send for aid.  Failing to help the 
  Merfolk (and thus reneging on a promise) 
  entails heftier penalties for PCs with this 
  designation. 
  A special note about Animal Companions, Domestic 
  Animals, and Familiars: Characters need to be 
  responsible for their own animals in this adventure.  
  The cleric of Mouqol in Encounter 3 will not divide up 
  her water breathing spell for anyone but PCs; as far as 
  the Sultan and the Navy are concerned, it’s a waste of 
  resources. 
  Familiars can only be brought along if their master can 
  find some means of making it breathe underwater or to 
  shield it from the effects of being submerged (familiar 
  pockets, for example). 
  Domestic animals (mules, purchased mounts, attack 
  dogs) cannot go underwater, even if they can breathe in 
  it.  Breathing water is one thing; diving beneath the 
  waves and traveling undersea requires something more.  
  However, there are some magic items which grant 
  creatures like mounts means to swim and breathe; it is 
  up to the DM’s discretion on whether this should 
  permit a domestic animal to travel undersea. 
  PCs with animal companions have the special ability to 
  change their animal companions before adventures.  For 
  the purpose of this adventure, let any PC swap their 
  animal companion for an aquatic version (such as a 
  porpoise or crocodile) since they receive word of their 
  mission and learn that it is underwater a day before they 
  have to leave. 
  Paladin 
  mounts, 
  being 
  intelligent, 
  will 
  travel 
  underwater if they are taken care of in the breathing 
  department.  They have to make swim checks just like 
  everyone else to move around, and players should note 
  the amount of gear carried by the horse (including their 
  own weight) to determine armor check penalties. 
  A special note about preparation:  This adventure is a 
  bit long and full of information and references to 
  
  ZEF6-07 Into the Drink 
   
  Page 6 
  further information outside of it. The role-playing 
  encounters are rich with NPC information, and require 
  a lot of preparation time, even more so than other LG 
  adventure.  It is strongly recommended that this 
  module not be run “cold”. A DM needs at least two 
  read-through of this adventure to do it justice. 
  A special note about the encounter levels of this 
  adventure: Throughout this adventure, the PCs will be 
  fighting underwater.  Since freedom of movement and 
  swim spells tend to be rare or expensive, PCs will be at a 
  significant disadvantage while fighting.  As such, all the 
  encounters have an EL boost of +1 to account for this.  
  This should balance the combats out. Even if PCs do end 
  up with the means to even the playing field, they should 
  be rewarded with easier combats because of the 
  preparedness or expenditure of resources. 
  Introduction 
  Once players are ready to begin, read the following text 
  aloud. 
  Late summer is still hot in Zeir-i-Zeif, and as the sun 
  sets in the west, you finally feel reprieve. A cool 
  breeze blows off the Dramidj Ocean, tossing your 
  hair as you approach the Crimson Crescent, a 
  massive inn and auditorium in one of the capital’s 
  richer quarters.  While the inn itself caters to people 
  with more coin than others, its taproom, complete 
  with seating for hundreds and a massive stage 
  centered amid the tables, is home to any who wish to 
  come see the sights that the Crescent has to offer. 
  Tonight is no different than any other night.  The 
  tables are nearly full, and through the haze of 
  incense and pipe smoke, you see maids bringing 
  drinks to patrons enjoying tonight’s performance. 
  All eyes are centered to the stage, where a group of a 
  dozen men and women dance to the sounds of 
  drums, strings, and winds.  These are the Ghars 
  Dervishes, a group of Paynims who practice amazing 
  whirling dances in homage to the spirits of the oerth 
  and the heavens.  Wearing garments of the purest 
  white, these dancers enter spinning frenzies that 
  they believe let them escape their mortal bodies and 
  commune with the higher spirit of their self.   
  Finding one of the few tables left available, you seat 
  yourselves together and get comfortable. It isn’t long 
  before a barmaid arrives to take your order. 
  “Good evening to you all; Istus blesses us with your 
  presence.  Might I fetch you a drink or perhaps a 
  meal? Our specials tonight include poultry in a 
  butter sauce with spiced vegetable and rich seasoned 
  lamb with saffron rice.” 
  Let the PCs introduce each other and role-play their 
  reactions to the dancing or the tavern, if they wish.  
  Their food arrives quickly enough, considering the busy 
  nature of the inn tonight.   
  The twelve dancers move to a climactic point of the 
  performance, arranging themselves in a circle, all 
  the while still whirling about like a twister on the 
  Zeifan plain.  Together, they move clockwise, while 
  the leader of the dancers spins to the center and 
  draws a pair of scimitars.  The circle closes in on 
  him, the points of his scimitars coming deathly close 
  to the outside dancers as the leader spins in a blade 
  dance.  Then, all of a sudden, the outer dancers draw 
  blades, and in a clash of steel and sparks, the 
  scimitars strike each other.  The light from the 
  sparks illuminates the inn, and the cacophony of 
  steel on steel silences its patrons.  The dancers 
  remain in rotation. 
  Then it was over, and the Dervishes slow to a halt.  
  They bow, and an applause befitting the Sultan 
  erupts across the taproom.  The Paynims then depart 
  from the stage, and the inn returns to normal.  
  Let the PCs finish their meals and discuss the dance 
  among themselves for a time. Anyone interested in the 
  performance can meet some of the dancers if they 
  choose; use the information from the previous skill 
  checks to teach the PCs a little about the dances if you 
  like. Not long after, a messenger approaches their table 
  with letters for each of them.  Proceed to Encounter 1a. 
  Encounter 1a: A Mission  
  A messenger approached the table soon after the dance 
  is complete. Read the following: 
  “Greetings, effendis,” says a man as he approaches 
  your table, bows, and hands out a bundle of 
  envelopes, marked with the seal of the Royal Navy of 
  Zeif and the Sultanate of Zeif.  “I bring word from 
  the Kapudan Pasha.” Bowing again, the messenger 
  departs before any questions can be had. 
  If the PCs press for questioning, the messenger 
  truthfully knows nothing more about the mission. He is 
  only a hired messenger working for the Kapudan Pasha. 
  Each PC receives a letter, and which letter they receive 
  depends on a few things. Consult the following list to 
  determine which letter they receive. Multiple copies are 
  available in the appendix to accommodate multiple 
  players. 
  
  ZEF6-07 Into the Drink 
   
  Page 7 
  • 
  Any PCs with the “Retainer of the Sultan” 
  favor from ZEF6-01 Out of Water receives 
  Player Handout 1. 
  • 
  Any PCs without the above favor but who have 
  pledged “Loyalty to the Sultan” receives Player 
  Handout 2. 
  • 
  Any other PC receives Player Handout 3. 
  The PCs will have a chance to make some knowledge 
  checks once they’ve read their letters.  
  Knowledge (Local – VTF):  
   
  DC 8: The “Kapudan Pasha” is the title of the High 
  Admiral of the Royal Navy of Zeif, who oversees the 
  entire fleet. Members of the Royal Navy know this 
  automatically. 
   
  DC 10: “Tugamiral Reis” is the title of a commodore 
  in the Royal Navy of Zeif, one who commands a 
  number of ships and answers directly to the High 
  Admiral. Members of the Royal Navy know this 
  automatically. 
  Knowledge (Nobility and Royalty):  
   
  DC 10: Pandhar Reis, the Kapudan Pasha, is the 
  High Admiral of the Royal Navy of Zeif, and oversees 
  the entire fleet. Members of the Royal Navy know 
  this automatically. 
   
  DC 15: Pandhar Reis is a close ally of the Sultan in 
  the Diwan (the cabinet of viziers who run the nation). 
  Members 
  of 
  the 
  Royal 
  Navy 
  know 
  this 
  automatically. 
   
  DC 20: Hasan Reis ibn Hasbutan is a commodore in 
  the Royal Navy of Zeif, and is a reputed officer amid the 
  ranks. Members of the Royal Navy know this 
  automatically. 
  Once the PCs have received their letters, read them, and 
  discussed anything amongst themselves about them, 
  move on to Encounter 1b. 
  Encounter 1b: Another 
  Interest 
  Read the following text out loud. 
  The taproom had grown quieter when the music 
  stopped, but the noise has steadily increased as the 
  night blossoms.  Drinks are flowing and pipes are 
  being smoked.  
  Not long after you received your letters from the 
  Royal messenger, another figure approaches your 
  table. Her colors are black and violet, and she seems 
  to have suddenly appeared from the crowd. 
  Have the PCs make Spot checks here.  Any check that 
  beats a DC 18 or higher lets that PC notice that the 
  woman carries a beautiful jeweled dagger under her 
  cloak. 
  “Greetings, subjects,” she says, her tone both 
  assertive and harmonious. “I come from Her 
  Matriarchy, Nara Kur, the Matron Sultana. My 
  Mistress is very interested in the mission you have 
  just now been summoned for, and there is reward in 
  it for you if you can return from it with some 
  information.” She seems to know a lot more about 
  your journey than you do, and gracefully she takes a 
  seat, speaking in hushed tones. 
  “Your mission will take you to an undersea domain 
  of a Mer-Sheik, a place that few of us have the luxury 
  of seeing.  The Sultana wishes to know more of it.  
  Bring back as much information about the domain as 
  possible, whether military information, political 
  information, or anything of that nature, and the 
  Sultana will make it worth your while. Of course 
  your discretion is needed” 
  At this point, the woman looks over her shoulder 
  and stands from her seat. Turning back to you, she 
  says, “Find me here when you return. As a show of 
  her faith in your discretion she wishes you to have 
  these.” 
  She drops enough vials on the table for each of you 
  to have one. They have an ocean blue color to them 
  and are viscous as you tip the vials. Unstoppering 
  them you smell the aroma of fish and salt water. 
  With the final words, she spins and disappears into 
  the crowds.  The last you see of her is her black cloak 
  dancing out the doorway. 
  The messenger of the Matron Sultana desires no further 
  conversation with the PCs.  If followed outside, PCs 
  notice that she has disappeared (use the Hide and Move 
  Silently checks below to see if the PCs can spot her).  If 
  the PCs do spot her, they see her climbing up a building 
  and heading away quickly. 
  The vials she has given them contain one dose of the 
  swim Spell (see Appendix 2: New Rules Items) 
   
  Sultana’s Messenger: Female human (Baklunish) 
  Rog 7; NE. 
   
  Development: There are no more encounters for 
  the PCs after the messenger from the Sultana departs, at 
  least not until they go to sleep.  The Crimson Crescent 
  has enough rooms for them should they choose to stay 
  there.  If not, there are plenty of other inns to stay at in 
  town.  Members of the Baklunish Pantheon might wish 
  
  ZEF6-07 Into the Drink 
   
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  to stay at a church in town (to receive their free upkeep), 
  and other meta-organizational members may have their 
  own means of acquiring free upkeep.  Once everyone 
  has bedded down for the night, proceed to Encounter 
  1c. 
  Encounter 1c: Bad Dreams 
  In this encounter, the Grim Vizier of Zeif, who also 
  wants a stake in the information to be had in the 
  merfolk’s domain, will contact PCs.  His primary means 
  of contact will be a dream spell. You must choose a 
  target of the spell because it can only affect one PC. 
  Elves cannot be affected by the dream spell.  Otherwise, 
  the Vizier selects a PC who is least likely to have spell 
  resistance (fighters or barbarians) or anyone he believes 
  might be loyal to him.  He definitely does not choose 
  anyone who might abhor undead, such as followers of 
  Azor-Alq or Pelor. He wants his message to reach the 
  rest of the party.  If the target does have spell resistance, 
  the Grim Vizier’s caster level check is +11 (he is using a 
  scroll to cast the spell). If his check fails, he has a backup 
  scroll and selects a different target. There is no saving 
  throw, as per the spell. 
  In the unlikely event that the party is composed entirely 
  of elves or that both his scrolls fail, the Grim Vizier will 
  angrily have a letter delivered containing the same 
  request. Have the letter under the door of one PC in the 
  morning. 
  Once you have selected your dream target, give them 
  Player Handout Four. Remember to read this yourself. 
  Once they are done reading the handout, continue with 
  the following: 
  You wake up from the dream. As promised, you see a 
  golden necklace hanging from your dresser. 
  If they decide to take the mission from the Grim Vizier, 
  and don the necklace, this functions as a necklace of 
  adaptation. 
  Any PC that is native to Zeif and is read the description 
  will immediately know this is the Grim Vizier. For those 
  that do not have out of game knowledge of who this 
  figure is you can inform them of the information below: 
   
  The Grim Vizier is a former Grand Vizier who now 
  has become a lich. He lives in Kabir Kafez, the heir 
  apparent palace outside of Zeir-i-Zeif, watching over the 
  prince before he takes the throne. The Grim Vizier is 
  known to be one of the most powerful figures in Zeif. 
   
   
  Once the players are ready to move on, proceed to the 
  morning and Encounter 2. 
  Encounter 2: Don’t Forget Me 
  Come morning, the PCs should have a chance to 
  purchase equipment in Zeir-i-Zeif.  Let them buy 
  whatever they need knowing that they will be traveling 
  at sea and then undersea. If they wonder what might 
  need for undersea traveling, explain that heavy armor or 
  gear is not wise. Also, you may explain that piercing 
  weapons, ones with reach, may be best suited for 
  underwater combat if the need arises. 
  Once they’ve purchased the necessary supplies, they 
  should make their way to the Fortress of the Sea Lion, in 
  the harbor of Zeir-i-Zeif. Read the following to the 
  players out loud: 
  Crossing from the docks across a long stone 
  causeway, you enter the Fortress of the Sea Lion, and 
  are greeted by some guards. Stating your business, it 
  seems you are expected, and quickly ushered to a 
  waiting room deeper inside the citadel.  It isn’t long 
  before a naval officer greets you. 
  He is tall and fit, wearing white pantaloons and 
  sturdy black boots. A black, double-breasted jacket 
  denotes his officer rank, and his arm is striped with 
  four gold bands.  
  (Members of the Navy immediately recognize the four 
  bands as a signature of his rank, Tugamiral Reis, or 
  Commodore).  
  “Greetings, effendi. I am Hasan Reis ibn Hasbutan.  
  I’ve been asked by the Kapudan Pasha and the Sultan 
  of Zeif to brief you on this important mission.  I’ll 
  get straight to it.” 
  “Some time ago, the Sultan received tribute from a 
  Mer-Sheik by the name of Sovorn ibn Regol, a 
  merfolk from the Gulf of Ghayar. This year, the 
  tribute was in the form of the Mer-Sheiks’ daughter, 
  a Shallah bint Sovorn. 
   “By order of the Navy, the Sultan requests you as 
  escorts for Shallah bint Sovorn.  You will travel with 
  her by ship to the Gulf of Ghayar, where you will be 
  deposited into the sea.  From there, you will travel 
  underwater by virtue of magic, and ensure that 
  Shallah returns to her palace unharmed.” 
  “For this, you shall be paid a respectable sum of 
  efrits. However, there is extra reward in it for you if 
  you choose to accomplish a secondary objective.” 
  
  ZEF6-07 Into the Drink 
   
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  “If you can return useful information regarding the 
  merfolk’s military or political conditions, there will 
  be extra reward in it.  However, this secondary 
  reward hinges on secrecy.  This information is 
  valuable to competing interests, and if you do attain 
  it, it is important that you tell no one else but us.  
   “Have you any questions?” 
  The PCs may have questions about the mission. Consult 
  the following information to help answer them. Also, 
  some PCs might recognize some of the badges on 
  Hasan’s chest and there may be some knowledge checks 
  in order. All of the badges are detailed in the Royal Navy 
  of Zeif meta-org document, except for the Campaign 
  Medal. 
  Questions: 
  How much do we get paid? 
   
  The pay depends on the APL. For APL 2, the pay is 
  150 gp + 100 for the information; 4 is 250 gp + 150 gp for 
  the information; 6 is 350 gp + 200 gp for the 
  information; 8 is 500 gp + 250 gp for the information. 
  How far/long of a journey is it to the Gulf/the 
  Palace? 
   
  “The journey by sea from here to the drop off point 
  is roughly 850 miles. We’re sending you by one of our 
  fastest galleys, and it should get you to the place in less 
  than nine days, given a good lee. When you breach the 
  water, it should be no more than a day of swimming to 
  reach the palace.” 
  What kind of danger can we expect on the journey? 
   
  “You’ll be entering the Gulf of Ghayar, which is still 
  ridden with pirates today, despite the efforts of the 
  Royal Navy and His Glory, the Sultan Murad. Once you 
  enter the water, though, you could face any kind of 
  undersea danger that we’re not familiar with.  You’re 
  better off speaking with Shallah for that information.” 
  Will you be sailing with us? 
   
  “Unfortunately, I won’t be sailing with you, as I 
  have other commitments here in the capital.  You will 
  be under the command of one of my finest Reis, a man 
  by the name of Isfahan Reis ibn Ghazin.” 
  How will we navigate and operate under water? 
   
  “Shallah will be your only guide once you go below 
  the surface.  She claims to know her way around the 
  Gulf and can get you to the palace. As for how you’ll 
  operate, there will be a cleric on board who will be able 
  to cast water breathing for an extended period of time to 
  enable you to breathe.  Otherwise, you’ll have to deal 
  with the hazards of the water.  We do have a couple 
  waterproof sacks that are on loan to us from the Order 
  of Kwalish for you to use. We also have a small store of 
  items for sale which you can purchase to help you, but 
  the goods are expensive.” 
  Where’s Shallah? 
   
  “Shallah is aboard the ship awaiting you. You’ll 
  meet here soon.” 
  Once the PCs have finished asking questions, Hasan 
  will show them the store of items he can sell to the PCs.  
  He’ll also give them the water-proof sacks from the 
  Order of Kwalish (these function as the Sack from the 
  Player’s Handbook, though they can be sealed tight). 
  Here is the list of what is available as well as what the 
  price is. 
  • 
  Potions of water breathing (750 gp) and 
  tongues (750 gp) 
  • 
  Ring of swimming (2500 gp) 
  • 
  Scrolls of water breathing (375 gp) and 
  freedom of movement (Arcane: 1000 gp, 
  Divine: 700 gp) 
  • 
  Scrolls of swim (150 gp), from the Spell 
  Compendium (see Appendix 2: New Rules 
  Items) 
  • 
  Scrolls of swim, mass (700 gp), from the Spell 
  Compendium(see Appendix 2: New Rules 
  Items) 
   
  Development: Once the PCs have asked all the 
  questions they want, have purchased the necessary 
  equipment and are ready to go, proceed to Encounter 3. 
  Encounter 3: Graciously 
  Gallivanting in the Gulf of 
  Ghayar 
  Hasan will escort the PCs to the ship they will be sailing 
  on.  Read the following out loud. 
  Exiting the Fortress of the Sea Lion, Hasan Reis 
  takes you down the private military dock, passing a 
  few smaller ships before approaching a small cutter 
  moored on an arm of the docks.  She is called the 
  Revenge, built for speed, not strength. 
  You are brought on board the ship and Hasan 
  acquaints you to a man called Isfahan Albay Reis ibn 
  Ghazin, captain of the Revenge. “Isfahan will answer 
  any further questions you might have.  May Istus 
  watch over your journey, and may your service to 
  His Magnificence be glorious. Farewell,” says Hasan. 
  
  ZEF6-07 Into the Drink 
   
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  “Greetings,” says Isfahan. “I’ll have my astegmen 
  show you your quarters.  We set sail in half of a glass 
  (hour). Please be ready by then. Lady Shallah is 
  awaiting you in the mess.” 
  An astegmen, which is an officer in training (see the 
  Royal Navy of Zeif meta-org document for more 
  information), shows the PCs to their rooms and escorts 
  them to meet Shallah in the mess hall. When the PCs 
  are ready to meet Shallah, read the following. 
  Entering the mess hall, you lay your eyes on Shallah 
  ibnt Sovorn, daughter of the Mer-Sheik. She is a 
  beautiful woman with long jade-green hair. While 
  her skin is pale and her features fair, most notable of 
  her physique is the five-foot fish tail where a 
  human’s legs might be. 
  If any of the PCs have played ZEF6-01 Out of Water 
  and possess “Shallah’s Token”, read the following: 
  “Hello! You must be my escort. I am Shallah bint 
  Sovorn al-Ghayar. I see some familiar faces among 
  you,” she says, looking to those who bear the tiny 
  token she once gifted. “It is so nice to see you all 
  again.  I am glad they appointed someone I know 
  and trust. It makes my father and I that much more 
  comfortable. 
  If no one possesses the token, read the following: 
  “Hello. You must be my escort. I am Shallah bint 
  Sovorn al-Ghayar. It is a pleasure to meet you.” 
  Allow the PCs a chance to socialize a little with Shallah. 
  PCs that possess the Token from ZEF6-01 Out of Water 
  get along wonderfully with her; she recounts her stories 
  while on the surface world, asks what the PCs have been 
  up to since they last met, and generally catches up. 
  Any PC without the token can meet and get to know 
  Shallah. She’s genuinely interested in getting to know 
  the PCs who will escort her to her homeland; she has to 
  travel with them alone at one point, so it is best to be 
  comfortable. 
  Once the meeting is over, read the following. 
  Leaving the Zeir-i-Zeif harbor, you watch behind 
  you as the shining jewel of Zeif, its magnificent 
  capital, grows smaller and smaller. The golden 
  rooftops reflect the morning sun as it rises from the 
  eastern horizon. The city is truly beautiful from far 
  away. It is not long before it disappears, however, 
  and the Revenge takes to the seas of the Dramidj 
  Ocean. It’s a beautiful day, and a great start to a long 
  journey at sea. 
  During the journey, the PCs can socialize with four 
  parties. The first is the Captain, the second is Shallah, 
  the third is the cleric of Mouqol on board, and the 
  fourth is the general crew. Let the players know that the 
  journey is long, and that if they wish to strike up 
  conversations with members of the ship, they can 
  probably garner some information. Also during the trip, 
  any members of the Royal Navy of Zeif must be briefed 
  for a secret side-mission while escorting Shallah (see 
  Encounter 3b).  
  Gather Information Results: 
  DC 5: This is a fast ship, but is lightly armed. It is meant 
  to be part of a larger fleet, not chasing pirates on its own 
  (Crew or Captain) 
  DC 8: Shallah enjoyed her stay on land, despite its actual 
  purpose.  She enjoyed encountering such a drastically 
  different culture and meeting the people she has met. 
  (Shallah) 
  DC10: The Captain will be dropping the party off well 
  away from the Mer-Sheik kingdom as not to attract the 
  attention of pirates (Crew or Captain) 
  DC 12: Lots to know about the gulf! Let me tell you 
  about it. (Shallah or Crew. Give players the Gulf of 
  Ghayar Handout. Player Handout 5) 
  DC 15: There are two main underwater parties in the 
  Gulf: The Merfolk and the Aquatic Elves (Shallah or the 
  Cleric of Moqoul) 
  DC 17: The two parties have recently been rumored to 
  be in conflict over some territory (Cleric of Moqoul) 
  DC 20: There is a large “scar” in the ocean. It is said to 
  hold all manor of creatures. Sharks, Dinosaurs even 
  Ocean Giants! (Shallah) 
  Encounter 3b: A Secret 
  Mission 
  This encounter is only to be used if a member in good 
  standing of the Royal Navy of Zeif is present on board 
  this mission in the party. At some point during the 
  voyage, Isfahan Reis will take all members of the Navy 
  aside to a secret briefing in his quarters.  He does this 
  inconspicuously as possible so as not to alert the rest of 
  the party of anything fishy.  If discovered or pressed, he 
  claims that he was bringing in members of Navy for a 
  drink among officers.  
  Summoned by the Reis, you are taken into his 
  quarters somewhere along the way to the Gulf of 
  Ghayar.  The captain seems intent and serious, and 
  
  ZEF6-07 Into the Drink 
   
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  sits you down, closing and locking the door behind 
  you. 
  “Can I get you a drink?” he asks, drawing a decanter 
  of what looks like spiced alcohol.  He pours drinks 
  for you if you like, and then one for himself.  “As 
  members of the Royal Navy, I have come to impart a 
  secret mission upon you, direct from the Kapudan 
  Pasha. I must first ask for a vow of secrecy from you. 
  You must swear on the Banner of the Sea Lion and 
  on your service to the Sultan that you never had this 
  meeting, and no such mission exists. Do you swear?” 
  Once the PCs swear the oath, the briefing continues.  If 
  they are not up for the task, the captain understands, 
  and sends them back to their business. Hand them 
  Players Handout Six. Remember to read this yourself. 
  Once read, the PCs may ask a few questions. The captain 
  can answer only a limited amount of questions, because 
  he’s kept on a need to know basis. 
  What reward is in it for us? 
   
  “First and foremost, it is your duty to collect this 
  information as members of the Navy. Glory of service 
  should be enough. However, I’m sure that such 
  important information will bring great rewards, though 
  I am not privy to their specifics.” 
  Who do I report to? 
   
  “Bring the information back to Hasan Reis, who 
  will be your acting officer in this mission.” 
  Once the briefing is over and the PCs have role-played 
  enough with the various parties on board the Revenge, 
  proceed to Encounter 4. 
  Encounter 4: The Fish was this 
  Big! 
  Once the PCs have role-played enough with the various 
  parties on board the Revenge, read the following out 
  loud: 
  After a long journey, it seems you are finally at the 
  drop off point.  You had traveled for just over nine 
  days, a little behind schedule because of a bad wind 
  coming around the point of the Vaar. You traveled 
  south down the Bakhoury Coast, stopping in Nafiq 
  for restocking, and finally west to the middle of the 
  Gulf of Ghayar. 
  Your things are gathered, and Shallah packages her 
  small amount of belongings. Breathing in the air of 
  the Gulf, she smiles and seems happy to be nearly 
  home.  On the deck of the ship are the captain and 
  the Appraiser of Mouqol, Sarhana ibnt Turusan. 
  The cleric comes close to you and says, “I can 
  prepare you with the ability to breathe underwater 
  now, if you need it.  I have three such spells 
  memorized to divide amongst you as you see fit.   
  The cleric is a seventh level caster and has prepared 
  three water breathing spells.  She also has a lesser rod of 
  extend spell, meaning she can hand out 84 hours of 
  water breathing.  For a party of six PCs, this is 14 hours 
  each.  For five PCs, it is nearly 17 hours each.  For four 
  PCs, it is 21 hours each.  They estimate that it should be 
  no more than 8 hours to reach the palace, depending on 
  where they chose to weigh anchor. 
  The captain comes over and looks up at the sun.  “It’s 
  roughly noon now.  We haul anchor tomorrow 
  evening at sun down, giving you today and 
  tomorrow to make it back.  Good luck!” 
  Once the PCs are ready and have magic cast on them to 
  breathe, they can head into the waters and move on to 
  Sovorn’s palace. Read the following out loud. Note: This 
  is likely the first time the PCs will ever travel 
  underwater.  Try to be expressive with this boxed text 
  undersea to impart a sense of wonder on the PCs. 
  With your gear stowed and proofed, Shallah leads 
  you over the ship’s edge and into the Gulf of Ghayar.  
  Your skin is instantly cooled after moving from the 
  sun’s rays to the refreshing waters.  Immediately, 
  you head west, descending into the depths. 
  Shallah finally seems at home, her body undulating 
  gracefully as she swims with great speed through the 
  water.  She treads back to await you, and seems 
  patient despite your slow pace. She is all smiles as 
  she takes in the familiar sights of her homeland. 
  The PCs need to make numerous DC 10 Swim checks in 
  order to make progress through the Gulf. Because no 
  threat is present, they can take 10, provided they have a 
  Swim check modifier no less than +0. If armor or gear 
  weighs them down, they’ll need to remove it until their 
  Swim check modifier is appropriate, or they’ll have to 
  sink to the bottom and walk the seabed.  Both of these 
  will significantly slow the party and likely leave them 
  without air once the water breathing spell wears off.  
  Shallah can assist one character to give him a +2 to his 
  Swim check along the way. Alternatively, she can let 
  any Small character “ride” her, so that their slower speed 
  does not slow the party’s progress and so that the Small 
  character does not have to make Swim checks. 
  Make sure you get the PCs to give you a 
  marching/swimming order, with Shallah clearly placed. 
  The Palace is only three miles from the drop off point, 
  but because PCs move at quarter speed while 
  
  ZEF6-07 Into the Drink 
   
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  swimming, it will take them a while to reach it. To 
  figure out how long it will take them, consult the 
  following table: 
  Slowest Normal Speed 
  Hours of Swimming 
  30 feet 
  4 hours 
  20 feet 
  6 hours 
   
  Once the PCs are ready to move on, read the following: 
  Shallah leads you deeper into the Gulf and the 
  seabed descends slowly as you progress.  At the point 
  where the floor is nearly seventy feet below you, you 
  cross over a large kelp forest.  The strands of 
  seaweed wave in the sea currents, and stretch up 
  nearly fifteen feet. 
   
  Creatures: Lurking in the kelp forest is a creature 
  looking for food or revenge. It notices the PCs and seeks 
  them as prey, hiding in the kelp and waiting for the best 
  time to strike.  Have the PCs make Spot checks opposed 
  by the Hide checks of the monsters. Anyone who beats 
  the opposed checks gets to act in the surprise round. 
  Pertinent knowledge information is detailed for each 
  creature. 
  At APLs 2 and 4, read the following boxed text: 
  Suddenly, from the kelp comes a creature of the sea, 
  hunger in its eyes.  It swims with speed and agility, 
  coming straight for you. 
  For APLs 6 and 8, read the following boxed text: 
  Suddenly, from the kelp comes a monster of the sea.  
  Nearby, a similar creature lies dead in the kelp.  The 
  monster coming at you has revenge and anger in its 
  eyes, and it seems ready to take out its frustrations 
  on you. 
  APL 2 (EL 3)  
  Shark, Large: hp 38; Hide -2, see Monster Manual 
  page 279 
   
  Tactics: The shark is attracted to shiny objects, and 
  will thus attack anyone with a metal shield or the most 
  metal armor.  His hunger is driving him to madness, 
  and he viciously thrashes at his foe, fighting to the 
  death.  If it successfully knocks an opponent 
  unconscious or kills it, it will defend itself from others 
  before swimming off with its supper. It will move 
  around even taking AoOs if there are several “shiny” 
  targets in the area. It will concentrate on any bleeding 
  opponents, attempting grapples (receiving AoOs) and 
  then wanting to swim off with the catch (using another 
  grapple check to “pin” the opponent in its jaws). 
  APL 4 (EL 5) 
  Dire Barracuda: hp 97; Hide -2; see Appendix One 
   
  Tactics: As Shark, Large, from APL 2 
  APL 6 (EL 7) 
  Ichthyosaur: hp 95; Hide -1; see Appendix One 
   
  Tactics: The ichthyosaur will use hit and run tactics 
  to avenge its slain mate, utilizing its high speed and 
  Swim-By Attack feat. It will avoid entering and staying 
  in a fray at all costs.  It believes it can constantly hit and 
  run its enemies until they perish. 
  APL 8 (EL 9) 
  Sea Cat, Advanced: hp 172; Hide -8; see Appendix 
  One 
   
  Tactics: The sea cat is a combat tank, and readily 
  enters the fray aggressively, attacking the nearest foe.  It 
  tries its best to enable it to use Full Attack actions every 
  round, hopefully hitting with both claws to enable its 
  Rend ability. It is relentless and vicious, mowing down 
  its enemies until they or it is dead. 
  Druids and Rangers can use their Wild Empathy ability 
  with this encounter if they choose to.  All of the 
  creatures will stop to let the PC plead their case using 
  the ability, should the druid or ranger beat it on 
  initiative in the surprise round, and the ability takes 10 
  rounds (or 1 round at a –10 penalty). The APL 
  determines the DC. At APL 2 and 4, the DC is 20 (for 
  going from Unfriendly to Indifferent with a +5 modifier 
  to the DC because the creature is hungry).  At APL 6 and 
  8, the DC is 25 to go from Hostile to Indifferent.  
  Remember that the sea cat at APL 8 is a Magical Beast, 
  and all Wild Empathy checks suffer a –4 penalty against 
  it.  
  Shallah will remain a non-combatant in the encounter.  
  If the PCs are in trouble, a patrol of Sovorn’s merfolk 
  will arrive to help the PCs.  A patrol consists of four 
  merfolk warriors and a merfolk sergeant.  These 
  warriors will fight for Shallah to the death and escort 
  the PCs back to the palace. 
  All APLS (EL 4) 
  Merfolk 
  Sergeant: 
  Male Merfolk War3; see 
  Appendix One 
  Merfolk Warrior (4): Male Merfolk War1; see 
  Monster Manual page 185 
  Once the encounter is dealt with, Shallah will thank 
  them graciously. Once everyone is ready, the PCs can 
  move on to Encounter 5. 
  
  ZEF6-07 Into the Drink 
   
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  Encounter 5: It’s a Merfolk 
  Party! 
  Once the previous encounter is complete, ready the 
  following out loud. 
  Not long after the attack in the kelp forest, Shallah 
  leads you over a ridge leading into rocky valley.  As 
  you crest it, you lay your eyes on a magnificent sight.  
  Built into a quintet of massive rock pillars jutting 
  from the rocky bed are constructions of beautiful 
  coral, clay and rock. The main pillar has dozens of 
  circular windows illuminated with soft colored 
  lights, standing out in the darker areas of this deeper 
  sea, especially now that the sun was leaving the 
  world above.  It was amazing to see such civilization 
  nearly a hundred feet below the surface world. 
  Coral causeways crossed between the pillars in a 
  haphazard matrix of passages.  Coral adornments 
  decorated the length and breadth of the pillars, 
  making them seem more like jewels than chunks of 
  rock.  Below, around the pillars, lie dozens of smaller 
  rocks, big enough to house a small group of merfolk, 
  and each with their own window, creating a carpet 
  of lights and decorated homes around the palace.  
  Around it all swim merfolk, traveling to and from 
  houses, businesses and other merfolk constructions. 
  Shallah’s eyes light up and a smile claims her face.  
  “Welcome to the palace,” she says, heading ahead to 
  reach her home. “Come now, I can show you the 
  sights.” 
  Any PC with the following skill checks has a chance to 
  learn some extra information once they lay their eyes on 
  the palace. 
  Knowledge (Architecture and Engineering): 
   
  DC 15: The PC recognizes that the merfolk have 
  constructed something that is equally defensible from 
  all dimensions; from all sides and even from above. They 
  recognize three building materials; the stone pillars that 
  seem 
  exaggerated 
  by 
  underwater 
  clay, 
  all 
  interconnected by coral causeways. 
   
  DC 20: The architecture bears some resemblance to 
  what Kwalish might have made when he did work for 
  the merfolk all those years ago.  Though it is apparent 
  that it was probably not his work exclusively, his 
  influence is clearly visible. PCs who are members of 
  the Order of Kwalish receive a +2 circumstance 
  bonus to this check. 
  Knowledge (Geography or Nature) 
   
  DC 15: The stone pillars are likely not natural; they 
  don’t tend to form like that, even underwater. 
  Knowledge (Arcana) or Spellcraft: 
   
  DC 23: The stone pillars are clearly the result of a 
  stone shape spell, or multiple applications of it. 
  You travel down the ridge and within minutes reach 
  the palace grounds.  It was more of a small town 
  with hundreds of merfolk living around it for 
  mutual protection.  Shallah turns down a main 
  avenue between some buildings. 
  Reaching the end of the street, Shallah leads you to a 
  large group of merfolk.  Surrounded with a troop of 
  guards and a number of aristocratic-looking merfolk 
  was a merman of great prestige.  Dressed in a 
  flowing gown of woven kelp and seashells, and 
  wearing a crown of coral and pearls, the merman 
  smiles wide and raises his arms as Shallah 
  approaches. 
  “Merfolk al-Ghayar, our daughter has returned!” he 
  calls, and there is a great cheer among the 
  processions.  Shallah moves forward and embraces 
  many of the notable merfolk, her father first and 
  foremost. 
  “Come now, inside. Let us talk and catch up,” the 
  merman says to his daughter. He is obviously Sovorn 
  ibn Regol, Mer-Sheik al-Ghayar. 
  If the PCs want to say anything here, let them take a 
  break from the boxed text.  Once they’re ready, move 
  on. 
  They lead you out of the street and up through the 
  water.  You pass over and land on one of the outer 
  causeways that create a cage around the palace.  It’s 
  only now that you notice the defensive capabilities 
  of the palace.  Guards patrols between the causeways 
  in a three-dimensional fashion, and mounted on the 
  bridges are crossbows pointing out in every 
  direction, the special merfolk crossbow that have 
  limited range under the water.  The most important 
  of the structures, it seems, is deep in the core of the 
  matrix of coral and stone.  Despite the extra edge of 
  having to defend from all sides, you are pretty sure 
  that they could hold their own in a fight. 
  “Friends, I thank you for your service in bringing my 
  daughter safely home to me,” says Sovorn. “If you’ll 
  excuse us, we have much to speak of and catch up 
  on.  My guards will show you to some air filled 
  grottos we’ve prepared for you to rest overnight in, 
  and it is our hope that you can join us for a mid-
  morning gathering with family and friends of 
  
  ZEF6-07 Into the Drink 
   
  Page 14 
  Shallah.  I would like to show you our culture and 
  ways and thank you further for the invaluable 
  service you have done for us.  I will have a cleric sent 
  to your room to renew your water breathing abilities 
  should you need it.” 
  “Also, if you are quick, the storefronts will be open 
  for a bit longer, and you can probably reach the 
  bazaars and shop our wares, which I’m sure you 
  would be interested in seeing.  Does this sound good 
  for you?”   
  If there are no further questions on part of the players, 
  have some of Sovorn’s men take them to their chambers, 
  which are special rooms which have been magically 
  sealed and filled with air.  It is clear that in making the 
  rooms, the merfolk have put as much effort as possible 
  in recreating surface life as they know it and making the 
  PCs comfortable. 
  Once they’ve stowed their gear, they are free to tour the 
  palace on their own or head to the bazaar and see what 
  the merfolk have to offer.  Below is a list of what can be 
  purchased.  Anything on this list that is rare will appear 
  on the AR for PCs to purchase later. Members of the 
  Navy have a chance to get some weaponry or armor for 
  their secret mission here. 
  • 
  Bone dagger, rapier, and shortsword (and 
  masterwork versions). 
  • 
  Shortspears, 
  spears 
  and 
  longspears 
  that 
  function as normal but are stylized with 
  merfolk 
  decorations 
  (and 
  masterwork 
  versions). 
  • 
  Merfolk heavy and light crossbows with 
  merfolk bolts. 
  • 
  Merfolk tridents (and masterwork versions). 
  • 
  Shell (medium) armor (and masterwork 
  versions) 
  • 
  Coral holy symbols (function as silver holy 
  symbols) available for Eadro and Mouqol. 
  • 
  Merfolk 
  clothing 
  (Courtier’s, 
  Noble’s, 
  Peasant’s, Entertainer’s and Artisan’s Outfits) 
  • 
  Merfolk trinkets (coral and seashell versions of 
  the 
  following 
  items 
  from 
  the 
  Player’s 
  Handbook: bell, small mirror, signal whistle 
  and signet ring) 
  PCs may also feel that this is an appropriate time to 
  gather information about the political or military 
  situation in the merfolk’s domain, to bring back to one 
  of the three masters who desire the info.  While some 
  information can be had now, higher quality info will be 
  found at the luncheon on the morrow. PCs have enough 
  time for one check (though the party could split up and 
  do one check for both military and political info).  These 
  checks do not cost the PCs any money; the merfolk are 
  too enthralled with seeing surface dwellers that they 
  give up the info for free. 
  Military Information (Gather Information) 
   
  DC 10: The guards around the palace have been on 
  high alert because of some recent disappearances of 
  caravans. No one knows what’s going on. 
   
  DC 15: More soldiers have been brought in from 
  the inner domain of the merfolk because of the 
  disappearances and because Sovorn is worried about his 
  daughter.   
   
  DC 20: At least two caravans have gone missing, 
  probably meaning at least a score of merfolk are gone.   
  Political Information (Gather Information) 
   
  DC 10: The only neighboring nation, Qessirstan, is 
  home to aquatic elves, and the two people have 
  generally been peace loving, though of course disputes 
  happen from time to time. 
   
  DC 15: Things might be getting a little tense with 
  Qessirstan lately, but no one is entirely sure why.  Some 
  believe it’s because of land disputes, while others believe 
  it’s due to trade deals gone sour. 
   
  DC 20: A Qessirstani emissary was here earlier this 
  month to meet with Sovorn, though no one knows the 
  outcome of the meeting. 
  Once the PCs have had their fun with the bazaar and the 
  merfolk city, they can retire to their chambers for the 
  evening and wait until morning. A cleric of Mouqol 
  does come by to renew their water breathing spells, 
  enough to get them through the night, where it will be 
  renewed again in the morning. Appropriate courtly 
  costume is provided for the PCs to wear, and they will 
  be summoned when they are expected to be present.  
  They are encouraged to bring their weaponry and 
  armor, because the nobles will like to see them and learn 
  about them. Let the PCs rest and in the morning, move 
  on to Encounter 5b. 
  Encounter 5b: The Mid−
  Morning Luncheon 
  Morning comes, and the PCs are summoned to the 
  ballroom, where Shallah’s “welcome home” party has 
  begun.  PCs should don their merfolk garb and head 
  over. Read the following out loud: 
  
  ZEF6-07 Into the Drink 
   
  Page 15 
  Heading to the ballroom, you pass through the 
  wonderful halls once again.  With the sun up again, 
  the world outside is lit a little better, though the 
  depth still clouds some of the light.  Soon, you find 
  the room, and are again amazed with what you see. 
  The room is large and spherical, and you enter at a 
  mid point on its outer edge.  Built from the walls in 
  coral and stone are tables bearing seafood hors 
  d’oeuvres and drinks specially sealed in leather sacks 
  with straws.  Around the top of the room are large 
  windows with crystal glass of different colors, 
  amplifying and cascading dazzling light about the 
  room.   
  About the room are merfolk dressed in luxurious 
  gowns and clothing, and they mill about one 
  another, talking and laughing.   
  Shallah sees you immediately and pulls herself away 
  from her father and another woman who could only 
  be her mother.  “Welcome, I’m glad you could make 
  it.  My parents were very excited about having you 
  here, and many of the others in my father’s court 
  would love to meet you.  Let me show you around.” 
  The mermaid turns to the room and begins pointing 
  out people.  “That is my father and mother, of course, 
  Sovorn bin Regol and Shalina bint Carvados.  Next 
  to them you can see a merman with long black hair 
  tied in three braids; that’s Mowvin ibn Vadan, my 
  father’s chief political advisor.  He has been like a 
  second father to me, serving my father since he 
  became a sheik.” 
  Turning again, she points to some others.  Next to 
  them is Kardolahan ibn Garador, the captain of the 
  guard here in the palace.” 
  “And there, across the room by herself near the 
  band, that’s a very special guest.  Her name is 
  Zellaveera, and as you can clearly see, she is not a 
  merfolk.  She’s in fact a water nymph, a Nereid, and 
  a recent friend of ours.” 
  “Please, make yourself at home, have some food, and 
  I’m sure everyone would love to hear stories from 
  above. I’ll be with my father.” 
  This is a large, freeform social encounter.  PCs are free to 
  mingle with any of the NPCs.  Information is provided 
  with for all the above-mentioned NPCs; some general 
  information is attainable from other friends of friends 
  who made it to the luncheon.  
  This encounter’s purpose is for PCs to experience 
  merfolk culture, learn about the palace and its goings 
  on, and meet some NPCs.  While there is a lot of fluff 
  and flavor to this encounter, some of the information is 
  critical, as listed here: 
  • 
  PCs should meet with the Nereid, Zellaveera. 
  (this is the most critical point in this 
  adventure) 
  • 
  PCs should learn about the tensions with 
  Qessirstan. 
  • 
  PCs should learn about the missing caravans. 
  • 
  Everyone should have fun! 
  As a DM, try and ensure that the above criteria are met 
  before moving to the next encounter.  Once these 
  points are dealt with, and the players seemed to have 
  played out the social interactions in this encounter, feel 
  free to move on to Encounter 6.  If you are pressed for 
  time, such as in a convention slot, please be wary of 
  the amount of time spent here.  Players can learn a lot, 
  and the right bunch can really have a blast speaking 
  with the various NPCs. 
  Here is the relevant information for the various NPCs 
  found at the party.  DM’s should use this information to 
  answer questions the PCs might have, or to kick start 
  lulls in the conversation.  There should be enough here 
  to provide rich interaction between the PCs and the 
  NPCs. This information is skeletal and can be flowered 
  up as the DM sees fit. 
  Most of the NPCs here will frown on speaking about 
  others behind their backs, and if asked about other 
  NPCs, will encourage the PCs to meet them on their 
  own and make their own judgments.  The exception is 
  Shallah, who is willing to give PCs heads up on the 
  various NPCs. 
  Shallah ibnt Sovorn: Female Merfolk Ari5 (Bluff +4, 
  Diplomacy +14, Sense Motive +1) 
  Shallah is really happy to be home and to see all of her 
  old friends and family again.  She is cheery this whole 
  encounter, but regrettably cannot spend too much time 
  with any one person because she has to meet and catch 
  up with everyone equally.  While speaking with PCs, 
  she’ll constantly be nodding and sending out hellos mid 
  conversation to passersby. Shallah is considered 
  “friendly” (as per her mood; see the Diplomacy skill in 
  the Player’s Handbook) with all the PCs because they 
  brought her here. Shallah is interested in the following 
  subjects can relate information about them. 
  • 
  Merfolk customs: Shallah can teach merfolk 
  customs if PCs want to learn how to 
  communicate better with the others at the 
  party.  Shallah is glad to teach the PCs a 
  
  ZEF6-07 Into the Drink 
   
  Page 16 
  merfolk greeting.  The greeting involves 
  holding each others hands while saying “Gadru 
  Gilltru ala Mindra”, a phrase in Aquan meaning 
  “of all the fish in the sea”, which implies “of all 
  the fish in the sea, I am lucky enough to meet 
  you”.  Using this greeting with any other 
  merfolk when they first meet them will grant 
  the PCs a +2 to any Charisma-based skill check 
  (as well as Sense Motive) for that merfolk 
  throughout this encounter. 
  • 
  Mowvin ibn Vadan: Shallah respect Mowvin, 
  her father’s political advisor and close family 
  friend, greatly.  He was like a second father to 
  her when she was growing up.  She admits that 
  he is a bit too serious (as far as merfolk go), but 
  he means well.  He’s a very knowledgeable 
  fellow when it comes to politics, and has a 
  keen sense of the goings on in the Gulf of 
  Ghayar. He’s also very interested in politics of 
  Zeif, and would probably like to hear about 
  anything the PCs can tell him about the world 
  up there. 
  • 
  Kardolahan ibn Garador: Kardolahan is the 
  captain of the guard, and Shallah has known 
  him only a few years, when he replaced the 
  former captain who retired.  While young, he 
  takes his duty seriously and will never 
  compromise the safety of Shallah and her 
  family for anything.  He’s very knowledgeable 
  about merfolk combat techniques and military 
  information in general.  
  • 
  Zellaveera: Shallah has befriended Zellaveera 
  more than anyone else.  The Nereid is shy and 
  only speaks Aquan.  Shallah offers to translate 
  for anyone who has her Token from ZEF6-01 
  Out of Water, or will do it with a DC 15 
  Diplomacy check (to convince her to tear 
  herself away from the schmoozing with 
  everyone else). Zellaveera lives outside the city 
  on a patch of magical clay that Shallah knows 
  little about.  She knows that Zellaveera 
  recently immigrated here from the Elemental 
  Plane of Water. 
   Sovorn ibn Regol, Mer-Sheik: Male Merfolk 
  Ari3/Brd6 (Bluff +15, Diplomacy +27, Sense Motive 
  +15) 
  Sovorn ibn Regol is an outwardly happy fellow, but it 
  doesn’t take much to realize that he is a politician, a man 
  of business and action.  There always seems to be an air 
  of power about him, and while he is friendly, it’s hard 
  not to be intimidated.  Remember to roleplay Sovorn 
  appropriately if PCs have his favor or his enmity 
  from ZEF6-01 Out of Water. Sovorn starts out 
  indifferent to all the PCs in this encounter. Sovorn is 
  interested in the following subjects and can relate 
  information about them: 
  • 
  Shallah: Sovorn is ecstatic that his daughter 
  has returned home.  He can’t stop singing her 
  praises; notably, her profound beauty, her 
  intelligence (she is a bit of a scholar) and her 
  cheerfulness.  He’ll speak worlds of her while 
  she’s around and even while she isn’t.  
  • 
  His Sheikdom and the Merfolk Realm: Sovorn 
  is proud of his Sheikdom and the people who 
  live in it.  He can relate that over two thousand 
  merfolk make their homes near his palace or in 
  the outer areas.  If PCs express interest in his 
  Sheikdom, they can make a DC 15 Diplomacy 
  check to increase his attitude to friendly and 
  extract more detailed information.  This check 
  is modified by the +4 for having free luxury 
  upkeep due to Sovorn’s favor, the –2 for having 
  his enmity and a +2 if the PC used the merfolk 
  greeting when they first met in this room.   
   
  If successful, he can relate that he makes most 
  of his money off of commodities, including 
  some pearls, coral, and clay to build with.  He 
  is especially excited about some magical clay 
  recently discovered in the south, called 
  Elukian clay.  He explains that it was formed 
  through seepage from the Elemental Plane of 
  Water, and that they are still learning about its 
  properties from their friend Zellaveera, who is 
  from the plane and now lairs near the new clay. 
  He recommends the PCs meet her if they are 
  interested in the clay. 
  • 
  Elukian Clay: Sovorn knows a little about this 
  clay (as detailed in the previous bullet).  
  • 
  The missing caravans: Sovorn has a sore spot 
  for those gone missing, and it doesn’t take a 
  skill check to figure it out.  He greatly laments 
  the loss of every soul and is doing everything 
  in his power to find them and find the source. 
  He can tell the PCs that three caravans have 
  been attacked, and a total of 23 merfolk are 
  gone, most of them merchants but some of 
  them guardsmen from his own men. 
  Shalina bint Carvados, Shallah’s Mother: Female 
  Merfolk Ari6 (Bluff +15, Diplomacy +19, Sense 
  Motive +13) 
  
  ZEF6-07 Into the Drink 
   
  Page 17 
  Shalina bint Carvados is a dull-witted but genuinely 
  kind and compassionate mermaid.  She is outgoing, 
  approachable and likeable, and she listens very well.  It 
  is only apparent after many minutes of conversation 
  that she doesn’t have a very sharp intellect, and often 
  seems to just smile and nod.  She doesn’t have a stance 
  on whether it was appropriate to send Shallah away; 
  she’s only happy she’s come back. Because she often 
  does whatever Sovorn tells her to, any favor or enmity 
  with Sovorn applies to Shalina as well, including the +4 
  bonus from luxury upkeep due to his favor, and the –2 
  penalty from his enmity in ZEF6-01 Out of Water. 
  Shalina is interested in the following subjects and can 
  relate information about them: 
  • 
  Merfolk customs: she is willing to teach the 
  same customs as her daughter would. 
  • 
  Qessirstan and the tensions: Shalina is sure 
  that everything will be solved eventually with 
  Qessirstan.  She reminds the PCs that friends 
  always make amends, and then recounts how 
  she has a really great relationship with a 
  courtier in Qessirstan’s court, a young elf 
  named Kalaena.  She goes into stories about 
  her and Kalaena exploring the palace grounds 
  together. 
  • 
  The missing caravans: Shalina thinks that 
  whoever is doing this is an awful lot and 
  should be captured and put in prison.  
  Mowvin bin Vadan, Chief Political Advisor: Male 
  Merfolk Ari10 (Bluff +3, Diplomacy +18, Sense 
  Motive +18) 
  Mowvin bin Vadan is likely the most incredible mind in 
  the palace. His keen awareness of the region, its people 
  and its goings on are unmatched by any of the Mer-
  Sheik’s advisors. He is older and a bit gruff in demeanor, 
  but his language is polished and well spoken, and his 
  intelligence is abundantly apparent in his words. 
  Mowvin is interested in the following subjects and can 
  relate information about them: 
  • 
  Shallah: Mowvin is relieved to have the girl 
  home and safe again.  He always liked her and 
  was sad to see her go.   
  • 
  The Sheikdom and the Merfolk: Mowvin is 
  pleased with the success of the Sheikdom.  
  Trade is up, and recent expeditions to the 
  surface world are only increasing it.  The 
  spread of Mouqol has really brought forth 
  powerful mercantile brains, and every year the 
  merfolk bring home more money.  He feels 
  that quality of life is high and that Sovorn is 
  doing a good job. 
  • 
  Qessirstan and the tensions: Mowvin can 
  relate that Qessirstan is a smaller nation than 
  that of the merfolk, but that their presence is 
  equally potent.  The elves are somewhat 
  extreme in their attitudes and have little room 
  for compromise.  Despite this, they are good at 
  heart and he strives to increases diplomatic 
  relations with them at all times.  
   
  The recent tensions over the territory are 
  understandable.  The land under dispute lies 
  far south of here, outside of what is normally 
  considered either nation’s land, but inside 
  what could technically be either.  A trade route 
  passes through it, however, and it has been the 
  merfolk who have tended and patrolled the 
  route, and Sovorn believes that grants the 
  rights to its special commodity, which was also 
  found by the merfolk.  Mowvin is worried only 
  because the elves had once pushed a 
  diplomatic solution to the dispute, but have 
  moved away from talks more and more over 
  the weeks. They’ve threatened to move 
  warriors into the territory, and the merfolk 
  have threatened to cut off the supply line.  
  While slow, tensions are escalating, and he’s 
  not sure how long such a “cold war” can last. 
  • 
  Elukian Clay: Aside from what he knows about 
  the tensions, Mowvin knows a little about the 
  clay properties.  He first says that Zellaveera 
  will know the most but he can relate that it is 
  formed in part by seepage from the Elemental 
  Plane of Water.  It can be shaped much like a 
  sculpting project and hardened to form 
  weapons and armor.  The great part is that the 
  armor made from it is naturally buoyant and 
  doesn’t impede with swimming at all. 
  • 
  The Missing Caravans: Mowvin of course 
  greatly regrets the loss of the merfolk, and still 
  holds out hope that they can be found alive.  
  He can report that three caravans have been 
  attacked, and a total of 23 merfolk gone. 
  Mowvin balks at the idea that the aquatic elves 
  are behind it. 
   
  If pressed about more information, Mowvin 
  explains that a lot of it is supposed to be kept 
  under the radar for a time.  It takes a DC 20 
  Diplomacy check to get him to relate some 
  more details.  This check is modified by the +4 
  
  ZEF6-07 Into the Drink 
   
  Page 18 
  for having free luxury upkeep due to Sovorn’s 
  favor and a +2 if the PC used the merfolk 
  greeting when they first met in this room. 
   
  If successful, Mowvin will explain that he’s 
  positive that the elves aren’t involved.  The 
  truth is, they found some putrid substance on 
  the scene of one of the attacks, and brought it 
  back for study.  It turned out to be organic, but 
  long dead.  They suspect that some form of 
  undead force is attacking these caravans.  This 
  knowledge makes him worry all the more 
  about the missing merfolk.  He asks the PCs 
  not to spread that information around. 
  • 
  The Sultan of Zeif or the Diwan: Being a 
  politician and a scholar, Mowvin is very 
  interested in learning anything more he can 
  about the Sultan of Zeif and his cabinet. PCs 
  with 
  Knowledge 
  (Nobility/Royalty) 
  or 
  Knowledge 
  (Local) 
  can 
  really 
  capture 
  Mowvin’s attention by making a check (DC 
  15).  Success means getting his favor on the 
  AR. 
  Kardolahan bin Garador, Captain of the Guard: 
  Male Merfolk Rng6 (Bluff +1, Diplomacy +1, Sense 
  Motive +2) 
  Kardolahan is the captain of the palace guard and 
  coordinates all military action in the palace and the 
  town around it.  He takes his duty seriously and 
  considers the safety and well being of the Sheik and his 
  family his top priority. Kardolahan is the best source of 
  info for military information, and any members of the 
  Navy can get the info they need for the special mission 
  here. Kardolahan is interested in the following subjects 
  and can relate information about them: 
  • 
  Qessirstan 
  and 
  the 
  tensions: 
  It’s 
  not 
  Kardolahan’s duty to comment on the 
  situation.  All he can say is that he stands ready 
  to deploy soldiers into the territory should the 
  Mer-Sheik command. 
  • 
  The missing merfolk: Kardolahan lost many 
  merfolk in those attacks (8) and he has 
  increased guard density on all caravans moving 
  nearby.  He’s ordered extra alert through the 
  grounds, and he hopes next time will be a 
  victory for his men and not the brigands.  
  Eventually, he is sure they will be brought to 
  face justice. 
  • 
  Kardolahan is a martial fellow, and any talk 
  about weaponry and military equipment gets 
  him excited.  Any martial character or member 
  of a Zeif military who gets into conversation 
  with him about such topics, and can show him 
  surface weaponry or armor and makes a DC 15 
  Diplomacy check will get his attention. This 
  check is modified by the +4 for having free 
  luxury upkeep due to Sovorn’s favor, a +2 if the 
  PC used the merfolk greeting when they first 
  met in this room, a +2 if the PC is a member of 
  a military unit, and a +2 if they show him 
  surface weaponry. He would love to learn 
  about the surface world’s military.  If PCs gain 
  his attention in this way, they can get him to 
  tell them information about the military. 
  • 
  The Merfolk Military: If asked, Kardolahan is 
  happy to relate information about the military 
  to anyone who’s gained his attention (see 
  previous bullet).  
   
  Troop Size: Kardolahan currently commands 
  200 troops.  Fifty have been brought in these 
  times of need, so normally his levels lie at 
  about 150.  He can estimate about 1000-1200 
  troops throughout the nation. 
   
  Hierarchy: The military commander with the 
  Sidi commands all the troops, dividing them 
  up into regiments of 150-200 and dispersing 
  them about the sheikdoms under command of 
  a captain, which is what Kardolahan is.  Each 
  captain has a lieutenant who helps him oversee 
  his men, and the men are divided into brigades 
  of twenty, each under command of a sergeant. 
   
  Mobilization time: Kardolahan can have his 
  troops armed and ready to attack in less than 
  five minutes, but this is limited to the palace 
  and its grounds.  Any mobilization outside the 
  grounds can take anywhere from 10-15 
  minutes plus traveling time. 
  Zellaveera, Nereid: Female Nereid (Bluff +3, 
  Diplomacy +3, Sense Motive +1) 
  Zellaveera is a Nereid who lives in the disputed territory 
  south of the palace.  She came here from the Elemental 
  Plane of Water over a year ago.  Unknown to her, her 
  arrival caused a small leak from the Elemental Plane of 
  Water, and around her lair, energies from her home 
  plane have created a great supply of Elukian clay.  
  Sovorn befriended her in hopes of learning about her 
  and her plane and eventually the clay.  Shallah also 
  became friends with her over this time. 
  
  ZEF6-07 Into the Drink 
   
  Page 19 
  Nereids are very shy creatures.  Zellaveera looks like a 
  translucent ripple of water and is very hard to detect. 
  She only speaks Aquan, and unless PCs speak the 
  language, will require a translator; otherwise, only 
  simple messages will be conveyed.  Zellaveera sticks to 
  the shadows of the room, quietly watching and learning 
  about the merfolk and the new surface dwellers which 
  whom she’s not comfortable with…yet. 
  Any PC who bears Shallah’s Token and tries to speak 
  with Zellaveera will find Shallah coming over to help 
  translate for them.  If no one possesses this token, 
  Shallah can be convinced to translate with a DC 15 
  Diplomacy check. 
  Zellaveera should be role-played as very shy and 
  introspective, but she’s genuinely interested in the 
  Material Plane.  The conversation with her should 
  progress slowly as she gets more comfortable and 
  requires skill checks.  Initially, Zellaveera will speak 
  about the following: 
  • 
  Shallah: Zellaveera will talk a bit about Shallah 
  and how she’s glad the mermaid has come 
  home.  She says that Shallah and she are good 
  friends.  If PCs are kind and express interest, 
  they can make a DC 13 Diplomacy check to get 
  her to the next level of friendship.  This check 
  is modified by a +4 if a PC possesses Shallah’s 
  Token. 
  Once Zellaveera has reached this second level of 
  comfort, she’ll talk a bit more about things: 
  • 
  Elemental Plane of Water: Zellaveera can teach 
  the PCs a little about her home plane. She tells 
  them how it is an ocean of infinite depth, how 
  its temperature varies between boiling and 
  frozen, and how settlements are found built on 
  pieces of flotsam and jetsam floating around in 
  the endless currents. 
  • 
  Material Plane: Zellaveera will ask about the 
  material plane, specifically about the local seas.  
  She expresses concern and confusion that the 
  oceans end on the surface.  However, she’s 
  genuinely curious about all things about the 
  seas.  If PCs are kind here and teach her 
  information about this topic, they can make a 
  DC 18 Diplomacy check to get her to the final 
  stage of friendship.  This check is modified by 
  +4 if the PC has Shallah’s token.  Feel free to 
  give ad hoc bonuses if the PCs role-play 
  exceptionally well. 
  Once at this final friendship stage, Zellaveera will 
  explain a little bit more.  She also proclaims any PC who 
  reaches this stage “her new best friend”. 
  • 
  Her Story: Zellaveera will tell PCs about her 
  story and how she came to the Material Plane.  
  Over a year ago, she lived in a floating rock in 
  the Elemental Plane of Water, which soared 
  about on a large circular current. She had a 
  peaceful life, and was content enough to live 
  there forever.  However, one day, an evil sea 
  dragon came by and claimed the whole area, 
  forcing her out.  She could not fight the 
  dragon, so she ran away, lost in the plane 
  without a home.  In her search for a new living 
  place, she stumbled across a portal to the 
  Material Plane, and deciding she had had 
  enough, moved in.  The portal opens up onto 
  her new lair, south of the palace.  She’s not sure 
  if the portal works anymore, because she 
  doesn’t even want to try going back. 
  • 
  PCs who are “her new best friend” receive the 
  designation on the AR and receive a special 
  benefit. 
  General Merfolk Party Attendees: Male and Female 
  Merfolk Ari1, Exp1, and War1. 
  Speaking with the general attendees of the party can 
  gain the PCs a little bit of information.  They can make 
  Gather Information checks to learn the following 
  information.  They can make one such check during the 
  party, though PCs can split up to each do their own.  
  This check is modified by the +4 for having free luxury 
  upkeep due to Sovorn’s favor, and a +2 if the PCs know 
  the merfolk greeting. 
  Gather Information 
   
  DC 10: People are happy to have Shallah home.  
  Despite the necessity of gaining the Sultan’s favor, they 
  missed her. 
   
  DC 15: Sovorn has been feeling down ever since 
  Shallah left, and sending her away must have been the 
  hardest decision of his life. 
   
  DC 20: The people generally believe the tensions 
  with Qessirstan will dissolve.  They all hope so, because 
  apparently the clay on the territory is pretty neat. 
   
  DC 25: There are rumors that someone in the 
  government knows more about the attacks on the 
  caravans then they’re telling everyone. 
  Moving onto Encounter 6 should only happen when 
  the following criteria are met: 
  • 
  PCs have met Zellaveera.  
  
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  • 
  PCs have learned about the tensions with 
  Qessirstan. 
  • 
  PCs have learned about the missing merfolk. 
  • 
  Players have had some fun socializing. 
  After this has been done, wait for an appropriate spot in 
  the conversation, preferably mid-sentence for one of the 
  players, so that you can elicit some surprise. While 
  reading the following out loud, slam your fists on the 
  table or yell or otherwise shock the players. 
  Encounter 6: That’s a Big 
  Zombie 
  An immense crash halts the music and silences the 
  guests.  Above the ballroom, where the large crystal 
  windows once were, is now an open space to the sea 
  above.  Crystal shards drift slowly down to the 
  room’s floor and everyone is shocked. The sounds of 
  screaming are heard outside, but worst of it are the 
  bodies of dead soldiers who fall through the 
  windows, limp merfolk leaving trails of blood as 
  they drift through the room with gaping wounds. 
  Quickly after, you see the source of the murders: a 
  massive creature, a giant, though his form is clearly 
  undead in nature.  Crawling through the window 
  with crimsoned weapons, its lunges into the room, 
  looking for blood. 
   
  Creatures: The undead have attacked the palace.  
  Coming through the window are undead giants ready to 
  kill anyone they find.   
  APL 2 (EL 3) 
  Ogre (Merrow) Skeleton: hp 26; see Appendix One 
   
  Tactics: The ogre skeleton will mindlessly attack 
  the nearest creature with its spear.  It does not use any 
  tactics worth mentioning.  It does not move to flank, 
  remove itself from a flank, or worry about attacks of 
  opportunity.  If disarmed, it begins clawing with its 
  claws.  It continues to attack until it or everyone in the 
  room is dead. 
  APL 4 (EL 5) 
  Troll (Scrag) Zombie: hp 81; see Appendix One 
   
  Tactics: The troll zombie will mindlessly attack the 
  nearest creature with its claws.  It does not use any 
  tactics worth mentioning.  It does not move to flank, 
  remove itself from a flank, or worry about attacks of 
  opportunity. It continues to attack until it or everyone 
  in the room is dead. 
  APL 6 (EL 7) 
  Troll (Scrag) Zombie (2): hp 81; see Appendix One 
   
  Tactics: The troll zombies will mindlessly attack 
  the nearest creatures with their claws.  They will not use 
  any tactics worth mentioning.  They will not move to 
  flank, remove themselves from a flank, or worry about 
  attacks of opportunity. The creatures continue to attack 
  until they or everyone in the room is dead. 
  APL 8 (EL 9) 
  Ocean Giant Skeleton: hp 117; see Appendix One 
   
  Tactics: The ocean giant skeleton will mindlessly 
  attack the nearest creature with its trident. If it can full 
  attack, it will use its tail slap. It does not use any tactics 
  worth mentioning.  It does not move to flank, remove 
  itself from a flank, or worry about attacks of 
  opportunity.  If disarmed, it begins clawing with its 
  claws.  It continues to attack until it or everyone in the 
  room is dead. Remember that the giant keeps the cold 
  subtype and is vulnerable to fire damage. 
  During the combat, the PCs should move to engage the 
  undead giants while the merfolk mobilize an escape.  
  Kardolahan will immediately take charge of the 
  situation, and everyone is glad of it.  He spends the 
  combat rushing the guests out of the room, and 
  primarily ensuring of Sovorn and his family’s safety.  
  Some of his guards nearby will help out with this task. 
  If the PCs are in trouble, have Kardolahan join the 
  battle, but save it for the last possible moment.  Stress 
  that he is weighing a lot of responsibility and tearing 
  himself away from his duty to get the Mer-Sheik to 
  safety is tough on him. 
   
  Treasure: Around the neck of one of the giants, the 
  PCs find a strange red gem. It appears to be worth about 
  50 gp. A true seeing spell reveals the gem to actually be a 
  strange disembodied eye, but its origin cannot be 
  determined by any other means.  This item appears on 
  the AR and does not need to be purchased, but only one 
  PC may take it; all others cross it off the AR. 
  APL 2: Loot – 4 gp, Coin – 0 gp, Magic – 0 gp 
  APL 4: Loot – 4 gp, Coin – 0 gp, Magic – 0 gp 
  APL 6: Loot – 4 gp, Coin – 0 gp, Magic – 0 gp 
  APL 8: Loot – 4 gp, Coin – 0 gp, Magic – 0 gp 
   
  Development: The PCs should defeat the undead 
  giants and then report to Sovorn, who waits outside the 
  room, mobilizing guards and coordinating with 
  Kardolahan on the battle plan. Proceed to Encounter 7. 
  
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  Encounter 7: Between the 
  Devil and the Deep Blue Sea 
  Once the undead giants have been dispatched, read the 
  following: 
  With the last of the undead giant destroyed, a 
  sudden calm befalls the room, though the sound of 
  more violence from outside the ballroom echoes 
  through the broken windows. From behind you, a 
  voice calls for you.  It is Sovorn, poking his head 
  back into the room. “Quickly, I must speak with 
  you!” he cries. 
  Into the hallway, you find the Mer-Sheik with 
  Kardolahan, the captain of the guard.  Guards are 
  rushing about, and the rest of the party guests seem 
  to have been ushered away. The Mer-Sheik speaks 
  with you. 
  “The entire palace is under siege.  Undead have 
  blanketed the area and are battling my men.  We are 
  in a dire situation and I need help.” 
  If a PC possesses the “Retainer of the Merfolk” 
  designation from ZEF6-01 Out of Water, read the 
  following: 
  “You have sworn to help the merfolk in the past; it 
  seems time to call upon this favor.  You must take 
  your friends out of the palace and return to the 
  surface world.  As a tribute-payer, I am entitled to 
  military relief from the Sultanate of Zeif.  Send word 
  to the Zeif militaries that my palace is under siege 
  from an undead army.  You must make all haste. This 
  is your duty as Retainer of the Ghayar Merfolk.” 
  If none of the PCs possess the “Retainer of the Merfolk” 
  designation from ZEF6-01 Out of Water, instead read 
  the following: 
  “I know you have done a great service to me already 
  and that your work is done, but I ask one more favor 
  from you, as a friend.  You must leave the palace and 
  return to the surface world.  As a tribute-payer, I am 
  entitled to military relief from the Sultanate of Zeif.  
  Send word to the Zeif militaries that my palace is 
  under siege from an undead army. You must make 
  all haste; the well-being of my people depends on it.” 
  If the PCs agree, Sovorn is grateful, thanks them 
  quickly, and rushes off with Kardolahan to secure the 
  palace defenses, leaving the PCs to their own devices. 
  If the PCs do not agree, Sovorn doesn’t have time to 
  convince them. He swears by Mouqol and departs from 
  the PCs, calling for the services of a runner. PCs will 
  gain the Enmity of Sovorn al-Ghayar, and must escape 
  on their own. 
  Whether they agree or not, they must escape the palace.  
  The quickest exit from the main building is through the 
  broken windows.  Read the following: 
  Passing through the broken windows of the 
  ballroom, you enter the gulf’s waters again.  The 
  palace seems much different than it was when you 
  first arrived, however. 
  Looking up from the main structure, you see the 
  lattice of bridges and causeways that encircle the 
  palace.  Merfolk are scrambling to man the crossbow 
  turrets and organize walls of defense between the 
  latticework, but their efforts are not flawless. The 
  line has broken here and there, enabling the undead 
  to break through and slay any they find. 
  Escaping looks to be a challenge.  The line of undead 
  is nearly unbroken, though you make out a small 
  portion of the latticework that holds undead troops 
  that seem thinner than the rest of the forces.  Were 
  you to rush the line and fight your way out, this 
  would be the easiest route.  However, you aren’t sure 
  whether to rush the line, or head deeper, to the bed 
  of the gulf, where you think you can see a possible 
  stealthy escape through the side streets passing out 
  of the palace grounds. 
  The PCs have to choose how to escape   the grounds.  
  Make it clear to the players that one path (rushing the 
  line) entails more combat, while the other (escaping 
  through the streets) seems a less violent but challenging 
  route nonetheless.  Parties with lots of combat capability 
  will have no difficulty rushing the line, and parties with 
  more stealth and skills might have a better chance 
  taking to the streets.  Also, as the APL goes up, parties 
  will have a much easier time blasting through the static 
  encounter that greets them when they rush the line, 
  though they should not know this. 
  If the party chooses to rush the line, go to Encounter 7b.  
  If they choose to take to the streets, go to Encounter 7c.  
  Encounter 7b: Rushing the 
  Line 
  Read the following to PCs who decide to rush the line of 
  undead and fight their way out. 
  Heading straight upward, you target a small gap in 
  the undead blanket that covers most of the palace 
  grounds.  As you reach it, you are flanked by a 
  platoon of merfolk guards who battle some undead.  
  
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  For a moment, you think you can swim right by, but 
  suddenly a quintet of undead moves right into your 
  path.  They are merfolk, raised as skeletons and 
  zombies, and they engage you quickly.  Beside you, 
  other merfolk battle similar engagements, and you 
  watch as blood is spilled into the water, creating 
  clouds of crimson all around you. 
  The PCs will face a small force of undead as they try to 
  fight their way out.  This remains the same at all APLs.  
  While only five undead will directly engage the PCs, 
  have a similar amount on each side of them engaged 
  with a similar amount of merfolk warriors to make the 
  battle seem more realistic.  These extra undead are not 
  part of the encounter, and will not break from the 
  merfolk to attack them.  However, if the PCs decide to 
  stick around and help the merfolk, they might get more 
  than they asked for.   
  All APLs (EL 3) 
  Merfolk Skeletons (3+6): hp 6; see Appendix One 
  Merfolk Zombies (2+4): hp 16; see Appendix One 
  Merfolk Warriors (10): hp 6; see Appendix One 
   
  Tactics: The undead are mindless and attack the 
  nearest creature to them.  They do not use tactics such as 
  flanking, nor do they try to out maneuver PCs.  They 
  fight to the death and never flee. 
  The PCs should focus on clearing a path and escaping 
  the palace.  Award full XP if they out maneuver the 
  undead and escape.  Some PCs might feel obliged to aid 
  the merfolk in their plight nearby.  This is entirely 
  acceptable and possibly a noble cause.  However, PCs 
  should be escaping to seek aid, and delays might cost 
  them.  For every three rounds that the PCs spend 
  attacking undead outside of the five undead assigned to 
  them in this encounter, have an undead giant identical 
  to that they faced in Encounter 6 arrive on scene to fight 
  them.  Also, continually replenish the undead merfolk 
  as they fall.  This should encourage the PCs to flee. 
   
  Development: Once the PCs have broken through 
  and escaped through the line, proceed to Encounter 8. 
  Encounter 7c: Taking to the 
  Streets 
  Read the following out loud should PCs decide to try 
  and escape through the streets and avoid conflict. 
  Diving deeper into the palace lattice, you leave the 
  fray above and around you, ducking out through a 
  street.  Using the buildings for cover, you navigate 
  the winding maze, wondering which way will take 
  you out of sight of the undead army.  Above you, 
  battle rages. 
  The PCs will have to navigate a route through the maze 
  of a foreign city.  Have one PC make a Survival check, 
  which can be done untrained.  All other PCs may use 
  the Aid another action if they choose to.  The result of 
  this check determines whether they can find a safe 
  route through the city and avoid undead forces. 
  The base chance to encounter an undead patrol is 80%. 
  For every three points the Survival check exceeds 10, 
  this chance is reduced by 10%. For example, a Survival 
  check of 23 subtracts 40% from the chance to encounter 
  a patrol. Once the chance of encounter is determined, 
  roll to see whether the PCs encounter a patrol. 
  If the PCs do not encounter undead, they are successful 
  in escaping the city, and can move on to Encounter 8. 
  If the PCs do encounter undead, read the following: 
  As you travel down the streets, the battle continues 
  above you, and you take cover from various 
  overhangs and shadows lurking in the streets.  
  Suddenly, up ahead, a scream is heard, and a merfolk 
  is seen being torn to shreds by one of his own, 
  though the aggressor has long since died and been 
  raised again.  Realizing the error in your route, you 
  take cover behind a low wall and sort out your next 
  path.  Behind you, you see another group of undead 
  emerge from an alley, smashing through some doors 
  to hunt merfolk and blocking your escape route.  
  You’ll have to act, and you’ll have to do it quickly. 
  The PCs are blocked in a road by two groups of undead.  
  They have a couple of options here.   
  They can choose to forgo their stealth and head upward, 
  rushing the line.  Take them to encounter 7b. 
  They can choose to charge the undead groups here in 
  the street. If they choose to do this, the undead will 
  gladly fight them.  However, the fighting will bring the 
  attention of more, and the PCs may find themselves 
  overwhelmed.  The undead will keep replenishing every 
  three rounds, until the PCs are killed or flee. 
  All APLs (EL 3) 
  Merfolk Skeletons (3): hp 6; see Appendix One 
  Merfolk Zombies (2): hp 16; see Appendix One 
   
  Tactics: The undead are mindless and attack the 
  nearest creature to them.  They do not use tactics such as 
  flanking, nor do they try to out maneuver PCs.  They 
  fight to the death and never flee. 
  
  ZEF6-07 Into the Drink 
   
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  Finally, the PCs can choose to sneak by the undead.  Up 
  ahead, they are pre-occupied with killing some merfolk 
  who have wandered away from shelter.  The PCs can use 
  this distraction to their advantage, sneaking along the 
  opposite side of the street, using the darkness of the 
  overhangs to hide their progress. Have the PCs make 
  Hide and a Move Silently check opposed by the 
  undead’s collective Spot and Listen check (+0).  Subtract 
  5 from the undead roll because they are distracted, and 
  subtract an additional 2 because the road is twenty feet 
  across. 
  If the PCs are caught by the undead, run the encounter 
  as above.  They’ll have to fight their way out. 
  If the PCs are successful, they can escape the city. 
  Proceed to Encounter 8. 
  Encounter 8: I told you it was 
  that big! 
  As the PCs escape the palace grounds, read the 
  following to them. 
  You quickly flee from the palace grounds, rushing 
  upward and eastward post haste.  Looking behind 
  you, you leave the city streets and the coral palace 
  covered with swarming undead.  The merfolk seem 
  to have erected some sort of defense which might 
  hold; however, the undead outnumber them, and 
  you aren’t sure how long they can last.  As you get 
  further away, the cloud of undead ooze and merfolk 
  blood blocks your line of sight, and the palace soon 
  disappears. 
  Turning ahead again, you make for the ship.  
  Unfortunately, it seems your battles are not over yet.  
  From over a rise comes one last creature, one last 
  denizen of the undead brigades bent on endless 
  slaughter and mindless rage.  This creature is special 
  though; you’ve seen it before.  As it flies in to engage 
  you, you notice some very familiar wounds… 
   
  Creatures: The undead have animated the creature 
  slain in Encounter 4 and have sent it to attack the 
  palace.  Enroute, it runs across the PCs, perhaps to enact 
  some revenge.  At APLs 6 and 8, the creature’s mate was 
  also animated, creating a duo of undead sea monsters.  
  Have PCs make a Spot check at this point.  Their success 
  will determine the starting distance.  The base distance 
  is 30 feet.  For every two points above 10 that the 
  highest Spot check achieves, increase this distance by 10 
  feet.  For example, a Spot check of 19 puts the encounter 
  at 70 feet.  There is no surprise round. 
  APL 2 (EL 4) 
  Shark, Large Skeleton: hp 45; see Appendix One 
   
  Tactics: The skeletal shark is mindless and charges 
  the nearest foe, attacking with its bite attack until it or 
  its enemies are slain. It uses no tactics worth 
  mentioning; it does not flank, remove itself from flanks, 
  or worry about attacks of opportunity. 
  APL 4 (EL 6) 
  Dire Barracuda Zombie: hp 107; see Appendix One 
   
  Tactics: The skeletal shark is mindless and charges 
  the nearest foe, attacking with its bite attack until it or 
  its enemies are slain. It uses no tactics worth 
  mentioning; it does not flank, remove itself from flanks, 
  or worry about attacks of opportunity. 
  APL 6 (EL 8) 
  Ichthyosaur, Skeletons (2): hp 90; see Appendix 
  One 
   
  Tactics: The skeletal whales are mindless and 
  charge the nearest foes, attacking with their bite attacks 
  until they or their enemies are slain. They use no tactics 
  worth mentioning; they do not flank, remove 
  themselves from flanks, or worry about attacks of 
  opportunity. 
  APL 8 (EL 10) 
  Sea Cat, Advanced Skeleton (2): hp 97; see 
  Appendix One 
   
  Tactics: The skeletal sea cats are mindless and 
  charge the nearest foes, attacking with their bite attacks 
  and claw attacks until they or their enemies are slain. 
  They use no tactics worth mentioning; they do not 
  flank, remove themselves from flanks, or worry about 
  attacks of opportunity. They will charge on the first 
  round and use full attacks when they can. 
   
  Development: Once the PCs defeat the undead sea 
  monster, they are free from the battle and can head 
  home. Proceed to Encounter 9. 
  Encounter 9: Back to the Real 
  World 
  Once the PCs have defeated the undead monster, read 
  the following out loud: 
  You leave the undead horrors behind you, racing 
  eastward to where the ship left you.  The journey is 
  quicker than earlier; perhaps it was your haste and 
  care which got you there quicker, or perhaps it was 
  
  ZEF6-07 Into the Drink 
   
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  Istus Herself willing your journey forward, but 
  within a few hours you laid eyes on the keel of the 
  ship bobbing up and down on the surface, and her 
  anchor hanging down to the sea bed, keeping her 
  still and steady. Racing upwards, you pop out of the 
  water and are quickly hoisted on board by the Reis 
  and his men. They see the worry on your face, and 
  Isfahan himself approaches to see what the matter is. 
  PCs should likely tell Isfahan of what occurred below, 
  though it is their choice.  If they decide not to tell him 
  or conceal what has happened, he can make a Sense 
  Motive check versus the PCs’ Bluff checks.  If they are 
  successful, Isfahan takes them back to Zeir-i-Zeif 
  without incident.  PCs will gain a hefty amount of bad 
  AR designations. 
  If the PCs tell Isfahan what has happened, read the 
  following. 
  Isfahan shakes his head, unbelieving of what has 
  transpired.  “All hands ready about! Weigh anchor 
  and loose the sails!” the Reis cries, whirling his crew 
  into motion.   
  Isfahan turns to you and asks, “Have you means to 
  send word to the Sultan or the Kapudan Pasha from 
  here?” 
  If the PCs have access to magic that can send a message 
  to Zeir-i-Zeif or some other means of quick 
  communication, Isfahan encourages them to do so.  If 
  they do not, read the following: 
  Just then, the cleric of Mouqol rushes on deck 
  worried and concerned.  She glances about, 
  wondering what the matter is. Isfahan shouts at her, 
  “We need to send word to Zeir-i-Zeif! Sovorn’s 
  palace is under siege by undead.  We’re making sail 
  for Beit Castan to summon reinforcements.  The 
  Kapudan Pasha and the Sultan must be warned!” 
  Sarhana nods, taking it in and breathing deeply.  
  Then, she begins to cast a spell.  Within a few 
  seconds, she speaks a quick few words bearing the 
  important message, and Mouqol’s magic sends them 
  far from here, over land and sea to the capital of Zeif. 
  “The message is sent.  The Sultan will be informed,” 
  she exclaims, rushing to see where she can help. 
  Once the PCs are ready to move on, read the following. 
  With stunning speed and proficiency, Isfahan Reis 
  gets the ship moving quickly eastward.  The 
  destination is Beit Castan, where a formidable naval 
  base exists from which to summon reinforcements.  
  You watch over the stern across the waters as you 
  depart, the calm of the Gulf’s surface masking the 
  fierce pandemonium within. 
  It takes roughly a day to reach Beit Castan.  From there, 
  the PCs are released from their duty while the Navy 
  assumes control of the situation.  The PCs make a long 
  trek back to Zeir-i-Zeif where they finally can bring 
  back news of their journey.  Once in the capital, they 
  must choose whom to deliver the information to.  Also, 
  members of the Royal Navy must report to Hasan for 
  their special mission. 
  For their reward to be received, PCs must choose one of 
  the three factions to deliver the information and not tell 
  the others.  Each faction has their means to discern if 
  the PCs have kept the information secret.  If more than 
  one party is brought the knowledge, all rewards are 
  forfeit and the PCs receive nothing.  Hopefully for 
  them, this was abundantly clear when they were first 
  approached.   
  Regardless of whom they deliver the information to, the 
  PCs receive a reward for delivering Shallah safely to 
  Sovorn’s palace. 
  APL 2: Loot – 0 gp, Coin – 200 gp, Magic – 0 
  APL 4: Loot – 0 gp, Coin – 325 gp, Magic – 0 
  APL 6: Loot – 0 gp, Coin – 450 gp, Magic – 0 
  APL 8: Loot – 0 gp, Coin – 575 gp, Magic – 0 
  If the PCs wish to return the information to the Matron 
  Sultana, read Conclusion 1 plus the ending that suits 
  them (If they have told no others, read Ending 1a; if 
  they have told others, read Ending 1b) 
  If the PCs wish to return the information to the Sultan 
  of Zeif and the Royal Navy, read Conclusion 2 plus the 
  ending that suits them (If they have told no others, read 
  Ending 2a; if they have told others, read Ending 2b) 
  If the PCs wish to deliver the news to the Grim Vizier, 
  read Conclusion 3 plus the ending that suits them (If 
  they have told no others, read Ending 3a; if they have 
  told others, read Ending 3b). 
  Note: If any member of the Navy completes the special 
  mission by letting the Navy know who has the 
  information, this does not invalidate bringing the info 
  exclusively to the other factions and will not net the 
  party a negative reward.  Only if the member explains 
  the nature of the information to another will it ruin the 
  chances for rewards. 
  If the PCs decide to withhold their information, read 
  Conclusion 4. 
  
  ZEF6-07 Into the Drink 
   
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  Members of the Royal Navy of Zeif who participate in 
  the secret mission also get Conclusion 5. 
  Conclusion 1: 
  You sit comfortably again at the Crimson Crescent.  
  Each of you glances about, wondering who might be 
  watching.  The information you hold is apparently 
  valuable; why else would three of the most powerful 
  figures in Zeif be questing after it? 
  Confidant in your choice, you wait.  It is not long 
  before the woman approaches.  She sits in a chair 
  and stares out from her cloaked and covered face, 
  those beautiful eyes piercing you like lances. 
  “What information do you bring?” she asks.  You 
  begin to tell her of the things you saw, the merfolk, 
  their 
  military, 
  their 
  political 
  station 
  among 
  themselves and their neighbors: everything. The 
  woman nods, taking the information in and 
  committing it to memory. 
  Ending 1a: 
  Afterwards, she nods.  “You have done well, friends.” 
  She reaches from her cloak, she draws a small pouch 
  and tosses it in front of you.  It jingles marvelously 
  with coin, and possibly other trinkets. 
  “The Matron Sultana will not forget your loyalty.  
  Remember; we never had this meeting.” 
  APL 2: Loot – 0 gp, Coin – 100 gp, Magic – ring of 
  lockpicking- (375 gp) 
  APL 4: Loot – 0 gp, Coin – 150 gp, Magic – ring of 
  lockpicking- (375 gp) 
  APL 6: Loot – 0 gp, Coin – 200 gp, Magic – ring of 
  lockpicking- (375 gp), ring of filcher’s friend- (208 gp) 
  APL 8: Loot – 0 gp, Coin – 250 gp, Magic – ring of 
  lockpicking- (375 gp), ring of filcher’s friend- (208 gp) 
  Ending 1b: 
  Afterwards, she nods. “You have done well.” There is 
  a pause, before her magnificent eyes reach yours 
  with a piercing gaze. “Yet, do you think us lame? Do 
  you think us groggy and dull like orcs? You have 
  leaked this information, and it is useless to us now.” 
  Rising, she turns once more before departing. “The 
  Matron Sultana will not forget this insult.” Then, she 
  departs. 
  Conclusion 2: 
  Back at the Fortress of the Sea Lion, you await 
  audience with Hasan Reis Hasbutan of the Royal 
  Navy of Zeif.  It is not long before you are ushered 
  in, and the proud commodore meets you again. 
  “Greetings, friends.  I am glad to see you returned 
  safely home after knowing what has happened in the 
  Gulf.  Know that we are sending aid immediately to 
  help the merfolk any way we can,” he says. 
  Ending 2a: 
  “Now, I presume you are here because you wish to 
  collect your pay. However, I wish to know; have you 
  completed the secondary objective of the mission. 
  Have you news to report?” 
  The Tugamiral Reis listens intently as you divulge 
  the political and military machinations of the 
  merfolk’s domain, and he takes notes as you do so.  
  Once completed, he nods approval. 
  “You have done well in retrieving this information 
  and keeping it secret.  The Navy and the Sultan will 
  not forget your service.  As promised, a reward for 
  you,” he says, drawing a pouch and handing it to you. 
  “Again, you’ve done great service. I wish you well, 
  and all Glory to the Sultan.” 
  APL 2: Loot – 0 gp, Coin – 100 gp, Magic – circlet of 
  persuasion (375 gp) 
  APL 4: Loot – 0 gp, Coin – 150 gp, Magic - circlet of 
  persuasion (375 gp) 
  APL 6: Loot – 0 gp, Coin – 200 gp, Magic – badge of 
  valor (83 gp), circlet of persuasion (375 gp), medal of 
  gallantry (91 gp). 
  APL 8: Loot – 0 gp, Coin – 250 gp, Magic – badge of 
  valor (83 gp), circlet of persuasion (375 gp), medal of 
  gallantry (91 gp). 
  Ending 2b: 
  “Now, I presume you are here because you wish to 
  collect your pay. This I have.” He hands you a small 
  pouch with some coin in it. “However, you’ll notice 
  it lacks the secondary objective bonus.” 
  He pauses a moment before continuing. “The 
  information you carry is already out there.  Our 
  sources have discovered it leaked somewhere in the 
  city.  It is useless now.  I don’t know whether it was 
  you or not who leaked it, but I cannot reward you for 
  it.  You should have been more secretive.” 
  
  ZEF6-07 Into the Drink 
   
  Page 26 
  “However, the Sultan and the Navy still recognize 
  your service, and may your future be bright with 
  Istus’ blessings.  All Glory to the Sultan.” 
  Conclusion 3: 
  Wandering the streets of Zeir-i-Zeif, you wonder 
  how you might deliver information to the Grim 
  Vizier.  He isn’t exactly the most accessible person, 
  and after a few days, you wonder if it’s just a better 
  idea to hand the info to another for a quicker 
  reward.  However, the choice is soon made for you. 
  You push your way through a crowd in a stuffed 
  bazaar near the docks.  Looking around, you begin to 
  feel strange.  You feel eyes on you, and you spin, 
  glancing everywhere.  All around you, Zeifans dart 
  about, buying bread and milk, trading wares for 
  wares.  The strong smell of fish from a Dramidjian 
  fish-mart assaults your nostrils. 
  “Look to the east,” a voice says, seemingly in your 
  head.  You spin right, catching the glimpse of a 
  hooded figure in the darkness of a fruit stand’s 
  canopy.  Then, he is gone.  You look east, where an 
  alley exits the bazaar into a darkened street. Another 
  figure darts into the shadows down the alley. 
  Approaching the alley, you glance cautiously down 
  it.  Taking one last look at the bazaar, you enter 
  slowly.  Your skin crawls as you feel watched and 
  checked upon. Getting deeper, you still see no one. 
  Then, you feel heavy weights on your mind. 
  Spinning about, the world becomes dizzying, and 
  you feel blackness take over.  You think you fall, but 
  you never feel the ground hitting you. 
  “Tell me everything you know about the Merfolk,” a 
  voice says, echoing in your brain.  It’s a voice of 
  darkness, raspy and death-like. It stings your mind 
  as it punctures your thoughts. 
  Quickly, you recount your information, everything 
  you know, so as to stop the burning as the force 
  procures its rightful treasure from your thoughts.  
  As soon as it began, it was over. 
  Ending 3a: 
  “You have done well. Go forth knowing that the 
  Grim Vizier will remember this day long after you 
  have died and gone to whatever deity you serve.” 
  Awaking, you lie in the alley, weak, empty, and 
  alone. A small chest lies nearby, pleasantly awaiting 
  you. 
  APL 2: Loot – 0 gp, Coin – 100 gp, Magic – wand of false 
  life (375 gp) 
  APL 4: Loot – 0 gp, Coin – 150 gp, Magic - wand of false 
  life (375 gp) 
  APL 6: Loot – 0 gp, Coin – 200 gp, Magic – lesser 
  metamagic rod of substitution (cold) (225 gp), wand of 
  false life (375 gp) 
  APL 8: Loot – 0 gp, Coin – 250 gp, Magic – lesser 
  metamagic rod of substitution (cold) (225 gp), wand of 
  false life (375 gp) 
  Ending 3b: 
   “It is as I suspected. You have leaked the 
  information, and it is useless to me now! You have 
  angered one far above your means today.” You feel 
  the metal of the necklace heat up and the flesh of 
  your neck burns! The necklace then drops off of 
  your body, leaving a permanent scar upon you! The 
  pain is unimaginably intolerable and you sink into 
  unconsciousness. 
  Awaking, you find yourself weak, empty and alone.  
  The stinging sensation lingers, plaguing you still to 
  this day. 
  Conclusion 4: 
  Zeir-i-Zeif lived on as usual even as you held the 
  information you possessed secret. Who could you 
  possibly 
  entrust 
  with 
  such 
  comprehensive 
  intelligence? No one, that was for sure.  For today, 
  you decide to remove yourself from the petty 
  squabbling among the various factions which rule 
  over the lives of Zeifans everywhere.  For today, you 
  make your own marginal victory against the 
  oppressors.  
  You just wonder how long you can hold out. 
  Conclusion 5: 
  PCs who are members of the Royal Navy of Zeif may 
  have brought some special information and even some 
  items back as part of their secret mission.  The success of 
  this mission is measured in points, and for each item 
  returned with, the PC gains points towards their goal. 
  The breakdown is as follows: 
  Information: 
  • 
  For convincing the party to deliver the 
  information from the adventure to the Sultan 
  
  ZEF6-07 Into the Drink 
   
  Page 27 
  and the Navy and not the Grim Vizier or 
  Matron Sultana, the PC gains 20 points. 
  • 
  For each piece of information about the 
  military brought back (hierarchy, mobilization 
  times, and troop size), the PC gains 20 points. 
  • 
  For each merfolk weapon or armor returned, 
  the PC gains 10 points. 
  If the PC reaches 75 points, he gains the Favor of the 
  Royal Navy. If he reaches 100 points, he gains the Favor 
  and the Honor of the Purple Sun, a campaign medal for 
  intelligence and espionage service.  
  The End 
  Experience Point Summary 
  To award experience for this adventure, add up the 
  values for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives plus 
  role-playing) to each character. 
  Encounter Four 
  Defeat the sea creature 
   
  APL 2  
   
   
  90 xp 
   
  APL 4  
   
   
  150 xp 
   
  APL 6  
   
   
  210 xp 
   
  APL 8  
   
   
  270 xp 
  Encounter Six 
  Defeat the Undead Giants 
   
  APL 2  
   
   
  90 xp 
   
  APL 4  
   
   
  150 xp 
   
  APL 6  
   
   
  210 xp 
   
  APL 8  
   
   
  270 xp 
  Encounter Seven 
  Escape the Palace 
   
  APL 2  
   
   
  60 xp 
   
  APL 4  
   
   
  60 xp 
   
  APL 6  
   
   
  60 xp 
   
  APL 8  
   
   
  60 xp 
  Encounter Eight 
  Defeat the sea creature…again 
   
  APL 2  
   
   
  120 xp 
   
  APL 4  
   
   
  180 xp 
   
  APL 6  
   
   
  240 xp 
   
  APL 8  
   
   
  300 xp 
  Discretionary role-playing award 
  Based on Encounter 5 
   
  APL 2  
   
   
  90 xp 
   
  APL 4  
   
   
  135 xp 
   
  APL 6  
   
   
  180 xp 
   
  APL 8  
   
   
  225 xp 
  Total possible experience: 
   
  APL 2  
   
   
  450 xp 
   
  APL 4  
   
   
  675 xp 
   
  APL 6  
   
   
  900 xp 
   
  APL 8  
   
   
  1,25 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, 
  
  ZEF6-07 Into the Drink 
   
  Page 28 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it.  Other times they may 
  attempt to use the item blindly.  If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the 
  item is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure.  Write the total in 
  the GP Gained field of the adventure certificate.  Because 
  this is a Regional scenario, characters may spend 
  additional Time Units to practice professions or create 
  items immediately after the adventure so this total may be 
  modified by other circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, 
  Jewelry, and other valuables; M = Magic Items. 
  Encounter Two 
  For bringing back Shallah to the Palace safely. 
   
  APL 2: L: 0 gp; C: 150 gp; M: 0 gp 
   
  APL 4: L: 0 gp; C: 250 gp; M: 0 gp 
   
  APL 6: L: 0 gp; C: 350 gp; M: 0 gp 
   
  APL 8: L: 0 gp; C: 500 gp; M: 0 gp 
  Encounter Six 
   
  APL 2: L: 4 gp; C: 0 gp; M: 0 gp 
   
  APL 4: L: 4 gp; C: 0 gp; M: 0 gp 
   
  APL 6: L: 4 gp; C: 0 gp; M: 0 gp 
   
  APL 8: L: 4 gp; C: 0 gp; M: 0 gp 
  Conclusion 1a:   
   
  APL 2: L: 0 gp; C: 100 gp; M: 375 gp - ring of 
  lockpicking- (375 gp) 
   
  APL 4: L: 0 gp; C: 150 gp; M: 375 gp - ring of 
  lockpicking- (375 gp) 
   
  APL 6: L: 0 gp; C: 200 gp; M: 503 gp - ring of 
  lockpicking- (375 gp), ring of filcher’s friend- (208 gp) 
   
  APL 8: L: 0 gp; C: 250 gp; M: 503 gp - ring of 
  lockpicking- (375 gp), ring of filcher’s friend- (208 gp) 
  Conclusion 2a:   
   
  APL 2: L: 0 gp; C: 100 gp; M: 375 gp - circlet of 
  persuasion (375 gp) 
   
  APL 4: L: 0 gp; C: 150 gp; M: 375 gp - circlet of 
  persuasion (375 gp) 
   
  APL 6: L: 0 gp; C: 200 gp; M: 549 gp - badge of valor 
  (83 gp), circlet of persuasion (375 gp), medal of gallantry 
  (91 gp). 
   
  APL 8: L: 0 gp; C: 250 gp; M: 549 gp - badge of valor 
  (83 gp), circlet of persuasion (375 gp), medal of gallantry 
  (91 gp). 
  Total Possible Treasure (variable depending on 
  Conclusion chosen – the max gold however is 
  on the AR) 
  APL 2: L: 4 gp; C: 250 gp; M: 375 gp  - Total: 629 gp 
  APL 4: L: 4 gp; C: 400 gp; M: 375 gp  - Total: 779 gp 
  APL 6: L: 4 gp; C: 550 gp; M: 503-600 gp  - Total: 
  1057-1154 gp 
  APL 8: L: 4 gp; C: 750 gp; M: 503-600 gp  - Total: 
  1257-1354 gp 
  
  ZEF6-07 Into the Drink 
   
  Page 29 
  Appendix One – NPCs and Monsters  
  All APLs 
  Encounter 7 
  Merfolk Warrior: Male Merfolk War 1; CR ½; 
  Medium Humanoid (Aquatic); HD 1d8+2; hp 6; 
  Init +1; Spd 5 ft, swim 50 ft; AC 13 (+1 Dex, +2 
  leather), touch 11, flat-footed 12; Base Atk +1; Grp 
  +2; Atk +2 melee (1d8+1, trident) or +2 ranged 
  (1d10/19-20, heavy crossbow); Full Atk +2 melee 
  (1d8+1, trident) or +2 ranged (1d10/19-20, heavy 
  crossbow); SQ Amphibious, low-light vision; AL 
  N; SV Fort +4, Ref +1, Will -1; Str 13, Dex 13, Con 
  14, Int 10, Wis 9, Cha 10. 
   
  Skills and Feats: Listen +3, Spot +3, Swim +9; 
  Alertness. 
   
  Possessions: trident, merfolk heavy crossbow, 
  leather armor, 20 merfolk bolts 
  Languages: Common and Aquan 
   
  Merfolk Skeleton: Male Undead Merfolk; CR 
  1/3; Medium Undead (Aquatic); HD 1d12; hp 6; 
  Init +6; Spd 5 ft, swim 50 ft; AC 16 (+2 Dex, +2 
  leather, +2 natural), touch 12, flat-footed 14; Base 
  Atk +0; Grp +1; Atk +1 melee (1d8+1, trident) or +1 
  melee (1d4+1, claw); Full Atk +1 melee (1d8+1, 
  trident) or +1 melee (1d4+1, 2 claws); SQ 
  Immunity 
  to 
  cold, 
  damage 
  reduction 
  5/bludgeoning; AL NE; SV Fort +0, Ref +2, Will 
  +2; Str 13, Dex 15, Con -, Int -, Wis 10, Cha 1.  
   
  Skills and Feats: Swim +9; Improved Initiative 
   
  Possessions: trident, merfolk heavy crossbow, 
  leather armor, 20 merfolk bolts 
  Merfolk Zombie: Male Undead Merfolk; CR ½; 
  Medium Undead (Aquatic); HD 2d12+3; hp 16; 
  Init +0; Spd 5 ft, swim 50 ft; AC 14 (+2 leather, +2 
  natural), touch 10, flat-footed 14; Base Atk +1; Grp 
  +2; Atk +3 melee (1d8+3, trident) or +3 melee 
  (1d6+3, slam); Full Atk +3 melee (1d8+3, trident) 
  or +3 melee (1d6+1, slam); SQ Single actions only, 
  damage reduction 5/slashing; AL NE; SV Fort +0, 
  Ref +0, Will +2; Str 15, Dex 11, Con - Int -, Wis 10, 
  Cha 1. 
   
  Skills and Feats: Swim +10; Toughness 
  Single Actions Only (Ex): Zombies have poor 
  reflexes and can perform only a single move action 
  or attack action each round A zombie can move up 
  to its speed and attack in the same round, but only 
  if it attempts a charge. 
   
  Possessions: trident, merfolk heavy crossbow, 
  leather armor, 20 merfolk bolts 
  
  ZEF6-07 Into the Drink 
   
  Page 30 
  APL 2 
  Encounter 6 
  Ogre Merrow Skeleton: CR 2; Large Giant Undead 
  (Aquatic); HD 4d12; hp 26; Init +0; Spd 30 ft, swim 40 
  ft; AC 11 (-1 size, +2 natural), touch 9, flat-footed 11; 
  Base Atk +2; Grp +10; Atk +6 melee (2d6+7, Large 
  spear) or +6 melee (1d6+5, claw); Full Atk +6 melee 
  (2d6+7, Large spear) or +6 melee (1d6+5, 2 claws); 
  Space/Reach 10 ft/10 ft.; SQ Immunity to cold, damage 
  reduction 5/bludgeoning; AL NE; SV Fort +1, Ref +1, 
  Will +4; Str 21, Dex 10, Con -, Int -, Wis 10, Cha 1. 
   
  Skills and Feats: Swim +13; Improved Initiative 
   
  Possessions: Large spear 
  Encounter 8 
  Large Shark Skeleton: CR 2; Large Undead (Aquatic); 
  HD 7d12; hp 45; Init +7; Spd swim 60 ft; AC 14 (-1 size, 
  +3 Dex, +2 natural), touch 12, flat-footed 11; Base Atk 
  +3; Grp +10; Atk +5 melee (1d8+4, bite); Full Atk +5 
  melee (1d8+4, bite); Space/Reach 10 ft/5 ft; SQ 
  Immunity to cold, damage reduction 5/bludgeoning; 
  AL NE; SV Fort +2, Ref +5, Will +5; Str 17, Dex 17, Con 
  -, Int -, Wis 10, Cha 1. 
   
  Skills and Feats: Swim +11; Improved Initiative 
  
  ZEF6-07 Into the Drink 
   
  Page 31 
  APL 4 
  Encounter 4 
  Dire Barracuda: CR 4; Large Animal (Aquatic); HD 
  8d8+16; hp 52; Init +2; Spd swim 80 ft; AC 17 (-1 size, 
  +2 dex, +6 natural), touch 11, flat-footed 15; Base Atk 
  +6; Grp +14; Atk +9 melee (1d8+6, bite); Full Atk +9 
  melee (1d8+6, bite); Space/Reach 10 ft/5 ft; SA Sprint; 
  SQ Low-light vision, scent; AL N; SV Fort +8, Ref +8, 
  Will +5; Str 19, Dex 15, Con 14, Int 1, Wis 12, Cha 2. 
   
  Skills and Feats: Listen +6, Jump +29, Spot +6, 
  Swim +12; Alertness, Iron Will, Run 
   
  Sprint (Ex): A dire barracuda can move up to three 
  times it speed (240 feet) when making a charge. 
  Encounter 6 
  Troll (Scrag) Zombie: CR 4; Large Undead (Aquatic); 
  HD 12d12+3; hp 81; Init +1; Spd 20 ft, swim 40 ft; AC 
  18 (-1 size, +1 Dex, +8 natural), touch 10, flat-footed 17; 
  Base Atk +6; Grp +17; Atk +12 melee (1d6+7, claw) or 
  +12 melee (1d8+7, slam); Full Atk +12 melee (1d6+7, 
  claw) or +12 melee (1d8+7); Space/Reach 10 ft/10 ft.; 
  SQ Single actions only, damage reduction 5/slashing; 
  AL NE; SV Fort +4, Ref +5, Will +8; Str 25, Dex 12, Con 
  -, Int -, Wis 10, Cha 1. 
   
  Skills and Feats: Swim +15; Toughness 
   
  Encounter 8 
  Dire Barracuda Zombie: CR 5; Large Undead 
  (Aquatic); HD 16d12+3; hp 107; Init +1; Spd swim 80 ft; 
  AC 19 (-1 size, +1 dex, +9 natural), touch 10, flat-footed 
  18; Base Atk +8; Grp +17; Atk +12 melee (1d8+5, bite) 
  or +12 melee (1d8+5, slam); Full Atk +12 melee (1d8+5, 
  bite) or +12 melee (1d8+5 slam); Space/Reach 10 ft/5 ft; 
  SQ Single actions only, damage reduction 5/slashing; 
  AL NE; SV Fort +5, Ref +6, Will +10; Str 21, Dex 13, 
  Con -, Int -, Wis 10, Cha 1. 
   
  Skills and Feats: Swim +13; Toughness 
  
  ZEF6-07 Into the Drink 
   
  Page 32 
  APL 6
  Encounter 4 
  Ichthyosaur: CR 6; Large Animal; HD 10d8+50; hp 95; 
  Init +3; Spd swim 50 ft; AC 18 (-1 size, +3 dex, +6 
  natural), touch 12, flat-footed 15; Base Atk +7; Grp +16; 
  Atk +11 melee (1d8+7, bite); Full Atk +11 melee 
  (1d8+7, bite); Space/Reach 10 ft/5 ft; SQ Hold breath, 
  low-light vision, scent; AL N; SV Fort +14, Ref +10, 
  Will +4; Str 20, Dex 17, Con 20, Int 2, Wis 13, Cha 9. 
   
  Skills and Feats: Listen +9, Spot +10, Swim +13; 
  Alertness, Combat Reflexes, Great Fortitude, Swim-By 
  Attack 
   
  Hold Breath (Ex): An ichthyosaur can hold its 
  breath for a number of rounds equal to 6 x its 
  Constitution score before it risks drowning. For a 
  typical ichthyosaur, this is 120 rounds, or 12 minutes. 
  Encounter 6 
  Troll (Scrag) Zombies (2): CR 4; Large Undead 
  (Aquatic); HD 12d12+3; hp 81; Init +1; Spd 20 ft, swim 
  40 ft; AC 18 (-1 size, +1 Dex, +8 natural), touch 10, flat-
  footed 17; Base Atk +6; Grp +17; Atk +12 melee 1d6+7, 
  claw) or +12 melee (1d8+7, slam); Full Atk +12 melee 
  (1d6+7, claw) or +12 melee (1d8+7); Space/Reach 10 
  ft/10 ft.; SQ Single actions only, damage reduction 
  5/slashing; AL NE; SV Fort +4, Ref +5, Will +8; Str 25, 
  Dex 12, Con -, Int -, Wis 10, Cha 1. 
   
  Skills and Feats: Swim +15; Toughness 
   
  Encounter 8 
  Ichthyosaur, Skeleton: CR 5; Large Undead; HD 
  10d12; hp 90; Init +8; Spd swim 50 ft; AC 15 (-1 size, +4 
  dex, +2 natural), touch 13, flat-footed 11; Base Atk +5; 
  Grp +14; Atk +9 melee (1d8+7, bite); Full Atk +9 melee 
  (1d8+7, bite); Space/Reach 10 ft/5 ft; SQ Immunity to 
  cold, damage reduction 5/bludgeoning; AL NE; SV 
  Fort +3, Ref +7, Will +7; Str 20, Dex 19, Con -, Int -, Wis 
  10, Cha 1. 
   
  Skills and Feats: Swim +13; Improved Initiative 
  
  ZEF6-07 Into the Drink 
   
  Page 33 
  APL 8 
  Encounter 4 
  Sea Cat, Advanced: CR 8; Huge Magical Beast; HD 
  15d10+90; hp 172; Init +0; Spd 10 ft., swim 40 ft; AC 19 (-2 
  size, +11 natural), touch 8, flat-footed 19; Base Atk +15; 
  Grp +32; Atk +22 melee (2d6+9, claw); Full Atk +22 melee 
  (2d6+9, 2 claws) and +20 melee (3d6+4, bite); 
  Space/Reach 15 ft/10 ft; SA Rend 3d6+13; SQ Darkvision 
  60', hold breath, low-light vision, scent; AL N; SV Fort 
  +15, Ref +9, Will +8; Str 28, Dex 10, Con 22, Int 2, Wis 13, 
  Cha 10. 
   
  Skills and Feats: Listen +12, Spot +12, Swim +16; 
  Alertness, Endurance, Improved Natural Attack (claw), 
  Improved Natural Attack (bite), Iron Will, Multiattack 
   
  Hold Breath (Ex): A sea cat can hold its breath for a 
  number of rounds equal to 6 x its Constitution score 
  before it risks drowning. 
   
  Encounter 6 
  Ocean Giant Skeleton: CR 8; Huge Undead (Aquatic, 
  Cold); HD 18d12; hp 117; Init +7; Spd 40 ft, swim 80 ft; 
  AC 14 (-2 size, +3 Dex, +3 natural), touch 11, flat-footed 
  11; Base Atk +9; Grp +31; Atk +19 melee (4d6+21, 
  Gargantuan trident) or +16 melee (1d10+7, tail slap) or 
  +16 melee (1d6+7, slam) or +21 melee (1d8+14, claw); Full 
  Atk +19/+14 melee (4d6+21, Gargantuan trident) and +16 
  melee (1d10+7, tail slap); or +21 melee (1d8+14, 2 claws) 
  and +16 melee (1d10+7, tail slap); or +16 melee (1d6+7, 2 
  slams) and +16 melee (1d10+7, tail slap); Space/Reach 15 
  ft/15 ft.; SQ Immunity to cold, damage reduction 
  5/bludgeoning, vulnerability to fire; AL NE; SV Fort +6, 
  Ref +9, Will +11; Str 39, Dex 17, Con -, Int -, Wis 10, Cha 
  1. 
   
  Skills and Feats: Swim +22; Improved Initiative 
   
  Possessions: Gargantuan trident 
  Encounter 8 
  Sea Cat, Advanced, Skeletons (2): CR 7; Huge Undead; 
  HD 15d12; hp 97; Init +5; Spd 10 ft., swim 40 ft; AC 12 (-2 
  size, +1 Dex, +3 natural), touch 9, flat-footed 11; Base Atk 
  +7; Grp +24; Atk +14 melee (1d8+9, claw); Full Atk +14 
  melee (1d8+9, 2 claws) and +9 melee (2d6+4, bite); 
  Space/Reach 15 ft/10 ft; SQ Immunity to cold, damage 
  reduction 5/bludgeoning; AL NE; SV Fort +5, Ref +6, 
  Will +7; Str 28, Dex 12, Con -, Int -, Wis 10, Cha 1. 
   
  Skills and Feats: Swim +16; Improved Initiative 
   
  
  ZEF6-07 Into the Drink 
   
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  Appendix Two: New Rules Items 
  New Feats 
  Swim-By Attack [General] 
  Stormwrack 
  You can attack in the middle of a fast pass by your 
  opponent. 
   
  Prerequisite: Swim speed. 
   
  Benefit: When swimming, you can take a move 
  action and another standard action (such as an attack) 
  at any point during the move. You cannot take a 
  second move action during a round when you make a 
  swim-by attack. 
   
  Normal: Without this feat, you take a standard 
  action either before or after your move, but not in the 
  middle of your move 
  New Items 
  Shell Armor, Medium Armor 
  Arms and Equipment Guide 
  Cost: 25 gp 
  Armor Bonus: +3 
  Max Dex Bonus: +3 
  Armor Check Penalty: -2 
  Arcane Spell Failure: 20% 
  Speed: 20 ft./15 ft. 
  Weight: 20 lbs 
  This armor is created out of specially treated tortoise 
  shells and more exotic sea life. The armormaking 
  process softens the shells, making them far more 
  pliable and likely to bend instead of shatter when 
  struck. Shell armor includes a breastplate, shoulder 
  guards, and even gauntlets created from smaller and 
  smaller shells. Druids can wear shell armor without 
  losing access to their spells or class features. 
  Elukian Clay, Special Material 
  Arms and Equipment Guide 
  Although barely malleable in its natural state, this 
  rough, gray stone can be shaped into weapons and 
  armor in a process similar to sculpting. Also known as 
  sea-stone, elukian clay is formed in part by seepage 
  from the Elemental Plane of Water. It has a strong 
  affinity to water, so those traveling in or over large 
  bodies of water value it greatly. Items made from 
  elukian clay do not count against the wearer's weight 
  total when calculating armor check penalties on Swim 
  checks. 
  Although it can be shaped into a point, elukian clay 
  does not hold an edge very well. Only piercing and 
  bludgeoning weapons can be made from elukian clay. 
  Armor and shields made from elukian clay have their 
  armor check penalties increased by 1. 
  Once formed, an item made from elukian clay takes 
  three days to harden. Items used before the hardening 
  is complete are easily ruined; such items have 0 
  hardness and only one-tenth their normal hit points. 
  Once dried, elukian clay items have a hardness of 10 
  and 30 hit points per inch of thickness. 
  Shaping elukian clay requires the craft (sculpture) skill. 
  Light Armor +1000 gp 
  Medium Armor +2000 gp 
  Heavy Armor +4000 gp 
  Other items +200 gp/lb 
  New Monsters 
  Giant, Ocean 
  Monster Manual II and the Monster Manual II 
  3.5 Update Book 
  Huge Giant (Cold, Aquatic) 
  Hit Dice: 18d8+162 (243 hp) 
  Initiative: +6 
  Speed: 40 ft. (8 squares), swim 80 ft. 
  Armor Class: 26 (-2 size, +2 Dex, +16 natural), touch 
  10, flat footed 24 
  Base Attack/Grapple: +13/+35 
  Attack: Gargantuan trident +25 melee (4d6+21) or rock 
  +14 ranged (2d8+14) 
  Full Attack: Gargantuan trident +25/+20/+15 melee 
  (4d6+21) and tail slap +20 melee (1d10+7); or 2 slams 
  +25 melee (1d6+14) and tail slap +20 melee (1d10+7) 
  Space/Reach: 15 ft./15 ft. 
  Special Attacks: Rock throwing 
  Special Qualities: Amphibious, blunt weapon 
  immunity, immunity to cold, vulnerability to fire, 
  darkvision 60 feet, landform, rock catching 
  Saves: Fort +20, Ref +8, Will +8 
  Abilities: Str 39, Ref 15, Con 28, Int 11, Wis 14, Cha 18 
  Skills: Diplomacy +6, Listen +16, Sense Motive +16, 
  Spot +16, Swim +22 
  Feats: Combat Reflexes, Endurance, Far Shot, 
  Improved Initiative, Point Blank Shot, Precise Shot, 
  Shot on the Run 
  Environment: Any Aquatic 
  Organization: Solitary, pair, or family (3-8 plus 1-4 
  noncombatants plus 1 7
  th-10
  th level cleric or sorcerer 
  
  ZEF6-07 Into the Drink 
   
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  and 2-8 sea lions) 
  Challenge Rating: 19 
  Treasure: Double Standard 
  Alignment: Usually good 
  Advancement: By character class 
  Level Adjustment: – 
  The noble ocean giants are deep-sea dwellers who 
  delight in tossing the waves and the rich life of the 
  underwater world. These usually peaceful creatures are 
  nevertheless quick to anger when anyone finds fault 
  with their ways. Ocean giants frequently live to be 600 
  years old. 
  The barrel-chested body of an ocean giant is powerfully 
  built, and the face has an almost leonine quality. 
  Coppery skin is complemented by flowing white hair 
  streams out in waves as the giant swims. In natural 
  form, an ocean giant has a fish-like tail like that of a 
  merfolk, though the landform ability (see below) 
  provides an alternate form in which the tail is replaced 
  by legs. An ocean giant of either gender measures 16 
  feet in length and weighs more than 4000 pounds.  On 
  land, the typical ocean giant wears light clothing that is 
  unlikely to impede swimming should that become 
  necessary.  Underwater, clothing is spurned except for 
  a belt pouch to carry personal effects. 
  Combat 
  When fighting on the surface or underwater, an ocean 
  giant usually wields a massive trident and slap with 
  their tails. 
  Amphibious (Ex): Although ocean giants have gills 
  for breathing underwater, they can also breathe air and 
  can survive indefinitely on land. 
  Blunt Weapon Immunity (Ex): An ocean giant takes 
  no damage from bludgeoning weapons. 
  Landform (Su): This ability allows an ocean giant to 
  assume the form of a Huge humanoid-shaped giant or 
  return to its natural form at will. An ocean giant in 
  landform is able to walk on land, but it has no tail 
  attack. A change wrought by landform cannot be 
  dispelled, nor does an ocean giant revert to its natural 
  form when killed. A true seeing spell, however, reveals 
  the ocean giant's natural shape if it is in landform. 
  Skills: An ocean giant has a +8 racial bonus to any 
  Swim check to perform a 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. 
  Nereid 
   Stormwrack 
  Medium Fey (Aquatic, Extraplanar) 
  Hit Dice: 3d6+3 (13 hp) 
  Initiative: +7 
  Speed: 30 ft. (6 squares), swim 40 ft. 
  Armor Class: 16 (+3 Dex, +3 deflection), touch 16, flat 
  footed 13 
  Base Attack/Grapple: +1/+0 
  Attack: Touch +4 melee (drown) or dagger +4 melee 
  (1d4-1/19-20) 
  Full Attack: Touch +4 melee (drown) or dagger +4 
  melee (1d4-1/19-20) 
  Space/Reach: 5 ft./5 ft. 
  Special Attacks: Drown, spell-like abilities, summon 
  water elemental 
  Special Qualities: Deflection, displacement, low-light 
  vision, resistance to cold 10 and fire 10, shawl, speak 
  with animals 
  Saves: Fort +2, Ref +6, Will +4 
  Abilities: Str 9, Ref 17, Con 12, Int 13, Wis 12, Cha 16 
  Skills: Escape Artist +9, Handle Animal +9, Hide +9 
  (+17 in water), Knowledge (the planes) +7, Listen +7, 
  Ride +5, Spot +7, Survival +1 (+3 on other planes), 
  Swim +7, Use Magic Device +9, Use Rope +3 (+5 
  involving bindings) 
  Feats: Improved Initiative, Weapon Finesse 
  Environment: Temperate Aquatic 
  Organization: Solitary or splash (2-4 plus 1-2 octopi, 
  squid or porpoises) 
  Challenge Rating: 4 
  Treasure: No coins; 50% goods (metal or stone only); 
  50% items (no scrolls) 
  Alignment: Usually Chaotic Neutral 
  Advancement: By character class 
  Level Adjustment: +3 
  A graceful, nymph-like being rises from the water, 
  draped in a flowing white shawl reminiscent of a 
  cresting wave. 
  Nereids are retiring fey native to the Elemental Plane 
  of Water. They resemble tritons and share a common 
  ancestry, but unlike their cousins they have never 
  moved permanently to the Material Plane. Nereids 
  occasionally leave their home plane to explore Material 
  Plane seas. 
  Tales speak of nereids as beautiful women who drown 
  men with a kiss, but in fact they are extremely shy. A 
  nereid is nearly impossible to detect in its element, 
  with a shimmering body that is almost transparent. On 
  the rare occasions that a nereid leaves the water, it 
  
  ZEF6-07 Into the Drink 
   
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  takes on a more solid-looking appearance, resembling a 
  pale elf wearing a distinctive shawl. 
  Nereids are often found in the company of sea 
  creatures and water elementals. They speak Aquan 
  with voices that sound like the soft hiss of surf. 
  Combat 
  A nereid relies on concealment and camouflage to 
  avoid danger, and it does not attack unless in the most 
  desperate circumstances (such as retrieving a stolen 
  shawl). Nereids use their water magic to hold back 
  attackers and summon elemental allies to assist them 
  in combat. 
  Drown (Su): A nereid can make a special touch attack 
  to try to fill an opponent's lungs with water. The 
  opponent can resist the effect with a DC 16 Fortitude 
  save. On a failed save, the opponent begins to drown 
  (see Drowning on page 304 of the Dungeon Master's 
  Guide). The save DC is Charisma-based and includes a 
  +2 racial bonus. 
  Spell-like Abilities: At will–air breathing* (DC 16); 
  3/day–control currents*; 1/day–control water (DC 19), 
  wall of ice (DC 17). Caster level 10
  th. The save DCs are 
  Charisma-based. *New spells described in Chapter 6 
  (Stormwrack). 
  Summon Water Elemental (Sp): Once per day a 
  nereid can attempt to summon 1d3 Small water 
  elementals or a single Medium water elemental. The 
  summoned water elementals remain for 1 hour or until 
  slain. This ability is the equivalent of a 5
  th level spell. 
  Deflection (Ex): A nereid adds a Deflection bonus to 
  AC equal to its Charisma bonus. 
  Displacement (Su): A nereid's shimmering form 
  makes its true location difficult to surmise. A melee or 
  ranged attack directed against it has a 50% miss chance 
  unless the attacker can locate the nereid by some 
  means other than sight. A true seeing effect allows the 
  user to see the nereid's position, but see invisibility has 
  no effect. 
  Shawl (Su): Every nereid is wrapped in a delicate 
  shawl of seafoam white, to which its essence is bound. 
  A nereid whose shawl is destroyed quickly fades and 
  dies within 1 hour. Cruel individuals coerce the service 
  of nereids by stealing their shawls, and a nereid so 
  deprived will do everything in its power to regain the 
  item. 
  A nereid's shawl can be taken while it is worn by using 
  the disarm action (see page 155 of the Player's 
  Handbook), though this is a difficult task. Treat the 
  shawl as a well-secured item, which means you must 
  first pin the nereid before you can use the disarm 
  action (and even then, the nereid gets a +4 bonus on its 
  roll to resist the attempt). 
  Speak with Animals (Su): Nereids can speak with 
  animals, though only simple concepts can be 
  communicated (as the speak with animals spell). 
  Skills: Nereids have a +8 racial bonus on Hide checks 
  while underwater because of their near transparency 
  while submerged. 
  A nereid has a +8 racial bonus to any Swim check to 
  perform a 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. 
  Swim 
  Stormwrack 
  Transmutation [Water] 
  Level: Druid 2, sorcerer/wizard 2 
  Components: V, S, M  
  Casting Time: 1 round 
  Range: Medium (100 ft. + 10 ft./level) 
  Target: One creature 
  Duration: 10 minutes/level (D) 
  Saving Throw: None 
  Spell Resistance: Yes (Harmless) 
  This spell gives the recipient a swim speed of 30 feet 
  (although not the ability to breathe water or hold one's 
  breath beyond normal limits). As long as the creature 
  isn't carrying more than a light load, it can swim 
  without making Swim checks. It also gains a +8 racial 
  bonus on any Swim check to perform a special actions 
  or avoid hazards, though it still takes the normal 
  penalty for weight carried (-1 per 5 pounds). The 
  recipient can choose to take 10 on Swim checks, even 
  if rushed or threatened, and can use the run action 
  while swimming if it swims in a straight line.  
   
  If the creature is carrying more than a light load, it 
  must make Swim checks to move (taking the normal 
  penalty for weight carried, but all other benefits apply. 
  Material Component: A goldfish scale. 
   
  Swim, Mass 
  Stormwrack  
  Transmutation [Water] 
  Level: Druid 4 
  Targets: One creature/level, no two of which are more 
  than 30 ft. apart. 
   
  
  ZEF6-07 Into the Drink 
   
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   The spell functions like swim, except that it affects 
  multiple creatures.
  
  ZEF6-07 Into the Drink 
   
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  Appendix Three: DM’s Aids 
  What PCs may know about the Gulf of Ghayar: 
  Use the following guidelines to determine what any particular PC may know about the gulf and the region beneath it: 
  Knowledge (Geography) 
   
  DC 15: The gulf is a long channel, nearly 800 miles long from its southernmost point to the Jansibs, which mark its 
  entry into the Dramidj Ocean. It lies along Zeif’s western coast (the Bakhoury Coast), and is, like the Dramidj, quite 
  warm. 
   
  DC 20: The gulf is quite shallow, averaging maybe a hundred feet across its breadth.  Its deepest point is likely 200 
  feet down.   
   
  DC 25: Scarring it for about 650 miles is the Scar of Untold Depths, a great chasm that is exceptionally deep. 
  Knowledge (nature) 
   
  DC 15: The gulf is home to a vast array of sea life due to its warm temperature. Many tropical fish, sharks, manta 
  rays, sea lions and jellyfish make their homes there. Of course, merfolk and aquatic elves make homes here as well. 
   
  DC 20: Magical creatures native here include certain dinosaurs (like the plesiosaur or the ichthyosaur) as well as 
  ramfish, sea cats, dragon turtles and even some rare kraken or true dragons.  
  Knowledge (Local – VTF) 
   
  DC 15: The Bakhoury Coast is home to many pirates and has a strong naval presence.  Besides that, merfolk live in 
  the sea and make trade with members of the Mouqollad Consortium in Beit Castan and Nafiq. 
   
  DC 20: The pirate problem is so bad on the coast that the Sultan has elevated two beys in the area to deys, giving 
  them more power and executive control over military and policing.  This happened sometime after the coast was 
  subjugated. 
   
  DC 25: The merfolk of the area are only recently allies, but have made great progress with people on land.  They are 
  even joining the Mouqollad Consortium and living in special air-filled grottos built by the Worthys of Mouqol.   
  Knowledge (Arcana) 
   
  DC 20: It is generally known that the Dramidj and the Gulf of Ghayar are unnaturally warm; it is believed great 
  earth magic continually keeps their temperature up. The origins of this magic are older than time and completely 
  unknown. 
  Knowledge (religion) 
   
  DC 15: The chief deity of the merfolk is Eadro, whom they believed first created the merfolk. His holy symbol is a 
  spiral with aquatic motifs. 
   
  DC 20: Eadro still dominates merfolk religion, though Mouqol has made a surprising entrance into their lives.  
  Many merfolk have turned to his worship and now do trade with the surface world. 
  Underwater Combat Rules 
  Land based creatures have difficulty fighting underwater. To determine a character’s detriment, consult the following 
  table. 
   
  Attack/Damage 
   
   
  Condition 
  Slashing or Bludgeoning 
  Tail 
  Movement 
  Off Balance?
  4 
  Freedom of movement 
  normal/normal 
  normal/normal 
  normal 
  No 
  Has a swim speed 
  -2/half 
  Normal 
  normal 
  No 
  Successful Swim check 
  -2/half
  1 
  -2/half 
  quarter or half
  2 
  No 
  Firm Footing
  3 
  -2/half 
  -2/half 
  half 
  No 
  None of the above 
  -2/half 
  -2/half 
  normal 
  Yes 
  
  ZEF6-07 Into the Drink 
   
  Page 39 
  1. 
  A creature without freedom of movement effects or a swim speed makes grapple checks underwater at a –2 
  penalty, but deals damage normally when grappling. 
  2. 
  A successful Swim check lets a creature move one-quarter its speed as a move action or one-half its speed as a 
  full-round action. 
  3. 
  Creatures have firm footing when walking along the bottom, braced against a ship’s hull, or the like. A creature 
  can only walk along the bottom if it wears or carries enough to weigh itself down – at least 16 pounds for 
  medium creatures, twice that for each size category larger than Medium, and half that for each size category 
  smaller than Medium. 
  4. 
  Creatures flailing about in the water (usually because they failed their Swim checks) have a hard time fighting 
  effectively. An off-balance creature loses its Dexterity bonus to Armor Class, and opponents gain a +2 bonus on 
  attacks against it. 
  It is also important to remember the following points: 
  • 
  Thrown weapons are ineffective underwater. Attacks with other ranged weapons take a –2 penalty on 
  attack rolls for every 5 feet of water they pass through, in addition to normal penalties for range. 
  • 
  Nonmagical fire (including alchemist’s fire) does not burn underwater. 
  • 
  Spells or spell-like effects with the fire descriptor are ineffective underwater unless the caster makes 
  a Spellcraft check (DC 20 + spell level). If the check succeeds, the spell creates a bubble of steam 
  instead of its usual fiery effect, but otherwise the spell works as described. 
  • 
  A supernatural fire effect is ineffective underwater unless its description states otherwise. 
  
  ZEF6-07 Into the Drink   
   
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  Player Handout 1 Retainer of the Sultan: 
  Effendi, 
  By virtue of your retaining to the Lord King, Glory of the West, Mohg Sultan Murad the Proud, you 
  are officially required to serve His Glory on a mission of utmost importance.  You are to report to 
  Hasan Tugamiral Reis ibn Hasbutan al-Bakhoura at the Fortress of the Sea Lion at dawn.  Failure to 
  comply with these orders and to serve His Magnificence will be taken as a renouncement of your 
  retaining and an act of treason. 
   
  Good day, and May peace be with you.
  Pandhar Reis, Kapudan Pasha of the Royal Navy of Zeif
  PS: Come prepared for a two-week journey at and undersea. We will supply a means to breathe. 
  Player Handout 2 Loyalty to the Sultan: 
  Effendi, 
   
  As a loyal and tribute paying subject of His Magnificence, the Glory of the West, Mohg Sultan 
  Murad the Proud, you are hereby officially requested to serve at His pleasure in a mission of utmost 
  importance.  You are to report to Hasan Tugamiral Reis ibn Hasbutan al-Bakhoura at the Fortress of 
  the Sea Lion at dawn. Accepting this mission is a sign of true loyalty; accept if you wish to prove 
  your loyalty once more to His Glory. 
   
  Good day, and May peace be with you.
  Pandhar Reis, Kapudan Pasha of the Royal Navy of Zeif
  PS: Come prepared for a two-week journey at and undersea. We will supply a means to breathe. 
  Player Handout 3 All others: 
  Effendi, 
   
  You have officially been chosen by His Magnificence, the Glory of the West, Mohg Sultan Murad 
  the Proud of Zeif to serve at His pleasure in a mission of utmost importance.  If such glory at the 
  will of His Magnificence is your desire, report to Hasan Tugamiral Reis ibn Hasbutan al-Bakhoura at 
  the Fortress of the Sea Lion at dawn. Your actions in this matter will not be overlooked when His 
  Glory recognizes loyal service. 
   
  Good day, and May peace be with you.
  Pandhar Reis, Kapudan Pasha of the Royal Navy of Zeif
  PS: Come prepared for a two-week journey at and undersea. We will supply a means to breathe. 
  
  ZEF6-07 Into the Drink   
   
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  Player Handout Four: The Dream 
  Your dreams are different tonight.  They start out normally, fancying subjects which had affected 
  your life in one way or another over the past few days as usual. Yet somewhere among them, the 
  dream becomes more vivid, more real.  Everything is clear and tangible, like thick ooze.  You are in a 
  dark room, with a single lantern hanging by a wicked looking chain in the center of the room.  The 
  smell of death and dust surrounds you, and even the air feels heavy.  No moisture is present. 
  Hidden in the shadows ahead, you see a chair of some sort, a throne.  Its tall back reaches nearly 
  to the ten-foot ceiling.  A figure sits quietly, hunched and silent.  Not even its breathing can be 
  heard.   
  You approach, cautiously.  Fear grips at your soul, seeming to emanate from the figure, yet you 
  press on. The fear is so strong that it squeezes your heart.  Standing near to him, you feel 
  compelled to drop to your knees, and you do so. You can barely raise your head enough to see two 
  pinpoints of red where the figure’s eyes should be. 
  “I am the Grim Vizier, and I know of your mission” it says at last, the voice seeming not to come 
  from its throat or even its body, but echoing in your head.   
  “Seek out information for me, and I can reward you greatly. You will be traveling to a realm of 
  merfolk. The merfolk’s domain is a secretive place, and I must know of it.  The information is 
  invaluable.  Bring me information on its political strengths, its military strengths, anything you deem 
  important.  Bring it to me and no other, and I will reward you.  Make the right choice, and you will 
  not regret it.  I have tremendous powers, and will easily detect if you have leaked the information 
  to others. To help you along the path, please accept this humble offering of my sincerity” With that 
  he holds out a necklace. Your hand moves up to grab it and the Vizier speaks one last time. “If you 
  choose to don this, beware that you have sealed a covenant with me.” 
  At then, the throne seemed distant, far away, as if the room had elongated to immeasurable 
  lengths.  The light faded, and you awoke in sweat and fear… 
  ..but the dream echoed perfectly in your memory. 
  
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  Player’s Handout Five
  Beneath the Gulf of Ghayar 
  West of Zeif lies the Gulf of Ghayar, a body 
  of water dipping south from the Dramidj sea 
  some eight hundred miles to its most 
  southerly point.  The gulf divides Zeif from 
  its western neighbors, including the nations 
  of Mur and Komal, and it is home to its own 
  people as well, the Merfolk al-Ghayar and a 
  nation of aquatic elves called Qessirstan.  The 
  gulf itself is roughly 400 miles wide at its 
  greatest girth, and it significantly shallower 
  than the Dramidj Ocean, from which it 
  extends.  While it reaches depths of 200 feet 
  at its deepest (save for the Scar of Untold 
  Depths, see below), its average depth is 
  generally only a hundred feet. 
  The Gulf is home to an abundance of aquatic 
  life, including many species of fish, such as 
  breeds of salmon, trout and sturgeon.  The 
  fishing trade would be prominent, but pirate 
  activity and constant danger spewing from 
  the Bakhoury Coast has limited its potential.  
  Other notable fauna include dolphins, sea 
  lions, sea cows, and sharks (tiger shark, great 
  white, and even whale sharks).  Some smaller 
  whales makes home in the Gulf during the 
  summer, but most prefer the deeper ocean 
  farther north.  The warm waters help bring 
  in many other creatures, including a host of 
  crustaceans, tropical fish, as well as eels, 
  stingrays and octopus. Magical creatures are 
  present though rare, and some species 
  include the chuul, ramfish and the odd 
  dragon turtle. Some dinosaurs are even 
  reputed to exist, but one has not been 
  sighted or caught for years.  Besides large 
  forests of kelp and seaweed, the gulf is home to a vast number of coral reefs, making the world beneath it beautiful, 
  colorful, and vibrant. 
  One of the biggest underwater landmarks of the Gulf is the Scar of Untold Depths, a six hundred foot long canyon 
  dividing the seabed in two.  The Scar descends further than even the merfolk and aquatic elves have bothered to chart, 
  and dangerous creatures’ lair below.  Reported encounters with kraken and dragons strikes fear into aquatic society, but 
  not so much as the reports of massive unidentified monsters that surface once a millennium to swallow underwater 
  cities.  The breadth of horror that lives in the Scar’s deepest bowels remains unknown. 
  The merfolk of the Gulf are its largest society, inhabiting most of the larger (eastern) side of the Scar.  The nation has a 
  name in Aquan, though the surface dwellers simply refer to it collectively as Merfolk al-Ghayar (the merfolk of Ghayar), 
  paying heed to the loose government and lack of rigid hierarchy, a stark contrast to the officiated lifestyle common in 
  nations like Zeif.  The merfolk live in an advanced tribal society, ruled over by a Sidi from a capital city in the depths of 
  the Gulf, near the Scar.  The grand Sidi of the merfolk divides his realm loosely among his Mer-Sheiks, a group of 
  aristocrats numbering somewhere near a score.  These sheiks build palaces from coral and bedrock to protect the 
  
  ZEF6-07 Into the Drink   
   
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  domain of the merfolk, though the race in general is quite content to co-exist with the life around them rather than rule 
  over it.  Were travelers to pass through the underwater domain frequently, many of them would not notice a society at 
  all.   
  To the west lies the smaller nation of Qessirstan, a loose collective of three city-states of aquatic elves.  Their population 
  is low, though the elves are a well-known presence throughout the gulf, and they keep watch over a broad domain of 
  land below the waves.  The nation of Qessirstan is historically peaceful with the merfolk, though lately tensions have 
  arisen due to some disputed territory to the south, which, among other things, holds some important resources.  No act 
  of forward aggression has occurred to date, though a silent threat has led both nations to quietly fear what might come 
  next.   
  
  ZEF6-07 Into the Drink   
   
  Page 44 
  Player Handout Six: Mission for the Royal Navy: 
  “The Kapudan Pasha and the Sultan of Zeif are aware that there is more than one party interested in the 
  information about the Merfolk’s domain.  It shall remain the choice of your party who to deliver the 
  information to, should you find out any, though the Sultan laments any decision which does not bring the 
  information to him and no other.  We understand that though loyal to him, you work with free agents and we 
  ask that you act as normal so as not to uncover this mission.” 
  “First off, should your party choose to deliver information to someone other than the Sultan, we wish to know 
  about it. If you bring word of who has this information back to Hasan Reis in Zeir-i-Zeif, the first part of your 
  mission will be complete. However, there may be extra reward if you can convince the party to bring the Sultan 
  this information exclusively.” 
  “Second, the Navy wishes to gather more specific information on the Merfolk’s military capabilities, so as better 
  to understand our new allies.  We ask that you bring back some extra information as well as some weaponry for 
  us to study. What we need is as follows.” 
  • 
  Military hierarchy of the merfolk, as in size of battalions, brigades, etc. and an ordering of ranks. 
  • 
  Number of troops in Sovorn’s palace, as well as estimates on total troops throughout the domain. 
  • 
  Mobilization times for the troops. 
  We wish to study the weaponry of the merfolk. Therefore we request that you bring us: 
  • 
  A merfolk trident. 
  • 
  A merfolk crossbow (any type). 
  • 
  A small handheld (light melee) weapon of any sort. 
  • 
  Any merfolk light armor 
  • 
  Any merfolk medium armor 
  “Again, I must stress the secrecy of this mission. Your comrades cannot know of your goals. Depending on how 
  much of the information and weaponry you bring home, there could be hefty rewards and recognition for your 
  service.  The Kapudan Pasha knows that you will serve the Navy and the Sultan well in this endeavor, and 
  anxiously awaits your return. Do you have any questions?” 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Zeif/596/Normal Scenarios/ZEF6-07 - Into the Drink (APL 2-8)/ZEF6-07 - Into the Drink.pdf