TEXT: TM
  
  To use this companion, a Dungeon Master also needs the Player’s Handbook,™ the DUNGEON MASTER’S Guide™ 
  and the Monster Manual.™ A player needs only the Player’s Handbook™ 
  The Player’s Handbook™ and the DUNGEON MASTER’S Guide™ published by Wizards of the Coast, Inc. a subsidiary of Hasbro, Inc.
  Swashbuckling Adventures and Heroes, Villains and Monsters are ™ and © 2002 by Alderac Entertainment Group, Inc. All rights reserved.
  ISBN 1-887953-64-7
  Visit our website at www.alderac.com
  TM
  Writing:
  NANCY BERMAN
  KEVIN P. BOERWINKLE
  STEVE CROW
  DANA DEVRIES
  NOAH DUDLEY
  B.D. FLORY
  ANDREW GETTING
  JIM PINTO
  LES SIMPSON
  ROB VAUX
  ERIK YAPLE
  Editing:
  NANCY BERMAN
  JIM PINTO
  ROB VAUX
  Creative Director: 
  MARK JELFO
  Art Director: 
  JIM PINTO
  Graphic Designer:
  STEVE HOUGH
  Cover Artist:
  WILLIAM O’CONNOR
  Interior Artists: 
  CARL FRANK
  JONATHAN HUNT
  KEVIN WASDEN
  Typesetter: 
  STEVE HOUGH
  Brand Managers: 
  NANCY BERMAN
  ROB VAUX
  ERIK YAPLE
  Chief Executive Officer: 
  JOHN ZINSER
  Chief of Operations: 
  MAUREEN YATES
  Production Manager: 
  MARY VALLES
  Special Thanks:
  NANCY: MY THANKS TO THE BEST CREW A CAPTAIN COULD
  HAVE ASKED FOR!
  STEVE: THANKS TO KENT AND JAMES FOR THIRD EDITION
  STYLE CHECKING.
  DANA: TO MY KIDS BEN, EMILY AND TYLER. THE HERO, 
  THE VILLAIN AND THE MONSTER. JUST DON'T ASK ME WHICH
  IS WHICH.
  NOAH: THE NEXT TIME YOU WIN THE BATTLE, REMEMBER TO
  THANK THE VILLAIN. 
  ANDREW: FOR JONAH MEDEIROS. THIS WOULDN’T HAVE
  BEEN POSSIBLE WITHOUT YOU, AND I WISH YOU COULD HAVE
  BEEN HERE FOR THIS.
  JIM: THIS IS FOR ALL THE LITTLE KIDS WHO COULDN’T MAKE
  IT HERE TODAY.
  LES: TO MICHAEL PETROVITCH, WHO IS BOTH A TRUE HERO
  AND A TRUE FRIEND.
  ERIK: FOR VALORY, WHO INSPIRES ME TO BE A BIGGER HERO
  THAN I WAS YESTERDAY, EVERYDAY.
  Dedication:
  TO HAYDEN CHRISTENSEN, ALEC GUINNESS, MARK HAMILL,
  SAMUEL L. JACKSON, JAMES EARL JONES, CHRISTOPHER LEE, 
  IAN MCDIARMID, EWAN MCGREGOR, LIAM NEESON, FRANK
  OZ, RAY PARK, DAVID PROWSE, AND SEBASTIAN SHAW.
  THE DARKNESS AND THE DAY.
  
  Introduction. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
  Chapter One: Villains. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
  What is a Villain?. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
  Using Opponents . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
  Choosing Opponents . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
  Designing Opponents . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
  The Villains. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
  The Betrayer. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
  The Bureaucrat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
  The Fallen Hero . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
  The Fanatic. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
  The Fop . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
  The Mad Scientist . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
  The Mastermind. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
  The Monster . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
  The Pirate . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
  The Priest . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
  The Weakling . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
  The Zealot . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
  Chapter Two: Heroes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
  What is a Hero? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
  The Heroes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
  The Adventurer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
  The Avengers. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
  The Bewitched . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
  The Guardian. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
  The Musketeer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
  The Redeemed . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
  The Rogue . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
  The Scholar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
  The Smuggler . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
  The Soldier. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
  The Spy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
  The Vigilante. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
  Chapter Three: Monsters . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
  The Black Freighter. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
  Black Freighter Captain . . . . . . . . . . . . . . . . . . . . . . . 40
  Black Freighter Officers . . . . . . . . . . . . . . . . . . . . . . . 40
  Black Freighter Skeletons . . . . . . . . . . . . . . . . . . . . . 41
  Crypt Ghoul. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
  Domae . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
  Drachen. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
  Echo . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
  Firebird . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
  Forest Fiend. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
  Ghoul, Théan. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47
  The Great Grey . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48
  Hounds of Night and Fog . . . . . . . . . . . . . . . . . . . . . . . . . 49
  Kobold/Gargoyle, Théan . . . . . . . . . . . . . . . . . . . . . . . . . . 50
  Leshii . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51
  Leviathan . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52
  Mirror Ghost. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53
  Night . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54
  Ruin Monster . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55
  The Schattenmann . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57
  Schattensoldat. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58
  Sea Serpent . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59
  Ships’ Mascots. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60
  The Sidhe . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61
  Lords and Ladies . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64
  Banesidhe . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64
  Jack-in-Irons. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65
  Jenny Greenteeth . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66
  Jimmy Squarefoot. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 67
  Pooka. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68
  Siren, Théan. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 69
  The Black Siren, “Queen of the Sea” . . . . . . . . . . . . 70
  Succubus, Théan (Portal Fiend). . . . . . . . . . . . . . . . . . . . 71
  Swamp Spider . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72
  Talking Beast . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 73
  Tessera . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 74
  Thalusai. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 75
  Tundra Beast . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 76
  The Unraveled . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78
  The Verschlingen. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 79
  The Vodanken. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80
  Zalozhniy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 82
  Zombie . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 83
  Zombie, Théan . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 84
  Appendix . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 85
  NPC Charts. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 85
  NPC Alchemist . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 85
  NPC Assassin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 85
  NPC Courtier . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86
  NPC Highwayman . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 87
  NPC Inquisitor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 88
  NPC Musketeer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 88
  NPC Noble . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 91
  NPC Pirate . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 91
  NPC Spy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 91
  NPC Swashbuckler . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 92
  NPC Wanderer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 92
  NPC Witch . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 94
  List of Entries by Challenge Rating. . . . . . . . . . . . . . . . 95
  CONTENTS
  2
  Contents
  
  INTRODUCTION
  3
  Introduction
  Reis slid the Setine key into its slot and felt it click into place. The
  Castillian was right all along, he thought to himself. A pity he didn’t
  want to share… 
  It had taken some convincing to leave the rest of the crew behind,
  but in the end, they  remained aboard the Roger as he ordered. Riant
  had given him several suspicious glances, but the bosun wouldn’t
  dare cross him, and even Andre had looked nervous at the notion of
  entering Cabora’s alien landscape. Only the captain had entered the
  island, and only he would claim the prize.
  The machinery beneath him begin to hum, and he was suddenly
  filled with an inexplicable sense of power. He flexed his fingers and
  smiled with delight.  Was that all it took? Javier had said nothing
  about further steps, only when and where the key must be inserted.
  Perhaps there was no more to it than that. 
  “Immortality,” he whispered quietly, “All mine.”
  He suddenly became aware of a presence behind him. 
  * * *
  “Bloody” Bonnie McGee stared up at her nemesis as he slid the
  Syrneth artifact into place. She saw him as if in a waking dream —
  near and yet distant. The man who had sunk her ship, butchered her
  crew, slain her captain. The terror of the seven seas, turning to look
  her in the eye as she approached the conical structure on which he
  perched. His murderous scythe hung at his belt, but she wasn’t afraid.
  She drew her blades — it felt like the most natural thing in the
  world — and met his gaze with steely resolve.
  “Let’s finish this, you and I.”
  He leapt down from the top of the structure to land a short ways
  away. His scythe was in his hands almost instantly.
  “You have proven quite troublesome, my dear. Had I more time, 
  I would love to question you on your remarkable tenacity.”
  “Me father always said I dinnae know when te quit.”
  His lips curled in a sinister smile. “I suspect he lived to regret such
  tenacity. A pity you won’t. Are you ready to conclude our business,
  little girl?”
  “Are you?”
  In answer, he raised the scythe and charged.
  Every swashbuckling adventure needs a villain at its core.
  Without villainy, the heroic derring-do on which the genre
  thrives has no purpose. The bad guys may be larger than life
  or quiet as a mouse, well-meaning or utterly irredeemable,
  but their schemes are the fulcrum on which swashbuckling
  adventures turn. A great villain can turn a decent adventure
  into a truly memorable one… while a mediocre villain can
  sink even the strongest gaming session.
  The world of Théah is a haven for potent adversaries. Not
  only does it contain a plethora of sinister men and women
  who would stop at nothing to achieve their goals,  but all
  manner of monstrous creatures hide within its dark corners.
  The foes it provides are often human, but might just as easily
  be some unknown beast, striking fear into the hearts of
  anyone unfortunate enough to cross its path. And for every
  unholy abomination — for every monster, both human and
  otherwise, who threatens the lives of innocent people —
  there is a hero ready to oppose it, a noble spirit willing to
  oppose evil in all its myriad forms.  Tales of their conflicts
  have become the stuff of Théan legend.
  This book is designed to provide a variety of adversaries,
  and a few allies, for a swashbuckling campaign. They can
  serve as nobles plotting in court, bloodthirsty pirates on the
  high seas, or strange monsters from distant lands unseen 
  by men. They can be as close to the the PCs as a whisper, 
  or engineer plans that reverberate from hundreds of miles
  away. They can be as humble as the girl next door, or as 
  powerful as the mightiest king. But all of them will provide a
  potent challenge to any party worth its salt.
  The first chapter contains a dozen villains from the world
  of Théah, designed to serve as foils for your PCs. Though they
  come from the world of 7th Sea, they can easily be integrated
  into any campaign. Each entry provides tips on how to fit the
  villain into your world, as well as background information,
  pertinent stats, and any new skills or abilities which he or she
  may possess.
  The second chapter holds twelve heroic Théan figures,
  suitable as allies or contacts for your party. Like the villains,
  they include new skills and ability descriptions in addition to
  statistics and background, and while they are based in Théah,
  they can quickly be converted to any high fantasy/restora-
  tion-era stetting.
  The third chapter contains numerous inhuman monsters
  from Théah’s shores. Many lurk in unexplored islands or far
  out to see but a few — such as the alien Sidhe or the diabolic
  Schattenmann — dwell in the heart of Théan civilization.
  Each entry contains standard d20 stats and the monsters can
  easily be used in any fantasy-style campaign. 
  
  Finally, the Appendix contains a series of templates for the
  new PC classes described in the Swashbuckling Adventures
  handbook. With them, you will be able to quickly generate
  statistics for any swashbuckling NPC you see fit. 
  Character Abbreviations
  The statistics for heroic and villainous NPCs (i.e., those found
  in Chapters One and Two) utilize the following abbreviations:
  CR: The character’s challenge rating, representing the
  average level of a group of player characters (assume four
  characters with full wound points and appropriate equip-
  ment) for which the NPC would make a moderately difficult
  encounter.
  SZ: The character’s size (usually Medium).
  HD: The character’s Hit Dice, as determined by his or her
  class.
  hp: The character’s current hit points.
  Init: The character’s modification to initiative rolls. 
  Spd: The maximum speed the character can cover in a
  single move (usually 30 ft.)
  AC: The character’s armor class, including any modifica-
  tions as noted.
  Atks: All of the character’s physical attacks, including 
  specific weapon types, and to hit and damage modifications.
  SA: Any special attacks which the character might possess,
  listed in alphabetical order. 
  SQ: Any other special qualities the character might 
  possess, listed in alphabetical order
  Str: The character’s Strength rating.
  Dex: The character’s Dexterity rating.
  Con: The character’s Constitution rating.
  Int: The character’s Intelligence rating.
  Wis: The character’s Wisdom rating.
  Cha: The character’s Charisma rating.
  AL: The character’s alignment.
  Skills: Any skills the character might possess, along with
  each skill’s score.
  Feats: Any feats which the character might possess.
  INTRODUCTION
  4
  Monster Abbreviations
  Monster statistics (i.e., those found in Chapter Three) utilize
  most of the same entries as the NPCs stats, above. Those that
  don’t are listed below:
  Size/Type: The creature’s size and type, as described in the
  Dungeons and Dragons Monster Manual.
  Face/Reach: The amount of space the creature needs to
  fight effectively (in terms of square feet), followed by the
  creature’s natural reach (i.e., how close an opponent needs to
  be for the creature  to attack it with its natural weaponry)
  Climate/Terrain: The locales where the creature most
  commonly frequents. Some entries denote specifics Théan
  regions in addition to a more general climate type.
  Organization: The kinds of groups the creature might
  form, including the numbers in which it is most frequently
  encountered.
  Treasure: How much wealth (in whatever form) the 
  creature may possess.
  Advancement: The entries describe only the most
  common or typical specimen of the creature in question. This
  entry show how powerful the creature can become in terms
  of additional Hit Dice.
  Template Abbreviations
  The templates in the Appendix utilize the following abbrevi-
  ations:
  Lvl: Class level.
  Init: The modification to initiative rolls, as above.
  Spd: Speed, as above 
  Wpn 1 and Wpn 2: Bonuses to the character’s primary,
  and secondary weapon (as listed in the appropriate entry)
  F/R/W: The character’s bonuses to Fortitude, Reflex, and
  Willpower saves.
  Skills: The rankings for the character’s three most perti-
  nent skills, as listed. Skill abbreviations are Alch (Alchemy),
  Diplo (Diplomacy), Disg (Disguise), Intim (Intimidate),
  Knowl (Knowledge), MoveSil (Move Silently), Prof (Profes-
  sion), SenseM (Sense Motive), SpellC (Spellcraft), and WildL
  (Wilderness Lore).
  
  What is a Villain?
  Swashbuckling Adventures is a game for and about heroes. It is
  about performing deeds of derring-do and swashing your
  buckler all over the place. Characters who carefully weigh
  all the odds before entering the fray or need not apply.
  When players enter the world of Théah — or any gaming
  universe with a similar style — they expect to be participat-
  ing in a swashbuckling tale in which they are the heroes.
  The role of a hero in a swashbuckling world is fairly 
  specific. He is always unequivocally on the side of good, 
  he almost always fights not only for treasure but for some
  higher goal, he wins the object of his affection and 
  he always fights and defeats a vast array of opponents, 
  both human and monstrous.
  The fact is a hero needs opponents. Without them, 
  he’s just a big handsome oaf waving a sword at no one in
  particular. In fact, the opponents a hero faces, and how he
  or she faces them, can to some extent define him or her. 
  If a hero has to deal with the soldiers of the local patrón and
  chooses to deal with them from the shadows, appearing
  occasionally in a mask and dark cape, that is one specific
  kind of hero. If he is constantly threatened by muscular
  warlords and their hosts, and chooses to attack them
  directly, that is a different kind of hero, and a different kind
  of game. So carefully choosing the opponents becomes an
  important part of defining the campaign… and defining
  the heroes’ place in that world.
  Using Opponents
  Since the type of opponent a hero faces has a lot to do with
  the feel of a campaign, you have to make sure that 
  the villain and the campaign are a logical fit. It is very 
  frustrating to come up with a perfect villain only to realize
  that he is totally inappropriate for your campaign.
  Obviously the main criteria for any campaign is the 
  players’ preferences. Do they enjoy court intrigue? Military
  campaigns? Piratical adventures? Sometimes the issue can
  come down to what kinds of opponents the players prefer.
  Some groups are at their happiest when they are mowing
  down hordes of less powerful creatures. Others prefer to
  deal with one big monster, while still others find creatures
  of any kind boring and prefer to go up against human 
  villains. Most groups prefer a mix of all of the above; finding
  the right proportion for your group is an important part of
  getting the tone of your game right.
  Once you know what kind of story you’re going to tell,
  the next step is to set it up. The usual pattern for a swash-
  buckling story is similar to that of most video games: 
  a series of increasingly difficult challenges that the hero
  must overcome, culminating in a final challenge which 
  represents a real (or at least perceived) danger of defeat. 
  Victory in this final challenge defines both the adventure
  and the adventurer. In most cases, the challenges are in the
  form of an opponent of some kind, and all opponents in
  well-told swashbuckling tales should follow certain guide-
  lines. A great deal of the impact an opponent has on the
  players (and therefore on the story) results from the players’
  immediate reaction to him or her. When an opponent is
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  presented to the group and they gasp, look at each other and
  say “Uh oh,” you know that you’ve had the right impact. 
  If they chortle and say “Oh, it’s just one of those,” you’ve done
  something wrong. 
  The reaction can often have as much to do with the way in
  which an opponent is presented as it does with the opponent
  itself. Give some though to the effect you’re trying to achieve.
  In some cases the type of opponent you have will dictate the
  setting, i.e., “This is the point at which the heroes will be going up
  against Doña Urraca, so I’ll set the scene at court, where she can use
  her influence against the them.” In other cases the setting will
  dictate the opponent, i.e., “After three days of hiking through the
  mountains they’ll be ready for an encounter. What’s an appropriate
  encounter for the mountains? Probably a pack of wolves.”
  Once you know what kind of opponent you’re going to use
  and the general setting in mind, consider how you’re going to
  present the opponent. While it can sometimes be fun to sur-
  prise the Heroes (“You’re walking across the open meadow. The
  sun is shining, the birds are chirping, and suddenly the Beast leaps
  down from a tree and disembowels Ludovic!”), it usually makes a
  much bigger impression on them if the presentation is appro-
  priate to the opponent (“As you head slowly across the mist-
  shrouded plateau you can hear the baying of a distant wolf. Suddenly
  there is the sound of branches rustling in the tree overhead. Ludovic
  screams…”) This doesn’t necessarily mean that the connection
  between the opponent and the setting in which it is found is
  always immediately obvious. Why IS that hideous were-
  creature suddenly standing in the middle of the Duke’s 
  midsummer ball with Ludovic’s head in its claws? And why
  was the Duke seen coming out of the lowest dive in Offal
  Lane with a body-sized package slung over his shoulder?
  What it does mean is that the opponent should ideally be 
  presented in a way that adds to the overall impression — and
  suspense — you are trying to make.
  It can sometimes be interesting to contrast the build-up
  and setting for an opponent with the initial appearance of the
  opponent herself. If after months of being warned about the
  Blood Countess and finally making their way up to her dark
  castle, the heroes burst into her throne room to discover a
  small, rosy, apple-cheeked young maiden, they are going to
  be initially taken aback. Of course they’re going to be even
  more taken aback when the apple-cheeked young maiden
  suddenly flies across the chamber and sinks her teeth into
  poor Ludovic’s neck. 
  Two warnings about this approach. The first is that if you
  use this trick too often it will stop working or even backfire
  on you, and the Heroes will start attacking everyone they
  meet on the theory that they can’t tell who might be an
  enemy. The second is that eventually you will have to the
  strong temptation to play this for laughs. Well-told swash-
  buckling tales are meant to evoke a number of emotional
  reactions, but laughter isn’t one of them – at least not unless
  it’s mixed with a very healthy dose of danger. Once the
  Heroes come across their deadliest opponent sitting in the
  jakes with his pants around his ankles, they will never again
  be able to face him without at least a smirk, thereby ruining
  any hope you may have had of creating a dramatic encounter.
  When it finally comes time for the Heroes to face the oppo-
  nent, give them some warning that they’re going to be going
  up against something really dangerous. “For God’s sake, don’t go
  into those caves! The last four men who went in there never came
  out!” or “A friendly warning, sir. The baron is a ferocious and cun-
  ning opponent, and I shouldn’t care to cross him myself, not for a
  castle in Castille.” Visual and verbal cues can go a long way
  here. For example, when they enter the villain’s lair, lower the
  lights in the room. Lower your voice and speak slowly. Look
  very concerned and even apologetic about what’s about to
  happen to these poor do-gooders. And above all, when the
  combat begins, cheat. Take a lesson from the final duels in all
  good swashbuckling movies – don’t let the hero win too
  easily. The ideal combat should at least appear to be a tossup
  until the very end, with the hero so wounded that she can
  barely accomplish the final coup de grace. To this end feel
  free to shade the combat and damage rolls. Remember, drama
  is always more important than slavish devotion to dice.
  Choosing Opponents
  As mentioned earlier, player characters are defined by the
  opponents they defeat, so it’s up to you to give them oppo-
  nents that make heroes out of them. Opponents come in
  three broad types: non-human (animals and monsters),
  human (villains) and situational (environmental or action-
  based obstacles rather than living creatures.) A mountain that
  must be crossed to reach the besieged castle where the King
  is being held for ransom or a flood that threatens a small town
  are both examples of situational opponents. While they are an
  important part of the DM’s repertoire, they are also outside
  the scope of this book, and therefore we will not concern 
  ourselves with them.
  By far the most common opponents in Théah (and swash-
  buckling campaigns in general) are human… or at least
  humanoid. Théah’s inhabitants have been fairly successful in
  driving the truly monstrous foes into the bits of wilderness or
  into the cracks and crannies of the cities that have sprung up
  across the continent. The result has been that Théans every-
  where have been forced to fill in as opponents for each other
  and on the whole they’ve done a fabulous job. Animals and
  monsters most commonly appear in either wilderness or
  exploration adventures (i.e., crypt ghouls, ruin monsters, sea
  serpents, etc.) or as occult creatures that haunt the darkness
  (i.e. mirror ghosts, Nights, succubi, etc.)
  When creating an opponent the first question has to be
  what is its function in the story? Is it a fairly innocuous threat
  set at the beginning of the adventure to warn the heroes
  about danger ahead (i.e., a band of cutthroats or a pack of
  wolves)? Is it a more difficult threat set in the middle of the
  adventure against which the heroes will have to martial their
  resources (i.e., a pirate crew or a pack of ghouls)? Or is it the
  Big Final Threat of the game, the defeat of which will bring
  the heroes victory?
  There is, however, a far more important consideration
  when choosing an opponent for your Heroes, and that is
  based on a deep, dark secret known only to Game Masters and
  those who watch swashbuckling movies: the heroes always
  win. They may lose an occasional battle and have to run for it.
  They may even get their white shirts dirty. But eventually the
  heroes will kill the monster, defeat the mad count, rescue the
  prince/princess, defeat/save the king, and/or meet whatever
  other objectives they have set for themselves. This is inherent
  to the swashbuckling genre and the reason why heroes have
  all those ballads written about them. No one writes ballads
  about the first four guys who went into the cave and never
  came out again.
  This means that one of the primary responsibilities of the
  DM is designing encounters that excite, challenge and maybe
  
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  even set the Heroes back without killing them. A dead hero
  almost always means an unhappy, dissatisfied player, which
  means that you, the DM, have failed in your primary duty to
  show the player a good time. Of course the players must
  never know that their heroes are invincible. They must 
  continue to believe that every encounter could be their last,
  and that if they survive it will be entirely due to their brains,
  willpower and skill at arms. And certainly, if they behave 
  too arrogantly, they might be knocked back a bit — but 
  ultimately, perhaps after many trials and tribulations, 
  they will persevere.
  When planning an encounter, consider the abilities of the
  player characters very carefully. The ideal opponent should
  make the heroes at least a bit uneasy, be able to harm them in
  some non-terminal way and make them feel that they’ve
  accomplished something important when it is defeated.
  Designing Opponents
  The more important an opponent is to your story, the
  more care you need to take with its design. 
  If an opponent is only going to appear long enough
  to die, all that matters are its statistics and a 
  general sense of its personality. If the heroes are
  going to have several encounters with it (i.e., a
  captain of the guard or a particularly wily old
  tiger) the DM must have a much better sense of
  how smart/perceptive it is, how familiar it is
  with its environment, and most of all what moti-
  vates it. A successful DM
  makes a general plan
  for the adventure, but
  also allows for the
  player characters to
  do something unex-
  pected, so it’s vital to
  know how the oppo-
  nent would logically
  react under any circum-
  stances. A DM should
  know what motivates the
  villain to act in the way it
  does, what it wants and
  what it’s prepared to do to
  get it.
  This ability to see
  the world through
  the opponent’s eyes
  becomes even more
  important when designing the major villain
  of the adventure. Since in many cases the abilities and intent
  of this opponent generated the adventure in the first place,
  creating a worthy foe is a major part of creating the adventure.
  The actions the villain takes should logically follow from its
  strengths, weaknesses, abilities, interests, etc. For example, the
  story might require the heroes to defend a church from a band
  of thugs who are intent on breaking in and stealing the holy
  relic within. The heroes have the right to assume that whoever
  they are going up against does not practice Porté (teleporta-
  tion) magic, or at least doesn’t practice it very well since that
  would be a much easier and more direct way of entering the
  church than attacking it from the outside.
  Opponents are more than just groups of ambulatory statis-
  tics, however. A villain who feels like a real threat has to be
  believable, whether it’s a swarm of boca or the ruler of a
  nation. The heroes have to feel that they are facing a real 
  creature with believable (if not always fully understood)
  motivations. What makes villains so interesting is the fact
  that their motivations are usually perfectly normal, under-
  standable desires. Villains (at least the human ones) usually
  start out just like the rest of us. What makes them villains is
  what they are prepared to do to satisfy their desires. Under-
  standing what drives your villain makes it possible for you to
  “put yourself in his boots.” 
  Creating powerful, memorable opponents and presenting
  them in a dramatically appropriate manner is a vital part of
  the DM’s job. If you get it right, you’ll create an adven-
  ture that your players will talk about for years to come.
  The Villains
  The following is a list of the deadliest, most
  notorious villains from the world of Théah.
  Though originating in that world, they are
  certainly not limited to it, and can appear
  in any swashbuckling game you wish.
  Evil knows no boundaries…
  The Betrayer
  Aleksi Pavtlow Markov v’Novgorov,
  Ussuran Pyeryem Shapeshifter 15:
  CR 15; SZ M (humanoid);
  HD 15d10 +15; hp 111; 
  Init +3 (+3 Dex); Spd 30 ft;
  AC 13 (+3 Dex); Atks: rapier
  +13/+8/+3 melee (1d6+2), pistol
  +14/+9/+4 ranged (1d10), natural
  weapons as appropriate; SA: Forms (8),
  Shape of the Beast, Soul of the Beast,
  Speak With Animals, Transformation
  5/day; SV: Fort +12, Ref +12, Will +7;
  Str 14 Dex 16 Con 14 Int 16 Wis 16
  Cha 15; AL CE; Skills: Animal 
  Empathy +3, Balance +2, Bluff +7,
  Climb +5, Gather Information
  +8, Handle Animal +5, Hide +4, 
  Intimidate +5, Jump +2, 
  Knowledge (Matushka) +6,
  Listen +4, Move Silently +8, 
  Ride +4, Search +2, Sense Motive +4, Speak
  Language (Ussuran, Teodroan, Théan [alternately, any
  three languages from your campaign]); Swim +5, Tumble +3,
  Wilderness Lore +5; Feats: Deceitful, Expertise, Parry,
  Scoundrel, Weapon Focus (rapier).
  Combat
  Aleksi is a master of the art of Pyeryem, enabling him to take
  the forms of different animals. The special abilities derived
  from Pyeryem are as follows:
  Shape of the Beast: The shapeshifter as the ability to
  transform into an animal. While transformed he or she uses
  all of the stats for the animal as they are listed with the excep-
  
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  tion of hit points, Will save, Int, Wis, Cha and any skills that
  the shapeshifter may have unless the animal the shapeshifter
  is becoming has a higher rank in the skill. If the animal has a
  skill that the shapeshifter does not have, he or she may use
  the animal’s skill. If reduced to below 1 hit point while in
  their animal form, the shapeshifter reverts to his or her nat-
  ural human form, but the hit point status does not change. A
  Pyeryem Shapeshifter can speak with other animals (and
  gifted Ussurans) while transformed, but cannot speak with
  humans who do not know the art of Pyeryem. Depending on
  the shapeshifter’s location, the DM may require the 
  shapeshifter to make an Int check (DC based on relative loca-
  tion to Ussura) to speak with an animal outside of Ussura’s
  borders.
  Aleksi can take the shape of six specific types of animals: 
  a fish, a great bear, a red fox, a serpent, a snow leopard… and
  a great Dire Wolf, the spirit skin of his ancestors. Stats for
  these creatures can be found in the Dungeons and Dragons
  Monster Manual.
  Transformation: The shapeshifter may transform into
  one of his or her chosen forms a number of time per day
  based on his or her level. When in an animal form the shape-
  shifter may transform back to their natural human form at
  will. Returning to human form does not count against the
  number of times per day that this ability may be used It takes
  a standard action to transform. Because of Aleksi’s advanced
  level, he may use this ability five times per day.
  Speak with Animals: The shapeshifter may speak with
  animals while in human form. To do so he or she must make
  a Cha check against a DC of 10. If successful the shapeshifter
  may communicate with the animal in simple terms. He need
  not make the Charisma check if communicating with 
  an animal whose form he possesses; his roll is considered a
  natural 20.
  Heart of the Beast: At 9th level the shapeshifter has
  become familiar with the process of changing and has
  learned to better control the effects by performing a partial
  transformation. The shapeshifter may select one Boon (Size,
  Hit Dice, Speed, Attacks (individual), individual Special
  Attacks, individual Special Qualities, Fort save, Ref save, Str,
  Dex, Con, individual Skills, individual Feats, and individual
  Racial Bonuses) and “partially transform,” changing only the
  body part involved with the Boon. If an animal has more than
  one speed listed under the Speed category (fly, swim, burrow,
  etc.) the shapeshifter may choose one of these speeds (and
  the ability that goes with it, i.e. fly, swim, burrow). This is a
  physical transformation, and it is obvious to anyone nearby.
  The shapeshifter cannot use two Boons at once if they would
  obviously interfere with one another (Boons with contradic-
  tory effects as well as Boons that both affect the same area of
  the body, etc.). Lastly, the shapeshifter cannot activate more
  than one Boon at a time from the same animal type; he could
  use the owl’s racial bonus to Spot checks from their owl form
  and the ability to fly from their goshawk form, but not both at
  once. When the shapeshifter takes on a Boon of an animal
  that has an affect on other stats (such as Dex) those stats are
  affected as well (for instance Dex affects Initiative, AC, etc).
  Soul of the Beast: The shapeshifter may use the Boons
  granted by their animal forms without actually physically
  transforming themselves. This is done through a process
  called Spirit Conjuration. He may activate as few or as many
  Boons from a single form as he desires, all with one standard
  action (Size, Hit Dice, Speed, Attacks (individual), individual
  Special Attacks, individual Special Qualities, Fort save, Ref
  save, Str, Dex, Con, individual Skills, individual Feats, and
  individual Racial Bonuses). If an animal has more than one
  speed listed under the Speed category (fly, swim, burrow, etc.)
  the shapeshifter may choose one of these speeds (and the
  ability that goes with it, i.e. fly, swim, burrow). However, he
  may not conjure up Boons from more than one form at a time
  using this ability. There is no need to transform back to their
  man form, as no physical transformation has taken place. 
  The effects of the Conjuration always wear off at the next
  dawn, unless canceled beforehand. When the shapeshifter
  takes on a Boon of an animal that has an effect on other stats
  (such as Dex) the other stats are effected as well (for instance
  Dex affects Initiative, AC, etc).
  More on Pyeryem will appear in the upcoming Magic of
  Théah sourcebook.
  Background
  What would you do if you had seen your father fed to his own
  dogs? What affect would that have on your spirit? Your heart?
  Your entire reason for living?
  Aleksi Pavtlow Markov v’Novgorov was born into Ussuran
  nobility, the son of Markov v’Novgorov. A loyal son of
  Matushka, his suffering for his people is evident despite his
  hatred of the ruling Gaius. Aleksi presides over the people of
  Rurik, safe for now from retribution because Gaius Ilya is not
  beloved in that part of Ussura. It is a credit to Aleksi’s love of
  his country that he has not killed the man who ordered
  Markov fed to his dogs in full view of his horrified wife and
  son. (Supporters of the Gaius are quick to counter with stories
  of Ilya’s imprisonment and torture at Markov’s hands, but
  there are few if any witnesses to corroborate such stories.)
  Despite such a gruesome legacy, he has every quality 
  befitting a patriotic Ussuran nobleman. He can play the loyal
  countryman to the hilt, publicly supporting policy’s that 
  benefit the Gaius and his people. Ilya seems to tolerate him
  and his popular image suggests nothing more than a high-
  born son, willing to do anything for his homeland. A few of
  the more canny observers suspect that darker ambitions lurk
  beneath his façade. They are more right than they could 
  possibly believe. They would say that he wants the Gaius
  dead, and indeed, they would be right. The removal of Ilya
  would doubtless make him the de facto ruler of the nation…
  as well as avenge the death of Aleksi’s father. Such a victory
  would be more than enough for any man, but Aleksi Pavtlow
  is not any man. He doesn’t want to be Ussura’s ruler. He wants
  to be its god.
  The Markov line is an ancient one, going back even before
  Matushka’s emergence from her cave. Their progenitor was
  the first Wolf, a being of great strength and power who served
  as one of Matushka’s guardians in the earliest days. But Wolf
  was not well-disposed towards Ussura’s Little Grandmother;
  he hated and despised all her kind — as race called the 
  Razhdost, of whom she was the last. Though he lacked the
  power to kill her, he resolved to stay close, so that when the
  time came, he could finish her in one blow. 
  With Matushka’s blessing, Wolf’s spirit skin passed from
  father to son, down along the centuries and through the
  noble line of the Markov family. Now, it is Aleksi’s turn to
  wear the spirit skin, and he embodies it as few others before
  him. Behind the scenes, he quietly maneuvers against the
  Gaius, planning to destroy Matushka’s favored son when the
  
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  moment is right. But he also roams the length and breadth of
  Ussura, searching for hidden clues to Matushka’s weakness.
  He doesn’t intend to let some distant progeny finish off the
  Little Grandmother. He intends to do it himself. He will feast
  upon her ancient bones and claim her power as the Wolf was
  always meant to do. And then all of Ussura — indeed all the
  world — will tremble at his name.
  Using Aleksi Pavtlow
  Aleksi is a multi-layered villain — and depending on your
  point of view, he’s not really a villain at all. He can be pre-
  sented as a deeply wronged man or as a true blackheart,
  betrayer of his country for his own selfish purposes.
  With his potent spirit skin, he can move about Théah
  without detection by Matushka or her creatures. 
  He can even shield his thoughts from her most 
  cunning spies. The Wolf has survived in his 
  designated heirs for more than 1,000 centuries in
  this manner, planning and waiting and watching
  for opportunity. There are undoubtedly Ussurans
  who would join his cause if they knew about it,
  for Matushka is a harsh queen and not beloved
  by all. One wonders how many of those would
  support Aleksi, however, if they knew that his
  true goal was to claim her power for himself. 
  Aleksi lends himself very well to any fantasy 
  campaign, especially one that includes animal magic
  and shape-shifting. He can target nearly any god or
  god-like being, serving as a loyal supporter until the
  moment comes to strike. Though his Pyeryem powers
  are astounding, he can use other means to achieve his
  ends if necessary. He’s a surprisingly canny courtier,
  and his political schemes rival some Vodacce princes
  in their complexity. The DM can present a villain
  that many player characters will find charismatic
  and appealing, possibly to such a degree that they
  will not realize they have been trapped in his lair
  until it is too late. 
  The Bureaucrat
  Arnaud Maximillian Du Charouse,
  Montaigne Spy 3/Courtier 6:
  CR 9; SZ M (humanoid); HD 9d6; hp 40; Init +0;
  Spd 30 ft; AC 10; Atks: Rapier +5 melee (1d8), pistol
  +5 ranged (1d10); SA Sneak Attack +2d6, Alias, 
  Contacts, Brilliant Getaway, Talent, Gossip, Twist the
  Heart, Versatile; SV Fort+3, Ref+5, Will+10; Str 10, Dex 10,
  Con 10, Int 16, Wis 18, Cha 16; AL LE; Skills: Bluff +9, 
  Decipher Script +8, Diplomacy +15, Disguise +3, Gather
  Information +15, Hide +4, Innuendo +8, Intimidate +8,
  Knowledge (bureaucracy) +15, Knowledge (charouse) +8,
  Knowledge (history) +7,Knowledge (law) +7, Knowledge
  (philosophy) +7, Listen +5, Move Silently +4, Perform 
  (oratory, writing) +19, Profession (lawyer) +15, Read Lips +7,
  Search +8, Sense Motive +15, Speak Languages (Montaigne,
  Vendel, Vodacce, Théan [alternately, any four languages from
  your campaign]); Spot +7; Feats: Hot-Headed, University,
  Iron Will, Indomitable Will, Skill Focus (oratory), Skill Focus
  (lawyer), Member Rilasciare, Debater. 
  Note: Arnaud du Charouse is a ruling member of the 
  Montaigne Parlement. As such he is always accompanied by
  at least 8 Level 6 bodyguards.
  Background
  Only two years ago, Arnaud du Charouse was a quiet lawyer
  taking minutes at meetings of Jacob’s Political Society and
  concerned about the social injustice he saw around him.
  Although he was soft spoken, his written words held great
  power to stir the mind and quicken the spirit. When he
  turned his attention to drafting the “Commoner’s Cause,” 
  a treatise on the rights of Montaigne’s citizens, he poured his
  naive belief in the benevolence of the nobility, the need to
  spare the peasants from crushing taxation and the desire
  to establish an elected legislative body. When 
  presented in a showy public display, the document
  was greeted with fanfare from liberal scholars and
  peasants alike. L’Empereur Léon’s disdainful refusal
  to even look at was one of the key factors that drove
  the Montaigne people into open revolt. 
  In the chaos and confusion that
  followed, Arnaud rose to the 
  highest level of the newly-formed
  national government. While the
  other delegates debated points of
  order, policy details, and whether or
  not food should be supplied to the
  peasants, he quietly delved into the
  bureaucracy, insinuating himself into every
  detail. While others gave speeches, 
  he learned who held the real power within
  the maze of officials and how to control them.
  When the leaders of the Parlement were 
  assassinated in an attempted counterrevolution
  (see Swashbuckling Adventures, page 215),
  he stepped into the power vacuum because
  only he understood the exact workings of the
  government. 
  But he did not do so quietly. Enraged by 
  the deaths of his colleagues, he publicly 
  condemned the aristocratic
  killers in an impassioned
  speech that sent bloodthirsty
  mobs hunting for those
  responsible. When he called
  for the creation of a new organization
  to continue the witch-hunt, the mobs
  cheered and some members of 
  Parlement began to fear. Soon everyone
  deferred to him out of fear of the 
  “Committee of National Welfare” that policed even the 
  highest levels of government and arranged for the execution
  of anyone Arnaud considered traitorous. 
  Currently, Arnaud rules Montaigne from behind the
  facade of the Parlement. While others question and debate
  problems, he uses the flow of information from the bureau-
  cracy, augmented by his control of city officials, to crush any
  opposition to his plans. His impassioned speeches keep the
  mobs in line and channel their fury towards those who
  oppose him, while his Committee for National Welfare 
  diligently searches out enemies of the state and himself. 
  The quiet lawyer has put voice to his written words and seized
  control of the nation. 
  Beneath it all, Arnaud du Charouse is a man absolutely
  convinced of the righteousness of his goals and willing to use
  any means to achieve them. He knows that men are basically
  good, but they’ve been twisted by society into something
  
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  quite different. He wants the Montaigne people to benefit
  from the downfall of the monarchy, and knows that that can
  only happen by setting them free of oppression. The main
  obstacle is the nobility — now mostly in exile — which holds
  the rest of Montaigne in bondage. These villains have 
  consumed the wealth of the nation while allowing those who
  labored for it to starve to death, and they possess sorcerous
  powers passed down from one generation to another which
  no commoner can withstand. Charouse means to kill them
  all. He knows that will mean killing women and children
  who have done nothing wrong except to be born, but sadly it
  is the only way to ensure that the aristocracy can never again
  perpetrate the monstrous crimes under which his nation has
  suffered. Innocents die all the time. In this case, at least, they
  shall die for a good cause. 
  Using Arnaud
  In a political or intrigue game, Arnaud du Charouse is the
  perfect adversary. He has grown suave and sophisticated, 
  eloquent in a manner that he certainly never believed possible.
  His position ensures he will always have bodyguards around
  him to prevent violence, while his control of taxation, 
  city guards, the secret police and the government
  inspectors guarantees
  that he can find a way to inconvenience or threaten the
  heroes at every turn. Direct confrontation will inevitably lead
  to incarceration and “questioning” at the very least, unless the
  heroes are extremely careful. 
  While Arnaud occasionally allows his temper to get the
  better of him, he is an extremely gracious opponent. As long
  as they are not nobles, he allows opponents to interfere with
  his plans and derail his projects. Up to a point. 
  If they interfere too much, he will find a way to deal with
  them. He has an extensive network of spies and agents, 
  and the power to ensure that any secrets become known to
  the most inopportune people. He can have the PCs framed
  for crimes they didn’t commit and have them executed or
  arrange promotions and rewards to buy their allegiance. 
  He has all of the power of the Montaigne government at his
  disposal, and the political skill to ensure that he gets what he
  wants. His weakness is that he doesn’t have enough time. 
  He fervently believes that a counterrevolution is coming and
  it terrifies him. He will do whatever he can to prevent it, 
  for his sake and the sake of the reforms he has made. 
  If you are not running a campaign in Théah, Arnaud can
  serve as the head of any sophisticated nation-
  state — especially one which has recently
  overthrown its ruler in favor of something
  “better.”
  The Fallen Hero
  Judith, Eisen Fighter 10/Mortis Assassin 4:
  CR 14; SZ M (humanoid); HD 14d10; hp 70; Init +7 (+3 Dex,
  +4 Improved Initiative); Spd 30 ft; AC 21 (+3 Dex, +8 shadow
  armor); Atks: dark blade +14/+10 melee (1d8+6), nightblade
  +15/+10 melee (1d4 +4); SA Aim for the Vitals, Ambush
  Attack +4; SQ Master Night, Shadow Armor (see “Nights,” 
  page 54), Summon Dark Blade, Undead Immunities; 
  SV Fort +8, Ref +7, Will +7; Str 14, Dex 17, Con –, Int 15, 
  Wis 11, Cha 18; AL CE; Skills: Bluff +4, Climb +13, 
  Disguise +4, Escape Artist +4, Jump +13, Listen +4, Ride +13,
  Sense Motive +4, Spot +4, Swim +13; Feats: Alertness, Combat
  Reflexes, Dodge, Expertise, Improved Disarm, Improved 
  Initiative, Mobility, Quick Draw, Run, Spring Attack, Weapon
  Focus (stiletto), Weapon Specialization (stiletto). 
  Combat
  Judith possesses a dark blade identical to that described on
  page 177–178 of the Swashbuckling Adventures sourcebook.
  In addition to her formidable Night qualities, Judith has
  the following abilities unique to her:
  Master Night (Su): Any character who becomes a Night
  in Judith’s presence is automatically either of the paranoid 
  (4–5) or vengeful (6–8) varieties, and acknowledges Judith as
  his or her master.
  Summon Nightblades (Su): Though she prefers her
  more powerful dark blade, Judith can create two nightblades
  (see Swashbuckling Adventures, page 138 for details), one in
  each hand, as a partial-move action.
  Background
  There are many brave and beautiful women in the
  lands of Théah. For some, beauty is their ticket to a
  better life. For others it is a deterrent. And for one
  young woman in particular, it meant absolutely
  
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  nothing at all. Young Judith Losch was a Knight of the Black
  Cross, burdened with an impossible task — get the remaining
  members of her order safely away while her brethren were
  wiped out to a man. Charged by her superiors with the very
  survival of the Order, she and her fellow Knights fled from
  the massacre of their fellows disguised as a mercenary 
  warband, and arrived safely in Castille to seek asylum
  with the Hierophant of the Vaticine Church —
  the one place which might shelter them
  from their enemies.
  Only Judith was granted an 
  audience and only she knows what
  transpired behind those doors.
  Although the Hierophant could
  not save the Order itself, he
  bequeathed Judith and the Knights
  a monastery where they could
  take refuge and wait. They were
  outraged at being asked to sit idly
  by while the remaining Knights
  were destroyed but only one of them
  refused to heed Judith’s wise advice.
  He was captured by their enemies
  and died on the rack, but bravely,
  without revealing the secrets of
  Order.
  Two years passed during
  which the Knights remained in
  seclusion, repairing and rein-
  forcing their monastery. Then
  one day, during their excavations,
  they discovered an amazing under-
  ground city. When sunlight struck any
  of the crystalline structures, they melted.
  Once the light was blocked, they began
  exploring only to discover strange cauldrons
  of shadows, one of which produced a black
  ring and a book. As the leader, Judith put the
  ring on her finger, but it caused such pain that
  she quickly removed it; however, a strange
  black band remained on her finger.
  Several days later she discovered a horrible secret — she
  could pass through solid walls and walk in a land of shadows
  called the Dark Paths. Her discovery led her back to the
  Hierophant where she revealed a hideous secret that brought
  new life to her Order. Theirs would be the heaviest burden of
  all: to protect the Hierophant from all enemies, human and
  inhuman alike.
  Judith was the first one to gain the magical powers of what
  would become Nacht sorcery, as well as the one who gave the
  Order its mission against the forces of evil. One night while
  patrolling the Dark Paths, she lost her life in a fierce battle
  with an unknown foe — or so her fellow Knights would have
  you believe.
  Using Judith
  When a Knight dies in the Dark Paths he returns as an emaci-
  ated undead monster called a Night. The leader of the Nights
  is a cunning and villainous creature who claims to be none
  other than Judith Losch herself. The living members of die
  Kreuzritter are not certain if she really is Judith, but it’s
  painfully clear that she has dedicated non-existence to the
  elimination of all life Of the 16 other known Nights, Judith
  commands 14. The Order has no idea why she persists in
  growing her deadly army, but she is regarded as one of their
  most dangerous foes. In fact, Judith and her Nights are 
  considered so dangerous that members of the Order are
  under strict orders to avoid confronting or combating them
  unless it is absolutely unavoidable.
  Death (or un-life) has only enhanced Judith’s startling
  beauty. A pale-skinned woman with wild dark hair and
  dark red lips, she is able to generate smoky
  Shadow Armor and once a mortal has been
  drawn into her power, there is no escape.
  Judith uses her performing talents, playing a
  damsel in distress or a panicked enemy, to lure
  foolish heroes into her clutches. Smoky magical
  armor appears around her body and night-
  blades appear in each of her hands. After she 
  cripples her victims, she slowly drains
  their bodies of blood. Just as a Knight is
  about to perish, she kisses him and
  drains away the last flickers of his life,
  converting him into a Night, bound
  by her control.
  Judith hates all living things, and
  desperately wants to leave the Dark
  Paths so that she can take out her
  aggression on the world at a much
  larger scale. However, to do this, she
  needs a Cloak of Shadows. If she ever
  gets her hands on one, she will use
  it to raid the real world, killing
  some, kidnapping others and
  dragging them back to the
  Dark Paths to make Nights
  for her army. If the player 
  characters encounter her, 
  it is safe to assume that she
  may have found a way out —
  and they are in deadly peril.
  The Fanatic
  Ebedi Yilan Al’Kadeem, Monstrous Humanoid 
  (Syrneth):CR 19; SZ M (humanoid); HD 18d8+2; hp 117; 
  Init  +8 (+4 Dex, + 4 Improved Initiative); Spd 30 ft; AC 18 
  (+4 Dex, +4 natural); Atks: 2 daggers +22 melee (1d4+6); 
  bite +20 melee (1d8+2); SA A’fa Sorcery, Qor’qunq Knife
  School Techniques, Venom; SQ A’fa sorcery, Sidhe nemesis,
  serpent empathy; SV Fort +8, Ref +17, Will +19; Str 12, Dex 18,
  Con 14, Int 20, Wis 22, Cha 20; AL LE; Skills: Alchemy +6, 
  Balance +6, Bluff +10, Climb +16, Concentration +8, 
  Diplomacy +8, Escape Artist +20, Heal +5, Hide +8, 
  Intimidate +9, Jump +8, Knowledge (many) +10, Move
  Silently +8, Sense Motive +8; Feats: Ambidexterity, Combat
  Reflexes, Improved Two Weapon Fighting, Iron Will, 
  Leadership, Lightning Reflexes, Two Weapon Fighting,
  Weapon Finesse (daggers), Weapon Focus (daggers), Weapon
  Specialization (daggers).
  Note: Yilan almost always appears accompanied by 4d10
  initiate fighters of 1d8 levels and 1d4 lieutenant fighters of
  2d6 levels.
  
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  Combat
  Due to the extreme isolation Yilan lives under, his abilities 
  are almost wholly unheard of, and the A’fa sorceries 
  and Qor’qunq Knife techniques are unique to him and his 
  followers. Yilan has a +10 racial bonus to Escape Artist checks,
  and a +8 racial bonus to each of Hide and Move Silently
  checks. Those bitten by his bite attack must make a poison
  save (DC 21) or suffer from severe hallucinations for 
  2d8 hours, during which time they are always considered 
  flat-footed. Finally, Yilan’s race was infamous for its ties to
  snakes, and all snakes within 1 mile act as though they were
  his familiars (as though he were an 18th level sorcerer; Yilan
  suffers no penalties for snakes who die while he uses them as
  his familiars).
  Qor’qunq school techniques involve rapid, deadly strikes
  from paired daggers. He has +4d6 sneak attack, no off-hand
  penalty when using a dagger, and may draw and throw a
  dagger as a single attack action. His initiate fighters have
  +1d6 sneak attack and no off-hand penalty for daggers, while
  his lieutenant fighters have +2d6 sneak attack and no 
  off-hand penalty.
  The A’fa sorcery grants Yilan a +10 enhancement bonus to
  Escape Artist and Hide checks (for a total of +20 and +18,
  respectively), halves the amount of damage he receives from
  falls, adds the damage he would receive from any poison to a
  single roll of his choice in the next 24 hours (Yilan is immune
  to non-magical poisons), his grapple damage is lethal, and
  attempts to scry or use divination spells or spell-like abilities
  on Yilan are only successful if his opponents are of higher
  level (18 for Yilan). Half of his lieutenants have limited A’fa
  sorcery, and have a +10 enhancement bonus to Animal Empa-
  thy checks (snakes only), are immune to non-magical 
  poisons, and cannot be scryed or subjected to divination
  spells by opponents of equal or lower level. 
  Background
  Deep in the Empire of the Crescent Moon is a cult of fanat-
  ical assassins known as the Qatihl’i. From a fiercely guarded
  and secluded stronghold on Mount Ozayrat, their agents 
  venture silently into the outside world to perform “commis-
  sions” and gain favor in the eyes of the only authority figure
  they recognize: Ebedi Yilan al’Kadeem. He is their leader, 
  he is their priest, he is their deity.
  At first glance, the Qatihl’i god-leader does not appear to be
  very powerful. He looks like a small, odd-looking man, always
  wearing a hooded robe decorated with a snake motif. 
  He never leaves Mount Ozayrat, and indeed, it is a rare and
  special thing for any member of the Qatihl’i to actually see
  him. He always appears on the sect’s holy days when he leads
  them in a great ritual in which every member of the cult 
  present drinks a sacred drink prepared privately by
  al’Kadeem himself. Under the influence of this strange
  liquid, the Qatihl’i reach a state of otherworldly bliss, 
  convinced they are receiving a glimpse of the paradise that
  awaits all those who follow him faithfully.
  Almost everything that the world at large knows about
  Ebedi is based on rumor and legend. It has been centuries
  since anyone outside of the cult has actually seen him, but no
  one doubts his existence. Each year, he sends the Sultán of
  the Crescent Empire a great deal of money, accompanied by a
  letter expressing wishes for a peaceful year, discussing recent
  political events, and ever so courteously reminding the ruler
  to leave Mount Ozayrat alone. Every letter ever received from
  Ebedi Yilan al’Kadeem is still in the Empire’s records — all of
  them are in the same handwriting.
  Ebedi Yilan al’Kadeem is an assumed name because no
  human being is capable of pronouncing his actual name. He is
  the last of the Ssassiss, a race of ancient beings that never had
  significant numbers, but did have a special rapport with
  snakes. There are stories of a fierce combat between the 
  Ssassiss and the Sidhe, who loathe snakes, but precious little
  documentation on which to base a theory of what actually
  happened. As long as anyone — or written record — can
  remember Ebedi has lived inside Mount Ozayrat, hidden
  from the Sidhe by the mountain’s very high cold iron content.
  So long as he remains on the mountain, the Sidhe cannot find
  him.
  Over a thousand years ago, a few families of nomads from
  the Yilan Bazlik tribe came to Ozayrat and met this strange
  little. Ebedi quickly used their superstitious reverence for 
  serpents for his own ends. He announced to these nomads
  that he was a snake god, that they were his chosen people, and
  that any who followed him would become feared and power-
  ful and live in paradise, while those who were disloyal would
  be slain. These became the Qatihl’i. He taught them that the
  snakes of Ozayrat would stop any unwelcome intrusion upon
  the mountain, although an army of sufficient size might be
  able to overcome the vipers. 
  While his followers will never be numerous enough to
  fight an entire army, he has taught them the art of assassina-
  tion. Anyone who becomes too curious about the Qatihl’i, any
  commander who moves armed troops within sight of the
  Ozayrat, any politician or clergyman whose agenda involves
  action against them or their mountain becomes a target. 
  In addition to training in the deadly martial art, Ebedi has
  selected the most loyal families of the Qatihl’i, and granted
  them the Sorcery called Af’a. The Afa’i, as these practitioners
  are called, have powers that allow them to enter and exit from
  even the smallest area without a trace. This sorcery affects the
  body of the Af’a, granting him powers of flexibility, immu-
  nity to snake venom, and dominion over snakes. But it does
  not come without a price; the magic renders the body devoid
  of all hair, including eyebrows and eyelashes. More than that,
  the sorcerer must go into seclusion once a year to shed his or
  her skin as a serpent does.
  Al’Kadeem has the unique ability to control any number of
  snakes within his range, and he is so physically flexible that
  he can squeeze through a hole as small as one inch in diame-
  ter. In addition, he carries powerful venom in his system so
  that, if he chooses, he can bite his victim, injecting a dose of
  hallucinogenic and euphoric poison directly into the blood-
  stream. The venom of a Ssassiss causes the victim to see 
  beautiful glowing colored shapes gently moving all around
  him, and a rainbow aura around any living thing in the 
  vicinity. It is this same venom, diluted into a vat of juices, that
  makes up the sacred drink that he gives to his followers. 
  In sufficient doses, the victim is rendered powerless; in the
  extreme, the victim dies as due to paralysis and asphyxiation.
  Using Ebedi
  Woe unto anyone who manages to attract the personal atten-
  tion of Ebedi Yilan al’Kadeem, for their remaining days will
  be few. He is inhumanly intelligent, and he has seen many
  things in the thousands of years that he has walked Théah.
  
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  Seeing as Ebedi never leaves his mountain home, it is far
  more likely that his influence upon a campaign will be indi-
  rect, acting through his followers. There is a small shrine at
  the bottom of the mountain where outsiders may make hire
  the services of Qatihl’i, which is another way to bring these
  famed — and feared — assassins into the story. Perhaps an
  enemy has hired an assassin to prevent a player characters or
  someone close to them from achieving their goal; perhaps the
  party stumbles upon an assassination in progress. Or they are
  asked to prevent one.
  In any case, it is not reasonable for the player charac-
  ters to expect that they will ever (a) meet Ebedi in
  person or (b) kill him. Not only is he immensely
  powerful, but dispatching him would remove
  an excellent tool for DMs who favor a darker
  and more frightening campaign.
  The Fop
  Admiral Valoix, Montaigne Noble 3/
  Courtier 4/Captain 1: CR 8; SZ M
  (humanoid); HD 7d8+7 plus 1d6+1; hp 45;
  Init +5 (+1 Dex, +4 sword); Spd 30 ft; AC 11;
  Atks: puzzle sword +6 melee (1d6+2+1d8),
  pistol +5 ranged (1d10); SA Commanding
  Presence +1, Friends in High Places, 
  Seduction, Wealth, Talent, Style and Grace, Iron
  Will, Gossip, Dominate the Weak, Cunning 
  Plan; SV Fort +3, Ref +3, Will +13; Str 11, Dex 12, 
  Con 12, Int 17, Wis 14, Cha 17; AL LE; 
  Skills: Balance +4, Bluff +8, Craft (strategy) +9,
  Decipher Script +4, Diplomacy +17, Gather 
  Information +15, Innuendo +11, Intimidate +17,
  Intuit Direction +5, Knowledge (political 
  situation) +8, Knowledge (nobility) +10,
  Knowledge (La Bucca) +6, Listen +10, 
  Perform 
  (gambling, 
  storytelling, 
  squares) +11, Profession (strategist) +10,
  Profession (sailor) +3, Profession
  (logistics) +11, Read Lips +6, Search
  +9, Sense Motive +15, Speak Language
  (Avalon, Castille, Montaigne), Spot +10;
  Feats: Resourceful, Skill Focus: Profession
  (strategist), Leadership.
  Combat
  New Weapon: The Wolf’s Jaws. Made of 
  a strange metal never before seen, this
  Montaigne Puzzle Sword seems to leap to
  the hand of its wielder in times of danger (as the Eager Blade
  on page 175 of the Swashbuckling Adventures handbook). It
  acts as a +2 longsword, and provides its owner with the
  Improved Initiative feat and a +10 skill bonus to Spot for the
  purpose of spotting an ambush or danger. The weapon also
  drinks the blood of those it wounds, inflicting an additional
  1d8 damage for each additional hit. Wounds inflicted in this
  manner never bleed, and cannot be healed except by natural
  time.
  Background
  Noblemen are a breed apart. Born to a wealthy family whose
  roots go back hundreds of years and raised to believe that
  nobles are better than other people, Alazais Valoix Praisse du
  Rachetisse III embodies this philosophy to perfection. When
  he reached the rebellious age of eighteen, he joined the navy
  to see the world and discovered that what he had been taught
  was true: other men were dirty, smelly, foul mouthed and
  uncouth. The fact that he was basing his observations on dirt-
  poor common sailors never entered his mind.
  He quickly used his court connections to have himself
  reassigned to shore duty and discovered that he had a great
  talent for organization and logistics. More importantly, 
  he possessed tremendous skills in the arena of court politics.
  Over the next few years, he used his connections and favors
  to rise rapidly through the ranks until he
  became Admiral of the navy. He eschewed any
  interaction with the sailors beneath him and
  felt no need to spend any time upon the ships
  at his command. However, that all changed on
  the day the Castillian Armada broke through the
  blockade he had ordered placed around their 
  country. Within, he found himself awakened
  from a deep slumber and dragged to the flag-
  ship of the Navy through foul sorcery. 
  The Porté mage who summoned him made
  it quite clear that his time at court was
  over and that any further failure of
  the Navy would have unfortunate
  consequences for him.
  The experience touched
  a raw nerve. Valoix had always
  considered sorcery undignified and
  barbaric — despite the preponderance
  of nobles who used it — but the experience
  of actually being dragged through a Porté
  hole left him deathly afraid of any type
  of magic. He did not hesitate to use
  sorcerers to defeat his enemies — 
  in fact, he has used them quite exten-
  sively to maintain communication
  and throw his foes into confusion
  — but he absolutely refused to
  allow it into his presence again.
  He would kill anyone who tried
  to use Porté on him.
  Aboard his new command,
  he found himself in the 
  distressing position of having
  to deal with harsh realities of
  sailing life again.At first, his
  men snickered at his discomfort at sea
  and a few even laughed outright when nausea
  forced him to abandon composure and vomit over the side.
  They stopped laughing when he straightened up, dabbed his
  lips with a lace handkerchief and ordered fifteen lashes for
  each of them. His haughty disdain of his men has made him
  unpopular, but his willingness to have them beaten to death
  for the slightest infraction kept anyone from mounting 
  a mutiny aboard his ships.
  While some thought that he would quickly fall when 
  revolution seized Montaigne, he proved them wrong. 
  His hatred of sorcery gave him new leverage with the revolu-
  tionary government, which gave him free reign to command
  the Navy as he saw fit. He now plans to remain at sea until the
  new political climate of Montaigne settles enough for people
  to recognize true nobility again.
  
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  Valoix’s current mission is to pursue those Montaigne
  nobles fleeing their country and return them for judgment.
  Paradoxically, he has managed to obtain a pardon for the
  noblemen under his command in exchange for their support
  of the current government. He did not do so out of the 
  kindness, but simply to ensure that they owed him their lives.
  Without them to keep the men in line, he knows a mutiny
  would quickly follow.
  There have been a few side benefits of his new role, however.
  He was able to confiscate The Wolf’s Jaws, one of the greatest
  creations of the swordsmith Maitre, from a fleeing nobleman
  just before having him executed. This one-of-a-kind was 
  created with Porté magic, although no one knows how and
  woe betide the person who even lays a finger upon it.
  Using Valoix
  Valoix is the commanding officer of the Montaigne Navy and
  thus has the final word on all of their activities. A dandified
  fop, he carries himself with the elegance and arrogance that
  only generations of noble breeding could create. He knows
  he is superior to everyone he meets, so he cares for nothing
  beyond his own survival and power. Pleading for mercy is
  pointless. He has already turned his back upon his former
  patrons and now hunts them for the new government of
  Montaigne. In fact, it is rumored that he turned in his own
  mother to prove his loyalty to the Committee of National
  Welfare. He represents the most hateful side of
  “proper” authority, and pirates and privateers
  will find a tenacious foe lurking beneath
  his dandified exterior. In non-Théan cam-
  paigns, he can stand at the head of any
  large navy, working to bring “law and
  order” (i.e., everything the player
  characters despise) to the open
  seas. He is known to oversee many
  of his strategies personally and
  thus could be the opponent in
  charge of the fleet closing in on
  the heroes.
  Though Valoix is utterly 
  contemptuous of the “common
  trash,” a dignified request for an
  audience from an apparent noble-
  man will be honored. Valoix is an
  excellent Squares player and is
  always happy to discuss a man’s
  fate over a lively game of Squares.
  No matter what the situation is,
  Valoix is always dressed in the
  powder-blue dress uniform he
  personally designed for the
  Admiralty. His manners are
  impeccable and his knowledge of
  genteel behavior is extensive.
  Although he is weak in personal
  combat and avoids it where pos-
  sible, his grasp of strategy is also
  impressive — surprising, given
  that he can barely tell a yardarm
  from a belaying pin.
  The Mad Scientist
  Alvara Arciniega, Castillian Alchemist 7/Soldano
  Swordsman 5: CR 12; SZ M (humanoid); HD 7d6 plus 5d8;
  hp 58; Init +7 (+3 Dex, +4 Improved Initiative); Spd 30 ft.; AC
  20 (+3 Dex, +7 Unarmored Defense Proficiency); Atks: rapier
  +12/+7 melee (1d6 +3), pistol +11/+6 ranged (1d10); SA Craft
  Elixirs, Brew Potion (4th level), Marshall the Strength,
  Modify Metals, A Trail of Destruction, The Unstoppable
  Blades, Whirling Blades; SV Fort +6, Ref +9, Will +6; Str 12,
  Dex 16, Con 11, Int 18, Wis 11, Cha 14; AL LE; 
  Skills: Alchemy +15, Appraise +6, Balance +6, Bluff +4, 
  Climb +3, Concentration +7, Craft +12, Decipher Script +9,
  Heal +3, Intimidate +7, Jump +4, Knowledge (biology) +11,
  Knowledge (science) +12, Listen +4, Move Silently +3, Sense
  Motive +5, Speak Language (Castillian, Montaigne, Théan,
  Vendel, Vodacce [alternately, any five languages from your
  campaign]); Spellcraft +6, Spot +5, Tumble +2, Use Magic
  Device +4; Feats: Improved Initiative, Membership: Invisible
  College (Théah only; otherwise ignore), True Alchemist (Dex-
  terity), Unarmored Defense Proficiency (beginner), Weapon
  Finesse (rapier), Weapon Focus (rapier).
  Elixirs
  Arciniega is the foremost scholar in the school of Blood Sci-
  ence, which distills magical elixirs from sorcerous blood. 
  To date, he has developed several unique potions that are not
  available outside of his inner circle:
  Daylen’s Cordial: This “bottled luck” increases the
  drinker’s fortune substantially but only for a short period of
  time. When imbibed, the drinker may reroll a number of
  failed checks — skill checks, to-hit checks, damage checks,
  etc — equal to 1d4. The effects last for 1d10 rounds. 
  Any rerolls not spent by the time effect ends are lost.
  Magebane Cordial: Any Medium-sized or smaller
  spellcaster who imbibes this liquid loses all sorcer-
  ous abilities for 24 hours. This includes arcane
  spells, schools of magic, and magical abilities, 
  but not divine spells. All lost powers return
  immediately after the 24 hours is up.
  Arciniega’s Cordial: This brightly glowing
  yellow potion causes anyone drinking it to burst imme-
  diately into flames for 1d4 rounds. The flaming drinker 
  suffers no damage from the fire, but inflicts an extra
  1d6 damage for any successful unarmed attacks he
  makes.
  (More on Blood Science will appear in the upcom-
  ing Magic of Théah sourcebook.)
  Background
  To most of the world, Alvara Arciniega is a paragon of 
  scientific principles — a hero to anyone who
  believes in the pursuit of human advancement. 
  As founder of the famed Arciniega University, 
  his studies have led to several profound scientific
  breakthroughs: the discovery of the light spectrum, the
  invention of the reflecting telescope and a fascinating
  treatise on the biochemical basis of sorcery. His work
  has earned him many admirers… and some very
  powerful enemies. The Inquisition came 
  
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  for him one night a few years ago, prepared to burn
  him alive for his “heretical” research. A skilled
  swordsman, he cut the would-be assassins down
  and escaped with his research (and life) intact. 
  Now he continues his studies from exile, releasing
  his findings through a secret series of contacts
  and ensuring that human knowledge 
  progresses despite the religious zealots
  who continue to pursue him. 
  That’s the popular image. In truth, 
  however, Arciniega is no hero, but a ruth-
  less, cold-hearted bastard who will stop
  at nothing to achieve his goals.
  Despite his apparent desire to help
  mankind, he works primarily to 
  further his own power. A master
  manipulator, he has organized a secret
  network to help in his studies, letting
  underlings risk the Inquisition while he
  remains safely hidden. 
  Outside of the public eye, his experi-
  ments have turned towards unwhole-
  some ends. He has become fixated on
  finding the source of human sorcery,
  believing that the key lies in the actual
  blood of wizards and witches. A small
  cadre of minions, called “harvesters,”
  waylays unsuspecting spell-casters
  and drains them of their blood.
  Using a network of couriers and
  drop-points, the harvesters arrange
  for the fluid to be rushed back to
  Arciniega, who extracts the
  blood’s magical essence. In the
  past few months, his research
  has grown more fevered and
  obsessive, as rapid advancements have yielded
  new extracts (potions) of breathtaking power. Of course, 
  the faster he goes, the more samples he needs for his work.
  The harvesters have orders not to kill any subjects (sorcerers
  are a renewable resource, after all), but accidents happen…
  and why settle for a pint when you can take every last drop?
  Using Arciniega
  It’s quite possible for the players to encounter Arciniega 
  initially as an ally or at least a kindly acquaintance. He can be
  quite charming and his status as a “gentleman fugitive” 
  makes him an appealing ally for any right-thinking party. 
  The Inquisition still hunts him relentlessly, so the party may
  wish to aid him as a way of thwarting the zealots. As an ally,
  Arciniega can certainly reward them well with samples of his
  potions, for example, or prototypes of experimental devices.
  Of course, he always expects something in return for his help
  Once they find themselves in his web, however, the party
  may be called upon to provide any number of services, not all
  of which may be in their best interests. The longer they 
  associate with him, the harder it may become to discern right
  from wrong…
  If you wish to present Arciniega as a more straightforward
  villain, he probably won’t be encountered right away. Instead,
  the party could face some of his minions, then gradually
  follow the path back to their master. Harvesters make ideal
  opponents for lower or mid-level characters; one of them
  could easily target a PC magic-user, hoping to collect the
  character’s blood and earn a rich reward. Their usual tactic is
  to catch the spellcaster unaware and knock him out with
  ether or sleep spells. They then transport the uncon-
  scious victim to a quiet locale, remove a set amount
  of blood (usually a pint or two), and leave him
  there for his companions to find. All harvesters
  are trained assassins and have no qualms
  about killing anyone who tries to defend
  their target. None of them know 
  Arciniega’s exact location, but a captured
  harvester may be able to point them in
  the right direction.
  The Mastermind
  Giovanni Villanova, Vodacce Noble 5/Fighter
  2/Ambrogia 5/Villanova 5:CR 17; SZ M
  (humanoid); HD 7d10 + 7 plus 10d8 + 10; 
  hp 84; Init +3 (Dex); Spd 30 ft.; AC 28 
  (+3 Dex; +15 Unarmored Defense 
  Proficiency); 
  Atks: 
  rapier
  +17/+12/+7/+2 melee (1d6+1),
  dagger +17/+12/+7/+2 (1d4+1)
  melee; SA: Ride the Blade, Stop Thrust,
  Unexpected Strike; SQ: Feinting, Invite the
  Attack, Off-Handed Fighting, Pull Them
  In, Taunt; SV Fort +7, Ref +12, Will +8;
  Str 12, Dex 16, Con 13, Int 16, Wis 15, 
  Cha 18; AL NE; Skills: Alchemy +10,
  Balance +9, Bluff +19, Climb +6, 
  Diplomacy +17, Escape Artist +10,
  Forgery +14, Gather Information +12,
  Intimidate +13, Jump +2, Knowledge
  (history) +10, Knowledge (mathemat-
  ics) +9, Knowledge (philosophy) +10,
  Listen +12, Perform +11, Sense Motive
  +13, Speak Languages (Castille, Montaigne, Théan, Vendel,
  Vodacce [Alternately, any five languages from your 
  campaign]), Spot +12, Swim +2, Tumble +8, Use Rope +5; 
  Feats: Appearance — Above Average, Combat Reflexes, 
  Dangerous Beauty, Evil Reputation, Improved Critical
  (Rapier), Left-Handed, Membership (Merchant’s Guild),
  Membership (Swordsman’s Guild), Unarmored Defense 
  Proficiency (beginner), Unarmored Defense Proficiency
  (intermediate), Unarmored Defense Proficiency (master),
  Weapon Focus (dagger), Weapon Focus (main gauche),
  Weapon Focus (rapier), Willful.
  Background
  Inevitably, when citizens of Vodacce speak of their Princes, 
  it is in low, cautious tones. When they speak of Giovanni 
  Villanova, they do so with barely a whisper. The wisest do not
  speak of him at all, for fear of drawing the attention of one of
  his many agents, or worse, Villanova himself. Among the
  Princes of Vodacce, none are more powerful — or more
  reviled. Of course, since none have the courage to move
  against him, and even fewer have the skill and luck required
  to survive such an attempt, he is quite secure in his position.
  
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  Villanova is both ruthless and patient. His ascent to power
  was built on top of the bodies of his father and brother. 
  The former suffered a fatal fall down a flight of stairs, one of
  young Giovanni’s toys tangled between his legs. Arguably an
  accidental death, the fact that Giovanni was standing at the
  top of the staircase just before the incident perhaps belies his
  innocence. His elder brother Giam succeeded their father as
  Prince but despite Giam’s promise to abdicate power when
  Giovanni came of age, the sinister child was simply unwilling
  to wait. Over the course of the next two years, he “seasoned”
  his brother’s food with a debilitating poison, ultimately
  resulting in the Prince’s death. Since taking the throne, 
  his power has only increased.
  Giovanni Villanova is without peer in the Great Game of
  Vodacce, and has defeated countless attempts to oust him
  from his position, both from within his own family and from
  his rival Princes. Calculating and precise, Giovanni leaves no
  contingency unaccounted for and no enemy alive. Through
  his many agents, he is aware of nearly everything that occurs
  in his realm, which gives him ample time to prepare against
  any threat. When his army of spies fails, he is far from
  defenseless, however: on more than one occasion, he has 
  dispatched would-be assassins with his own blade. 
  The Villanova family (and therefore, Giovanni Villanova)
  controls a vast amount of power. Vodacce is one of the princi-
  ple merchant powers in the world, and Giovanni is not afraid
  to use this leverage against anyone and everyone to further
  his own goals. His scheming stretches across the length of
  the world, using countless moles, minions, and pawns to
  enact a byzantine web of plots. Nothing is beyond his reach.
  Villanova is utterly amoral. He revels in his villainy and
  flaunts his decadence with no care for the opinions of others
  (who would be wise to keep such to themselves, if they value
  their lives.) He is not unaware that many of his actions are
  wrong — he simply doesn’t care.
  Using Villanova
  Giovanni Villanova is far too intelligent to place himself
  directly in harm’s way. In fact, even though the PCs might
  encounter (and even foil) one or more of his plots, it is
  unlikely that he will make a personal appearance. 
  In fact, his identity as mastermind should remain a mystery
  for some time, only to be discovered over the course of 
  several adventures. Once his identity is revealed, however, 
  his influence should be felt at every turn. Being a Prince of
  Vodacce doesn’t mean that Villanova is afraid to become 
  personally involved in a situation that is worthy of his 
  attention; successful PCs definitely fall into this category.
  There are always consequences and regrettably, PCs who earn
  his notice must learn the price of their abilities. Villanova is
  patient and far from a fool. He waits until the ideal time to
  strike, and he rarely leaves survivors.
  Villanova’s power stems primarily from economic sources.
  Through the mercantile empire of his family, he can procure
  information, bribe officials, and buy the loyalty of hundreds
  of trained killers. He knows how to turn his resources to the
  best possible advantage, and he is inhumanly patient. When
  running him in a campaign world other than Théah, he
  should be placed in a similar position of power. He rules with
  an iron fist, and everyone knows how powerful he is. 
  The scary thing is, knowing that he’s dangerous rarely does
  any good. He always strikes when his victims least suspect it.
  An encounter with Villanova is like spending quality time
  with a well-fed tiger who likes to play with his food. When
  portraying this villain, smile like a shark, deal like the devil,
  and remember that you don’t need to sweat because your 
  victims will do it for you.
  The Monster
  Redcap , Creature (Small-Size Fey): CR 4; SZ S (humanoid);
  HD 4d6+4; hp 18; Init +2 (Dex); Spd 30 ft.; AC 13 (+1 size, 
  +2 Dex); Atks: halberd +7 melee (1d10+2), bow +6 ranged
  (1d6); SA Fear, Darting Charge; SQ Damage Reduction
  15/Cold Iron, Spell Resistance 15; SV Fort +2, Ref +4, Will +4;
  Str 16, Dex 12, Con 12, Int 13, Wis 13, Cha 10; AL CE; 
  Skills: Hide +11, Intimidate +7, Move Silently +11; 
  Feats: Dodge, Mobility, Run.
  Background
  Although most humans are unaware of the division, there are
  two types of fey (or Sidhe) in Théah: Seelie and Unseelie.
  Once, long ago, before the age of man, they were one. 
  They lived in an eternal land of spring and ice, now spoken of
  only in the most ancient Sidhe stories. At the dawn of history,
  barriers arose between the world of man and this legendary
  land, but they were far from complete. At faerie circles,
  enchanted woods, and other places of mystery, gates between
  the two worlds remained.
  From time to time, the Sidhe returned to these gates to
  watch the young race of men develop. Centuries passed in the
  blink of a Sidhe eye and they were fascinated by what they
  saw. Slowly, their society began to model itself after the
  humans. But some among the Sidhe refused to accept its
  influence, preferring instead to remain apart from the imita-
  tion of humanity. Their High Queen found this rejection to
  be unacceptable, so she dubbed these Sidhe “Unseelie” or
  “Unforgiven” and exiled them from Sidhe lands forever.
  Generally, fey (or Sidhe, as they are called in Théah) are not
  malevolent beings. Brownies, sprites, pixies and the like have
  been known to aid humans on occasion, although they are
  just as frequently a hindrance. This behavior rarely comes
  from evil intent, but rather a mindset entirely alien to our
  own. 
  New Poison: Blood of Midnight
  Type: Ingested DC 20
  Interval/Duration: 1 month/1 year
  Initial Damage: 1d3 Con
  Secondary Damage: 1 Con
  Price: 10,000 G
  The poison Giovanni used to murder his brother, called
  “Blood of Midnight,” is administered in small doses over
  a long period of time, making it virtually undetectable.
  Once ingested, the toxin settles in the bloodstream, where
  it poisons the blood itself, causing the victim to display
  mysterious symptoms of a slow wasting disease that even-
  tually results in death. Assuming the poisoning can be
  stopped in time, the victim slowly regains Con at a rate of
  1 point per day, unless he receives a fresh dose (which
  may be delivered prior to the poison’s expiration.)
  
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  The Unseelie are a different matter entirely. While imitat-
  ing humanity grants the Seelie a measure of morality — how-
  ever strange it may be — the Unseelie have no such code.
  Embittered by their exile, they lash out at any human they
  meet. Some have retained their formless state and regard the
  Sidhe’s new, more human guise as insulting. Others have
  taken on gruesome and terrible visages, the better to strike
  fear into the hearts of men. 
  Few of these possess as fearsome a reputation as the
  Redcap. Attracted to the sites of wicked deeds and dreadful
  evils, he makes his home in abandoned castles and ruined
  towers that once played host to such events. Curiously, 
  he first appears as a gruesome guard of his domain, albeit one
  who stands watch over riches and battlements long since
  forgotten. He bears a stout blood-
  stained halberd and a bow slung
  across his back, the quiver full
  of wickedly barbed arrows. 
  A 
  close 
  encounter 
  —
  unavoidable for intruders — will
  reveal a terrifying visage with fanged
  jaws, bulging eyes, disturbing stains
  decorating his grimy clothes and fresh
  blood dripping slowly from his hat,
  streaking his forehead and temples.
  It is difficult to engage any Sidhe
  in conversation, and Redcap is no
  exception. He prefers instead the
  language of fear. He exalts in endless
  mind games, twisting shadows into
  fearsome shapes and emitting terrify-
  ing noises to frighten his quarry. 
  He attacks by ambush with sadistic
  relish, withdrawing just as quickly
  to leave his target nursing 
  a painful wound, while 
  anxiously awaiting his next
  strike. Ultimately, when
  Redcap has garnered all the
  enjoyment he can from his little
  games, he finishes his prey, striking
  the victim’s head from his shoulders
  with one powerful stroke.
  As with all Sidhe, Redcap’s
  power is very much derived from
  his legend. As long as his tale is told,
  he will lurk in the dark corners of
  Théah (or your campaign world),
  awaiting his next victim. He may be banished temporarily,
  but he only returns somewhere else, dangerous as ever. 
  That said, many lesser Unseelie imitate Redcap, going so far
  as to assume his form and dress (even to the point of dipping
  a hat in fresh blood). These lesser creatures are sometimes
  mistaken for Redcap, but unlike the original, they can be
  destroyed with the proper weapon. 
  Using Redcap
  Redcap is so named because he is never seen without his
  unique — and quite disturbing — magical headgear. There is
  only one such cap with true power; the imitation Redcaps,
  despite dipping their admittedly similar hats in fresh blood,
  do not truly have this cap, and are thus far weaker than the
  original.
  When wearing this hat, Redcap gains a + 10 enhancement
  bonus to all rolls, as well as a +10 enhancement bonus to his
  damage resistance and spell resistance scores. Unfortunately
  for him, there’s a catch: the item needs to be dipped in fresh
  human blood periodically, lest its magic wane. To wit: for each
  24-hour period in which the cap is not so bathed, all of the
  enhancement bonuses are reduced by 1, cumulatively, to a
  minimum of zero.
  The hat cannot be stolen from Redcap (and many of his
  imitators have tried), nor seized by any means. If a hero is able
  to get a grip on it, it seems stuck fast to Redcap’s skull, and no
  amount of force, magical or mundane, can remove it. Finally,
  when wearing the hat, Redcap’s Challenge Rating is doubled
  to 8. For every 60 hours since the hat was last soaked in blood,
  the Challenge Rating is reduced by 1.
  The Pirate
  Reis, Montaigne/Avalon Pirate 10/Midshipman 5/Reis 5:
  CR 20; SZ M (humanoid); HD 20d10 +40; hp 161; 
  Init +2 (Dex); Spd 30 ft.; AC 21 (+2 Dex, 
  +9 Unarmored Defense Proficiency); Atks: scythe
  +24/+19/+14/+9 melee (2d4+9), cat o’ nine tails
  +24/+19/+14/+9 melee (3d2+4, subdual); 
  SA Ambidexterity, Battle Stations, Cargo
  Master, Cause Fear 4/day, Damage Control,
  Fear Aura 15 ft., Frightful Presence, Gunner’s
  Mate, Improved Two-Weapon Fighting,
  Never Fearful/Never Fooled, Paralyzed
  with Fear, Pirate Feat, Roguish Style,
  Scythe Focus, Sea Legs, Seasoned, 
  Slay the Frightful, Tend the Sails, 
  Two-Weapon Fighting, Tyrant,
  Weapon Specialization; SV Fort +16,
  Ref +12, Will +8; Str 14, Dex 15, 
  Con 13, Int 18, Wis 11, Cha 17; 
  AL NE; Skills: Appraise +9, 
  Balance +5, Bluff +10, Climb +6, 
  Decipher Script +9, Diplomacy +7,
  Disable Device +7, Gather 
  Information +12, Intimidate +18,
  Intuit Direction +15, Jump +6,
  Knowledge (artifacts) +10, Listen
  +6, Profession (sailor) +12,
  Speak Language (Avalon,
  Castille, Crescent, Eisen,
  Montaigne, 
  Vodacce
  [alternately, any six 
  languages from your campaign]), Spot +12, Swim +12,
  Tumble +8, Search +10, Use Rope +8; Feats: Cleave, 
  Commanding, Evil Reputation, Improved Critical (scythe),
  Improved Two-Weapon Fighting, Pirate Trick (Death From
  Above), Power Attack, Two-Weapon Fighting, Unarmored
  Defense Proficiency (basic), Unnerving Countenance,
  Weapon Focus (scythe), Weapon Specialization (cat o’ nine
  tails), Weapon Specialization (scythe).
  Combat
  Reis’ Scythe is a +5 magical scythe with the following 
  properties: Defending, Keen. Mighty Cleaving, Speed, 
  and Vorpal (see pg. 185, DUNGEON MASTER’S Guide™ for ability
  descriptions). Additionally, anyone wielding this blade may
  
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  attempt to Intimidate one person each round as a free action.
  The Intimidation check receives a +6 morale bonus. When
  attacking a weapon, the Scythe does double damage unless
  the weapon in question is of at least masterwork quality.
  Background
  In the annals of piracy, no one holds a candle to the dreaded
  Captain Reis, leader of the justly feared Crimson Rogers. 
  Tall and imposing, sporting a bright red coat and long black
  hair, Reis rarely raises his voice above a whisper. He doesn’t
  need to. Those who disobey him never live long enough to
  repeat the mistake. His crew is terrified of him and his soft,
  reasonable tone holds more fear for them than the most 
  horrifying banshee wail. He wields a huge scythe made of
  some unknown metal which cuts through metal as easily as
  paper. The sails of his ship, the Crimson Roger, are stained red
  with blood, and no vessel has yet encountered him and 
  survived to tell the tale.
  Reis and his crew ply the seas in search of magic items —
  rare and wondrous artifacts that they can sell to the highest
  bidder. He prefers one-of-a-kind items (they fetch a higher
  price), but will settle for less as long as he can sell it. 
  The Rogers rarely venture into dungeons or ruins, however.
  Why should they risk their necks when others
  will do it for them? Instead, they wait until
  another crew claims the prize, then attack
  them on the return home. 
  The Crimson Rogers have a sixth
  sense for valuables and Reis pays
  informants to keep him apprised
  of treasure-hunting expeditions. The Rogers haunt shipping
  lanes on the edge of civilization, striking at vessels returning
  to port from uncharted waters. They usually cripple their
  prey with a round of cannon volleys, then close, attack and
  board, leaving no one alive. The strongest and most vicious of
  his foes may be spared, if they agree to join his crew in
  exchange for their lives. The rest are slaughtered without
  mercy, their vessel looted, and their bodies thrown to the
  waves. A shoal of sirens known as “Reis’ Brides” follow his
  ship wherever it sails; they rarely go hungry.
  Reis has amassed his fearsome reputation over a very short
  time and he uses it to his advantage. Legends say that he
  stands seven feet tall, breathes fire, and harvests the souls of
  those he slays. He’s content to let these stories spread; they
  keep his crew obedient and his victims terrified. In truth, he’s
  a mortal man, although the power of his legend grants him
  unearned strength. The more people who believe that he’s 
  a monster, the more invincible he becomes. Some rumors 
  suggest that Reis is actually more than one man — that a new
  captain takes on the role whenever the previous one dies. 
  It is said that the magic of Reis’ legend subtly changes these
  individuals, shifting their appearance to match that of the
  original. The current “Reis” was once named Riant Gaucher, 
  a bosun who served with the Rogers for many years — 
  at least that’s what the scuttlebutt says. Anyone foolish
  enough to ask Reis directly about his true iden-
  tity gets what they deserve.
  Using Reis
  Reis is an extremely powerful villain and must be
  presented with care. His success is largely based on
  his reputation: he appears invincible because
  people think he’s invincible. Were some-
  one to defy him successfully — someone
  like the PCs — he would stop at nothing
  to hunt them down and destroy them. 
  He knows that if sailors stop fearing his
  name, he will find himself captured and hanged in 
  short order. Such a vendetta could become the recurring 
  element in a swashbuckling campaign, as the charac-
  ters are forced to defend themselves periodically
  from Reis and his minions. Take care, however, 
  for such a vendetta can only truly end when one
  side or the other is dead… and Reis doesn’t 
  die easily. 
  Only slightly less dangerous is the fact that
  any ship carrying a magic item stands a good
  chance of being targeted by the Crimson
  Rogers. A party returning from a successful
  treasure hunting expedition — thinking that
  the danger is past — may be in for a nasty 
  surprise when the Crimson Roger appears off their
  bow, demanding their hard-earned haul. If the PCs survive
  the encounter, they may be itching to hunt down the Rogers
  for some payback. The theft needn’t be so direct, either. 
  Characters who bury their treasure or hide it in some 
  presumably “secure” locale may return to find the goodies
  gone and a piece of crimson cloth left as a calling card. If Reis
  can’t kill his enemies, he will settle for robbing them blind —
  again and again and again.
  
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  The Priest
  Cardinal Esteban Verdugo, Castillian Inquisitor 14:
  CR 14; SZ M (humanoid); HD 14d8 + 14; hp 85; Init +0;
  Spd 30 ft.; AC 10; Atks: none, normally; SA Fanatic
  Strength (3), Gaze into the Abyss, Malediction 
  of Theus, Silver Tongue, Sorcery’s Stench,
  Untapped Reserves (4), Voice of Theus; SV Fort +11,
  Ref +4, Will +16; Str 10, Dex 10, Con 12, Int 16,
  Wis 18, Cha 15; AL LE; Skills: Appraise +9,
  Bluff +7, Decipher Script +8, Diplomacy +8,
  Disguise +4, Gather Information +10, 
  Innuendo +8, Intimidate +9, Knowledge
  (Arcana) +7, Knowledge (History) +9,
  Knowledge (Law) +6, Knowledge
  (Mathematics) +5, Knowledge (Philos-
  ophy) +7, Knowledge (Religion) +10,
  Listen +7, Move Silently +7, Read
  Lips +8, Search +8, Sense Motive
  +11, Spot +8; Feats: Fanatical, Great
  Fortitude, Indomitable Will, Iron
  Will, Leadership, Ordained, 
  Politicker, University.
  Background
  When he was still a child, Verdugo
  suffered a seizure, in which he
  believed a messenger from Heaven visited
  him, prophesied a great destiny, and gave
  him a brief glimpse of the future. Upon
  regaining consciousness, young Esteban was 
  galvanized with religious fire. As soon as he
  was old enough, he entered the priesthood,
  and his zeal propelled him rapidly up the
  ranks.
  Appointed to the Church’s sinister
  Inquisition at a relatively young age, his
  success was unprecedented. Over the
  course of ten years, he successfully
  destroyed countless works of heathen art
  and extracted an impressive number of
  confessions and conversions. The lives he shat-
  tered and the priceless sculptures and paintings
  he destroyed mattered not at all. His only con-
  cern is the salvation of the soul, no matter the cost to the body
  or mind. After all, his victims’ agony paved the way to their
  salvation. His reward — certainly unasked for — was promo-
  tion to the position of Grand Inquisitor, the leader of the
  Church’s enforcers.
  Under his direction, the Inquisition has become the 
  pre-eminent power within the Church, and according to
  some (quickly targeted as heretics and unbelievers) eclipsed
  even the teachings of the Church’s holy founders. Much of
  this influence came about after Verdugo issued a proclama-
  tion declaring the imminent end of the world, which has
  spurred his loyal Inquisitors to swift and decisive action in
  their dealings with faithful and heretic alike.
  In person, Verdugo seems an attractive (if somewhat 
  austere) and reasonable man. His clerical garb is always
  immaculate and he is never without a copy of the holy scrip-
  ture in his hands. When pressed, he defends the Inquisition’s
  actions with cool logic that seems all the more rational when
  delivered in his measured, careful speech.
  He rarely loses his temper, and even
  when he does, his manners never fail
  him. Instead, he simply speaks more 
  formally and precisely.
  His position as Grand Inquisitor gives
  him easy access to the King’s ear and he
  never hesitates to use it to further the
  aims of the Inquisition. While Verdugo
  may indeed have designs on the throne,
  his position and activities as Grand
  Inquisitor are not a means to that end.
  Rather, the reverse is true. Verdugo believes
  that as monarch, he would be able to bring
  greater glory to the Church and save more souls
  than ever – and he will go to any lengths to achieve
  those noble goals.
  Perhaps the most frightening thing about Cardinal
  Verdugo is the fact that he is an utterly devout man
  and considers his actions not only justified in the
  eyes of his deity, but absolutely necessary. Some
  whisper that he hides his political ambitions
  behind his religious zeal, although none have yet
  been able to prove it. It is arguable that he is
  more powerful now than he would ever be as
  King, for his mandate is not one of Earth, but of
  Heaven.
  Using Verdugo
  Although Verdugo believes otherwise with all
  of his heart, he is nonetheless a villain. 
  His methods are likely to put him in conflict
  with the player characters (although probably,
  hopefully, not directly) fairly regularly. This is
  especially true if the PCs do follow a different
  faith than Verdugo’s. If your campaign takes
  place somewhere other than Théah, substitute
  another supreme deity and religious organiza-
  tion as appropriate. Take note, however: while
  Verdugo is evil for reasons discussed above,
  the deity he worships should be Good, proba-
  bly Lawful. Verdugo’s villainy is all the more
  frightening because he honestly believes he is
  on the side of the angels. The party may come
  in conflict with Verdugo in a number of ways, most likely
  through his minions in the Inquisition or due to his secret
  New Ship Ability: Sails of Blood 
  The bloodstained sails of Reis’ ship attract monstrous
  creatures from the deep. Whenever Reis “refreshes” the
  sails with one gallon of human blood, they attract either
  1d10 sharks or 1d6 sirens (DM’s choice.) These creatures
  remain in the vicinity of the ship for 1d6 days, attacking
  anyone entering the water, as well as any rowboats or simi-
  lar small craft which approach within 50 yards of the
  Crimson Roger. If fed the equivalent of 1 human body per
  day, they will remain in the vicinity of the ship for an addi-
  tional 1d3 days. An average of 12–15 sharks and 6–10
  sirens surround the Crimson Roger at any time.
  
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  political ambitions. Either way, the Cardinal has an intricate
  network of operatives and informants, and word of the player
  characters’ interference rapidly garners his attention. The
  Inquisition itself is vast and powerful, a deadly and terrible
  foe. Even the Crown fears to speak against it openly.
  commander and friend, the DC rises to 25 and the damage to
  4d6; he may neither attack nor flee when in the presence of
  Montegue.
  Background
  Many years ago, Karl Steiner spent the night in Eisen’s
  Schwartzen Walden, a haunted forest of evil reputation. Only a
  child at the time, he retained little memory of the event, but
  returned home altered almost beyond recognition. His hair
  was ghost white, his right ring finger was gone and he bore
  terrible claw marks on his chest. After that, his fear of death
  became so overwhelming that whenever confronted with a
  potentially lethal situation, he froze with dread.
  Despite this paralyzing experience, Steiner became a
  guardsman, serving under many noble rulers. Each time,
  however, his tour of duty ended in failure and shame. During
  an attempted assassination on one such charge, Steiner froze,
  unable to perform his duty. The noble turned his wrath on
  Steiner, shooting at the fleeing man in hopes of punishing
  him for his cowardice.
  After fleeing Eisen, Steiner finally found a place in the Mon-
  taigne army. He proved a cagey tactician and an able sniper, a
  duty which allowed him to remain somewhat removed from
  the bloody business of war. He actually managed to distinguish
  himself on the battlefield and gained the friendship and trust
  of the great Montegue himself (see page 35). When the latter was
  promoted to General, Karl joined his command staff as an advi-
  sor, later accompanying his friend and mentor on the Mon-
  taigne Army’s Ussuran campaign.
  At last, he was a man.
  The Battle of Salzumpf was a decisive moment in both the
  campaign and Karl Steiner’s life. Montegue’s military genius
  could not match the superior numbers before them, and the
  army was smashed. Facing defeat and death (or worse — 
  capture,) his old behavior asserted itself and he fled the
  battlefield, abandoning his friend and the Montaigne Army.
  Crushed by guilt at his weakness, Steiner meandered east-
  ward, paying little attention to his actual direction. It was far
  too late when he realized where he had wandered: the
  Schwartzen Walden.
  Desperately afraid but weary beyond reason, he simply
  curled up under the least frightening tree he could find, and
  slipped into a fitful sleep. He dreamed of all he had lost since
  that first night in the forest: the glory denied him by his cow-
  ardice, the honor denied him by defeat, and the accolades
  denied him by his failures. Finally, he dreamed that he was
  whole again, his hair once more sandy blond, his flesh
  unmarred by the terrible scars he bore and his hand restored,
  whole again. He walked in the sun, and whispered a silent
  thank you.
  When he awoke, a figure of shadow and night stood over
  him and hissed in his mind: “You are welcome.” His hand was
  still whole, but consumed in shadowy black. Slowly, the inky
  darkness spread up his arm and through his body. 
  He screamed for nearly a minute before the shadow-flesh
  swallowed his tongue.
  Now, Steiner leads the Schattensoldat (see page 59), a legion
  of shadow soldiers controlled by a nearby princeling. 
  Sustained by fear, the Schattensoldat are both commanded
  and “fed” by Karl Steiner. Unlike them, Steiner was not born
  wholly of shadow, but instead retains some small part of his
  humanity.
  Just enough to be afraid.
  Keeping the Heroes at Arm’s Length
  Upon examination of Verdugo’s statistics, you’re proba-
  bly thinking that he’s not very good in a fight. In fact, he’s
  quite a pushover physically, so in that regard, you are
  correct. It’s entirely likely that if any one of the Heroes
  faces Verdugo in a duel, Verdugo will be defeated in just a
  few rounds.
  Don’t let this happen.
  Verdugo hasn’t risen so far by being a fool, and he’s well
  aware that he’s no match for most swordsmen. However,
  in his position as Grand Inquisitor he has an impressive
  array of connections (not to mention Knight Inquisitors
  who are very skilled duelists.) Not only is he backed by the
  might of the Church, a powerful political organization in
  its own right, but he also has the King’s ear. Although
  Sandoval (or whomever the appropriate rule is) is not a
  weak or foolish person, Verdugo has enough leverage to
  make his recommendations monarch stick. Finally, and
  perhaps most importantly, Verdugo has a degree of power
  over the masses of Vaticine faithful; many believe his
  pronouncements reflect the will of Theus, and PCs will
  have a hard time convincing some folks that they too are
  on the side of righteousness if Verdugo claims otherwise.
  In short, Verdugo is secure in his position not because
  he can defend it with his sword arm, but because he can
  defend it with the word of Theus. Heroes who get on his
  bad side are likely to be condemned by the Inquisition and
  that does not bode well for their health or welfare.
  The Weakling
  Karl Thomas Steiner, Eisen Fighter 4/Spy 3: CR 7; SZ M
  (humanoid); HD 4d10 + 4 plus 3d6 + 3; hp 47; Init +3 (Dex);
  Spd 30 ft.; AC 18 (+3 Dex; +5 Unarmored Defense 
  Proficiency); Atks: bayonet +7 melee (2d4+1), claymore +7
  melee (1d12+1), musket +9 ranged (1d12); SA Alias, Brilliant
  Getaway, Contacts, Sneak Attack +2d6; SQ Memories 
  (see below); SV Fort +6, Ref +6, Will +5; Str 13, Dex 16, Con 12,
  Int 13, Wis 16, Cha 10; AL NG; Skills: Bluff +4, Diplomacy +6,
  Gather Information +7, Hide +8, Innuendo +6, Jump +4,
  Move Silently + 8, Ride +6; Feats: Cowardly, Dead Aim, 
  Deadeye Dick, Eagle Eyes, Orders, Reserve Energy, Small,
  Unarmored Defense Proficiency (beginner).
  Combat
  Memories: When confronted by reminders of his former
  life, Karl Steiner must make a Will save (DC 15) every round
  he is exposed to the item, or suffer 2d6 points of damage. 
  Further, neither he nor any Schattensoldat may attack the
  bearer of such an item. Particularly potent mementos (such as
  his badge of rank from the Montaigne Army, or an artist’s 
  rendering of Steiner) raise the DC to 20, and inflict 3d6
  damage. Finally, if Steiner encounters Montegue, his old
  
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  What little of his will remained was snuffed in the
  Schwartzen Walden and now he serves the darkness com-
  pletely. Ironically, Steiner’s flickering remains of humanity
  may be the key to defeating the Schattensoldat. Their com-
  plete destruction can only be achieved by removing their
  source of nourishment, and as long as some part of Karl
  Steiner survives, he will always be afraid. Remove that fear,
  the Schattensoldat will have no power.
  Using Karl Steiner
  Though technically a monster, Steiner was once a man, and
  may be again. As such, his statistics as a human are presented
  here, while his more monstrous aspect is detailed with the
  Schattensoldat (see page 59). Although initially created in the
  Schwartzen Walden, Steiner and the Schattensoldat are
  somewhat inappropriate for use within the forest or similar 
  settings. They depend on a fearful populace for their survival,
  and no one in his right mind builds a village in such a place.
  Rather, Karl Steiner should be encountered in the service of
  another, usually a ruler of a somewhat isolated barony or
  kingdom, where it is unlikely that news of their presence will
  travel far. In Théah, they serve Stefan Heilgrund, Iron Prince
  of a nearby königreich. Swearing to reunite Eisen under his
  rule, he searched for any means to attain that goal, even the
  occult. Steiner — and the Schattensoldat — serve those ends
  admirably.
  While destroying Karl Steiner is one way to eventually
  defeat the Schattensoldat, restoring his humanity is the high
  road… and the difficult one. In all likelihood, such a feat
  requires the discovery of his identity, the conquering of his
  fear and possibly the presence of his old friend Montegue (or
  whoever is appropriate in your campaign). Each of these steps
  is likely to require an adventure or two, and ultimate success
  is a major accomplishment, for which the PCs should be
  rewarded handsomely. 
  Of course, Steiner is much too frightened to assist the PCs
  in such an endeavor — and should his masters order it, 
  he would destroy them without a second thought. The irony
  of fighting the very people who wish to help him would not
  be lost on Steiner, making his suffering all the more acute.
  The Zealot
  Kheired-Din, Crescent Fighter 5/Daphan 5/Cosrair 5/
  The Chosen One 3: CR 18, SZ M (humanoid); HD 13d10+39
  plus 5d12+15; hp 150; Init +2 (+2 Dex); Spd 30 ft; AC 15 
  (+2 Dex, +3 Armor of Faith); Atks: scimitar +18/+13/+8/+3
  melee (1d8 +3); SA: Armor of Faith, Attack Vigorously, Aura
  of Courage, Blades of Faith, Detect Evil, Divine Grace, Divine
  Health, Fanatic Devotion, Forceful Attack, Holy Frenzy
  1/day, Holy Grace, Smite Infidel 2/day, Smite Non-Believer
  1/day, Snapping the Blade, Unbound; SQ Immortal 
  (see below); SV Fort +21, Ref +12, Will +12; Str 17, Dex 14, 
  Con 17, Int 14, Wis 16, Cha 16; AL LE; Skills: Balance +6, 
  Climb +6, Knowledge (arcana) +10, Knowledge 
  (religion) +10, Intimidate +9, Profession (Commander) +4,
  Profession (sailor) +4, Sense Motive +6, Speak Language
  (Castille, Crescent, Montaigne, Vodacce [alternately, any
  four languages from your campaign]), Swim +5, 
  Tumble +7; Feats: Combat Reflexes, Commander,
  Dodge, Evil Reputation, Focused, Focused Training, Iron
  Will, Scholar, Skill Focus (knowledge (arcana), Skill Focus
  (knowledge (religion), Weapon Focus(scimitar), Weapon
  Focus (falchion).
  Combat
  Immortal (Su): Kheired-Din is ultimately immortal. If slain
  (reduced to –10 hit points), he reappears 24 hours later, in his
  cabin aboard the Strange Skies. If either his body or his ship are
  absolutely destroyed (such as with fire or acid), he instead
  reappears next to the Cross.
  Background
  When you are one of the most notorious villains in all of
  Théah, anything you do – the slightest comment, a flick of a
  scimitar – becomes legend instantly. Chronicling the life,
  both real and fictional, of the great pirate Kheired-Din would
  occupy a room full of scribes working day and night for years.
  Suffice it to say that this man is like no other.
  It is generally accepted that Kheired-Din was born as a
  mortal into the Aldiz’ahali tribe of the Crescent Empire,
  among the stargazing, seafaring people of the Dakalan and
  Cinyada Islands. If you were foolish enough to ask him about
  himself, he would tell you that the secret of his immortality is
  that as a youth, he was chosen by the gods to fulfill a great des-
  tiny. he was always a devout follower of the Second Prophet,
  but it took a journey to an ancient Syrneth ruin to make him
  a fanatic. He and his party stumbled into some sort of trap,
  which reduced the others to smoking heaps of ash and seared
  a unique tattoo on his forehead. Why the trap spared him, 
  no man can say; the elders of the Aldiz’ahali, believe that he
  now suffers under tekrala-gun, the Curse of the Repeated Day.
  
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  Whatever the cause he emerged from the ruin claiming that
  the Prophet had spoken to him. He abandoned his previous
  ties and set forth to “bring about the next age of the world.”
  The experience in the ruins left him for all intents and 
  purposes immortal, both in his own disturbed mind and in
  the minds of all who hear his name. He has used his influence
  to create the Corsairs, a mighty pirate navy dedicated to 
  slavery and pain. They raid coastal villages in search of new
  captives, chaining all those they take to the oars of their 
  vessels and forcing them to row. Those who survive this 
  treatment are set to work building new ships, increasing the
  size of the Corsair navy. They currently number some sixty
  vessels — enough to challenge all but the largest flotillas.
  While not destroying the lives of countless innocents, 
  the Corsairs search for Syrneth ruins at the behest of their
  master. Kheired-Din hates sorcery as practiced by men, 
  but sees the Syrneth artifacts as blessings for his holy cause. 
  He has spent the last two decades seeking to understand their
  mystery, driven by the mad visions in his head to unlock their
  ancient mystery. His quest drives him past the limits of al
  reason, and most of his crew are as fanatical as he.
  Several Théans claimed to have slain Kheired-Din in the
  past, but he keeps turning up again. One of them watched
  him fall into a pool of lava, but he still showed up three
  months later, raiding cities once again. This is due to his
  tattoo, which heals him of all damage, even if he has been
  killed and his body destroyed (in which case he reappears in
  his quarters aboard his flagship, the Strange Skies). A magical
  cross linked to the tattoo is hidden somewhere in the Empire
  of the Crescent Moon. He was wearing it in the Syrneth ruin,
  and it has somehow become infused with his lifeforce. Only
  by finding and destroying it can Kheired-Din finally be
  killed.
  Using Kheired-Din
  Kheired-Din, like Reis, is a villain who should be used like 
  a rare spice, for a dash of danger, a quick blast of spicy heat,
  but not as an ultimate opponent the heroes must face in
  person. However, he does command a cadre of scoundrels
  and rogues who present sufficient challenge in their own
  right. The Corsairs are fanatically devoted to Kheired-Din,
  each hand-picked by the crazed man himself and each
  a devoted follower of the Second Prophet. 
  The Corsairs translate extremely well to
  any campaign that involves pirates and
  skullduggery on the high seas, regardless
  of degrees of fantasy. Their ruthless 
  practice of hunting slaves can easily involve
  any adventuring parties when someone
  they know and love falls into the 
  Corsairs’ clutches. Or perhaps they
  themselves are captured by the Corsairs,
  and must plot a mutiny before the back-
  breaking toil destroys their spirits.
  Although it would be more common to
  encounter Kheired-Din on the water, it might be
  possible to create an adventure for high-level
  player characters that would take them deep
  into the Shehir’kum, a great desert of the
  Crescent Empire (or some similar locale in
  your own campaign), where the secret of
  his immortality lies. The only way Kheired-
  Din can be killed is for someone to smash
  the magical Cross of the Prophet containing
  his soul, but in order to reach it, the heroes
  must first learn of it, then survive the trip
  across the desert, find the Puzzle Maze, 
  navigate it successfully and be able to
  handle whatever fearsome beings are
  guarding it…
  
  What is a Hero?
  Every bit of darkness has a little light to balance it. Every
  twisted soul has a counterpart who will not let his evil
  deeds stand. Usually, the player characters play the role of
  hero, thwarting evil and combating villainy wherever it
  appears. But sometimes they could use a hand. The NPCs in
  this chapter stand ready to give it to them. 
  Heroes come in all shapes and sizes; their motivations
  and modus operandi vary as widely as their style of dress. But
  they all carry a fundamental core of morality with them:
  they all act in the service of some greater entity or principle.
  Their deeds raise them above the ranks of ordinary NPCs,
  though some (like Sebastiano Scogna or Bors MacAllister)
  don’t always play by the rules. Most player characters are
  good or neutral, which means that the NPCs here will be at
  least nominally well-disposed towards them (evil PCs, 
  on the other hand, may face them as adversaries, much like
  the villains in the previous chapter). That makes them
  friends — or at least useful contacts — who can be drawn
  upon in times of need. But how should a GM use them in
  his or her campaign? Each character entry contains sugges-
  tions on the best way to insert them, but a few general
  guidelines are provided below.
  The first and most obvious use for an NPC hero is as an
  ally. With similar goals (or a like-minded alignment), they
  may disposed to provide timely aid for a party in need. Most
  have access to information or equipment that the party may
  not have themselves. Some possess ships or command large
  armies. Others hold official power, or have the ear of kings
  and diplomats. But all of them possess some clout or mater-
  ial resource which the players most likely lack. GMs can
  use them to deliver essential plot points, or to loan the party
  potent magic items which they shouldn’t be allowed to 
  permanently keep. It’s always more engaging to receive
  such resources from a well-developed personality, instead
  of just stumbling across it or relying on clumsy deus ex
  machina to drop it in their laps. It might also obligate the
  party to repay any aid the receive, which brings us to the
  second use for Heroic NPCs: adventure hooks. While
  proactive players enjoy setting their own agenda for a 
  campaign, there comes a time when the GM needs to send
  them off in a specific direction. An NPC Hero makes the
  perfect fulcrum for launching an adventure. He or she
  could simply approach the PCs with an offer, hiring them
  or playing on their sense of morality to undertake a danger-
  ous mission. If the players have regularly used their ally for
  help, he would be well within his rights to ask for a favor in
  return. Alternately, the NPC might get into trouble — kid-
  napped and held for ransom, or trapped in the midst of
  some important quest. In that case, the PCs can serve as the
  cavalry riding to the rescue, or finish the job that the NPC
  couldn’t. Whatever the reason, a solid in-game character can
  give the players much more incentive than yet another
  hunt-the-widget story. 
  Finally, heroic NPCs can serve the party in a direct 
  fashion, travelling with them and participating in their
  adventures as a full-fledged companion. This technique
  should be used sparingly — if they participate too much,
  they’ll draw the spotlight away from the PCs — but they
  can also provide some well-needed muscle for a particularly
  challenging encounter, or perform some supportive task
  H
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  Heroes
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  that the players would rather not (“While we storm the castle,
  Luis can knock out the guards and open the gate to clear a
  path for our escape…”). 
  Regardless of what you use them for, heroic NPCs should
  be more than just convenient plot devices. Don’t simply pull
  them in when you need them, or tuck them back on
  the shelf once their purpose in the story is done. Give
  them a presence in the campaign. Make sure the
  players are aware of their presence; have them show
  up at a favorite tavern, or appear as an observer in an
  otherwise unrelated adventure. If they become
  recurring elements in your stories — even if they
  don’t always play an important part — then the
  players will respond much more favorably
  towards them, and be willing to go along when
  they suddenly the PCs’ help.
  As always, heroic NPCs are intended to
  serve as supporting figures in the PCs’ adven-
  tures. Though they may be more powerful
  that the characters, they should never
  upstage the PCs, or perform deeds that
  the party could handle on their own.
  Furthermore, they all have their own
  lives to lead, and shouldn’t hang on the
  PCs’ every action. Even close friends
  may not always be there, and sometimes
  an NPC can make for a better adventure if
  he isn’t around just when the players need
  him. By paying close attention to their presence,
  and gauging when they should play a strong role and
  when they should just be colorful background, you
  can make your heroic NPCs as vibrant a part of your
  campaign as the most deliciously evil villain. 
  The Adventurer
  Jeremiah Berek, Avalon Pirate 4/Donovan 5/
  Captain 3: CR 12; SZ M (humanoid); HD 4d10+
  5d8+3d6; hp 70; Init+3 (Dex); Spd 30 ft; AC 26 (10+7
  Unarmored Defense Proficiency +4 Dashing and
  Daring 
  +2 
  Roguish 
  Style 
  +3 
  Dexterity); 
  Atks: smallsword +17/+12/+7 melee (1d6), dagger
  +12/+7/+2 melee (1d4+2), or pistol +15/+10/+5
  ranged (1d10); SA Roguish Style, 
  Cunning Plans, Motivational Speech,
  Legendary Leadership, Buckler Master,
  Donovan’s Twist, Edward’s Thrust; 
  SV Fort +9, Ref +6, Wil+8; Str 10, Dex 16,
  Con 11, Int 15, Wis 12, Cha 18; AL NG; Skills: Balance +8,
  Bluff +10, Climb +2, Craft (strategy) +8, Diplomacy +9, Intuit
  Direction +5, Gather Info +7, Jump +5, Knowledge (Avalon
  court) +3, Knowledge (Trade Sea) +7, Perform (gambling,
  wenching, dancing, singing) +8, Profession (sailor) +5, 
  Profession (tactician) +14, Seduction +6, Sense Motive +10,
  Speak Language (Avalon, Castille, Montaigne, Vendel [alter-
  nately, any four languages from your campaign]), Spot +6,
  Swim +3, Use Rope +5; Feats: Creative, Ambidexterity, Loyal
  Companion, Two Weapon Fighting, Focused Training,
  Weapon Focus (smallsword), Weapon Specialization (dagger),
  Unarmored Defense (beginner), Dashing and Daring, Parry,
  Leadership, Iron Will, Skill Focus (tactics), Indomitable Will,
  Weapon finesse (smallsword).
  Note: Berek is considered a Knight of Elaine and receives
  all of the social benefits thereof, even though he does not offi-
  cially belong to the class (and therefore receives none of the
  features of the class). His deputies are all members of the Sea
  Dogs and he prefers to protect Elaine’s rights upon the sea. 
  New Feat: Fortunate [General, Luck]
  Prerequisite: Charisma 15.
  Benefit: Once per day, before making any roll this person
  may add his Charisma modifier to it. This may even be done
  when taking 10 or taking 20. This feat may be taken multiple
  times.
  New Feat: Outrageous Fortune
  [General, Luck]
  Prerequisite: Charisma 16 Fortunate, Character
  level 4.
  Benefit: Once per day, this person may
  reroll any roll with all modifiers from the
  previous roll. 
  New Feat: Berek’s Own Luck
  [General, Luck]
  Jeremiah Berek was once the luckiest
  man in the world and his luck grew
  stronger as he relied upon it. He could
  correctly call a hundred coin flips in 
  a row or leap off a building blindly con-
  fident of landing in the center of a passing
  hay wagon.
  Prerequisite: Charisma 18+,
  Character Level 6+, Dashing and Daring,
  Outrageous Fortune 
  Benefit: You are very lucky and
  things constantly go your way. Once per
  day, you may ask for a lucky coinci-
  dence from the Dungeon Master. You
  must state what you would like to
  happen in general terms; it occurs at
  the DM’s discretion. For example,
  you leap off a roof and state that
  you’d like to survive unharmed. 
  It is up to the DM to decide if
  there is hay wagon rolling by, 
  or an awning underneath you,
  or simply a deep mud puddle.
  The number of times you can
  use this ability increases by
  one for every 6 character
  levels you have. 
  Further, if you ever take enough damage to kill you, 
  you may make a Charisma check (DC 20). If successful, you
  survive through sheer luck at the DM’s discretion of exactly
  how it happens. However when this happens, you lose this
  feat and all other Luck Feats and may never take any Luck
  Feats again. You may immediately take one Feat to replace
  each Luck Feat you just lost.
  Background
  A pirate pillages and plunders to enrich himself; a privateer
  does so to enrich himself and his nation. The line between
  privateer and pirate is a fine one and mostly exists in the
  mind of the individual, but Jeremiah Berek places himself
  
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  firmly on the side of privateer. A nobleman in a country that
  had no navy, he answered the call of his queen for brave men
  and women willing to act on the kingdom’s behalf against her
  enemies. His first great combat was the mightiest armada the
  world had ever seen. He and his fellow privateers were out-
  numbered, outsized and outgunned but luck, sheer bravado
  and a sudden storm allowed Berek to emerge as the victorious
  leader of the valiant band that called itself the “Sea Dogs.”
  Since then, the Sea Dogs under Berek’s leadership have
  preyed upon the shipping lines of other countries and
  became a force to be feared in the northern seas. Not content
  with that, they are constantly expanding into other areas and
  it is not uncommon to see their flag — bearing the terrier
  with a dagger in it teeth — in southern oceans as well. 
  A share of all the treasure they seize is sent back to Avalon for
  Queen Elaine and in return, she allows them to continue
  their swashbuckling adventures unmolested. 
  But Berek and his men do more than just gather loot for
  Elaine. They also act as her eyes and ears upon the waves.
  Berek alone travels to a hundred different ports every year,
  gathering information about potential enemies for his sover-
  eign lady. He also pursues the pirates who dare to venture
  into the waters the Sea Dogs regard as their own.
  Berek cuts a dashing figure at Elaine’s court. Although he is
  not there often, scandals and rumors of his affairs are sure to
  crop up shortly after his visits, no matter how brief. In person,
  he is a handsome man with a quick wit and a ready smile. 
  He is polite to everyone and ensures that his men treat their
  victims well. He knows that a charming smile and careful
  handling of delicate situations are what distinguish his crew
  as rogues rather than villains — a vital distinction, given the
  number of enemies they have made. 
  A natural gambler, Berek has always been one to push
  things as far as he could. One exploit in particular has gained
  almost legendary proportions. It had always been said that
  Berek had such outrageous good fortune that he could sail
  into a hornet’s nest of trouble and walk away with the honey,
  unstung. Empereur Léon of Montaigne hosted an opera on a
  barge for his naval officers who watched from their private
  luxury yachts. During the performance, Berek and a group of
  his men crept silently aboard the yachts one by one. They tied
  up the officers and their guests on the deck so they wouldn’t
  miss a single note while they stole the jewelry and other valu-
  ables, leaving their victims angered but unharmed. Berek
  escaped with a hold full of plunder, making it back to Avalon
  safely despite being pursued by over one hundred Montaigne
  naval vessels. 
  However, Berek’s luck ran out the day that he faced the
  pirate Reis, who defeated him handily and tossed him over-
  board to drown. Left for dead, he floated upon the waves for
  days until he was finally rescued; since that day, something
  inside of him has changed. He believes that he used up his
  luck the day he survived and can no longer rely upon it to get
  him out of difficult situations. Now he must depend upon his
  own skills, his handpicked crew, and the fact that his enemies
  don’t realize anything has changed. These days Berek spends
  a fair amount of time planning and thinking about his next
  move, but once things begin moving quickly, he tends to leap
  into the fray and hold on tight, calling upon his experience
  — and his lightning fast reflexes — to make up for the lack of
  attention from fickle Lady Luck.
  Using Berek
  Berek is a swashbuckling privateer with no respect for any
  law or tradition outside of Avalon. He is always willing to raid
  foreign countries and attack foes with far larger ships than his
  own. However inside his home country, he is one of the
  Queen’s Knights and responsible to her. There he will uphold
  the law and ensure that no threat to her or his homeland is
  unchallenged. Berek is very aware that much of his success is
  due to the larger than life stories that circulate about him and
  his antics. He is almost always ready for a new adventure, as
  long as it is in a good cause. (He is also something of an
  admirer of his own exploits, and always happy to regale an
  audience with outrageous stories.)
  When the player characters meet Berek, make sure that he
  comes across as someone who loves life and always tries to
  enjoy himself. While he has a more serious bent since his
  near death experience, he still strives to project the image of
  carefree rogue. Few people can resist his infectious smile or
  his carefree spirit. If the party needs help from a daring 
  captain, perhaps to sneak past a blockade or find the missing
  half of a treasure map, Berek is the perfect candidate for the
  job, as long as he is not asked to act against his country’s best
  interests. He is a man of honor, who lives to serve his Queen
  and his country.
  The Avengers
  Jacques, Montaigne Fighter 3/Théan Ranger 1/Valroux
  Swordsman 2: CR 6; SZ M (humanoid); HD 6d10; hp 45; 
  Init +7 (+3 Dex, +4 Imp Init); Spd 30 ft.; AC 13 (+3 Dex); 
  Atks: rapier +6/+1 melee (1d6+3), main-gauche +6/+1 melee
  (1d4+2); SQ Favored Enemy (magical beasts), Focused 
  Training, Off-Handed Fighting; SV Fort +8, Ref +4, Will +6;
  Str 13, Dex 16, Con 11, Int 14, Wis 14, Cha 16; AL NG; 
  Skills: Balance +7, Bluff +9, Climb +5, Diplomacy +4, 
  Disguise +7, Gather Information +4, Hide +7, Intimidate +4,
  Jump +3, Knowledge (die Kreuzritter) +8, Knowledge 
  (underworld lore) +4, Listen +6, Move Silently +7, Search +6,
  Sense Motive +6, Speak Language (Avalon, Castille, Eisen,
  High Eisen, Montaigne, Théan; [alternately, any six languages
  from your campaign]), Spot +6, Swim +3; Feats: Alertness,
  Improved Initiative, Skill Focus (hide), Track, Weapon Focus
  (rapier), Weapon Specialization (rapier).
  The Kire, Eisen Swashbuckler 1/Fighter 2/Man of Will 2/
  Eisenfaust Swordsman 2: CR 7; SZ M (humanoid); 
  HD 1d6+3 + 2d8+6 + 2d10+6, 2d12+6; hp 57; Init +1 (+1 Dex);
  Spd 30 ft; AC 18 (+1 Dex, +2 Wis, +5 Unarmored Defense 
  Proficiency (beginner); Atks: battleaxe +9/+4 melee (1d8+4),
  panzerhand +10 (+1 focused training) melee (1d6+4); 
  SA Lightfooted, Unstoppable, Retaliatory Blow, Focused
  Training (eisenfaust), Off-hand Training (eisenfaust); 
  SV Fort +9, Ref +3, Will +6; Str 19 Dex 13 Con 16 Int 10 
  Wis 14 Cha 16; AL LG; Skills: Climb +2, Intuit Direction +4,
  Jump +2, Listen +2, Sense Motive +8, Speak Language 
  (Eisen, Théan [alternatively, any three languages from your
  campaign]), Spot +2, Swim +2; Feats: Ambidexterity, Brawny,
  Disarm Master, Exotic Weapon Proficiency (panzerhand),
  Exotic Shield Proficiency (panzerhand), Large, Leadership,
  Left Handed, Orders, Two Weapon Fighting, Unarmored
  Defense Proficiency (beginner), Weapon Focus (panzer-
  hand).
  
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  Background
  At one time, Jacques Renault, originally from Montaigne, was
  a knight of die Kreuzritter. With his calm demeanor and
  humble nature, he was an ardent servant of the Church
  which deemed him worthy, along with his best friend and
  fellow knight Dirk Grossenkir, to protect the life of the
  Hierophant.
  When the Hierophant was murdered by l’Empereur’s men
  and Dirk was run through seconds later, Jacques was devas-
  tated. He had failed in his duty and broken his oath, some-
  thing unthinkable for him. The spiritual leader of the
  Vaticine Church was dead and Jacques was responsible.
  Worse, it was against die Kreuzritter code to use force to
  avenge a death; he could do nothing on Dirk’s behalf. In fury
  and desperation, Jacques fled that night, leaving the Order
  and life as he knew it behind. Driven by his thirst for
  vengeance, he set out on a path that eventually brought him
  in contact with a huge Eisen man known as der Kire.
  Raised in an orphanage in Eisen, the Kire grew to an
  immense size despite his impoverished conditions. He was
  generally regarded as the largest man in Eisen, and possibly
  in all of Théah. When he was old enough, he set out on his
  own, touring the Trade Sea, moving between Eisen and
  Avalon on a regular basis. Eventually, he owned his own ship
  and then he fell in love with a lady who loved him for his
  courage and his noble heart. Life was good and he was a
  happy man.
  One fateful day, he crossed paths with Avalon privateers
  who shattered his life by sinking his ship, killing his family
  and leaving him for dead. Everything gone, the once proud
  Kire slipped into a devastating depression, drinking heavily
  and crying out for vengeance. He was several moons into the
  bottle when Jacques Renault found him. Renault nursed him
  back to health and two began what has become a lifelong
  friendship.
  Living on the high seas has its risk so it was just a matter of
  time before Jacques and the Kire fell afoul of some authority
  and found themselves incarcerated in Montaigne’s dreaded
  Talon Prison. They probably would have languished there but
  fortune smiled upon them and they were able to escape. Their
  travels brought them back to Montaigne during the height of
  the Revolution. While they were sitting one night in a dark
  tavern, a cloaked man — obviously a nobleman —
  approached them. He has a “friend” in desperate need of help
  and apparently had the funds to pay for it. The Kire had a ship.
  It seemed like an ideal fit. In fact, it could not have been
  better if Jacques had planned it himself. He and the Kire 
  surreptitiously contacted die Kreuzritter and the Eisen set
  sail with a very precious commodity stowed away in his hold.
  A hundred miles off the coast, the Kire’s ship rendezvoused
  with a vessel carrying Renault and a cadre of Black Knights.
  The two “passengers” were awakened and dragged down into
  the hold where a Kreuzritter tribunal awaited them. Renault
  stepped forward and presented his evidence. The passenger
  charged with the crimes scorned the right of his accusers to
  pass judgment but they declared him guilty and sentenced
  him to hang from the yardarm until dead. True to their oath,
  none of them laid a hand on him; it was the Kire who did the
  honors of tying the noose around the criminal’s neck and
  swinging him out above the waves.
  Thus ended the life of l’Empereur as he dangled in the
  breeze, and the death of the Hierophant was avenged. 
  
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  Using Jacques and the Kire
  Jacques and the Kire make an ideal pair. Despite the Kire’s
  inner rage, Jacques tempers him well, serving as a mentor
  when necessary and a friend at times when pain becomes too
  much. Jacques watches his friend closely and even during
  their stay in prison, he never strayed from the Kire’s side.
  Since exacting revenge against the ruler of Montaigne, the
  two have sought adventure among several sea-going vessels,
  working for whoever will pay them.
  Jacques and the Kire can be used in many ways. They are
  complex and rich characters with a variety of motives. On
  one level, they are simple adventures — swordsman for hire,
  looking out for each other in a turbulent time and enjoying
  the richness of life, as both have seen loved ones ripped from
  them. It is not uncommon to see the two men fighting back
  to back, laughing at a private joke, ridiculing their opponents
  and planning where to spend their spoils after dispatching
  their foes. On another level, they are still dark characters
  bent on vengeance.
  Although Jacques’
  charge has been satis-
  fied, there remains the
  issue of the Kire’s revenge
  against the men who killed his family.
  In a fantasy campaign, Jacques is the
  responsible one, securing work from
  trustworthy sources and the Kire is the
  260 pounds of Eisen muscle that ensures
  contract terms are completed successfully. 
  The Kire refers to himself only in the third
  person. A man of contrasts, he is a fierce warrior
  with a poet’s heart. Jacques, on the other hand, is
  polite to a fault, but still haunted by secrets doubts
  which is never reveals… even to his friend. Despite
  their occasional bouts of very heavy drinking, the
  two are an invaluable resource to any party looking
  for an extra hand for an adventure or two.
  The Bewitched
  “Bloody” Bonnie McGee, Highland Pirate 4/
  Captain 3/Donovan Swordsman 4: CR 11;
  SZ M (humanoid); HD 4d10 +4 plus 3d6 +3
  plus 4d8 +4; hp 58; Init +2 (Dex);
  Spd 30 ft.; AC 19 (+3 Int, +6
  Unarmored Defense Profi-
  ciency; Atks: belaying pin
  +10/+5 melee (1d6 +1), dagger
  +11/+6 melee (1d4 +1), dagger
  +11/+6 melee (1d4 +1), smallsword +11/+6 melee (1d6 +1); 
  SA Ambidexterity, Buckler Master, Cunning Plans, Donovan’s
  Twist, Focused Training, Legendary Leadership, Motivational
  Speech, Pirate Feat (sea legs), Seasoned, Roguish Style, Two
  Weapon Fighting; SV Fort +10, Ref +8, Will +7; Str 12, Dex 15,
  Con 13, Int 17 Wis 10, Cha 16; AL NG; Skills: Balance +6,
  Bluff +5, Climb +5 Craft (strategy) +6, Perform +6, Intuit
  Direction +4, Jump +5, Profession (strategist) +8, Profession
  (sailor) +11, Sense Motive +5, Sense Motive +6, Speak 
  Language (Avalon, Montaigne, Vendel [alternately, any three
  languages from your campaign]), Swim +5, Tumble +5, Use
  Rope +4; Feats: Courageous, Heroic Destiny, Iron Will, 
  Leadership, Skill Focus: Profession (tactician or strategist),
  Unarmored Defense Proficiency (beginner), Weapon Focus
  (smallsword) Weapon Specialization (smallsword), Weapon
  Focus (dagger).
  Note: Bonnie’s twin daggers are dracheneisen, and when
  wielded by a good-aligned character, have the following
  enchantments: keen, quick, and wounding. The daggers them-
  selves choose when to grant these boons; while they work for
  Bonnie, they may not necessarily work for anyone else.
  New Feat: Heroic Destiny [General]
  The fates have selected the player character for a special task:
  vanquishing a unique foe or destroying an evil which has 
  lingered too long. 
  Benefit: Once in the player 
  character’s lifetime, he or she may acti-
  vate this feat in order to double his or
  her level and gain all the attendant
  benefits thereof. Hit points
  increase appropriately, as do all
  skills, feats, and other abilities.
  The effects last for one day, or
  until the character’s stated
  foe is destroyed, whichever
  comes first. At the end of this
  period, all benefits are lost and the
  character is reduced to first level, losing
  all previously held skills and abilities.
  Alternately, the character may simply
  revert to his or her original stats, and be
  immediately spirited away to another plane
  (as Bonnie was) by whichever being is most
  appropriate. 
  In any case, use of this feat typically
  means the end of a character’s career and
  should only be used during an appro
  priately dramatic (and final) moment. 
  Players should consider very carefully
  before selecting this feat. 
  Background
  The alien Sidhe look upon humanity
  as fascinating toys; wondrous 
  creations to be poked and prodded
  for their amusement. Human 
  emotions hold particular interest for
  them, as do the stories of heroism
  and tragedy that mankind loves to
  tell. Those who fall under their
  spell often find themselves living
  out intense dramas, playing the role
  of hero, villain, lover, etc. because the Sidhe expect them to
  act that way. No one exemplifies such a tragic state more than
  the Highland privateer Bonnie McGee.
  Although born into a noble family, McGee found her life-
  long calling on the deck of a ship. She served as a mercenary
  captain, both of her own vessel and under the Sea Dog 
  Jeremiah Berek. Though brave and capable, her story might
  have been no different from any other sailor or adventurer,
  save for one thing: her encounter with Captain Reis. He sank
  her ship and slaughtered her crew, as he had so many before,
  but this time, something was different. McGee escaped the
  carnage and returned safely to port — the first person ever to
  do so.
  
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  She soon ascertained the source of Reis’ strength: the Sidhe
  Glamour that allowed him to play the role of villain perfectly.
  But every villain must eventually be vanquished by a hero, at
  least according to the stories. And the Sidhe who gave Reis
  his power love stories. If the Crimson Roger was their villain,
  Bonnie reasoned, then they needed a hero to destroy him.
  She intended to offer herself as a candidate.
  Using the power of a magic mirror, she journeyed to the
  Sidhe land of Bryn Bresail, and struck a deal with their
  Queen: if the Sidhe gave her the power to destroy Reis, she
  would return to the faerie lands to reenact the story for all
  time. The Queen agreed to her terms; Bonnie returned to the
  material plane, and faced Reis in a final battle on the island of
  Cabora. Thanks to Sidhe Glamour, she slew the evil pirate in
  a ferocious duel. The bargain fulfilled, she was immediately
  spirited back to Bryn Bresail. There she remains, under the
  spell of the Sidhe Queen, forced to relive her epic battle for
  the fey courtiers’ amusement. Time has no meaning in the
  faerie kingdom, and although it seems as though she has only
  been gone a short while, a thousand millennia have passed in
  Bryn Bresail where the Sidhe listen tirelessly to the tale of the
  neverending struggle against a phantom Reis who dies and is
  reborn again and again and again…
  Using Bonnie
  Bonnie is hardly your typical damsel in distress.
  Before her bewitchment, she was a fierce privateer
  with a will of iron and a tongue to match. McGee
  possesses the loyalty of a pit bull, and never fails to
  help a companion in time of need. Although currently
  lost in the Sidhe’s dark spell, she has not forgotten her
  true self; all she needs is a little help to pull free. Char-
  acters sympathetic to her plight may attempt the journey
  to Bryn Bresail to rescue McGee, but they will have to face
  the Sidhe Queen and attempt to bargain with her or face
  her terrible wrath. If they prevail, they will earn a friend for
  life. 
  If the players need more incentive, they may be prompted
  to seek her out as a means of destroying Reis. As the only
  person who ever defeated him, her aid would be invaluable in
  facing his current successor. The party who crosses swords
  with the terrifying pirate might pick up word of Bonnie’s
  epic duel and then travel to Bryn Bresail to bring her back.
  Should McGee learn from them that Reis still sails — a new
  Reis, imitating the man she slew — it may be enough to
  break the enchantment and enable her to escape with the res-
  cuing party. Of course, the Sidhe may pursue them in an
  effort to recover their lost “heroine,” but Bonnie has learned a
  thing or two during her enchantment and won’t hesitate to
  reveal the Sidhe’s weaknesses to any rescuers. 
  The Guardian
  Vasya Wilhelm, Eisen Fighter 5/Iron Guard (Freiburg)
  3/Loring Panzerhand 5: CR 13; SZ M (humanoid); 
  HD 10d10 + 40 plus 3d8 + 12; hp 131; Init +1 (Dex); Spd 30 ft.;
  AC 19 (+1 Dex; +8 Armor (Full Plate); Atks: panzerhand +17
  (1d6+10); SA Follow Up Attack, Hook, Off-Handed Training,
  Protected Disarm, Quick Disarm; SV Fort +15, Ref +4, 
  Will +9; Str 16, Dex 13, Con 18, Int 12, Wis 13, Cha 10; 
  AL LG; Skills: Appraise +4, Balance +4, Bluff +1, Climb +6,
  Diplomacy +2, Gather Information +2, Handle Animal +2,
  Intimidate +7, Intuit Direction +2, Jump +7, Listen +4, Ride
  +3, Search +4, Sense Motive +9, Spot +4, Swim +5; Feats: Beat,
  Bruiser, Cleave, Combat Reflexes, Exotic Weapon Proficiency
  (Panzerhand), Great Cleave, Improved Bull Rush, Improved
  Unarmed Strike, Iron Will, Loyal, Power Attack, Stunning
  Fist, Sunder, Weapon Focus (Panzerhand), Weapon Special-
  ization (Panzerhand).
  Background
  Even at a young age, Vasya’s life was one of terrible hardship.
  His earliest and fondest memories are of Adelaide Wilhelm,
  the woman who took him in as a child. Although poor, 
  she was kind and generous, and shared whatever she had. 
  She taught him to read and write, but more importantly she
  taught him that virtue was more than just a word. At her
  knee, Vasya learned about honor, courage, duty and loyalty.
  But Adelaide was not a young woman and fell ill when Vasya
  was only ten. The boy remained faithfully at her side until the
  end until her death nearly a year later. Heartbroken, 
  he assumed her name and swore to honor it for the rest of his
  life.
  For years, he survived hand-to-mouth, scrounging through
  others’ refuse, sharing scraps with stray dogs and begging for
  spare coin when pickings were slim. Through it all, however,
  he remembered Adelaide’s lessons. He never stole, never
  cheated and never preyed upon another human being.
  Despite his hardship, he grew into a strong, healthy adult. 
  In his twentieth year, he stumbled upon a prize fight in a back
  alley and decided to challenge the winner. He lost, but for the
  thirty seconds that he fought, he was able to forget his miser-
  able life. He returned the next night, and the next, and the
  next. Finally, he began to win.
  
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  The fight’s sponsor, although he never attended in person,
  always sent a representative to scout for potential muscle.
  When Vasya began to win, he was offered
  a spot on the sponsor’s payroll. 
  He accepted without a second thought.
  Unfortunately, Vasya’s new em-ployer
  did not live by the same code to
  which the young fight-er held him-
  self. After several months of duty,
  he was sent with six other
  “guards” to collect on a debt. 
  The debtor obviously lived in
  poverty and had taken the loan
  to feed his wife and six chil-
  dren. Vasya winced as each
  blow landed, and when the
  guards moved on to the
  debtor’s wife, Vasya inter-
  vened. Sadly, he was no match
  for his former cohorts, who
  beat him severely and left him
  for dead in the rat-infested
  home.
  When Vasya recovered, he
  enlisted in the city guard and
  through the intervening five
  years, he rose rapidly through
  the ranks, dedicating himself
  wholeheartedly to fighting
  Freiburg’s rampant corrup-
  tion. He has made it his
  personal mission to
  ensure the poor
  received 
  the
  same protection as
  the rich, if not more. Although he
  attempts to fight corruption among his own men, it is a diffi-
  cult task on the best of days. He is quickly discovering that his
  former employer is not the exception, but the rule. Nonethe-
  less, he is determined to battle such men as long as he is able.
  Using Vasya
  In Théah, Vasya serves in Freiburg, one of the most lawless
  and corrupt cities on the continent. He can easily be trans-
  planted to any similarly crime-ridden city in any campaign
  world. He is a good man in a bad town, determined to do the
  right thing no matter the personal cost. In many instances,
  however, his hands are tied, perhaps because of the powerful
  men aligned against him. Such cases are an excellent oppor-
  tunity to bring the PCs into the mix. Despite his best efforts,
  many men in Vasya’s command remain corrupt, making 
  a group of allies in whom he can trust a valuable asset.
  Of course, the flip side of this is if you’re running an
  intrigue campaign, Vasya may very well be a nemesis, even if
  the player characters are ultimately on the side of the angels.
  Vasya does not believe that “the ends justify the means” and
  will always uphold law and order, regardless of the inconve-
  nience this might present to the players.
  The Musketeer
  Sylvia 
  Étalon 
  du 
  Toille, 
  Montaigne Musketeer 4/Valroux 3:
  CR 7; SZ M (humanoid); HD 7d10 +7; 
  hp 51; Init +3 (+3 Dex); Spd 30 ft.; AC 18
  (+3 Dex, +5 Unarmored Defense Profi-
  ciency [Expertise may adjust this number]); 
  Atks: rapier+10/+5 melee (1d8), main gauche
  +10/+5 melee (1d4), musket +10/+5 ranged
  (1d10); SA Elegant Duelist, Focused Training, Off-
  Handed Fighting, Musketeer Feats, Raise the Stakes,
  Servant of the Crown; SV Fort +5, Ref +5, Will +10; 
  Str 10, Dex 17, Con 12, Int 13, Wis 16, Cha 13; AL LG;
  Skills: Bluff +6, Climb +1, Handle Animal +3, Intimidate +4,
  Jump +4, Knowledge (religion) +3, Knowledge (law) +5, 
  Perform +1, Ride +5, Search +3, Sense Motive +4, 
  Speak Language (Avalon, Montaigne [alternately, any two
  languages from your campaign]), Spot +3, Swim +2, 
  Tumble +3, Use Rope +3; Feats: Defender of the Crown,
  Expertise, Faith, Half-Blooded (Porté), Latent Porté Sorcerer,
  Unarmored Defense Proficiency (beginner), Two-Weapon
  Fighting, Weapon Finesse (rapier), Weapon Specialization
  (rapier), Weapon Specialization (main gauche).
  Note: Sylvia possesses a Créer Puzzle Sword with the 
  abilities Locksmith’s Hilt and Loyal Hilt. Instead of poison, 
  the Loyal Hilt delivers 1d8 damage, which counts as a called
  shot to that arm (–4 penalty to all checks and attack rolls
  made with the wounded arm for 1d6 rounds unless healed.
  The opponent drops anything held in that arm and is 
  considered immediately disarmed.) For more information, 
  see Swashbuckling Adventures,™ pages 173–174 and 188.
  New Feats: Half Blooded [General]
  You have noble blood coursing through your veins 
  and as a result, you are able to train yourself in the uses 
  of noble magic.
  Prerequisites: Human; one of the player character’s 
  parents must have had the feat: Full Blooded of the chosen
  magic type, or both of the character’s parents must have had
  the feat Half Blooded of the chosen magic type.
  Benefit: Choose one of the noble magic types (Fuego,
  Lærdom, Porté, Pyeryem, Scry, Sorte or Zerstörung). You may
  take levels in the chosen class of the selected magic. This feat
  also acts as a prerequisite for special feats.
  The Honest Antagonist
  Not everyone who is good, whether lawful, chaotic or
  otherwise, will be on your characters’ side. Vasya is an
  excellent example of a good character who is more likely to
  be on their case — especially if they practice the flexible
  morality common in Freiburg. In the Kingless Kingdom, it
  often takes compromise to get things done, whether in a
  deal or with your own morals, but Vasya refuses to accept
  this.
  Freiburg has few laws, but Vasya ascribes equal impor-
  tance to each one. Player characters who circumvent any
  of them — for any reason, no matter how noble — are
  likely to land on his bad side. He is a rigidly moral man,
  although he might be somewhat more lenient toward
  those who break the laws for a greater good. Somewhat.
  
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  Special: This feat may only be taken at 1st level. If the
  character had two parents with the Full-Blooded feat, the
  player character may take this feat twice, each time applying
  to a different magic type.
  New Feat: Latent Porté Sorcerer [General]
  Prerequisites: Half Blooded (Porté)
  Benefit: Your Porté abilities have atrophied from lack of
  use, but still retain some potency. You may cast the Porté
  spells: Blood Object and Bring Object up to three times per
  day each. Note that to keep an object Blooded a sorcerer must
  forfeit the use of a spell slot for the duration that the spell
  remain Blooded. A character with this feat may forfeit the use
  of a Bring Object slot to maintain an object’s blooded status. 
  A character with this feat is considered a level 1 caster for
  spell casting purposes.
  Special: You may only take this feat at 1st level.
  Background
  Sylvia was born a Porté sorcerer, able to tears holes in reality
  and transport objects across great distances. Her noble
  mother encouraged her gift, calling it a blessing from the
  heavens. At the same time, her local clergyman preached a
  diametrically opposing message: all magic was evil and prac-
  ticing it was a cardinal sin. Thus Sylvia grew up suspended
  between two diametrically opposed viewpoints. Although
  trained in Porté, she rarely used it so her innate talent slowly
  began to wither. At the same time, she developed a strong
  sense of faith and began attending religious services as often
  as she could. In the meantime, she kept her blood-red hands
  hidden from sight and tried to forget her sorcerous heritage.
  Service in the musketeers gave her a chance to temper her
  conflicting emotions. Within their ranks, she found a new
  moral compass and learned not to depend on others to tell her
  right from wrong. She combined her faith with a strong sense
  of justice, and used the musketeer’s creed to overcome linger-
  ing doubts about her heritage. The day she completed her mar-
  tial training, her uncle gave her a precious family heirloom —
  a Montaigne Puzzle Sword — that she wore with pride. 
  For five years, she served alongside her fellow musketeers,
  protecting the innocent and punishing the guilty in equal
  proportions. Sylvia’s divided identity faced another test when
  a peasant revolution swept through Montaigne. Her public
  piety and status as a musketeer initially spared her from per-
  secution, but the revolutionary government hated Porté
  magic — a sign of the “corrupt” nobility they had recently
  overthrown — and their intolerance gradually turned into
  full-blown bloodlust. Sylvia was forced to flee the nation she
  loved so dearly, finding sanctuary amid a community of
  fellow exiles in Eisen. She joined a “citizens’ watch” there, 
  ex-musketeers who protect their new nation. They retain the
  Musketeer code, their tabards, and their honor — muske-
  teers in all but name — and Sylvia is proud to serve among
  them. She hopes someday to return to her native land, but in
  the meantime, she has a job to do. 
  In private, her old demons continue to haunt her and she
  silently curses the Porté blood that led to her exile. Her con-
  solation is that she is still a musketeer and nothing — not her
  heritage, not her doubts, not the fanatic revolutionaries
  which now rule her country — can ever take that away.
  Using Sylvia
  Sylvia makes a strong link between a party of (presumably
  independent-minded) player characters and the government
  of whatever nation or kingdom in which they find them-
  selves. If you are running a Théan campaign, Sylvia resides in
  the Eisen königreich of Wische: home of the Montaigne 
  government in exile. If you are running a campaign in
  another world, she can be found in any benevolent nation
  other than the one in which she was born. As a foreign
  émigré, she remains an outsider, but her semi-official status
  grants her authority and access to government resources: the
  perfect bridge between rulers and PCs. If they need a hand
  with local bandits, a favor from the city watch, or the like,
  they need only turn to her. Of course, she must be convinced
  that the party serves noble ends (she won’t break the law for
  them, though she may bend it a bit), but good-aligned charac-
  ters working for a just cause will find in her a valuable ally.
  New Spells
  Blood Object
  Transmutation
  Level: Prt 0
  Components: S
  Casting Time: 1 minute
  Range: Touch
  Target: A single object
  Duration: Instantaneous
  Saving Throw: Will Negates
  Spell Resistance: No
  By marking any object of Large size or smaller with a
  small amount of your own blood, you always know the
  object’s general location. You can detect any item so long
  as it is within 1 mile/caster level. Unattended objects are
  not allowed a saving throw, but magical or attended items
  are allowed a save as normal. You may blood one item
  with each casting of this spell. As long as an item remains
  blooded, it occupies a spell slot of that level.
  Bring Object I
  Transmutation
  Level: Prt 1
  Components: S
  Casting Time: 1 action
  Range: The caster must be able to sense the target.
  Target: A single blooded object, 1 cu. ft.
  Duration: Instantaneous
  Saving Throw: Will Negates
  Spell Resistance: No
  When cast, this spell summons any previously blooded
  object (see above) to your hand so long as the item is within
  1 mile/caster level. The process takes a full-round to cast, but
  once completed, the item comes to your hand. The item
  cannot be heavier than you can lift in one hand. As with Blood
  Object, the item is allowed a saving throw only if attended or
  magical. Failure means you successfully retrieve the object.
  Success means that the object is not transported, and must
  be blooded again before another attempt can be made.
  More on Porté magic will appear in the upcoming Magic of
  Théah sourcebook.
  
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  The Redeemed
  The General, Eisen Fighter 8/Eisenfaust 5/Captain 1:
  CR 14; SZ M (humanoid); HD 8d10+24+5d8+15+1d6+3+3
  toughness); hp 122; Init+1 (Dex); Spd 20 ft; AC 19 (+1 Dex +1
  panzerhand +7 half plate); Atks: masterwork longsword
  +20/+14/+12 melee (1d8+3), panzerhand +17/+12/+7 melee
  (1d6+3), pistol +14/+9/+4 ranged (1d10); SA Retaliatory Blow,
  Waiting Game, Ambidexterity, 2 Weapon Fighting Style,
  Cunning Plans, Greedy; SV Fort +13,Ref +4, Will +16; Str 16,
  Dex 12, Con 17, Int 15, Wis 17, Cha 16; AL NG; Skills: Balance
  +3, Bluff +4, Craft (strategy) +8, Diplomacy +4, Gather Info +8,
  Intimidate +8, Intuit Direction +6, Knowledge (war) +5,
  Knowledge (Eisen) +5, Perform (Squares) +4, Profession
  (Commander) +10, Profession (Sailor) +3, Profession (Strat-
  egy) +13, Search +3, Sense Motive +8, Speak Languages
  (Eisen, Montaigne [alternately, any two languages
  from your campaign]), Spot +5; Feats: Brawny,
  Expertise, Exotic Shield (panzerhand),
  Greater Bind, Improved Beat, Indomitable
  Will, Iron Will, Leadership, Orders,
  Scoundrel, Skill Focus: Profession (strat-
  egy), Sunder, Toughness, Weapon
  Focus (sword), Weapon Focus
  (panzerhand).
  Note: The General’s breastplate,
  left armguard, left panzerhand, left
  leg guard, and left thigh plate are
  all made of dracheneisen. The
  breastplate is of such good quality
  that any damage sufficient to kill
  him from a blunt physical object
  (cannonball, 
  bullet, 
  club, 
  collapsing building, etc) allows
  him a Fortitude saving throw
  (DC 16). If successful, he 
  survives the damage with only
  1 hit point remaining. 
  The General’s Fist, the
  dracheneisen panzerhand, is
  capable of locking into place
  when he makes a bind attempt.
  If successful, the bind cannot
  be broken until he unlocks
  the grip, which is a full round
  action. If he fails to bind the
  opposing weapon, the
  panzerhand is locked
  into a fist until he
  unlocks it. If he has
  bound a non-magical,
  non-Syrneth sword, he
  may break it as a move
  equivalent action with a suc-
  cessful strength check of DC
  15.
  Background
  After years of slaughtering his countrymen during a bloody
  civil war, Baron Heinrich Von Stutten left his lands to create
  a peace treaty — a peace treaty that fell apart because his
  fellow nobles cared more for their own power than for
  ending the bloodshed. He returned to his estate to find the
  land in ruins and his people dead. Staring down at the desola-
  tion from a hillside, his eyes caught on the family motto
  engraved on his armor. “A nobleman shares his name with his
  land, but it is his honor that he holds most dear.” At that
  moment, he renounced his holdings, his armor, his honor
  and his very name. He walked away with nothing except the
  clothes on his back. 
  Heinrich became a mercenary, fighting for whoever would
  pay the most and answering only to “the General.” His obvi-
  ous skill in combat and strategy allowed him to rise quickly to
  command of a small troop of men working for Montaigne.
  During a visit to the Montaigne court, the Emperor was dress-
  ing down one of his admirals and screamed out that anyone
  could perform the job better, even that mercenary over there.
  The General took him up on the offer and the mercurial ruler
  quickly granted him command of the Montaigne Navy. 
  The General was not an easy master. He demanded excel-
  lence in his men and had no respect for any officer who did
  not carry his own weight. Many influential noblemen found
  themselves promoted to the captaincy of a barge, but for
  skilled men or those willing to learn, he offered promotions
  without regard of social standing — something the noble
  officers found scandalous. He also used many questionable
  tactics, such as paying criminals and smugglers to keep
  him informed about the activities of the pirates in the
  area, using hostages to force the surrender of pirates,
  and whipping anyone found in dereliction of his
  duties. 
  The General also instigated a change in
  strategy from using a few large, unwieldy
  galleons to employing large numbers of the
  more nimble frigates. His brutal tactics,
  steadily growing information web and
  skilled officer corps combined to form a
  powerful navy. Within months, he had
  shattered the disorganized pirates in the
  waters bordering Montaigne, then trans-
  ferred most of his ships to form a blockade
  against Castille. He had also made inroads
  against more organized privateers such as
  the Sea Dogs and the Brotherhood of
  the Coast. But then the Emperor’s
  mood shifted again, and a 
  perceived “failure” on the 
  General’s part led to his
  demotion in favor of
  Admiral Valoix (see
  page 13).
  He was still
  fuming over the
  insult when the Inquisition
  approached him. In exchange for 
  surrendering his men to them 
  to be prosecuted for their “war crimes,”
  he would be given a small fortune.
  Bitter over his demotion, he initially
  agreed but days before the ambush, he reconsidered. His time
  with the navy had reawakened his sense of honor, so rather
  than turn over his men, he loaded the money the Inquisition
  had paid him into a cannon and fired it at their ship. 
  His daring escape from their fury proved to his men and to
  himself that he was more than a money hungry mercenary. 
  He returned to his homeland long enough to reclaim his
  dracheneisen armor but did not believe that he is worthy of
  his lands or title yet. He set out with his single ship to rescue
  
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  another of the Inquisition’s victims — a Castillian Admiral
  named Orduño. The vessel vanished, along with everyone
  onboard, during the escape, and their current whereabouts
  are unknown. But the General and his men could turn up just
  about anywhere.
  The General is a burly bear of a man who lost an eye during
  the hard fighting in the Eisen revolution years ago. A man of
  deep convictions and an iron will, he is gruff and usually
  straightforward. Although he has had some past experience
  with intrigue and scheming, he generally finds politicians
  distasteful and prefers more the more “honest” conflicts
  incurred when dealing with pirates He is slowly rebuilding
  his belief that honor and duty are more important than any-
  thing else in a soldier’s life. For the first time in a long while,
  he cares for his men again and refuses to use dishonorable
  means to achieve a victory. Perhaps someday, he will find
  himself worthy of his heritage and return to reclaim his
  lands, but for now, he will simply strive to be a
  virtuous man and a good leader to his men.
  Using the General
  Although, he has reformed,
  the General was a
  man for hire who
  has used extremely
  dishonorable tactics in the past. While he
  is trying to repay the innocents he
  injured and thank those who have
  helped him along the way, he continu-
  ally finds himself hounded by the label
  of scoundrel and villain. For the player
  characters, he may be something of an
  enigma. They may have heard of his past
  deeds and believe they know what sort of
  man he is, but is likely to surprise them.
  For those who haven’t heard of him before,
  they may see the honorable man trying to
  make his way, and only discover later
  on that he has not always been so 
  virtuous. 
  For those who are taking passage
  with less-than-reputable sailors or
  those who are pirates themselves,
  they are likely to find him an
  implacable foe who puts the
  lessons he learned on the land to
  good use. He always gives his oppo-
  nents an opportunity to surrender, but
  often only after launching a devastating ambush. His infor-
  mation network still exists and some heroes may find 
  themselves seeking him out to gain important information. 
  In such a situation, he is willing to part with information in
  exchange for a hefty reward, but no amount of bribery will
  convince him to turn aside from his newly reformed honor. 
  His position as a captain in the Montaigne navy remains
  unchanged, mostly because no one in authority has taken the
  time to deal with it. While he only commands one ship, 
  he can call in favors and rely on past experience to request
  help from any other Montaigne ships in the area if he is in
  trouble. If playing in a campaign other than Théah, he holds a
  position in any human kingdom with a substantial navy.
  The Rogue
  Luis Rafael Dominguez, Castillian Swashbuckler
  3/Aldana Swordsman 5: CR 8; SZ M (humanoid); 
  HD 3d6+6 plus 5d8+10; hp 63; Init +9 (+5 Dex; +4 Improved
  Initiative); Spd 30 ft.; AC 27 (+4 Dashing and Daring; +5 Dex;
  +3 Light Footed; +5 Unarmored Defense Proficiency); 
  Atks: rapier +17/+12 melee (1d8+3), pistol +13/+8 ranged
  (1d10); SA Dexterous, Focused Master, Light Footed, One
  Blade as Two, Slipping Feint; SV Fort +4, Ref +12, Will +8; 
  Str 13, Dex 20, Con 14, Int 16, Cha 18; AL CG; Skills: Balance
  +5, Bluff +5, Climb +5, Diplomacy +4, Escape Artist +2, Gather
  Information +3, Hide +2, Jump +5, Knowledge (geography)
  +2, Knowledge (religion) +1, Listen +3, Move Silently +2,
  Ride +2, Search +3, Sense Motive +5, Speak Language
  (Avalon, Castille, Eisen, Montaigne, Vodacce; [alternately, any
  five languages from your campaign]), Spot +3, Swim +2,
  Tumble +8, Use Rope +1; Feats: Combat Reflexes, Dashing
  and Daring, Dramatic Display, Exotic Weapon Proficiency
  (firearms), Improved Initiative, Panache, Reckless (hubris),
  Unarmored Defense Proficiency (beginner), Weapon Expert
  (rapier), Weapon Focus (rapier), Weapon Specialization
  (rapier).
  Note: If you are using Théah as your campaign 
  setting, Luis is no longer officially a Knight of the Rose
  and Cross, but he still has ties with the organization.
  His former comrades in the Order have not aban-
  doned their friend and still offer their assistance
  on occasion, albeit covertly more often than not.
  Many hope to bring “Wandering Salvador”
  (Luis’ name among the Knights) back into
  the Order and help him realize his true,
  inspirational potential.
  New Feat: Dramatic
  Display [Fighter,
  Swashbuckler]
  Actions speak louder than
  words.
  Prerequisites: Cha 15+,
  Dashing and Daring, Weapons
  Expert
  Benefit: When armed with a
  weapon in which you are Expert, you
  may choose to forego one attack at your lowest attack
  bonus. Instead, you Dazzle a number of opponents equal to
  your Charisma modifier, inflicting a –4 morale penalty to
  their attack rolls and armor class as they shrink back from
  your martial prowess. This effect lasts for the duration of the
  battle.
  Background
  If you were to ask Luis Rafael Dominguez de San Angelo to
  describe himself, he would likely answer that he is simply a
  wandering swordsman who sells his blade to anyone who can
  meet his price. If you were to ask any of the scores of people
  he has delivered from dire peril, they would likely answer
  that he is a gallant hero with relentless courage and a knack
  for being in the right place at the right time. Curiously
  enough, the only person who would disagree with such senti-
  ments is Luis himself. No matter the number of good deeds
  or daring rescues he has performed, he refuses to recognize
  his courageous spirit as anything special.
  
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  Orphaned in early childhood, the amiable young Luis was
  adopted by a noble couple and raised as their only child. He
  was showered with both wealth and affection, but never grew
  spoiled or ungrateful for such a comfortable existence.
  Instead, he worked diligently to make his family proud,
  studying hard under private tutors and displaying a natural
  affinity for swordsmanship. 
  When he came of age, Luis attended the local university
  with the intent of becoming a Vaticine priest, but fate had
  other plans. Late one night, the cries of a damsel in distress
  disturbed the silence of Luis’ loft. Without a thought for his
  own safety, he rushed into action and made short work of the
  young woman’s assailants. Indebted for the timely rescue, her
  father, a diplomat from Avalon, sponsored Luis’ admission
  into the Order of the Rose and Cross. He soon earned a repu-
  tation as one of the most promising Knights in generations.
  Then the Montaigne invaded Castille, and Fate again
  changed the course of Luis’ life.
  Fearing for his family’s safety, Luis abandoned his duties
  and rushed home, only to be ambushed along the way.
  Broken and bloodied after fighting through a squad of vet-
  eran soldiers, he arrived at the Dominguez rancho too late to
  save those he loved most. His family’s estate had been one of
  the first to fall. Overcome with grief, he laid his parents to
  rest side by side under a giant shade tree along with his
  Knight’s tabard and his family sword, for he no longer felt
  worthy of them.
  He has since traveled all over Théah and its surrounding
  seas in the years, righting wrongs and combating evil wher-
  ever he finds it. No matter how many lives he saves, however,
  he remains haunted by his perceived failure to save his family.
  The gregarious attitude he once displayed as a Knight has
  been replaced with a darker, more reckless humor, and he
  now finds a grim satisfaction in combat that would have
  shocked his younger and more idealistic self.
  In spite of everything (including his own self-perception
  and self-deception), the core of his character has not changed.
  He is a true hero, whether he chooses to acknowledge it or
  not.
  Using Luis
  If there is trouble happening somewhere within your cam-
  paign setting, chances are Luis is in the thick of it. He is an
  excellent device to bring player characters into an adventure,
  whether he is asking for their aid as like-minded heroes or
  thwarting their latest nefarious schemes. Luis can also be
  used any time the player characters need support in a noble
  endeavor or simply a capable adventuring companion to help
  combat powerful foes.
  Over time, the player characters should be able to help Luis
  realize he is still a hero, either through their own heroic
  example or by providing him with a challenge only a hero
  could hope to overcome. Being emotionally wounded, Luis
  would be especially susceptible to the romantic encourage-
  ment (or challenge) of a female player character.
  The Scholar
  Mus Borwin, Vendel Wanderer 9: CR 9; SZ M (humanoid);
  HD 9d8 + 18; hp 71; Init +0; Spd 30 ft.; AC 10 (+0 Dex); 
  Atks: sword cane +7/+2 melee (1d6 +2); SA Evasion, Trades-
  man, Uncanny Dodge (Can’t Be Flanked), Wanderer’s Knowl-
  edge, Ward of the Albatross; SV Fort +6, Ref +6, Will +6; 
  Str 15, Dex 10, Con 17, Int 18, Wis 16, Cha 12; AL NG; 
  Skills: Appraise +12, Bluff +6, Decipher Script +11, Heal +7,
  Intuit Direction +11, Intimidate +6, Knowledge (arcana) +11,
  Knowledge (astronomy) +12, Knowledge (biology) +10,
  Knowledge (cartography) +10, Knowledge (history) +11,
  Knowledge (mathematics) +9, Knowledge (natural philoso-
  phy) +12, Knowledge (religion) +9, Listen +8, Move 
  Silently +6, Search +6, Speak Language (Avalon, Castillian,
  Eisen, Montaigne, Théan, Vendel [alternately, any six 
  languages from your campaign]), Spot +10, Wilderness 
  Lore +12; Feats: Detailed Knowledge (astronomy), Detailed
  Knowledge (cartography), Detailed Knowledge (natural 
  philosophy), Membership — Secret Society (Invisible 
  College), Survival, University.
  New Feat: Detailed Knowledge [General] 
  Choose one Knowledge skill. You have learned nearly every-
  thing that there is to know about that particular field of study.
  While you may have difficulty recalling specific details at a
  moment’s notice, you hardly ever fail to come up with the
  correct answer to a more generalized question if you have
  some time to think about it.
  Prerequisite: At least 3 ranks in the Knowledge skill.
  Benefit: You may retry rolls made with the chosen Knowl-
  edge skill.
  Special: You can gain this feat multiple times. Each time
  you take the feat, it applies to a new Knowledge skill.
  Background
  Mus Borwin is a tall, broad-shouldered Vendel, and one of the
  world’s foremost astronomers and experts on cartography. 
  He keeps his blond hair and beard cut very short. Due to an
  old injury to his right leg, he walks with a cane in his left
  hand. He speaks quietly and has a tendency to mumble
  because he forgets that others are listening. His colleagues
  often tease him about his name — “Mus” means “mouse” in
  Vestenmannavnjar — and his quiet demeanor and name
  seem to be at odds with his height, sturdy frame, and role as a
  hero.
  But Mus has not always been a quiet scholar. As a young
  man, he lived a much more adventurous lifestyle, getting
  involved in tavern brawls when he should have been study-
  ing. When school was not in session, he went traveling the
  continent in search of hidden knowledge about the stars. 
  It was during these travels that he became fascinated with
  maps and the problem of measuring longitude accurately.
  His high-spirited demeanor was extinguished one day in
  Eisen while he was in the field observing some new cannons
  designed by a former professor. When the battery he was work-
  ing with was overrun, Mus became involved in the skirmish
  and ended up trampled beneath a horse’s hooves. His shattered
  right knee never healed quite properly and he was forced by
  his injury to restrict his activities to more sedentary pursuits. 
  But he lost more than agility that day; Borwin also lost his
  faith. He had been an Objectionist, although not particularly
  devout, but he felt that no deity worth worshipping could
  ever have allowed him to suffer so much. While Mus 
  tolerates those who do actively practice religion, he hardly
  ever discusses theology. Publicly Mus is still an Objectionist,
  but privately he is more of an agnostic.
  But some good has come from the terrible experience. Mus
  has had time to focus on his goal of solving the navigational
  problem of longitude. Combining his twin fascination with
  astronomy and cartography, his latest method involves using
  the four moons of Re. He compares their positions as viewed
  
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  from a ship at sea with their position seen from a known point.
  This information, when combined with the time of sunset,
  based on latitude and date, allows the longitude to be calcu-
  lated. He hasn’t published this theory yet. He is waiting until he
  has had a chance to verify its usability at sea by sending a dozen
  ships out using this system at various latitudes and routes and
  comparing their findings. Only then will he announce it to the
  scientific community or seek serious investors.
  He has other interests as well. Anything from biology to
  philosophy holds him in rapt fascination, and he listens
  eagerly to news of new discoveries in the world. He has
  become a wellspring of information, which he readily shares
  with friends and close comrades. Those looking for obscure
  facts or scientific knowledge outside of regular channels
  would do well to seek his counsel.
  Using Mus
  There are many uses for Mus in a campaign. In Théah, he
  could be a contact for a member of the Invisible Col-
  lege. His knowledge of places, astronomy, and sci-
  ence allow him to serve as a sage in a fantasy setting.
  Borwin could also hire characters to seek new
  pieces of knowledge for him… or to help him
  test his method of measuring longitudes or
  test some other new navigational tool of his
  devising. Occasionally these expeditions
  get lost, so perhaps the player characters
  will find themselves in uncharted waters.
  Alternately, Mus could also hire adven-
  turers to find the survivors of a failed
  expedition which will take them to
  strange — and dangerous — places.
  While Mus no longer starts barroom
  brawls and has ceased drinking to
  excess, he has been known to enjoy a
  good wine or ale from time to time, and
  he certainly enjoys the conversation
  and camaraderie of a busy tavern. Player
  characters may encounter him as a regular
  customer of a local establishment, only to
  find that he is a gateway to adventure.
  The Smuggler
  Sebastiano Scogna, Vodacce Pirate 6/
  Captain 2: CR 8; SZ M (humanoid);
  HD 4d10 plus 3d6; hp 41; Init +3
  (Dex); Spd 30 ft.; AC 18 (+3 Dex; 
  +5 Unarmed Defense Proficiency); 
  Atks: rapier +9/+4 (1d6+1), belaying pin +8/+3
  (1d6+1), pistol +10/+5 (1d10); SA Cunning Plans, 
  Motivational Speech, Roguish Style; SV Fort +6, Ref +9, 
  Will +7; Str 12, Dex 16, Con 10, Int 13, Wis 14, Cha 18; 
  AL NG; Skills: Balance +5, Climb +2, Escape Artist +4, Intuit
  Direction +5, Profession (Sailor) +4, Speak Language (Avalon,
  Castille, Crescent, Eisen, Montaigne, Ussura, Vendel,
  Vodacce [alternately, any eight languages from your cam-
  paign]), Spot +4, Swim +3, Tumble +6, Use Rope +5, Craft
  (strategy) +6, Perform +9, Profession (tactician) +7, Sense
  Motive +7; Feats: Ambidexterity, Iron Will, Leadership, Pirate
  Trick (Belay That!, Over the Side!), Skill Focus: Profession
  (tactician), Unarmored Defense Proficiency, Weapon Special-
  ization (rapier).
  Background
  Dashing and roguish, Sebastiano Scogna is the epitome of the
  heroic scoundrel. Always willing to believe the best in
  people, even when they show him the worst, he is an idealist
  who has lived half his life on the high seas, and the other half
  dreaming of what lies beyond the horizon. He is widely trav-
  eled and well-versed in the cultures and languages of many
  lands, and speaks no less than seven major languages and 
  several minor dialects.
  Considering this, it would be difficult for Sebastiano to
  develop a strong loyalty to any flag or crown. Just as influen-
  tial in this matter is his lineage: his four grandparents each
  hail from different nations (in Théah, these are Castille,
  Eisen, Montaigne, and Vodacce), and it is entirely likely that
  his mixed blood goes back even further. His ancestry is
  nearly impossible to determine from his features and his
  accent is pure pirate. In short, he is a man with no home but
  his ship, the Santa Cecilia, and he wouldn’t have it any other
  way.
  Scogna has contacts, allies, and friends all over the known
  world, from barbarian villages to the most civilized metropo-
  lises. Similarly, his crew’s diversity is astounding, including
  a dark skinned first mate, a burly Vesten ship’s master, a
  dour head border from the mysterious east, and a
  young runaway girl who holds the post of chief
  gunner. A motley crew, indeed. That said, the bonds
  of loyalty are tight on the Santa Cecilia. Sebastiano
  has led them through several battles upon the
  high seas. They have sailed to every major port
  in the world, encountered ships flying every
  flag, fought off pirates, and even been pirates
  themselves.
  Though a frequent smuggler and occasional
  buccaneer — a man has to make a living —
  Sebastiano is not much concerned about the
  law catching up with the Santa Cecilia. Over
  the years, he has made several powerful
  nobles very rich. A ship and crew that has
  been an asset in the past may be again in the
  future. Besides, they couldn’t catch him even if
  they tried. Sebastiano long ago learned to keep
  an open mind, and he prefers words to blades.
  Nonetheless, if he is left with no other option,
  neither he nor his crew is afraid of a fight.
  Using Sebastiano
  Sebastiano makes an excellent recurring
  character in any campaign featuring a port
  city or one in which the PCs wander far
  and wide. He can be an incredible asset
  when the characters are in dire need of aid.
  He has many allies, and can make a fine staple in any cam-
  paign with few permanent NPCs. The Santa Cecilia can show
  up just about anywhere… though it shouldn’t be a naked plot
  device to bail them out of trouble. When Sebastiano and his
  crew bail out the heroes for the third adventure running, it’s
  probably time to let him sail off into the sunset for a while.
  Sebastiano himself always has a few schemes in play, for
  which he may need help — either to help complete or to bail
  out of. He is also an incurable rake, and will likely arrange
  some time alone with a certain female captain with whom he
  is smitten. Alternately, he might make an excellent romantic
  interest for one of the heroes.
  
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  The Santa Cecilia’s Holds
  Scogna and his crew have been pirates, smugglers and
  traders, sometimes all at once! As such, any number of inter-
  esting items might be in the holds of the Santa Cecilia at any
  given time. Feel free to use this as a plot contrivance (“Why
  yes, I just happen to have such a thing…”), or apply it to any
  vessel with a less-than-scrupulous crew. Alternately, you can
  use the table below to generate the contents of his holds. 
  At any given time, the Santa Cecilia carries 1d3 of the follow-
  ing items:
  Cargo (d10 roll)
  01
  Nothing. If each result on this table results in a 1, 
  the holds are empty, possibly because Sebastiano
  has temporarily fallen on hard times. He may 
  request the heroes’ aid in such circumstance
  (although he will always offer something in return 
  — the Santa Cecilia needs no charity!).
  02
  Exotic Spices. The Santa Cecilia is packed with exotic 
  — and illegal — spices, which are in high demand 
  throughout the more decadent courts of Théah. 
  Sebastiano may cut the PCs in on a piece of the action 
  if they can somehow make his delivery easier.
  03
  Fugitive. A fugitive from justice has hidden himself 
  among the crew of the Santa Cecilia (quite possibly 
  someone for whom the player characters have been 
  searching.) 
  04
  Paramour. A love interest of Sebastiano’s has been 
  spending time on the Santa Cecilia. It’s quite possible 
  she is of noble birth and her relatives may strongly 
  — and actively — disapprove of her liaison.
  05
  Food. The Santa Cecilia and her crew are planning 
  to run a blockade, and bring much-needed 
  supplies to a besieged port city.
  06
  Passengers. The holds have been temporarily 
  converted to passenger cabins, doubtless for individuals
  who could not find passage on a more reputable 
  vessel.
  07
  Relics. Sebastiano has come by several Syrneth 
  artifacts (or similar magic items), which he plans to 
  sell to the highest bidder. Everyone wants them, and a 
  few aren’t willing to wait until they get to market.
  08
  Crescent Cargo. The hold is packed with cargo from 
  the Crescent Empire, prohibited by the Vaticine 
  church. (In non-Théan campaigns, the cargo can 
  come from any far-off land with few connections to 
  the local area).
  09
  Spoils. Sebastiano has engaged in piracy on some 
  occasions, and this is one of those times. His holds are 
  full of the spoils of victory.
  10
  Dignitary. A diplomat, royal courier, or other such 
  personality has booked the Santa Cecilia for covert 
  passage.
  The Soldier
  Montegue Du Montaigne, Montaigne Fighter 5/Valroux
  Swordsman 5: CR 10; SZ M (humanoid); HD 10d10+10; 
  hp 74; Init +6 (+2 Dex; +4 Improved Initiative); Spd 30 ft.; 
  AC 21 (+2 Dex; +Unarmored Defense Proficiency); 
  Atks: rapier +12/+7 melee (1d6+3), main gauche +12/+7
  melee (1d4+3), pistol +12/+7 ranged (1d10), musket +12/+7
  ranged (1d12); SA Focused Training, Off-Handed Fighting,
  Raise the Stakes, Nimble; SV Fort +9, Ref +4, Will +8; 
  Str 12, Dex 14, Con 13, Int 15, Wis 16, Cha 19; AL LG; 
  Skills: Bluff +13, Climb +3, Diplomacy +8, Escape Artist +3,
  Heal +2, Jump +2, Knowledge (military history) +7, Ride +2,
  Search +6, Sense Motive +13, Speak Language (Eisen, Mon-
  taigne, Théan, Ussuran; [alternately, any four languages from
  your campaign]), Spot +4, Swim +3, Tumble +3; Feats: Combat
  Virtuoso, Exotic Weapon Proficiency (firearms), Improved
  Initiative, Lead by Example, Leadership, Natural Diplomat,
  Orders, Unarmored Defense Proficiency (beginner), 
  Unarmored Defense Proficiency (intermediate), Weapon
  Focus (main gauche), Weapon Focus (rapier), Weapon 
  Specialization (main gauche), Weapon Specialization (rapier),
  Willful (virtue).
  Note: In campaign settings other than Théah, Montegue
  could easily function as a talented soldier of a lower rank. 
  His affinity for leadership comes from his strength of charac-
  ter, not the decorations and honors bestowed by the military
  or nobility. He can serve any nation with a standing army, 
  or even defend a country incapable of defending itself.
  New Feat: Lead by Example [General]
  If you want something done right, do it yourself.
  Prerequisites: Cha 12+, Leadership
  Benefit: Twice per day, you may attempt to command
  those around you by offering a personal demonstra-
  tion of what you wish for them to accomplish. 
  
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  After declaring that you wish to Lead by Example, you must
  make a skill or attack roll. If you succeed, those watching
  your action gain your Charisma modifier as a circumstance
  bonus to their own rolls for the same task. Should you fail,
  you lose your Charisma modifier for the rest of the day and
  may not use this feat again until after the following day.
  Background
  General Montegue du Montaigne is a soldier’s soldier. Born
  to poor farmers in the Montaigne province of Paroisse, 
  Montegue abandoned his agrarian roots after the deaths of
  his parents. He joined the army at the age of fifteen and after
  two years of dedicated service rose to the rank of corporal.
  His immediate superior, Luc Flaubert du Doré, was
  impressed with the young man’s natural affinity for military
  strategy and personally saw to Montegue’s martial and tactical
  education.
  A gifted student, Montegue memorized every detail of the
  battles he studied, visualizing the various stratagems in his
  mind’s eye with perfect recall. More importantly, he recog-
  nized the mistakes other commanders made and devised
  alternate battle plans, following them to their inevitable 
  conclusions with the skill of a master chess player. His early
  training served him well throughout his military career. 
  He gained instant fame for repulsing an Inquisition-led
  assault on the royal palace, dividing his soldiers into firing
  lines to rain continuous musket volleys upon the enemy.
  Impressed and grateful, the king promoted Montegue to the
  rank of General and married him to his youngest daughter,
  thereby elevating him to the nobility. Shortly thereafter,
  Montegue was placed in command of the entire Montaigne
  army and ordered to “liberate” Castille from Vaticine influ-
  ence. The invasion was astoundingly success-
  ful but before the General could fully press his
  advantage, he was called away from the front
  line and ordered to begin a new assault upon the
  snowy wastes of Ussura. 
  Under Montegue’s brilliant leadership, Montaigne troops
  pushed further into Ussura than any army in history, 
  but even the mighty General could do little to combat the
  preternatural weather and wilderness. Ever the professional,
  his retreat from Matushka’s fury was as honorable as it was
  methodical.
  Montegue has the complete respect and devotion of his
  soldiers. He fights at their side, never asking them to take 
  a risk he is not willing to take himself. He will often put him-
  self in danger for their benefit and takes time during meals
  and encampments to develop a one-on-one rapport with
  even the lowliest private or drummer boy. He is even just and
  fair to his enemies; he would rather instigate a peaceful 
  surrender than incur needless slaughter, and is renowned
  across Théah for preferring diplomacy to devastation. Ever
  mindful that that thousands of lives are affected by every one
  of his decisions, the General will go to any length to follow
  the greater good.
  Using Montegue
  General Montegue can be a powerful friend or foe in any
  campaign. As an ally, he has few equals. Player characters
  could not ask for a more benevolent commanding officer to
  serve under or a more dedicated soldier to aid them in their
  noble objectives against hostile powers. As an enemy, 
  Montegue is formidable and relentless, never resting until he
  has succeeded in his mission or thwarted the player charac-
  ters in theirs. His gentlemanly demeanor and concern for his
  troops could take any group of player characters by surprise,
  especially if they are accustomed to only dealing with cruel,
  bloodthirsty warlords.
  Should Montegue ever have proof that he has been duped
  into waging war for a selfish or evil purpose, he will focus all
  of his military might on making things right, going so far as
  to leading a coup d’etat against whoever is foolish enough to
  mislead this man of honor. Montegue is a worthy and 
  consummate professional and holds everyone to the same
  high standards he has set for himself.
  The Spy
  Bors MacAllister, Highland Spy 10/Fighter 2/MacDon-
  ald Swordsman 5: CR 17; SZ M (humanoid); HD 10d6 +10
  plus 7d10 +7; hp 87; Init +2 (Dex); Spd 30 ft.; AC 22 (+2 Dex,
  +10 Unarmed Defense Proficiency); Atks: claymore
  +17/+10/+3 melee (1d12+1), knife +17/+10/+3 melee (1d4
  +1), or pistol +18/+11/+4 ranged (1d10); SA Alias (2), All out
  Attack, Brilliant Getaway, Contacts, Face in the Crowd,
  Follow the Blade’s Weight, Innocent Smile, Killing Blow,
  Sneak Attack +6d6, Wild Swing; SV Fort +12, Ref +11, 
  Will +7; Str 13, Dex 15, Con 13, Int 18, Wis 15, Cha 12; AL LN;
  Skills: Balance +5, Bluff +4, Concentration +7, Diplomacy +6,
  Disable Device +4, Disguise +12, Escape Artist +2, Gather
  Information +13, Hide +5, Innuendo +5, Intimidate +7,
  Knowledge (politics) +10, Knowledge (Sidhe) +4, Listen +9,
  Move Silently +6, Open Lock +3, Read Lips +4, Search +8,
  Sense Motive +13, Speak Language (Avalon, Castille, 
  Crescent, Eisen, High Eisen, Montaigne, Théan, Ussuran,
  Vendel, Vodacce; [alternately, any ten languages from your
  campaign]), Swim +4; Feats: Detect Lie, Exotic Weapon Profi-
  ciency (firearms), Forgettable, Leadership, Power Attack,
  Scoundrel, Side-Step, Unarmed Defense Proficiency (inter-
  mediate), University, Weapon Focus (claymore), Weapon
  Specialization (claymore).
  
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  Note: Bors is considered a Knight of Elaine and receives all
  of the social benefits thereof, even though he does not 
  officially belong to the class (and therefore receives none of
  the features of that class).
  Bors’ alias identities are a beggar/petty criminal named
  William O’Grady and Sir Ewan Reynolds, a less-than-intelli-
  gent courtier.
  New Feat: Forgettable [General]
  Forgettable [General]
  You have a face that others just seem to ignore. Even those
  who have known you for a long time can’t always remember
  when and where they last saw you.
  Benefit: Anyone attempting to remember your
  presence at a given event, identify you from a previ-
  ous association, or describe your features after
  having seen you suffers a –4 penalty to their
  Intelligence check. This penalty is reduced to –2
  for close associates or in circumstances where
  you might stand out (a rooftop duel, for
  instance, or a public speech in front of a
  crowd). The character may negate the penalty
  altogether by confirming his identity.
  Background
  Technically, Bors MacAllister is no differ-
  ent from any other Knight of Elaine,
  charged with the defense of Avalon from its
  enemies. But Bors doesn’t fight traditional
  enemies. He doesn’t slay dragons or confront
  evil swordsmen in duels to the death. His
  exploits aren’t sung about in taverns, and little
  children don’t hear stories about his heroics. 
  He fights an invisible battle and if he does his
  job, no one ever knows that it took place.
  Bors joined Elaine’s Knights at the
  behest of High King James Macduff, her
  political ally from the Highland Marches.
  From the beginning, it was clear Bors
  excelled as a spy. People never seemed to
  remember his face and he rarely spoke
  unless directly questioned. He had a
  phenomenal memory, however, and
  could recall entire conversations
  word for word. He also understood
  politics as few others could and knew
  that even the most benevolent ruler needed to bend the law
  to stay in power. Within a year, he had become Elaine’s 
  permanent master spy. 
  Bors fights secretive foes and sinister conspiracies that
  strike from the shadows. Even the purest kingdom has such
  enemies, and Bors makes sure they never threaten his Queen
  or her people. Political assassins, foreign spies, local insur-
  gents… all have learned to fear the soft-spoken Highlander.
  With a select band of fellow knights, he ferrets out insurrec-
  tionists and hidden enemies no matter where they hide. 
  In some cases, he merely frightens them or “persuades” them
  to leave the kingdom and never return. In other cases, more
  direct action is required. Every now and then, a would-be
  assassin is found floating face down in a harbor somewhere
  with suspicious knife wounds in his back. 
  The “Black Knight” never shirks from the darker side of his
  duties, although he rarely burdens his subordinates with a
  task that involves questionable behavior. If blood must be
  spilled, then he must do the spilling; he cannot ask another to
  take that moral burden. Nor does he speak to the Queen
  about his activities. If she doesn’t know what he does, she can
  never lie to protect him.
  Another man might grow corrupt in such a position, 
  abusing his power or stepping so far beyond the law as to
  obliterate his stated purpose. But MacAllister is stronger than
  that. He understands the line between right and wrong, and
  never crosses it without good reason. He has killed many
  people — and will do so unhesitatingly if he feels he must —
  but in every case, he believed that his actions saved lives.
  His often-unpleasant duties are balanced with a strong
  sense of moral purpose, which he uses to guide him in all
  things. Honorable “reasonable” malcontents protesting
  some perceived injustice. He has no wish to turn his
  beloved Queen into a despot. 
  His unflinching ethical standards keep him on an
  even course, and ensure that everything he does
  serves a greater good. Personal emotions never
  enter into his work, and he has no designs on
  power himself. What on earth would a man
  such as he do with it? 
  Using Bors
  In a non-Théan campaign, MacAllister can serve
  as a “black knight” in the employ of any benevolent
  ruler. He effectively acts as a 17th century intelli-
  gence operative who can identify potential threats
  and eliminate them before they become too 
  dangerous. He has a vast network of informants
  in all walks of life whom he uses to keep track
  of potential troublemakers. In the process,
  he comes into contact with all manner of
  shady figures… including adventurers.
  He therefore might employ the player
  characters in numerous different
  schemes. If they have previously tan-
  gled with one of his targets, he may ask
  for their help in uncovering their
  mutual foe. Alternately he may task
  them with stopping a particular plot in
  exchange for money or political clout. 
  As a source of political information,
  Bors has few peers: he keeps tabs on every prominent figure
  in his kingdom and won’t hesitate to trade what he knows in
  return for certain favors which almost always involve benefit
  for someone disadvantaged or downtrodden. As a plot exposi-
  tionist, he can help the DM deliver vital tidbits to the PCs on
  any number of subjects. But he always asks for something in
  return, and players who aren’t careful may be coerced into
  serving as his eyes and ears on an ongoing basis. 
  
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  The Vigilante
  El Vago, Castillian Swashbuckler 8/Spy 3/Aldana 3/El
  Punto Occulto 1: CR 15; SZ M (humanoid); HD 11d6+11
  plus 4d8+4; hp 80; Init+3 (Dex); Spd 30 ft; AC 26 (+2 Light-
  footed, +3 Dashing and Daring, +3 Dex, +8 Unarmored
  Defense Proficiency); Atks: masterwork El Punto Occulto
  rapier +19/+14/+9 melee (1d8+2+1d4), masterwork knife
  +19/+14/+9 melee (1D4+1D4), or pistol +16/11/+6 ranged
  (1D10); SA Courageous, Alias, Contacts, Brilliant Getaway,
  Light Footed, With Style 1/day, One Blade as Two, Sneak
  attack +2D6, Dexterous Strike; SV Fort +4, Ref +19, Will +8;
  Str 10, Dex 15, Con 12, Int 13, Wis 15, Cha 16; AL NG; 
  Skills: Balance +5, Bluff +12, Climb +8, Jump +8, Tumble +12,
  Sense Motive +10, Disable Device +4, Gather Info +12,
  Hide +8, Open Lock +3, Search +3, Disguise +4,
  Move Silently +7, Escape Artist +5, Spot +10,
  Ride +5, Diplomacy +10, Knowledge
  (Castillian politics) +8, Speak (Castillian,
  Théan, Avalon, Montaigne, Vodacce,
  Vendel, Eisen [alternately, any seven 
  languages from your campaign]); 
  Feats: Dashing and Daring, Expertise,
  Parry, Riposte, Membership (Los
  Vagos), Faith, Castillian Education,
  Weapon Finesse (El Punto Occulto
  Rapier), Weapon Focus (knife), Two
  Weapon Fighting, Ambidexterity,
  Weapon Specialization (rapier),
  Unarmored Defense Proficiency
  (beginner).
  Background
  El Vago, the Vagabond, is a familiar
  figure to all Castillians. A lone 
  vigilante wearing a grinning
  purple and white mask and a black
  cloak, he fights injustice against
  any foe of the people, then disap-
  pears into the shadows. 
  He uses a swordsman style
  known only to himself that
  emphasizes grace and daring
  over brute force; he is perfectly at
  home on horseback or in disguise at a nobleman’s ball. 
  The downtrodden and beaten look to him for succor, 
  knowing that he will face any odds to save them.
  When the Inquisition ordered a young woman burned at
  the stake for accusing a priest of seducing her, El Vago swung
  down and snatched her away from the hungry flames in the
  nick of time. When the Montaigne army marched upon 
  a defenseless town, El Vago attacked the lead platoon by 
  himself, then vanished into the night. When assassins
  attacked the High King himself, El Vago was on hand to fight
  them off even before the King’s own guards could arrive.
  In truth, no single person could ever accomplish all that 
  El Vago does and the truth is — he is not alone. A group of
  men and women have dedicated their lives to working in
  secret and supporting the actions of this shadowy figure.
  Known as Los Vagos, they gather information from noble and
  peasant alike, provide safe havens and equipment and sabo-
  tage the forces of Castille’s enemies in a myriad of ways. 
  The most dangerous of their missions is acting as the
  Vagabond himself, allowing him to appear to be in dozens of
  locations throughout the land in one night. Anyone captured
  during these daring escapades faces death at the very least.
  Regardless of this, the members of Los Vagos help their shad-
  owy leader gladly, determined to regain the pride and justice
  that is the birthright of the Castillian people. 
  With the help of all his informants and assistants, El Vago
  fights an endless battle to protect innocent lives, especially
  that of the young King Sandoval. The bloodthirsty Inquisition
  is striving to become the only political force in war-torn
  Castille; the best way to ensure that is to beat the common
  people into submission and to kill the inexperienced king
  before he produces an heir. Already they have tried to assassi-
  nate the young ruler twice and have forced him to accept 
  Cardinal Verdugo, their leader, as one of his chief advisors. 
  El Vago stopped both of those assassination attempts and has
  interfered on countless occasions with the Inquisition’s
  attempts to consolidate Castille under the Cardinal’s iron grip.
  Enraged by his opposition, the Inquisition searches for any
  sign of this strange masked vigilante and continues 
  to persecute anyone they believe may be harboring him.
  Meanwhile El Vago also continues his work, saving the
  wretched and the oppressed, exposing the Inquisition’s
  schemes and plans, and most of all protecting the king. 
  Using El Vago
  El Vago is dedicated to helping the
  common people against the forces of
  tyranny when no one else can or will. While in Théah,
  that opponent is the Inquisition and those who 
  operate against good King Sandoval. However, in a
  fantasy setting, the foe could be an unjust king, 
  a corrupt church, an invading army or anyone
  oppressing the common people. No matter
  the oppressor, El Vago’s network of 
  contacts and associates will keep him
  informed of what is going on and
  provide any support that he needs.
  Once aware of a threat, El Vago can
  conceive of a daring plan and act with
  blinding speed. He is extremely acrobatic and
  has no fear, both traits that he uses to great
  advantage in the cause of his beloved
  nation.
  El Vago is likely to approach party members
  looking for those who can aid him in his struggle. Many may
  don his white mask, adding weight to his growing legend.
  Another possibility is that a tyrant or lawful evil force may
  hire the party to hunt him down. El Vago is almost always
  found in civilized lands and urban settings; he fights oppres-
  sive governments, not rampaging monsters. In any situation,
  he appears calm and collected but his eyes are constantly
  roving. 
  In Théah, the noblewoman Maria-Soledad Rivera y Aldana,
  most often dons the mask of El Vago. The stats above are for
  her. Her father, Don Andrés Aldana, also acts as El Vago, and
  the stats may be used for him as well. If your campaign is set
  elsewhere, El Vago could be one of any number of people. 
  The only thing that matters is that (s)he possess an abiding
  hatred of injustice and the skills (both martial and political)
  to do something about it. Obviously, the character of El Vago
  lends itself seamlessly to a classic swashbuckling campaign,
  providing just the kind of daring nick-of-time heroics that is
  the hallmark of the genre.
  
  The following is a description of Théah’s most fearsome
  nonhuman creatures. They follow the same format set forth
  in the Dungeons and Dragons Monster Manual™, and may be
  used in any campaign which supports such rules.
  The Black Freighter
  Undead Ship
  Length: 100 ft.
  Width: 25 ft.
  Draft: 3
  Cannon: 50 guns
  Masts: 3
  Cargo: 10 tons
  Rudder: 3
  Crew: 200
  Special Ability: Frightful Presence, Unholy Wind
  AC: 14
  Hull Hardness: 9
  Hit Points: 2,000
  Feats: Regeneration (see New Feat below), Reinforced Masts,
  Reinforced Hull (2)
  Every sailor knows a tale of the Black Freighter that they
  swap on cold foggy nights in port: a floating ship of undead
  sailors doomed to spend eternity in torment. It has haunted
  the Théan seas for the last two hundred years. Most scoff at
  the idea while drinking inside a warm pub, but when
  they’re on the ocean, with the waves breaking beneath
  them and the fog rolling in, no one ever speaks of it… for
  fear of bringing it looming out of the darkness.
  The Black Freighter is more than a ship of skeletons. It is
  a force of nature that cannot be stopped without heroic
  exertion. It was formed centuries ago when a captain
  named Upham betrayed his crew and employers by sinking
  his ship upon a reef and stealing the cargo. Unfortunately,
  that reef was actually the coral encrusted severed claw of
  the Queen of the Sidhe. The blood of the sailors mingled
  with the salt water and the claw’s own dark power, and the
  bones of the creature absorbed their hatred. Over time, the
  sailors’ thirst for vengeance continued to change the
  sunken boat. The claw’s power replaced the rotting wood
  with bones and the sails with tattered flesh. The men them-
  selves were locked into a waking death at the bottom of the
  sea through years of torment. Finally, the ship rose from
  beneath the waves and one by one they hunted down
  Upham’s accomplices and slaughtered them. Upham was
  the last to die, lashed to the bowsprit of his old ship as it
  sank beneath the waves again. 
  Whenever a man of great evil dies pledging his soul to
  Legion, his wickedness attracts the Black Freighter like 
  a shark to blood. Often if the man’s body ends up in the sea,
  it will rise again with him as the new captain and a new 
  mission. Often it is simply a mission of vengeance against
  the living, but it comes back for other reasons as well. 
  The Freighter has hunted for lost treasure, searched for an
  object important in the captain’s life or simply continued
  the captain’s evil rampages. Usually the mission begins by
  attacking other ships to obtain crewmen. These men are
  twisted into undeath and forced to join the existing crew.
  Other dead find their way aboard as well and rise to join it
  ranks. Although most crewmen are evil, some innocents
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  are trapped aboard, forced to obey every order of the captain.
  When the ship has completed its mission, it returns to the
  sea’s embrace and the captain disappears forever. He is
  replaced by a new commander when the ship rises again.
  The Black Freighter’s power is focused on the hatred of the
  original crew for Upham, who is lashed to the bowsprit.
  While he remains there, the ship is almost invulnerable and
  heals all damage as soon as it is made. However, even if the
  ship is destroyed utterly, it will reassemble itself from the
  bones of dead sailors at the bottom of the sea and return when
  it has a new captain. It may take years of effort, but the ship
  will return. The only way to destroy the Freighter perma-
  nently is to destroy the source of its power: either the Black
  Siren herself or her claw which still floats somewhere upon
  the sea. Neither will be an easy task.
  The crew of the ship are drawn from dead cutthroats,
  killers and thieves forced to walk again at the Black
  Freighter’s command without rest. Even if killed, they will
  rise anew unless their bodies are utterly destroyed. Over the
  years, the ship’s repairs were made by absorbing the bodies of
  the undead and these dead may be raised to fight against foes
  during a boarding. The bony planks rip themselves free and
  form skeletal crew during such attacks… attacks which only
  a small handful of people have ever survived.
  Combat
  Frightful Presence (Ex): Anyone catching sight of the
  Freighter must make a Will save with a DC of 20 or suffer a –2
  penalty on attack rolls, weapon damage rolls, and saving
  throws. NPCs will attempt to flee or get as far away from the
  Freighter as possible. This effect lasts for 5d6 rounds; and stacks
  with any similar effects generated by the Freighter’s crew.
  Unholy Wind (Ex): The Black Freighter is constantly 
  surrounded by storms with winds of 40 mph. Any ships
  engaging in combat with it will suffer the effects as described
  on page 200 of the Swashbuckling Adventures handbook.
  The Freighter itself is immune to these effects.
  New Feat: Regeneration [Unique]
  As long as Upham remains lashed to the ship (see Background),
  it will heal 10–60 (1d6 × 10) points of damage each round. 
  If Upham is cut free, the ship will take damage normally.
  Black Freighter Captain
  Medium-size Undead
  Hit Dice: +3D12
  Initiative: As in life
  Speed: As in life
  AC: As in life +4
  Attacks: As in life
  Damage: As in life
  Face/Reach: As in life
  Special Qualities: Invulnerable, damage reduction 20/+2, 
  regeneration 5, undead command
  Saves: As in life
  Abilities: As in life
  Skills: As in life
  Feats: As in life
  Climate/Terrain: Changes to coastline or at sea
  Organization: Aboard the Black Freighter only. Always 
  accompanied by 10-20 Black Freighter Officers and 200 
  Black Freighter skeletons
  Challenge Rating: as in life +3
  Treasure: Standard
  Alignment: Usually lawful evil
  Advancement: By character class
  There can only be one Black Freighter captain at a time. This
  person is the focus of the Black Freighter’s mission and goals.
  He provides the impetus for all of its evil. Only a man of great
  evil and whose body floats in the sea can become the captain.
  No one captains this vessel without being unforgettable. 
  He will only survive as long as his last wish is unfulfilled.
  Once he has achieved it, the Black Freighter will return to
  beneath the waves and the captain will be put to eternal 
  torment. The last reported captain (in Théah, at least) was
  Robert Méchant, a sadistic Montaigne who was slain by “gentle-
  man pirate” Philip Gosse. Méchant swore revenge and was 
  resurrected by the Freighter under the name of Captain Necros.
  Gosse’s crew eventually succeeded in dispatching the vessel, but
  it cost Gosse his life, along with those of numerous innocent
  victims. For now, the Freighter seems gone, but rumors have
  quietly circulated of a new captain taking Méchant’s place…
  The character keeps all of his original skills and abilities
  except those involving divine power or the Faith feat. 
  Combat
  Regeneration: All damage to the Black Freighter Captain
  from non-blessed weapons is considered subdual damage. 
  He heals five points of damage per round of subdual damage. 
  Invulnerable: The Black Freighter captain cannot be
  destroyed unless Upham has been cut loose from the Black
  Freighter or the captain’s mission has been accomplished. Once
  the mission is accomplished, the Black Freighter will immedi-
  ately sink beneath the waves, dragging the captain with it.
  Undead Command: All undead in the vicinity must obey
  every order of the Black Freighter captain unless they make a
  Will saving throw DC 25. Crew of the Black Freighter have a
  loyalty penalty of –15 to their saving throw. If aboard the
  Black Freighter, the captain can call forth 1d6 bodies of
  former crew from the bone planks. These crew members will
  have the same statistics as Black Freighter skeletons.
  Black Freighter Officer 
  Medium-Size Undead
  Hit Dice: as in life +2D8
  Initiative: As in life
  Speed: As in life
  AC: as in life +2
  Attacks: As in life
  Damage: As in life
  Face/Reach: As in life
  Special Qualities: The character gains Undead and any one 
  of the special abilities listed below.
  Bloated: The character’s body is bloated with the gases given 
  off by his own decomposing internal organs. Whenever he 
  takes 5 points of damage from a piercing or a slashing 
  weapon, all living creatures with five feet must make a For
  titude save DC 20 or miss their next action due to nausea.
  Claws: The creature’s fingers become clawlike points and 
  inflict 1d6 damage.
  Demon Eyes: The undead character’s eyes glow eerily. Anyone 
  looking at him must make a Will saving throw DC 15 or 
  suffer –1 to hit and –1 to all saving throw rolls.
  
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  Headless:The body does not have a head; strangely, this doesn’t 
  interfere with the character’s ability to see or hear.
  Missing Limb: The character is missing one or two limbs. 
  If the creature can find a limb matching the one it is 
  missing, it can reattach it. The limb will function for 24 
  hours before it falls off; during that time the creature 
  relieve a +3 bonus to all actions.
  Skeletal: All internal organs have rotted away, leaving hard 
  bone behind. Increase the creature’s AC by 3.
  Regeneration: All damage from unblessed weapons inflicted 
  upon this creature is considered subdual damage and will 
  heal at the rate of three hit points a round. 
  Incorporeal: The creature cannot touch or be touched by 
  unblessed objects.
  Flaming: Although the creature is on fire, it is never 
  consumed. It inflicts an extra 1D8 damage on all attacks.
  Extra Training: The creature gains a bonus feat.
  Saves: As in life
  Abilities: As in life
  Skills: As in life
  Feats: As in life
  Climate/Terrain: Changes to coastline or at sea
  Organization: Gang (1 Officer and 6 Black 
  Freighter skeletons) or boarding party (2–4 
  officers and 12-24 Black Freighter skeletons)
  Challenge Rating: as in life +2
  Treasure: Standard
  Alignment: Usually lawful evil
  Advancement: By character class
  Black Freighter officers are charac-
  ters who have been changed into
  hideous undead creatures by
  the magic of the Black
  Freighter. Usually they are
  some of the worst murderers,
  thieves and beasts sailing upon
  the waters of Théah. However,
  the Freighter has occasionally
  seized an innocent life and forced it
  back into undead torment. There
  seems to be no rhyme or reason
  to whom the Freighter reani-
  mates. The officers
  should all be unique
  with their own abili-
  ties and skills. The
  character keeps all of his
  original skills and abilities
  except those involving divine power or the Faith feat. 
  Black Freighter Skeleton
  Medium-Size Undead
  Hit Dice: 2D12+2 (15)
  Initiative: +1 (Dex)
  Speed: 30 ft.
  Armor Class: 13 (+1 Dex, +2 Natural)
  Attacks: Cutlass +3 melee, or as weapon
  Damage: 1d6 +3 cutlass, or as weapon
  Face/Reach: 5 ft. by 5 ft./5 ft.
  Special Qualities: Undead, regeneration 3, skeletal 
  resilience
  Saves: Fort +0, Ref +3, Will +3
  Abilities: Str 13, Dex 13, Con 13, Int 13, Wis 13, Cha 13
  Skills: Balance +6, Climb +6, Intuit Direction +6, Jump +6, 
  Listen +6, Profession (Sailor) +6, Spot +6, Search +6, 
  Use Rope +6
  Feats: Unnerving Countenance
  Climate/Terrain: Coastlines and on the sea
  Organization: Gangs (6–8) or boarding parties (18–24) 
  Challenge Rating: 3
  Treasure: Standard
  Alignment: Usually lawful evil
  Advancement: —
  Combat
  Undead: Immune to mind-influencing effects, poison, sleep,
  paralysis, stunning and disease. Not subject to critical
  hits, subdual damage, ability damage, energy drain
  or death from massive damage.
  Regeneration: All damage taken by this crea-
  ture is considered subdual damage except for
  damage from blessed weapons. Subdual damage
  heals at a rate of three hit points per round.
  Skeletal Resilience: When within one
  hundred feet of a Black Freighter officer, these
  skeletons are not killed until reduced to –20 hit
  points. When aboard the Black Freighter, these
  skeletons are not destroyed until it is reduced
  to –50 hit points.
  Crypt Ghoul
  Medium-Size Humanoid
  Hit Dice: 2d8 (14 hp)
  Initiative: +2 (+2 Dex)
  Speed: 30 ft., swim 40 ft.
  AC: 14 (+2 Dex, +2 natural)
  Attacks: Bite +2 melee; 2 claws +2 melee
  Damage: Bite 1d6+1, claw 1d3
  Face/Reach: 5 ft. by 5 ft./5 ft.
  Special Attacks: None
  Special Qualities: Hold breath
  Saves: Fort +2, Ref +2, Will +0
  Abilities: Str 13, Dex 14, Con 15, Int 12, 
  Wis 13, Cha 8
  Skills: Climb +2, Hide +6, Listen +3,
  Move Silently +6, Spot +5, Swim +8
  Feats: Blind-Fight
  Climate/Terrain: Underground
  Organization: Solitary or (1d4+1)
  Challenge Rating: 1
  Treasure: None
  Alignment: Neutral evil
  Advancement: 3HD (Medium-size)
  Crypt ghouls are pale emaciated humanoids with sharp teeth
  and oversized eyes. Completely hairless, their bodies reveal a
  sickening pattern of veins lying just beneath the skin. They
  often dress in burial shrouds left behind by their ‘food’ and
  can masquerade as corpses to confound pursuers. Thanks to
  the periodic flooding of the catacombs in which they live,
  they are strong swimmers and can hold their breath for
  Crypt Ghoul
  
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  hours. They are found in the lowest reaches of the Vodacce
  islands, hiding amid the extensive mausoleums housing the
  bodies of the dead.
  Unlike normal ghouls, crypt ghouls are fairly solitary…
  although rumors persist of some vast crypt ghoul city some-
  where beneath Vodacce, where hundreds of the creatures
  dwell among the corpses that they have brought with them
  for company, camouflage and the occasional meal. Those who
  know about them shudder at the thought of crypt ghouls
  amassing in large numbers; and fear what such a city must be
  like. 
  Scholars often argue whether these creatures are related
  to the simian ghouls found in other parts of Théah or
  whether they are an entirely new species. Unlike
  normal ghouls, crypt ghouls are quite intelli-
  gent. While they mainly scavenge food from
  dead bodies, they’re not above hunting fresh
  meat if the opportunity presents itself.
  They plan cunning ambushes that
  often take stragglers in the 
  catacombs unawares, providing
  the inspirations for stories of
  “haunted” crypts. 
  Note: Despite their name,
  crypt ghouls are not undead.
  Combat
  Fortunately, crypt ghouls shun
  the light and it is unlikely they
  would plan a mass assault on
  the city above them. Crypt
  ghouls flee if aggressively
  confronted, but have no fear
  of fire and will stand their
  ground if they feel they have
  the advantage. Some work
  alone while others congre-
  gate in groups of two to six to
  share resources.
  Hold Breath (Ex): A crypt
  ghoul can hold its breath for
  long periods of times. At the end of
  each hour it should make a Fortitude
  save (DC 10). If it fails the check, 
  it must find air in the next 15 minutes.
  Otherwise, it holds its breath for
  another hour and then makes a new
  Fortitude save. If the creature is attacked
  or otherwise engaged in strenuous physical
  exertion since the last time it drew breath, the
  DC rises to 15.
  Using Crypt Ghouls
  Any city that is home to catacombs, underground burial 
  caverns, caves and ruins might very well provide a nesting
  place for crypt ghouls. The possibility of finding rich treasure
  could outweigh the possibility of death… or worse. Grave
  robbers willing to risk the ghouls may find some potent pick-
  ings in their territory. Furthermore, in Théah, the eradication
  of these foul creatures is something that the Vodacce Princes
  are committed to as a group, so they may very well be looking
  to hire independent adventurers to investigate the matter
  more thoroughly
  In Théah, a DM is somewhat limited in where he can place
  crypt ghouls, which are native to Vodacce. If the heroes aren’t
  in one of that city’s flooded crypts, they’re probably not going
  to meet them anywhere else. Although crypt ghouls are also
  unlikely to migrate, the DM may wish to put similar versions
  of them anywhere else where there is a flooded crypt or ruin.
  A DM may also wish to take a crypt ghoul and “evolve” it to
  other sets of environmental circumstances. “Ice ghouls” in
  Vesten and Ussura may be equally intelligent but evolve to
  deal with harsh cold and wind. “Mud ghouls” in Eisen may be
  good at digging and hiding themselves in mud. All such vari-
  ant ghouls would have the same basic statistics with
  an additional Special Quality or two well
  suited to the environmental condition they
  inhabit.
  Domae
  Medium-Size Monstrous Humanoid
  Hit Dice: 6d8 (27 hp)
  Initiative: +1 (Dex)
  Speed: 30 ft.
  AC: 15 (+1 Dex, +4 natural)
  Attacks: Masterwork crystal 
  longsword +7/+2 melee
  Damage: Masterwork crystal 
  sword 1d6
  Face/Reach: 5 ft. by 5 ft./5 ft.
  Special Attacks: Focused light, 
  illumination
  Special Qualities: Immunity 
  to light based attacks, SR 10
  Saves: Fort +3, Ref +5, Will +8
  Abilities: Str 13, Dex 13, Con 13, 
  Int 20, Wis 16, Cha 14
  Skills: Concentration +9, Craft (any 
  two) or Knowledge (any two) +9, 
  Listen +15, Search +10, Spot +15
  Feats: Alertness, Blind-Fight, Expertise
  Climate/Terrain: Underground
  Organization: Solitary, pair, gang (2–5), 
  band (10–100), or tribe (20–200)
  Challenge Rating: 3
  Treasure: Standard, but always one 
  Domae Stone (see below)
  Alignment: Usually lawful neutral
  Advancement: By character class
  The Domae (singular and plural) are one of the Syrneth
  races that existed in Théah in ancient times. Although no
  living Théan has claimed to see them, members of the
  Explorer’s Society have explored many Domae ruins and
  made some informed conjectures about the nature of this
  race.
  The Domae lived in an extensive series of underground
  tunnels and caverns in Montaigne, building vast cities and a
  substantial transport system. They were approximately 
  man-sized but composed of a strange amalgamation of crystal
  and flesh. Undisputed masters of underground mining, they
  apparently spent much of their time working in crystal.
  Researchers believe that they exported rare metals and 
  crystals to the other Syrneth races, keeping the best for them-
  Domae
  
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  selves. The Domae may have been closely allied with the
  Thalusai: both shared an interest in crystalline workings,
  although the insectlike Thalusai “spun” amber-like crystals
  from their own bodies.
  The Domae developed an unusual technology that 
  centered on the use of crystals as power sources and tools.
  Some of these crystals survive to this day, but no one in the
  Explorer’s Society has yet determined how they work or how
  to duplicate them. The Domae also used metal, but primarily
  for decoration rather than as tools. They also appear to have
  mapped the heavens in great detail. The Explorer’s Society
  discovered a vast “star map” beneath Charouse that not only
  displayed the current-day sky with an accuracy never before
  seen, but also showed the location of several stars (marked by
  crystals) that no longer adorn the skies.
  Unfortunately, the crystals tell researchers little about the
  Domae’s civilization. Scholars believe that among themselves
  the Domae existed in peace for millennia. However, they
  were ruthless in dealing with their enemies and used crystal
  weaponry to wipe out another Syrneth race, the Tessera.
  Some Old Théan scholars have speculated that the Tesserans’
  magnetism-based technology may have posed a particularly
  deadly threat to the Domae’s crystalline bodies.
  In the end, the Domae turned on each other for whatever
  unknown reason. They were equally ruthlessness towards
  themselves, and within a generation they wiped out so many
  millions of their number in a vast civil war that they dropped
  below the point of reproducible viability. The conflict
  destroyed their holdings as well: only one city survived. 
  Its ruins lie beneath Charouse, the capital of Montaigne.
  When l’Empereur ruled, only a select few were allowed to
  explore it, and the new revolutionary government has not
  changed the policy. A few such researchers have found
  Domae crystals and sold them on the black market. Most
  simply record their findings and leave; the ruined city plays
  havoc on the nerves.
  A few crazed individuals claim to have seen living Domae,
  while others worship them, and a few seek to emulate them.
  However, there is no evidence whatsoever that the Domae
  are alive and well anywhere today in Théah.
  Really.
  Combat
  Focused Light (Ex): Once per day a Domae can focus the
  energy in the crystalline structure of his body to fire a blast of
  concentrated light. This does 6d6 damage and has a range of
  60 ft. The target may make a Reflex save (DC 20) to take half
  damage.
  Illumination (Ex): Domae can cause a pale illumination
  to radiate from the crystalline parts of their bodies. This pro-
  vides the equivalent of moonlight out to a range of 30 ft. 
  They can increase and focus this illumination, causing a brief
  burst of light. They can only do this once every six rounds.
  The target of this flash must make a Reflex save (DC 20) or be
  blinded for 1-6 rounds.
  Using Domae
  The Domae are presented here as an example of a Syrneth
  race. A DM can use them as the basis to create a Syrneth civi-
  lization if he wishes to place one in the present day, or he may
  wish to present an adventure in ancient times featuring the
  Domae. Some may even wish to resurrect the Domae in the
  modern-day. If DMs wish to use the Domae as a “secret 
  civilization” they have a blank slate with which to work. 
  The Domae may be reluctant to embrace modern humanity,
  and approach a few that they feel are worthy or open relations
  with one or more nations openly. Alternately, they may con-
  sider humanity a threat, and launch a plot to wipe them out.
  Regardless of the circumstances, the question any DM must
  answer is: why have the Domae been absent for so long? And
  why have they returned now, after all this time?
  Note: When determining a Domae’s treasure, each always
  has at least one Domae Stone (see Swashbuckling Adventures,
  page 178). Roll randomly to determine which one they have: 
  Roll
  Stone Type
  1 or 2
  Blackstone
  3 or 4
  Bloodstone
  5 or 6
  Bonestone
  7 
  Moonstone
  8
  Rainbowstone
  9
  Smokestone
  10
  Waterstone
  The DM may wish to assign additional properties to these
  stones, properties which only work in the hands of the Domae.
  Drachen
  Gargantuan Magical Beast
  Hit Dice: 33d12+231 (445)
  Initiative: +0
  Speed: 60 ft.
  AC: 24 (–4 size, +18 natural)
  Attacks: 1 bite +41 melee, 2 claws +36 melee, 1 tail +36 melee
  Damage: 4d8+12 bite, 2d8+6 claws, 2d8+6 tail
  Face/Reach: 20 ft. by 40 ft./15 ft.
  Special Attacks: Frightful presence
  Special Qualities: Damage resistance 15/+2 and 
  dracheneisen weaponry, immunity to bare-handed 
  attacks, poison and repartee, scent, spell resistance 25
  Saves: Fort +25, Ref +18, Will +18
  Abilities: Str 35, Dex 10, Con 25, Int 8, Wis 10, Cha 8
  Skills: Hide +2, Listen +11, Move Silently +3, Spot +11, 
  Wilderness Lore +6
  Feats: Alertness, Track, Weapon Focus (bite)
  Climate/Terrain: Temperate and cold mountain
  Organization: Solitary
  Challenge Rating: 18
  Treasure: Standard
  Alignment: Chaotic neutral
  Advancement: none
  Drachen are in essence the symbol of Eisen. Early Eisen
  tribes worshiped the monsters from afar, hoping to gain some
  measure of their might. As time went on, the drachen became
  ingrained into their society, representing everything from
  the power of the gods to the nobility of Imperators. Today
  Eisen citizens view the drachen as a symbol of strength,
  willpower, and the refusal to give in — everything that the
  country once was and hopes to be again. 
  But the Eisen also see the drachen in a much darker light:
  as an uncontrollable power of nature, as the harshness of an
  uncaring world, and as a force which can toss them aside like
  twigs. Both aspects resonate deeply with the Eisen, and both
  play a vital role in their society. Drachen images dominate
  Eisen artwork, tales of the creature form a pillar of literature,
  
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  and soldiers often invoke the drachen before going into
  battle. Despite the fact that no one has laid eyes on a drachen
  for almost a century, these trends continue.
  Drachen themselves are 40-80 ft. long, with powerful claws
  and crushing jaws. In addition, their hide is so thick that it
  turns aside many weapons without effect. The drachen have
  adapted well to their mountainous homes in eastern and
  western Eisen, proving more agile and quick than many
  Théans would believe possible for a creature of that size. They
  are deadly trackers and can chase their prey for days. They’ve
  even been known to leap off tall cliffs to ambush interlopers.
  There are not many drachen left, but a warrior bringing back
  proof that he has slain one can expect a hero’s treatment in
  Eisen.
  The modern-day drachen should are descendants of the
  ancient Drachen race, a mighty species which built a proud
  civilization in prehistoric Eisen. A few scholars, aware that
  the modern-day drachen are merely a far smaller form of this
  earlier race, shudder in horror at the thought of what the
  ancient Drachen must have been like.
  Combat
  Frightful Presence (Ex): A drachen unsettles human and
  animal foes with its mere presence. This ability takes
  effect automatically whenever
  the drachen first makes its
  presence known. A poten-
  tially affected creature
  that succeeds at a Will
  save (DC 20) remains
  immune to that particular
  drachen’s frightful pres-
  ence for one day. A Hero
  with the Courageous
  Virtue cannot turn fright-
  ful presence against it.
  Drachen otherwise suffer
  the effects of fear normally.
  Using Drachen
  The player characters may
  never meet a more formi-
  dable opponent than a
  drachen. The DM should
  definitely play up the
  creature’s legendary aspects, taking great pains to emphasize
  their deadliness. In fact, it is unlikely most people would ever
  want to seek one out. Still, there is some reputation to be
  gained by seeking and destroying such a creature. An under-
  taking of that magnitude should be a great quest. Much of the
  danger should be in simply trying to find a drachen in the
  first place. They are reclusive creatures, and a trek to find one
  should involve many other factors (weather, natural obsta-
  cles, bandits and other monsters) before meeting the drachen
  itself. Indeed, a DM may simply declare that the heroes do
  not find one, then use the trek to start some other adventure.
  There’s a reason that drachen have not been seen by anyone
  within living memory.
  If the DM decides to let the Heroes find a drachen, the
  battle that follows should be legendary, and no effort should
  be spared to go easy on the adventurers. If the DM has played
  up the monster’s reputation, the PCs should expect casualties.
  Don’t disappoint them.
  Echo
  Medium-Size Undead (Incorporeal)
  Hit Dice: 5d12 (21 hp)
  Initiative: +1 (Dex)
  Speed: 30 ft.
  AC: 11 (+1 Dex)
  Attacks: Weapon +5 melee
  Damage: As weapon
  Face/Reach: 5 ft. by 5 ft./5 ft.
  Special Attacks: Terrifying presence
  Special Qualities: Undead, rejuvenation
  Saves: Fort +2, Ref +2, Will +1
  Abilities: Str 11, Dex 13, Con 13, Int 10, Wis 11, Cha 12
  Skills: None
  Feats: None
  Climate/Terrain: Any land and underground
  Organization: Solitary
  Challenge Rating: 5
  Treasure: None
  Alignment: Any
  Advancement: None
  An echo is a half-sentient
  being created when a
  person is killed by his worst
  fear. For instance, a man who
  is deathly afraid of the water and
  dies by drowning might very
  well create an echo. The spirit
  lingers in the spot of its cre-
  ation, hoping to duplicate its
  death using anyone that
  comes near. It is particu-
  larly strengthened by
  the death of inno-
  cents. It cannot
  travel more than 50
  ft. from the point
  of its death but
  the one thing
  that can drive off
  or destroy it is
  having a person
  bravely confront it in spite of its terrifying aspect.
  An echo resembles its corporeal shape at the moment of its
  death; following the example, an echo created by a drowning
  will look like a bloated corpse. Echoes appear solid upon
  casual examination with only a hint of transparency. 
  Echoes typically exist in two different types of circum-
  stances. There are those created by someone dying in a fairly
  public place. They can become powerful very quickly since
  many people are likely to encounter them. Then there are
  those echoes created by someone dying in an obscure out-of-
  the-way locale. These creatures take longer to increase in
  power, but their greater age makes them a bit more cunning.
  For instance, they can use their initially normal appearance to
  convince someone to approach them before launching an
  attack.
  Adventurers may also encounter an echo in a location so
  distant that the echo is unable to lure anyone there. 
  These creatures are weak and easily (if temporarily) handled.
  However, due to their remote location, they are unlikely to
  Drachen
  
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  prove much of a threat in future and the adventurers may
  choose to simply disregard them.
  Combat
  Incorporeal (Su): This ability allows the echo to pass
  through walls and other physical barriers. Any type of
  directed physical attack, magical or non-magical, will tem-
  porarily disrupt its essence (see Rejuvenation below). Magical
  and energy attacks have no effect on echoes.
  Terrifying Presence (Ex): This ability is similar to the
  standard Frightful Presence, but with some important differ-
  ences. It affects any viewer regardless of level. The range is
  line of sight: anyone seeing the echo is affected. Each round,
  anyone viewing the echo must make a Fear Check to resist
  the effects. If they fail, they suffer the normal effects of fear
  and cannot attack. In addition, they suffer 1d6 damage times
  their level. This damage takes the form of the
  manner in which the echo died. For each previous
  failure, they suffer a –5 penalty on their Fear
  Check.
  The DM should rate the echo on a scale of 1
  to 6. The more kills the echo has accrued,
  the greater the rating. Multiply the rating
  by 5 to determine the DC of the Will
  save to resist fear.
  Rejuvenation (Su): A single
  physical blow is sufficient
  to temporarily dispel an
  echo. It will restore itself in
  approximately one day. 
  A PC can only permanently
  destroy an echo by some-
  how forcing it to make a
  Fear Check that it then
  fails, or by conducting
  some manner of exorcism
  (the details of which are up
  to the DM).
  Using an Echo
  An echo is a one-shot
  threat, but potentially a con-
  siderable one. The problem
  is that without the proper
  means to destroy it (see Reju-
  venation), the echo will keep
  reforming to plague the
  living. If a group of adventur-
  ers lacks the means to dispose of it for good, they may have to
  seek out someone who can… or bear the burden of leaving
  the creature to kill yet more innocents.
  An echo can also provide a chance for pathos and redemp-
  tion. At the DM’s option (particularly if the PCs lack the
  means to deal with the echo as specified), they might also
  dispel the creature for good by fulfilling some goal that it had
  in life or by building some monument to it. Such a monu-
  ment should not cost less than 1,000 guilders. This sort of
  quest can become the basis for a complete adventure as long
  or short as desired. A DM may wish to consider this option if
  he or she places the echo in a remote location. Because the
  echo has not had the chance to kill innocents, the PCs may be
  a bit more sympathetic toward it. This also provides them
  with a way to deal with the echo before it has a chance to kill.
  In this case the echo becomes more of a “traditional” ghost.
  All echoes have the same abilities and statistics regardless
  of their knowledge and skills during life but most of them are
  irrelevant in its current state.
  Firebird
  Huge Magical Beast
  Hit Dice: 16d10 +64 (155 hp)
  Initiative: +1 (Dex)
  Speed: Fly 100 ft. (average)
  AC: 16 (–2 size, +1 Dex, +7 natural)
  Attacks: 2 claws +19 melee, bite +14 melee
  Damage: Claws 2d6+6, bite 4d6+6
  Face/Reach: 10 ft. by 5 ft./15 ft.
  Special Attacks: Burn
  Special Qualities: Damage reduction
  15/+2, evasion, fire resistance 30, spell
  resistance 15
  Saves: Fort +13, Ref +10, Will +11
  Abilities: Str 22, Dex 13, Con 18, 
  Int 13, Wis 15, Cha 15
  Skills: Knowledge (nature) +2,
  Listen +6, Sense Motive +12,
  Spot +9, Wilderness Lore +9
  Feats: Alertness, Flyby Attack,
  Weapon Finesse (bite)
  Climate/Terrain: Cold forest,
  hills, plains, mountains
  Organization: Solitary
  Challenge Rating: 14
  Treasure: Special (magical
  feather)
  Alignment: Chaotic neutral
  Advancement: None
  There is only one Firebird. It is a 
  legendary creature whose origins date
  back to the early existence of
  Matushka, the guardian spirit of
  Ussura. When Matushka
  went into a vast sleep to con-
  template her loneliness, she
  summoned four guardians to
  her, including a great eagle.
  While in the slumbering
  Matushka’s presence, these
  guardians absorbed some of
  her magical energies which rendered them fully sentient and
  effectively immortal. When Matushka awoke she was greatly
  pleased with the four animals that had looked after her in her
  slumber, and rewarded them even further. She gave to the
  eagle the power of ever-burning flame; it became the Firebird
  and flew out into the world, traveling north from the Azov
  forest where Matushka had slumbered and taking up 
  residence somewhere near the mountains around Breslau, 
  in northern Gallenia. When the royal Riasanova family came
  into existence they took the Firebird as the symbol of their
  line.
  The Firebird has been spotted erratically across the 
  centuries. The Breslau mountains are a dangerous place at the
  best of times, and few travel there. Not only do natural 
  hazards and various natural and supernatural creatures pose 
  a threat to those seeking the Firebird, but many claim the
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  creature itself has little interest in humanity. Still, some have
  apparently managed to make contact with the Firebird.
  Apparently a few Pyeryem sorcerers have displayed the abil-
  ity to shapeshift into a Firebird after traveling to the Breslau
  peaks. They do not speak of what happened on their quest,
  but their Firebird form is breathtakingly powerful. 
  The Riasanova family guards its accessibility to the Firebird
  very closely and not surprisingly, most known Pyeryem sor-
  cerers who possess its gift come from the Riasanova line.
  Many believe that the tail feather of a Firebird brings good
  luck, though there is no one alive today who can claim they
  have such a feather in their possession. Some Ussurans also
  claim that the Firebird is not entirely a friend to the Ussuran
  people. They say that it was not the Cathay sorcerers who 
  created the Firewall in 735, but rather the Firebird. Some
  assert the Firebird created the wall on Matushka’s behalf,
  while others say it acted on its own initiative. A few believe
  that it now serves the mysterious citizenry of Cathay.
  Combat
  Burn (Ex): Those hit by the Firebird’s bite and claw attacks
  must succeed at a Reflex save (DC 22) or catch fire. The flame
  burns for 1d4 rounds, and inflicts 1d6 damage per round 
  (as per page 86 of the DUNGEON MASTER’S Guide™). A burning
  creature can take a move-equivalent action to put out the
  flame. Creatures hitting the Firebird with natural weapons or
  unarmed attacks also catch fire unless they succeed at a
  Reflex save.
  Using the Firebird
  The Firebird is a unique, legendary creature. It should only
  take an active interest in a situation when it involves the fate
  of all Ussura (or whatever nation it calls home, if you are not
  playing in Théah). More often, it can appear simply as an
  omen rather than as a creature to be fought and killed. 
  The Firebird is fully intelligent and can speak to those it
  desires. Technically it is one of the five ruling members of the
  Beast Court (see “Talking Beasts” for more). However, unlike the
  other four (Wolf, Bear, Cat, and Wolverine), it rarely attends
  such meetings and does not try to assert its rulership over
  other creatures of the air.
  As noted, the Firebird’s feathers have magical properties.
  Someone may wield a feather and make a single Wish, as cast
  by a 20th-level sorcerer. However, the Firebird must give the
  feather freely. A feather taken from its dead or unconscious
  body will not grant a wish. The Firebird will only give such a
  feather to those who undertake some great quest, either on its
  behalf or on behalf of Matushka.
  Pyeryem mages may also meet a Firebird if they are seek-
  ing it out to receive the creature’s skin. Unlike other animals,
  the Firebird may grant its animal skin to multiple Pyeryem
  sorcerers To receive the Firebird’s skin, a Pyeryem sorcerer
  must bargain with the creature. The Firebird is very demand-
  ing and may require some quest before granting the sorcerer
  this boon. Note that the Firebird’s lifespan is no longer tied to
  that of the sorcerer(s) in these circumstances.
  Forest Fiend
  Tiny Beast
  Hit Dice: 1d10 (5 hp)
  Initiative: +3 (Dex)
  Speed: 10 ft.
  AC: 15 (+2 size, +3 Dex)
  Attacks: Bite +5 melee
  Damage: Bite 1d3-4
  Face/Reach: 2 1/2 ft. by 2 1/2 ft./0 ft.
  Special Attacks: Swarm attack
  Special Qualities: None
  Saves: Fort +2, Ref +5, Will +1
  Abilities: Str 3, Dex 17, Con 10, Int 1, Wis 12, Cha 6
  Skills: Climb +7, Hide +6
  Feats: None
  Climate/Terrain: Forest
  Organization: Typically pack (5-30)
  Challenge Rating: 1/8
  Treasure: None
  Alignment: Neutral evil
  Advancement: None
  The forest fiends of the Lockhorn Forest in Eisen appear to be
  small black mammals: similar to squirrels, if one ignores their
  long teeth, thick black claws, and murderous dispositions.
  Because they are so small, most travelers assume they are no
  threat… until the attack comes. They like to strike en masse,
  then drag the corpses of their victims up into the trees to feed
  upon them. Forest fiend territory is often littered with bones.
  The creatures have a voracious appetite and groups of them
  can devour a man in the space of a few minutes. Lockhorn
  woodsmen sometimes use cows or other livestock to bait
  them, then shoot the vermin from a distance when they
  arrive to eat.
  Firebird
  
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  Forest fiends have migrated from the Lockhorn Forest
  recently, spreading slowly into western Eisen over die Weiss-
  bergen mountains. They can be found in die Schwartzen Walden
  and plague both Sieger and Fischler provinces. Eisenfürst
  Sieger considers them a minor annoyance, while Fischler
  doesn’t seem to have noticed them at all. The farmers in these
  areas initially found them a minor annoyance, 
  considering them a lesser threat than the local kobolds (see
  page 50). Their opinions soon changed when the fiends began
  descending on herds of cows, stripping them to the bone in
  mere minutes. Many Eisen peasants lack firearms, making it
  far more difficult to deal with the fiends’ tiny size. Some have
  begun appealing to adventurers for help.
  Combat
  Swarm Attack (Ex): Five forest fiends can make a single
  attack doing 1d8+2 bite damage. If one or more of their
  number are killed, they will try and form a new group of five
  whenever possible. If that is not possible, the reduced swarm
  does 2 points less damage for each missing fiend, to a mini-
  mum of 0 damage.
  Using Forest Fiends
  Forest fiends are a minor threat, but can be dangerous in large
  numbers. As noted above, they are basically vermin and
  adventurers might be called in to deal with them in the
  manner of modern-day exterminators. A DM may wish to use
  a relatively small group of forest fiends to get a group of
  heroes in just over their heads. Have them track a relatively
  small group of fiends to a supposed lair… only to discover
  four or five times that number lying in wait. A group of
  heroes, confident they can deal with the fiends, may find
  themselves being chased by a much larger number. Forest
  fiends may also be used as a precursor to a larger and more
  dangerous enemy.
  Ghoul, Théan
  Medium-Size Humanoid
  Hit Dice: 2d8 (14 hp)
  Initiative: +1 (+1 Dex)
  Speed: 30 ft.
  AC: 12 (+1 Dex, +1 natural)
  Attacks: Bite +1 melee; 2 claws +1 melee
  Damage: Bite 1d6, claw 1d3
  Face/Reach: 5 ft. by 5 ft./5 ft.
  Special Attacks: None
  Special Qualities: Scent
  Saves: Fort +2, Ref +1, Will +0
  Abilities: Str 13, Dex 12, Con 14, Int 10, Wis 11, Cha 7
  Skills: Climb +2, Hide +6, Listen +3, Move Silently +6, 
  Spot +5
  Feats: None
  Climate/Terrain: Any
  Organization: Pack (3d36)
  Challenge Rating: 1/2
  Treasure: None
  Alignment: Neutral evil
  Advancement: 3HD (Medium-size)
  Forest Fiend
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  Ghouls appear to be an offshoot of apes. They have exagger-
  ated fangs and claws, but walk more upright than their simian
  cousins. They are quite cowardly around healthy animals, but
  will attempt to drag any sickly or wounded creature that they
  encounter (including humans) off to tear apart and devour.
  Firearms frighten them, but the lure of blood is irresistible,
  and they will inevitably return to harass the wounded often .
  Wounded humans in particular attract ghouls, who will
  only attack someone who has lost half or more of their hit
  points. Otherwise they will try to stay out of sight, often 
  following a traveling party in hopes that one or more of their
  intended prey will become engaged in battle and injured.
  Ghouls are an odd kind of carrion. They prefer living flesh to
  dead, but will subsist on carrion if necessary. They often step in
  after an intended victim has dispatched some greater menace,
  hoping to capitalize upon any injuries he has suffered. Because
  of this, they often live in the vicinity of some greater threat.
  Ghouls live in all areas of Théah, from the frozen wastes of
  Vendel to the swamps of Vodacce. Several sub-species have
  adapted to a particular climate and terrain. Despite their
  name, Ghouls are not undead, and do not possess any undead
  abilities or weaknesses.
  Ghouls have a loose pack structure roughly similar to apes.
  Few researchers have expressed an interest in studying them:
  they are held in universal disdain due to their revolting 
  carrion habits and cowardly tactics. Still, in large numbers
  they can pose a considerable threat, and even seasoned war-
  riors are careful not to let their guard down.
  Combat
  Paralysis (Ex): A character who suffers a ghoul bite or
  claw attack needs to make a Fort save (DC 14) or suffer paral-
  ysis for 1d6 +2 minutes. 
  Using Ghouls
  Ghouls are ubiquitous “annoyance” monsters. Due to their
  attack habits they will not appear unless a party of heroes has
  already been wounded. If you need a quick encounter to liven
  things up or keep the PCs on their toes, throw a
  few ghouls at them after they have
  already fought some other crea-
  ture, or had trouble with
  brigands or soldiers on
  the road.
  The Great Grey
  Gargantuan Magical Beast
  Hit Dice: 40d10+400 (620 hp)
  Initiative: +0
  Speed: Swim 15 ft.
  AC: 29 (–4 size, +23 natural)
  Attacks: 4 tentacle rakes +52 melee, 2 arms +47 melee, bite
  +47 melee
  Damage: Tentacle rake 2d8+12, arm 1d8+6, bite 4d8+6
  Face/Reach: 20 ft. by 40 ft./10 ft. (100 ft. with tentacle)
  Special Attacks: Improved grab, constrict 2d8+12 or 1d8+6,
  fear
  Special Qualities: Cold resistance 10, damage resistance 5/-,
  fast healing 5, spell resistance 12,
  Saves: Fort +0, Ref +3, Will +0
  Abilities: Str 35, Dex 11, Con 31, Int 3, Wis 3, Cha 10
  Skills: Listen +10, Search +10, Spot +107
  Feats: Blind-fight, Great Fortitude, Improved Critical 
  (tentacle), Improved Trip
  Climate/Terrain: Any aquatic
  Organization: Solitary
  Challenge Rating: 19
  Treasure: None
  Alignment: Always neutral
  Advancement: 41+ HD (Gargantuan)
  Some sailors speak of an island with grasping tentacles and a
  voracious hunger for human flesh. While most people scoff,
  the tales are growing too numerous to ignore. They call it the
  “Great Grey” because of the sickly pallor of its flesh, and warn
  you to beware of an island where none has been seen before.
  For once, the sailors’ stories actually, underestimate the crea-
  ture’s power. While rumors abound about the Great Grey, the
  reality is far worse. The beast is an enormous kraken covered
  in barnacles and capable of swallowing small vessels whole.
  What separates the Great Grey from most kraken is its mind-
  less pursuit of prey and its almost preternatural taste for any-
  thing living. 
  The Great Grey will mindlessly pursue a meal for days to
  fill its enormous gullet, and nothing less than a leviathan or
  a shipload of sailors will satisfy its prodigious appetite. 
  Its strength is its ability to attack and eat almost anything,
  but therein lies a weakness. It is constantly ravenous and
  obsessed with finding sustenance. It has no real preferences,
  able devour a hold of fish as easily as a longboat of men. With
  no natural predators, it cannot conceive of any danger to itself
  and so will continue eating even after the first cannon volley
  crashes home. Once the immediate threat is destroyed, it will
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  quickly forget its danger as it focuses on its eternal hunt for
  more food.
  In Théah, the creature’s home lies to the west of the Froth-
  ing Sea, though a beast of its size and stature can carve out a
  niche for itself nearly anywhere and it is moving steadily
  closer to Théan shipping lanes. Its full size has never been 
  calculated, but cobbled-together stories estimate that the
  beast must be nearly a mile long. Sailors have reported
  leviathans with suction marks on their frame nearly eight
  feet across, giving credence to such claims.
  While the Great Grey can survive at nearly every depth, 
  it often rests upon the surface and trails its tentacles deep into
  the water as it searches for prey. Sailors who inadvertently
  land upon the creature, believing it to be an island, are lucky
  to receive a quick death. The creature’s exact age cannot be
  traced, but humanity’s earliest myths mention a floating isle
  of death, which seems to match the recent descriptions of the
  beast. That would make it at least two thousand years old
  which means it could be one of the ancient Syrneth race…
  perhaps the progenitor of all kraken. However, its inferior
  intellect puts its true nature into question.
  There is supposedly only one Great Grey. Theus preserve us
  if others exist.
  Combat
  The Great Grey’s massive size allows it to grapple entire ships
  and squeeze the hull in its grasp. A single man caught in the
  water with the Great Grey is fodder.
  Improved Grab (Ex): To use this ability, the Great Grey
  must hit an opponent of up to Huge size with an arm or 
  tentacle attack. If it gets a hold, it can constrict. 
  Constrict (Ex): The Great Grey deals automatic arm or
  tentacle damage with a successful grapple check against
  Huge-sized or smaller creatures. If grappling a ship or other
  inanimate object, the Great Grey deals maximum damage
  each round.
  Fear (Su): The combination of the Great Grey’s horrific repu-
  tation and immense size strikes fear in the hearts of its prey. Just
  looking upon the beast is enough to make one stop in fear.
  Everyone within 300 ft. of the Great Grey when it first appears
  must succeed at a Will save (DC 30) or be unable to do anything
  except Flee in that round. This roll must be made each round. 
  Hounds of Night and Fog
  Medium-Size Magical Beast
  Hit Dice: 4d10+8 (28 hp)
  Initiative: +5 (+1 Dex, +4 Improved Initiative)
  Speed: 40 ft.
  AC: 15 (+1 Dex, +4 natural)
  Attacks: Bite +6 melee
  Damage: Bite 1d8+2
  Face/Reach: 5 ft. by 5 ft./5 ft.
  Special Attacks: Curse of lycanthropy as hound or hybrid
  Special Qualities: Scent
  Saves: Fort +6, Ref +5, Will +5
  Abilities: Str 15, Dex 13, Con 15, Int 6, Wis 13, Cha 6
  Skills: Hide +3, Listen +4, Move Silently +2, Spot +4, 
  Wilderness Lore +3
  Feats: Blind-Fight, Improved Initiative, Track
  Climate/Terrain: Temperate forest, hills, marsh, mountain
  Organization: Pack (3-36)
  Challenge Rating: 3
  Treasure: None
  Alignment: Chaotic neutral
  Advancement: 5-8 HD (medium-size)
  Legends of shapechangers began in Ussura where folk tales of
  mysterious individuals who don the skins of animals and takes
  on their form are commonplace. However, the Glamour of the
  Highland Marches has twisted these tales into something far
  less benign. A pack of wild hounds roam the Highland moors,
  a pack that the natives whisper about over their hearth-fires.
  They are known only as the Hounds of Night and Fog. There is
  only one pack, and no one knows exactly from whence they
  came. Some say they are the loosed pack of some horrible
  Sidhe, while others claim they are the wilderness incarnate
  sent to reclaim civilized Highlanders. Whatever their origin,
  every Highlander has learned to fear their call. They hunt trav-
  elers bereft of shelter and anyone else unfortunate enough to
  be caught out of doors when the sun goes down. Then the
  Hounds’ unearthly howls rise in the air, growing closer and
  closer as they near their prey. Those who hear their cry rarely
  live long enough to reach any kind of help.
  Hounds of Night
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  The Hounds appear as great wolves or mastiffs with glow-
  ing red eyes and strangely intelligent faces. A closer examina-
  tion (if a witness has time enough to do so!) reveals human
  features upon some of the creatures. One Hound might have
  hands instead of paws, while another might have a human
  mouth with a wolf’s tongue lolling out. A few might even
  appear fully human, naked and running on all fours like a
  dog. The Hounds stalk and kill anyone they find, using group
  tactics to surround their prey. An unearthly fog accompanies
  them everywhere, giving victims only the barest hints of
  their true location. By the time they strike, the victim is usu-
  ally too panic-stricken to do more than flee.
  Those killed by the Hounds are usually found the next
  morning, disemboweled and partially eaten. Worse still are
  those injured by the pack; the wounds become infected with
  the Hounds’ Glamorous essence, and the victim feels a grow-
  ing urge to run wild into the woods. If not cured, they turn
  feral and abandon the trappings of civilization forever. Many
  believe that these individuals join the Hounds on their eter-
  nal hunt, and eventually transform completely into canine
  form. One survivor of their attack claimed to see his missing
  brother amid their number, running on all fours with his
  body covered in fur.
  Destroying a Hound is no easy task, but it can be done. 
  Like all creatures of Glamour they are vulnerable to cold iron,
  while silver burns them like fire. If a victim can fight them
  off for an entire night, they will leave upon sunrise and never
  trouble him again. Rural farmers who have survived an attack
  unscathed sometimes take new careers as guides, promising
  to lead travelers safely through the Hounds’ domain. Nobody
  knows how large the pack is, but no matter how many
  Hounds are killed, more always rise to take their place. They
  are as eternal as the moors themselves.
  Combat
  Curse of Lycanthropy (Su): Any human hit by a
  Hound’s bite attack who survives the combat must
  succeed at a Fortitude save (DC 15) or contract
  lycanthropy. If they fail, they will change into
  a Hound over the course of the next seven
  days. At the end of that time they must
  make a Will save (DC 20) or transform
  into a Hound and become a NPC. Spells
  that remove curses and similar
  enchantments will work to restore an
  individual so cursed. After receiving
  such a spell, the character must suc-
  ceed at a Will save (DC 20) to break
  the curse.
  Using the Hounds
  In Théah, the Hounds will only
  appear in the Glamour Isles. They
  are creatures of legend, and like
  most such creatures are best treated
  as such. Rather than treat them as
  another monster to be battled, a DM
  should use them to create an atmos-
  phere of both fear and wonder: in short, the
  atmosphere of Avalon. They are a relatively “low-
  level” threat, but in a sense they are unbeatable.
  Adventurers who encounter the pack are forever safe
  from them (unless the DM decided that particular supersti-
  tion is false!), and so another encounter may never occur.
  True heroes may be called upon to defend someone else: 
  perhaps a transformed brother or sister seeking to bring their
  kinfolk into the pack. The Hounds may not trouble someone
  who has escaped them once before, but if that person deliber-
  ately puts herself in their path again, all bets are off.
  Kobold/Gargoyle, Théan
  Small Humanoid
  Hit Dice: 1d8 (8 hp)
  Initiative: +2 (+2 Dex)
  Speed: 30 ft. (gargoyles have flight 60 ft. (poor))
  AC: 13 (+1 size, +1 Dex, +1 natural)
  Attacks: Bite +1 melee, 2 claws +2 melee
  Damage: Bite 1d3+1, claw 1d3
  Face/Reach: 5 ft. by 5 ft./5 ft.
  Special Attacks: Poison
  Special Qualities: None
  Saves: Fort +2, Ref +2, Will +0
  Abilities: Str 8, Dex 13, Con 11, Int 9, Wis 12, Cha 8
  Skills: Hide +4, Listen +4, Move Silently +5, Search +3, 
  Spot +4
  Feats: None
  Climate/Terrain: Temperate forest, hills
  Organization: Typically pack (3-36)
  Challenge Rating: 1
  Treasure: Standard (no non-shiny items)
  Alignment: Neutral evil
  Advancement: 1d8 (Small)
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  Kobolds are nasty, fanged beasts about the size of a large dog
  with tough, scaly skin and evil yellow eyes. While specimens
  can be found throughout Théah, they are particularly preva-
  lent in Eisen. They infect the Schwartzen Walden and have
  spread to all corners of the ruined countryside. Their exact
  appearance varies between individuals: some crouch on all
  fours, some walk upright; some are gaunt and skeletal, others
  are corpulent and thick. Some even have wings which they
  use to fly. Flying kobolds are generally known as “gargoyles”
  and can be found in die Weissberg Mountains of western Eisen.
  Kobolds run in packs, attacking from ambush if possible
  and using their superior numbers to outflank victims. Kobold
  packs are territorial and won’t move into another pack’s terri-
  tory. Because of this habit, Eisen natives place stone statues
  of gargoyles to convince kobolds that the territory is
  already “occupied.” The kobolds almost inevitably
  catch on to the ruse, however.
  Kobolds are attracted to shiny objects,
  taking them from the bodies of victims and
  collecting them in a communal lair: 
  typically a cave, burrow, or hollowed-
  out tree. Some of the bigger kobold
  packs have amassed an Imperator’s
  ransom in gold and jewels . . .
  mixed in with gleaming junk. 
  Since they rarely stray far
  from their packs, it is difficult
  for rural Eisen villages to find
  a single one to dispatch, and
  harder still to deal with the
  creatures en masse. Stuffed
  kobold heads are common dec-
  orations in roadside taverns,
  and some towns even mount
  them on their ramparts as a
  warning to potential foes (and
  to deter other kobold packs
  from moving into the terri-
  tory). There is currently a
  booming business among
  Eisen taxidermists who have
  acquired the knack of skinning
  and stuffing kobold corpses.
  Montaigne has proven a ready
  market for such trophies
  and many nobles have a
  stuffed head or two above
  their mantelpiece.
  Combat
  Poison (Ex): If a First Aid roll (DC 15) if not performed on
  someone bit or scratched by a kobold, the victim takes 1d6
  damage every day until a successful roll is made. This damage
  cannot be healed until someone makes the First Aid roll.
  Using Kobolds
  Kobolds are another “annoyance” monster, and do not pose a
  great threat except to low-level characters. A DM can use
  them to liven up a journey or when she needs a random
  threat. They can also prove a greater threat if the DM wishes
  to use them as the basis for a full adventure. A party might try
  to track them to their lair, perhaps inspired by the creatures’
  habit of hoarding shiny valuables, only to find a much larger
  nest then they were expecting.
  Also, the DM can use a kobold hunt to start a totally extra-
  neous adventure. A Montaigne noble might approach the
  adventurers and express an interest in procuring a stuffed
  head. First the adventurers will have to find a kobold and kill
  it and its brethren. Then they’ll have to find an Eisen taxider-
  mist, who might be having problems with a local criminal
  gang, and can’t provide his services until the thugs are dealt
  with. Meanwhile, the noble’s enemies seek to thwart him and
  send their own minions after the adventurers. In this case the
  kobold is merely a means to an end, more of a story hook then
  a threat unto itself.
  Leshii
  Medium-Size Fey
  Hit Dice: 6d6+12 (36 hp)
  Initiative: +1 (Dex)
  Speed: 40 ft.
  AC: 15 (+1 Dex, +4 natural)
  Attacks: Whip +4 melee
  Damage: Whip 1d8+1
  Face/Reach: 5 ft. by 5 ft/5 ft.
  Special Attacks: Pain
  Special Qualities: Elemental resistance, 
  immunity to plant-based spells, natural 
  invisibility, protection from animals, 
  shapechange
  Saves: Fort +3, Ref +2, Will +7
  Abilities: Str 12, Dex 13, Con 14, Int 17, 
  Wis 17, Cha 13
  Skills: Bluff +5, Hide +9, Knowledge 
  (riddles) +15, Listen +7, Move 
  Silently +8, Spot +7, Wilderness 
  Lore +7
  Feats: Alertness, Dodge, Mobility, 
  Weapon Focus (whip)
  Climate/Terrain: Temperate and cold 
  forest, hills
  Organization: Solitary
  Challenge Rating: 4
  Treasure: Magical apple (see below)
  Alignment: Chaotic evil
  Advancement: 6-10 HD (Medium-size)
  The Leshii are pranksters, wicked to
  humans because they believe humans are
  imperfect, something they are constantly
  trying to prove. Sometimes the Leshii appear
  as green-skinned men and women of various ages,
  dressed as peasants but lacking a belt and wearing their shoes
  on the wrong feet. Sometimes they appear as talking birds or
  small animals. In most stories, a Leshii appears to a traveler in
  an animal form and challenges him or her to a riddle. If the
  human fails to answer, the Leshii assumes its human form
  and whips the ignorant fool to the point of death.
  If bested in a riddle contest or otherwise tricked, a Leshii
  will occasionally grant a magic apple to the victor. These
  apples have various abilities from granting youth, beauty,
  wealth or health, to bringing misfortune, changing a man
  into a donkey, or forcing the eater to speak only the truth.
  Only another Leshii can remove such a curse, which usually
  involves another riddle or a quest of some nature.
  Leshii
  
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  Leshii rarely fight except to defend themselves but they are
  formidable warriors when the need arises. With their barbed
  whips, they can do a great deal of damage, and they know the
  woodlands of Ussura like no other. Leshii whips are far more
  painful than mortal whips, and transform into twigs in the
  hands of any non-Leshii.
  It is not clear what relationship, if any, the Leshii have to
  the Sidhe. Most scholars believe that they are simply another
  subgroup of the Sidhe. A few, noting they have no apparent
  weakness to cold iron, believe them to be a separate race. 
  See pages 61–64 for more on the Sidhe.
  Combat
  Pain (Su): Anyone successfully struck by a Leshii whip
  must succeed at a Will save (DC 17) or be stunned with pain
  for 1–4 rounds.
  Shapechange (Su): Leshii can shapechange at will into
  the form of any small animal they wish. This takes a single
  standard action, and is otherwise similar to shapechange as cast
  by a 20th-level sorcerer.
  Using Leshii
  The Leshii are another form of “legendary” creature of Théah,
  and as such are intended to do more than provide a target
  dummy for sword-happy adventurers. They provide a good
  excuse for the DM to engage the players in a riddle contest or
  other such duel if he so desires. Alternately, the DM may
  simply have Leshii take the form of small animals and play
  pranks on the adventurers. The relationship between
  Matushka and the Leshii is not clear, but they seem to enjoy
  any chance she gives them to torment humans.
  Treat a Leshii’s magical apple as a Wish spell, as cost by a
  20th-level sorcerer. Note however that the effects of the wish
  are determined by the Leshii, not the person who receives the
  apple. Whether the wish is a beneficial or harmful one is
  entirely at the Leshii’s (and DM’s) discretion.
  Leviathan
  Colossal Beast (Aquatic)
  Hit Dice: 32d10 + 320 (496 hp)
  Initiative: +1 (+1 Dex)
  Speed: Swim 60 ft. 
  AC:13 (–8 size, +1 Dex, +10 natural)
  Attacks: Slam +31 melee, bite +26 melee, gore +26 melee 
  Damage: Slam 4d8+3, bite 3d4+1, gore 3d4+1 
  Face/Reach: 50 ft. by 50 ft./30 ft.
  Special Attacks: Capsize
  Special Qualities: Blindsight, damage reduction 
  25/piercing, protective guardian, scent  
  Saves: Fort +28, Ref +19, Will +11
  Abilities: Str 40, Dex 13, Con 30, Int 6, Wis 12, Cha 6
  Skills: Listen +6*, Spot +6*, Wilderness Lore +12
  Climate/Terrain: Any aquatic
  Organization: Solitary, or pod (1 leviathan + 6–11 cachalot 
  whales)
  Challenge Rating: 21 
  Treasure: Special (see below)
  Alignment: Always neutral
  Advancement: 32+ HD (Colossal)
  Leviathans are close cousins to the far more common whale
  but powerfully oversized and sporting ram-like tusks. They
  swim the same waters as their kin, and breed with them,
  making any whaling expedition in Théah a potential catastro-
  phe. Fortunately, however, they are quite rare, appearing in
  numbers only in the waters surrounding La Bucca. The Broth-
  erhood of the Coast has learned to either sedate the
  leviathans or avoid their detection, and ships manned with
  Brotherhood crew risk leviathan attack only if they provoke
  the beasts.
  Unlike proper whales, however, leviathans are belligerent
  and vengeful, and prone to hunting ships stained with
  whale’s blood. According to sailors’ legends, they delight in
  Leviathan
  
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  the taste of human flesh, but the Explorer’s Society has dis-
  counted this. Some rare whalers have taken to hunting the
  leviathans themselves, but even fewer have done so success-
  fully. Successful whalers can carve up to 100 leviathan bones
  (see Swashbuckling Adventures, page 181), and reap in 1,000
  guilders worth of sperm oil per every three hit die of the
  leviathan itself. Should the leviathan travel in a pod, the
  potential profit could retire a whaler in a single voyage. All he
  has to do is kill it…
  A typical leviathan is 80 feet long and 60 feet wide, its
  mouth brimming with tusks and its body pockmarked with
  scars and barnacles. They weigh about 200 tons. They cannot
  breathe underwater, though they can hold their breath as
  long as any other whale.
  Combat
  Leviathans attack ships by slamming
  into or biting them. Due to their
  enormous size, leviathans cannot
  tailslap effectively. If the
  leviathan is in a pod, the whales
  will prefer to flee while their
  guardian protects them. They
  remain to fight only if a kraken is
  present, or if unable to flee (har-
  pooned or otherwise impeded).
  Capsize: The most dreaded
  part of any leviathan attack is not
  the initial onslaught itself, but its
  aftermath. If the leviathan inflicts
  more than half its possible
  damage against a ship, the ship
  begins leaking, and will sink in
  2d10 rounds if the leak is unat-
  tended. Anyone in the rigging of
  a ship attacked by a leviathan
  must make a Reflexes save (DC
  equal to the damage of the attack)
  or fall to the deck. Anyone
  already on deck must make a sim-
  ilar save or fall prone and suffer
  1d10 damage. The person at the
  ship’s helm may make a Reflexes
  save and a Navigation check
  (both at the DC equal to the
  damage of the attack) to avoid all
  of these effects for the attack, but
  may perform no other actions
  that turn.
  On a critical hit, the threat turns into absolute
  doom. The ship capsizes, and will fully sink in 1d4 rounds
  unless righted. Those thrown into the water are no likelier to
  survive than hands trapped below decks, as the leviathan will
  likely continue its attacks, catching up to two Huge, four
  Large, eight Medium-size, or sixteen Small-sized or smaller
  creatures in its slam or bite attacks. Characters struck directly
  by a leviathan must make a Fortitude save (DC equal to the
  damage of the attack) or be stunned for 1d6 rounds.
  Blindsight (Ex): Like dolphins, leviathans can “see”
  through the use of sonar, allowing them to detect all objects
  and creatures within 150 feet. A silence spell negates this abil-
  ity, forcing the leviathan to rely on its vision (approximately
  as good as a human’s).
  Skills: Leviathans gain a +4 racial bonus to Spot and Listen
  checks. These bonuses are lost if Blindsight is negated. They
  also receive a +4 racial bonus to Wilderness Lore checks
  when tracking by scent.
  Protective Guardian: Leviathans strongly resemble extra-
  ordinarily large cachalot whales, and may go unnoticed in a
  pod of such whales. Unless a sharp-eyed individual notes the
  creature’s telltale tusks or large size (Spot check at DC 20 + 2
  for every true whale in the pod), the leviathan catches the
  ship’s occupants flat-footed should it attack.
  Mirror Ghost
  These strange spirits are unique to Montaigne, a fact which
  die Kreuzritter and others attribute to Porté abuse. The
  spirits of those who died with deep regret, mirror
  ghosts are pitiful but dangerous foes.
  Mirror ghosts are, above all else, tormented
  creatures. They recall their mistakes with per-
  fect precision, and little else holds their
  attention. The knowledge pains them terri-
  bly, driving them to attack those who, though
  living, they consider kindred spirits. Mirror
  ghosts seek out those individuals who are
  inherently flawed in soul, whose mistakes
  will ultimately lead themselves and those
  they hold dear to ruin. Whether the ghosts
  rationalize their attacks as an attempt to spare
  others their own fate is unknown.
  A mirror ghost appears much he was in life,
  but hazy and indistinct. More notably, his
  eyes are blood red and his hands are missing,
  with bloody stumps as though someone
  crudely removed the offending limbs. The
  memory of his life contorts his face into a
  cruel rictus of pain.
  Mirror ghosts speak any
  languages they knew in life,
  but rarely do so other than to
  lament or howl accusations of
  a victim’s failings. Montaigne
  nobles used to capture the
  ghosts 
  — 
  suspended
  between two facing mirrors
  — for their amusement. This
  practice has fallen out of
  fashion since the revolu-
  tion… and tales of escaped
  ghosts’ vengeance on their
  former captors has discouraged those
  wishing to revive it. See below for more
  information on capturing a mirror ghost.
  Creating a Mirror Ghost
  “Mirror ghost” is a template that can be added to any humanoid
  creature (referred to hereafter as the “character”), provided it
  had a Flaw or Hubris in life. The creature’s type changes to
  “undead (incorporeal).” It otherwise uses all the base creature’s
  statistics and special abilities, except as noted here:
  Hit Dice: Increase to d12
  Speed: Mirror ghosts have a fly speed of 15 ft, with perfect
  maneuverability.
  Mirror Ghost
  
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  AC: Natural armor is the same as the base creature’s, but
  applies only to combating other incorporeal creatures or
  against ghosttouch weapons. 
  Attacks: None (see below). The mirror ghost loses the base
  creature’s attacks.
  Damage: None
  Special Attacks: The mirror ghost loses all of the base
  creature’s special attacks, gaining the following in their stead:
  Judgment (Su): Once per turn, the mirror ghost makes a
  ranged touch attack. This attack can only target an opponent
  with a Flaw or Hubris, but automatically hits and can affect
  corporeal creatures. When using its attack, the mirror ghost
  inflicts 5 points of damage per use of the Flaw or Hubris
  during the last week of game time, as though the ghost struck
  the target with a +5 weapon.
  Special Qualities: The mirror ghost loses all of the base
  creature’s special qualities, gaining those of the undead type
  and incorporeal subtype, as well as the following:
  Commune (Sp): By smearing fresh human blood upon the
  mirror, a person may commune with the mirror ghost, as per
  the spell of the same name (as though cast by an 18th level
  cleric). 
  Porté Dissonance (Sp): Mirror ghosts negate all nearby
  attempts at Porté sorcery (as though surrounded by an
  antimagic field cast by an 18th-level sorcerer; this only affects
  Porté sorcery). This effect continues even if trapped (see
  below), and arouses no suspicion from Montaigne authorities;
  even before the Revolution, many nobles considered trapped
  mirror ghosts to be a fine conversation piece.
  Rejuvenation (Su): In most cases, it is virtually impossible to
  truly destroy a mirror ghost through simple combat: the
  “destroyed” spirit will restore itself in 2d4 days, and even the
  most powerful spells are incapable of stopping this process.
  An otherwise destroyed mirror ghost returns to its old haunts
  with a successful level check (1d20 + ghost’s level or HD)
  against a DC of 16. As a rule, the only way to permanently
  banish a mirror ghost is to discover and set right the tragedy
  that led to its present state of existence. The exact means
  varies from ghost to ghost, and may require a great deal of
  research.
  Sense Weakness (Su): Mirror ghosts can innately sense
  the presence of individuals with Flaws or Hubrises, and
  track such individuals as though they had the Track feat.
  Mirror ghosts have a +8 racial bonus to such checks.
  Trap (Su): If a mirror ghost travels between two mirrors
  which face each other, the mirrors trap the ghost within
  them. The ghost appears within the mirrors, and pounds
  at their surfaces. Should the mirrors ever move such
  that they no longer face each other, the ghost frees
  itself. Trapped mirror ghosts cannot attack, but may
  use their Commune and Porté Dissonance abilities.
  Turn Resistance (Ex): A mirror ghost has +4 turn
  resistance.
  Saves: Same as the base creature
  Abilities: Same as the base creature, except that the
  mirror ghost has no Strength or Constitution score, but
  has +8 to its Charisma.
  Skills: Mirror ghosts receive a +8 racial bonus to
  Hide, Listen, Search, and Spot checks. Otherwise, same
  as the base creature.
  Feats: Same as the base creature
  Climate/Terrain: Any land and underground.
  Organization: Solitary, gang (2-6), or mob (7-12)
  Challenge Rating: Same as the base creature +2
  Treasure: None
  Alignment: Usually any chaotic
  Advancement: Same as the base creature.
  Night
  Members of die Kreuzritter who first don the Black Glove
  receive a dire warning beforehand: unless they fear capture or
  the utter failure of their missions, they are to do anything
  necessary to ensure that neither they nor their allies die
  within the Dark Paths. Such is considered a fate far worse
  than death. A person slain in the Dark Paths returns to a
  shambling unlife, usually within the following day. Most are
  evil, only two thus far documented do not seek the deaths of
  their former brethren. Die Kreuzritter have a name for such
  unfortunates: Nights.
  Nights usually appear as normal humans, often covering
  their telltale wounds with armor (see shadow armor, below) to
  better deceive their prey. Nights appear as they did just after
  death, including the wounds which killed them (the only
  known Night who deviates from this pattern is Lakov — dis-
  cussed below — who reportedly died of shadowburn; Lakov
  appears as a stiff, frozen cadaver, though he moves as quickly
  as any swordsman). They prefer to wear the garb of their
  Kreuzritter heritage, whether in honor of the past or in mock-
  ery thereof. Their minds are strange, alien things, frequently
  paranoid and malevolent, though Lakov frequently seeks out
  and aids die Kreuzritter lost in the Dark Paths. 
  Night
  
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  Of the 17 known Nights, only two are considered relatively
  benign: Lakov, who occasionally aids die Kreuzritter walking
  the Dark Paths, and Alcala, a seeming madman who obses-
  sively seeks a prized locket which contained a portrait of his
  wife. The other 14 follow the 15th, Judith, and share in her
  dark designs for the world. A description of Judith can be
  found on page 10; a description of the Dark Paths can be
  found on pages 118–119 of the Swashbuckling Adventures
  handbook.
  Creating a Night
  “Night” is a template that can be added to any humanoid crea-
  ture (referred to hereafter as the “character“), provided it can
  become undead and gain access to (and die within) the Dark
  Paths. The creature’s type changes to “undead,” and it uses all
  the character’s statistics and special abilities, except as noted
  here.
  Hit Die: Increase to d12
  Speed: Same as the character
  AC: As the character, but Nights prefer their shadow armor
  ability to any armor they could otherwise wear.
  Damage: As the character; most Nights rely on common
  weapons or Dark Blades (see Swashbuckling Adventures, pages
  177–178; only Nights of CR 12 or better own Dark Blades).
  Special Attacks: None.
  Special Qualities: Nights lose all access to Nacht sorcery,
  and are unable to leave the Dark Paths on their own. They can
  only reenter the real world through the use of a Cloak of
  Shadows. Judith and her Nights will attempt to kill or subdue
  a character wearing a Cloak before facing any other targets. 
  Shadow Armor (Su): As a partial move action, any Night can
  materialize or dismiss a suit of black armor. This cannot be
  worn with normal armor, but gives the following benefits:
  shadow (as per the armor enchantment; see the DUNGEON
  MASTER’S Guide™), and damage reduction of 10/+1. This armor,
  and any dark blades, dissolves into shadow if the Night is
  destroyed.
  Immunities (Ex): Nights are immune to cold, electricity,
  polymorph, and mind-affecting attacks.
  Saves: Same as the character
  Abilities: –2 Wisdom
  Skills: As the character; Nights speak all languages they
  knew in life.
  Feats: As the character, but Nights lose access to any
  Nacht abilities.
  Climate/Terrain: Dark Paths only
  Organization: Solitary, patrol (2-5), or squad (6-12)
  Challenge Rating: Same as the character +1
  Treasure: None
  Alignment: Special (see below)
  Advancement: By character class
  Night Characters
  Nights are created when a person dies in the Dark Paths, and
  their remains lie within that domain for 24 hours. After that
  time, the character becomes a Night, though his mind is dam-
  aged in the process. In addition to the Wisdom ability loss,
  roll 1d10 and consult the following table:
  1–3:
  The character becomes convinced that his undead 
  state can only cured through some esoteric method, 
  such as retrieving a personal item or seeking forgiveness
  from a wronged person. Alignment shifts to chaotic, 
  but remains otherwise unaltered. Alcala is one such 
  Night.
  4–5:
  The character becomes paranoid, feeling that every
  one is out to destroy him. He may try to fool others 
  into believing he is harmless and then attack them 
  when the opportunity presents itself. Alignment 
  shifts to chaotic neutral (if previously good) or chaotic 
  evil (if previously otherwise). Some of Judith’s more 
  subtle Nights are such a type.
  6–8:
  The character acquires a powerful hatred of all living 
  things. He will attack on sight. Alignment shifts to 
  chaotic evil. Judith, the most feared Night of all, falls 
  into this category, as do the bulk of her followers.
  9–0:
  The character believes that he is still alive. He is 
  unsure why he is trapped in the Dark Paths and he 
  wants to get back to his life as soon as possible. He 
  notices nothing wrong with his appearance and 
  doesn’t remember being killed. The character’s 
  Wisdom suffers a further -4 profane penalty, but the 
  character’s alignment is unchanged. Lakov is believed 
  to be such a Night.
  Ruin Monster
  Medium-Size Aberration
  Hit Dice: 2d8+2 (11 hp)
  Initiative: +5 (+1 Dex, +4 Improved Initiative)
  Speed: 30 ft.
  AC: 11 (+1 Dex)
  Attacks: Slam +3 melee
  Damage: Slam 1d8+3 melee (1d8+1 if the monster has 
  another attack; see below)
  Face/Reach: 5 ft. by 5 ft./5 ft.
  Special Attacks: Various mutations; see below
  Special Qualities: Various mutations; see below
  Saves: Fort +1, Ref +1, Will +4
  Abilities: Str 15, Dex 13, Con 13, Int 6, Wis 12, Cha 6
  Skills: Hide +2, Listen +3, Move Silently +2, Spot +3, 
  Wilderness Lore +4
  Feats: Improved Initiative
  Climate/Terrain: Syrneth ruins
  Organization: Solitary or cluster (2-6)
  Challenge Rating: 2 (plus additional; see below)
  Treasure: Double goods, double items
  Alignment: Usually chaotic neutral
  Advancement: 3–4 HD (Medium–size), 5–6 HD (Large), 
  7–10 HD (Huge), 10–15 HD (Gargantuan), 16+ (Colossal)
  Despite the common appellation, ruin monsters are actually a
  diverse range of species found almost exclusively within 
  Syrneth ruins. Their origins are otherwise unknown — the
  Explorer’s Society suggests the monsters are experiments
  which outlived their creators while the missing Prince 
  Vincenzo Caligari believed that the monsters are themselves
  the degenerated offspring of the Syrneth races. In any case,
  these creatures are wild and hostile, attacking would-be 
  plunderers and other breeds of ruin monsters with equal zeal.
  Most neither speak nor understand any known language.
  
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  The appearance of ruin monsters varies widely. 
  The Explorer’s Society has logged distinct species with scales,
  slimy flesh, or chitinous plates; gills or wings; ragged teeth,
  claws, or poison stingers; no legs, two legs, or any number of
  legs; or a combination of each of these. The scholars have also
  noticed a frustrating trend, with larger variations (though
  thankfully rarer) are even more prone to mutation than the
  more common breeds, resulting in an exponential increase in
  power.
  The precise reason as to why ruin monsters remain within
  their domains is the subject of some speculation. They do not
  pursue prey beyond sight of the ruins themselves, but suffer
  no obvious malady if physically forced farther away. The soci-
  ety speculates that the ruins contain a source of food unique
  to the breed, but have no solid proof in favor of this.
  Combat
  Ruin monsters are murderous in combat, attacking a single
  foe until they kill it, then repeating the process until all foes
  are dead or they themselves are. The sole exception to this
  tactic is when the prey flees the ruins, after which the ruin
  monsters return to their stomping grounds.
  To simulate the ruin monsters’ wide variety of breeds, pick
  or randomly choose (rolling 1d10) one of each ability from
  the following charts. Ruin monsters in one location generally
  have at least two mutations in. For each size category larger
  than Medium-size, the monster gains an additional roll from
  each chart.
  Offensive
  1-2:
  Bite +3 melee, for 2d6+2 damage. The monster’s teeth 
  are over-sized, or its jaws are especially powerful.
  3-4:
  2 Claws +3 melee, for 2d6+2 damage. The monster has 
  wicked talons or spurs tipping its limbs.
  5-6:
  Poison. The monster is poisonous, secreting a contact 
  poison unless it has a bite or claw attack (in which 
  case, it is injected on a successful strike). The save DC 
  is 12, with 1d4 temporary Dex as primary damage and 
  paralysis as secondary. +1 Challenge Rating.
  7-8:
  Tentacles. The monster gains the Improved Grab 
  attack. If rolled twice for the same monster, it gains 
  the Constrict attack, and +1 Challenge Rating.
  9-10:
  Roll twice on this chart, ignoring further 9-10 results.
  Defensive
  1-2:
  Armor. The monster’s hide is especially thick, perhaps 
  even plated. It gains damage reduction of 5/piercing. 
  +1 Challenge Rating.
  3-4:
  Speed. The monster gains +4 Dexterity, and any one 
  of the following feats: Combat Reflexes, Dodge, 
  or Lightning Reflexes. +1 Challenge Rating.
  5-6:
  Quick-witted. The monster gains +4 Wisdom, and any 
  one of the following feats: Alertness, Multiattack 
  (if appropriate), or Track.
  7-8:
  Intelligent. The monster gains +4 Intelligence (with 
  an attendant increase in skill points and languages), 
  and one of the following feats: Expertise, Improved 
  Critical, or Iron Will. +1 Challenge Rating.
  9-10:
  Roll twice on this chart, ignoring further 9-10 results.
  Miscellaneous
  1-2:
  Uncommon speed. All movements increase by +10, 
  and the monster gains the Run feat. +1 Challenge 
  Rating.
  3-4:
  Climbing ability. The monster gains a +8 racial bonus 
  on all Climb checks, and moves at its base speed while 
  climbing.
  5-6:
  Gills. The monster can breathe underwater (or some 
  other substance) at no penalty, and can Swim at 20 ft. 
  7-8:
  Wings. The monster gains flight movement at 30 ft.
  at poor maneuverability (increasing +10 ft, one 
  maneuver category, and +1 Challenge Rating with 
  each subsequent roll). 
  9-10:
  Roll twice, ignoring further 9-10 results.
  If a monster rolls 9-10 on each table, it is a mutant, and will grow
  one size category an hour (gaining the HD and additional rolls
  on the above tables) until it is destroyed. The hour after it
  becomes Colossal, it will dissolve into 1d6 Medium-size
  mutants, beginning the cycle again. Other ruin monsters attack
  mutants on sight, and mutants have +3 Challenge Rating.
  Ruin Monster
  
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  The Schattenmann
  Large-Sized Aberration
  Hit Dice: 14d10 (77 hp)
  Initiative: +8 (+4 Dex, +4 Improved 
  Initiative)
  Speed: 40 ft.
  AC: 13 (–1 size, +4 Dex)
  Attacks: 2 claws (variable) melee 
  Damage: Claws (variable)
  Face/Reach: 5 ft. by 5 ft./10 ft.
  Special Attacks: Shadow claws
  Special Qualities: Invulnerable 
  (see below), shadow tracking.
  Saves: Fort +14, Ref +14, Will +14
  Abilities: Str 10, Dex 18, Con 10, 
  Int 16, Wis 16, Cha 10
  Skills: Hide +10, Move Silently +17,
  Search +15, Spot +15
  Climate/Terrain: Die Schwartzen 
  Walden (or similar locale in 
  your own campaign world)
  Organization: Solitary
  Challenge Rating: 14
  Treasure: None
  Alignment: Chaotic evil
  Advancement: N/A
  Once worshiped as a god of darkness,
  the Schattenmann is a terrifying
  being, as ancient as the woods it
  haunts. The most feared of the many
  creatures reputed to lurk in the
  Schwartzen Walden, its shape is
  similar to that of an impossi-
  bly thin man, roughly twenty
  feet tall. Its torso is severely emaciated, its stomach sunken,
  and its ribs clearly outlined in its inky black flesh. Vicious
  claws, capable of severing a man’s torso in a single blow,
  extend from its fingertips. The worst is its face: that of a
  human man, but impossibly old, its eye sockets filled with
  shadow.
  The Schattenmann is the preeminent bogeyman of the sur-
  rounding country, and with good reason. Many have entered
  the Schwartzen Walden over the years, and not all have
  returned. Worse, many who have are shattered by the experi-
  ence, catatonic or incoherent for the remainder of their lives.
  Finally, even those who escape with their lives and sanity
  intact are not out of the woods: many disappear less than a
  month later. Few ever reappear, and those that do are not in
  any shape to speak of their experience: they are neatly sliced
  into sections, and stacked by the side of a road or in a nearby
  barn like cords of wood. The Schattenmann is held responsi-
  ble for almost all of these terrifying incidents.
  Despite its terrible reputation, however, the Schattenmann
  does not kill without reason. Even intruders in the Schwartzen
  Walden are not automatically attacked, but merely observed.
  Should an interloper harm the trees of the forest in any way,
  the Schattenmann will exact vengeance. Perhaps not imme-
  diately, or even that day, but soon. Thanks to the scent of
  blackwood sap, which is undetectable to humans and impos-
  sible to wash off, the Schattenmann can track its quarry any-
  where.
  All of that said, the Schattenmann is unpre-
  dictable. Heroes would be wise to avoid
  the Schwartzen Walden altogether, as
  even the most innocent intrusion
  may be answered with an attack
  from this horrible creature.
  Combat
  Invulnerable: The Schattenmann
  cannot be harmed by any means,
  not even enchanted weapons or
  magic. It has only a single weak-
  ness: light. It cannot enter lit areas,
  and must attack characters from
  the shadows. Each time it does so,
  however, it suffers damage as dic-
  tated on the chart below. When the
  Schattenmann is reduced to zero
  hit points in this fashion, it retreats
  into the darkness, and will not
  return for at least one month of
  game time. It is impossible to track.
  Shadow Claws: The Schatten-
  mann’s attack is similarly impaired
  by light. When it attacks a hero, its
  attack bonus and damage is
  affected by the intensity of the light
  surrounding the hero, again, as dic-
  tated on the chart following. If the
  heroes are in complete darkness,
  the Schattenmann hits automati-
  cally, and any character struck dies
  immediately unless he makes a Fort
  save (DC 25). Even on a successful
  save, the hero is reduced to 0 hit points.
  Light
  Attack
  Damage
  Wounds Suffered
  Source
  Bonus
  Roll
  From the Light
  Match
  +18
  6d6
  2
  Candle
  +16
  5d6
  7
  Torch
  +14
  4d6
  14
  Lantern
  +12
  3d6
  21
  Campfire
  +10
  2d6
  28
  Bonfire
  +8
  1d6
  35
  Sunlight
  –
  –
  50
  Shadow Tracking: The Schattenmann is completely
  aware of everything that occurs in the Schwartzen Walden at all
  times. Usually it doesn’t attack, though this is hardly some-
  thing for the PCs to count on. In fact, the Schattenmann is
  almost certain to attack parties who tromp blithely through
  the Schwartzen Walden, based on prior safe travels through the
  wood. Further, the Schattenmann does not take kindly to
  those who despoil the Schwartzen Walden, and will attack such
  perpetrators, even if they have somehow escaped the wood.
  Once each day for a period of twenty days following the
  future victim’s escape from the wood, the Schattenmann may
  make a Search check with a DC equal to the target’s level plus
  the number of days that have passed since the target left the
  Schwartzen Walden. On a successful check, the Schattenmann
  has located the target, and may either immediately attack, or
  wait for an opportune moment. 
  The
  Schattenmann
  
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  Schattensoldat
  Medium Size Humanoid
  Hit Dice: 5d10 + 10 (37)
  Initiative: +1
  Speed: 30 ft.
  AC: 19 (+1 Dex, +8 armor)
  Attacks: Shadow Sword +8 melee
  Damage: Shadow Sword 1d8 +3/1d4 
  Con (Fort save to negate)
  Face/Reach: 5 ft. by 5 ft./5 ft.
  Special Attacks: Fear
  Special Qualities: Discorporate 
  (see below)
  Saves: Fort +6, Ref +2, Will +1
  Abilities: Str 16, Dex 12, Con 14, Int –, 
  Wis –, Cha 10
  Skills: Intimidate +8
  Feats: None
  Climate/Terrain: Village
  Organization: Patrol (5 Schattensoldat)
  Challenge Rating: 5
  Treasure: None
  Alignment: Lawful evil
  Advancement: 7 HD (Karl Steiner)
  Born of a devilish deal between the Schatten-
  mann (see page 57) and Stefan Heilgrund, the
  ruler of a nearby barony, the Schattensoldat are
  fragments of the Schattenmann’s power made
  manifest, created to serve the needs of the
  baron. The bargain granted Heilgrund a degree
  of magical control over shadows and darkness,
  but not without a price. In order to fuel this dark
  sorcery, Heilgrund must hold his subjects in the
  grip of fear, and the Schattensoldat were created
  with exactly that purpose in mind.
  Anxious to maintain his new power, Heilgrund
  quickly drafted laws investing the Schattensoldat
  with free reign over his barony, though this was
  merely a formality. The Schattensoldat immedi-
  ately went to work instilling dread into the popu-
  lace, enforcing indecipherable laws that seemed to
  change from day to day. The punishment for
  “crimes,” however, was all too clear: citizens disap-
  peared with alarming regularity, and the destitute
  populace is now helpless to escape to another
  province.
  No one ever sees a Schattensoldat’s face. They are
  always suited in black full plate armor, polished to a
  high sheen. Their one-piece helmets are completely feature-
  less, save for a small, horizontal eye slit, through which only
  blackness can be seen. Over time, the ranks of the Schatten-
  soldat have grown, though no one knows whence Heilgrund
  recruits new men. Some believe those taken by the Schatten-
  soldat are changed through dark sorcery, though it is impos-
  sible to prove.
  The Schattensoldat’s chain of command is a mystery to out-
  siders, though occasionally a Schattensoldat is spotted with a
  blood red gauntlet. It is impossible to tell if there is only one
  such Schattensoldat, or if many share the distinctive feature.
  (In truth, the gauntlet is worn by Karl Steiner; see page 20 for
  more information.)
  Combat
  Shadow Sword: Each of the Schattensoldat is armed with a
  Shadow Sword, a blade invested with dark magic. Every time
  a character is struck by a Shadow Sword, he suffers 1d4 
  temporary Con damage in addition to the damage rolled. This
  Con penalty is negated by a successful Fort save (DC 20).
  Should a character’s Con be reduced to zero in this
  fashion, he is immediately killed, to rise at
  dusk as a Schattensoldat.
  Discorporate: When a Schattensoldat
  is reduced to 0 Hit Points, it immedi-
  ately discorporates, leaving only an
  empty suit of full plate armor behind.
  Over the following minute, the
  armor gradually fades into nothing-
  ness. The Schattensoldat in ques-
  tion reforms at the following dusk,
  and rejoins the dark legion.
  Fear: Upon sighting a patrol 
  of Schattensoldat or being
  attacked by the same, charac-
  ters must make a DC 15 Will
  save, or suffer a –4 morale
  penalty to all Saving Throws
  and Attack Rolls for 2d4 rounds. 
  Karl Steiner
  Karl Steiner commands the Schat-
  tensoldat, although his personal-
  ity has been subverted by the
  Schattenmann. He has all the
  powers of the lesser Schatten-
  soldat, and his statistics can
  be found on page 20.
  Using
  Schattensoldat
  The Schattensoldat
  make great minions
  for an evil lord or
  wizard… especially one
  involve in occult dealings.
  Their unsettling appearance can
  be used to establish a dark or
  frightening mood for the adventure,
  and their relative strength makes them a fine opponent for
  mid-level characters not quite ready to face their dark master. 
  Schattensoldat
  
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  Sea Serpent
  Gargantuan Beast (Aquatic)
  Hit Dice: 16d10 + 32 (120 hp)
  Initiative: +2 (+2 Dex)
  Speed: 20 ft., swim 40 ft.
  AC: 13 (–2 size, +2 Dex, +3 natural)
  Attacks: Bite +12 melee, slam +7 melee
  Damage: Bite 2d8+4, slam 2d6+2
  Face/Reach: 30 ft. by 30 ft. (coiled)/15 ft.
  Special Attacks: Improved grab, swallow whole
  Special Qualities: Below the waterline
  Saves: Fort +12, Ref +12, Will +6
  Abilities: Str 18, Dex 15, Con 14, Int 6, Wis 12, Cha 6
  Skills: Hide +4, Move Silently +4, Spot +4
  Climate/Terrain: Any aquatic
  Organization: Solitary or school (2–12)
  Challenge Rating: 12
  Treasure: None
  Alignment: Always neutral
  Advancement: 16–32 HD (Gargantuan), 33–45 HD 
  (Colossal)
  Both significantly more common and less dangerous than
  leviathans, sea serpents are a danger to any seagoing vessel,
  particularly in the Forbidden Sea and the Mirror, whose
  shorelines provide the creatures their spawning grounds. 
  Sea serpents resemble immense snakes, sometimes over 50
  feet in length and weighing upwards of 3 tons. 
  Sea serpents are remarkably aggressive carnivores, feeding
  on any creature smaller than the serpents themselves and
  devouring their prey whole. Its particular favorites are sharks
  and whales. Unfortunately, serpents are not particularly 
  discerning, and cannot tell such creatures from ships until
  they bite into the hull. Being deprived of their food only 
  further angers the beasts, as does any attempt to defend the
  Sea Serpent
  vessel from their misguided appetites. Fleeing does little
  good; the serpent will attempt to destroy any ship before it
  accelerates past the serpent’s speed.
  Sea serpents cannot breathe underwater. Curiously, they
  have fangs like a venomous snake, but lack a toxin. Instead,
  the fangs deliver a mild acid, the earliest step of the serpents’
  digestive process. The acid works quite slowly and is very
  weak, and contact with air or water instantly neutralizes it.
  This enzyme is quite prized by the Invisible College and
  other scientists, fetching 100g a dose (sea serpents have 1d10
  doses at any time). Others, particularly Vesten, Vendel,
  Vodacce, and the occasional Cathayan trader place a premium
  value on sea serpent eggs as a delicacy, usually upwards of
  500g an egg (with 2d6 eggs in a clutch). 
  Combat
  What sea serpents lack in intelligence, they more than make
  up for in raw cunning. They attack from below in most cases,
  which usually means the first indication of an attack is when
  they bite into their victims. Though hardly matching the
  sheer terror that a leviathan presents, a sea serpent can bite
  below the waterline, which often proves disastrous. Fortu-
  nately, their appetites are sated once they fill their gullet, and
  they will abandon the attack once they have fed unless their
  opponents continue the combat.
  Improved Grab (Ex): To use this ability, the sea serpent
  must hit with its bite check. If successful, it may attempt to
  grapple its opponent as a free action. No initial touch is
  required, and Tiny and Small creatures do not suffer any
  penalty. This ability only works against creatures smaller than
  the serpent. A successful grapple in this manner allows the
  serpent to automatically bite the opponent every round until
  he or she breaks free. It may also attempt to swallow the oppo-
  nent whole, as described below.
  Swallow Whole (Ex): The sea serpent may attempt to
  swallow a grabbed opponent of Huge or smaller size by
  making a successful grapple check (Colossal sea serpents may
  swallow Gargantuan or smaller creatures). Once inside, the
  
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  opponent begins suffocating (drowning), as well as 1d6+4
  points of crushing damage per round. A swallowed creature
  can cut its way out by dealing 25 points of damage to the sea
  serpent’s digestive tract (AC 16). Once free, the wound
  remains open, allowing all devoured creatures to escape. The
  sea serpent dies 1d6+2 rounds later from the blood loss.
  A sea serpent’s gullet can hold two Huge, four Large, eight
  Medium-size, or sixteen Small or smaller creatures. Colossal
  sea serpents’ gullets can hold twice these amounts, or one
  Gargantuan creature.
  Below the Waterline: Sea serpents prefer to attack from
  below their opponents. Serpents doing so are considered out
  of range of non-aquatic opponents until after their action
  during a round. A sea serpent approaching a ship from below
  provokes no attack of opportunity.
  Ships’ Mascots
  When a captain has had a pet long
  enough, it becomes more than a furball
  to his crew. It becomes an extension of
  the ship and an expression of the man
  or woman who commands it. It can be
  friendly or vicious, helpful or violent
  depending upon the way it is trained
  and who owns it. Ships’ mascots essen-
  tially act as familiars, though their abil-
  ities are not overtly magical and one
  need not be a wizard to employ one.
  Possessing one is regarded as a feat,
  detailed below
  New Feat: Ship’s Mascot [General]
  All captains who qualify for this feat may
  receive it for free when they reach char-
  acter level 10. It may be purchased mul-
  tiple times for the same mascot but no
  ability can be taken more than once. 
  Prerequisite: Loyal Companion,
  Captain Level 3+
  Benefit: Your loyal companion has
  all the stats of its given species, and
  receives 10 skill points for any combi-
  nation of skills. It also receives a +4
  training bonus to hit points, armor class
  and all saving throws. Finally, it receives
  one of the following abilities.  Although
  they are not magical, most act as a super-
  natural ability equivalent to a spell cast by a
  5th level sorcerer:
  Fearsome: At will, the mascot may Cause Fear as
  per the spell with a DC 15.
  Inspire: At will, the mascot may aid his companions as per
  the Bless spell.
  Perceptive: At will, the mascot may Detect Lie as per the
  spell.
  Aware: At will, the mascot may Detect Snares and Pits as
  per the spell.
  Tracker: The mascot gains the Tracking feat.
  Cute: The pet is so cuddly that it provides its owner with a
  +2 bonus to social rolls while present.
  Skilled: The mascot may take an extra 12 skill points worth
  of skills. 
  Famous Mascots
  Captain 
  After a Castillian ambassador insulted Jeremiah Berek and his
  scruffy privateers (calling them “dogs”), the Castillian
  returned home to his native lands. Only a few days out to sea,
  Berek’s frigate caught up with the much larger Castillian boat
  and quickly dropped both of her masts. Unable to maneuver,
  the Castillians raised the white flag and waited. The Avalons
  came alongside and the Castillian ambassador offered his sur-
  render to the first crewman. But the man insisted that he sur-
  render to the captain. Moments later Berek arrived and the
  ambassador tried again, but Berek shook his head and pointed
  to a small terrier on the deck. “That’s the captain.” The humil-
  iated Castillian never returned to Avalon but the name Sea
  Dog stuck.
  Captain is not a fearsome creature, he is a small Highland
  terrier with a high pitched bark and fur that is con-
  stantly frizzy from life aboard a ship. His role on
  board the Black Dawn is to inspire the men and to
  improve morale. In fact, Berek has never both-
  ered to train him for combat. Instead,
  during boardings, Captain stays on the
  forecastle and barks down orders to
  the men. Opponents are often dis-
  tracted by the yapping dog and the
  men get a boost out of seeing Cap-
  tain in action. He also knows sev-
  eral tricks such as doing somer-
  saults and walking upon both legs
  in a pompous pose many crew-
  men swear looks like that of a cer-
  tain Montaigne Admiral. 
  Captain: Terrier, dog
  CR 1; HD 1D8+6; hp 10; Init +3
  (Dex); Spd 40 ft.; AC 19 (+1 size +3
  Dex +1 Natural +4 Mascot); Atks bite +2
  melee; Dam bite 1D4+1; SQ Inspire, 
  Scent; SV Fort +8, Ref +9, Wil +5 ; Str 13, 
  Dex 17, Con 15, Int 2, Wis 12, Cha 6; AL N; 
  Skills: Listen +5, Sense Motive +5, Spot +5,
  Swim +5, Wilderness Lore +5.
  Señor Ladron
  Allende, the pirate captain of the Brotherhood
  of the Coast, was examining his ship after a par-
  ticularly bad storm when he noticed a barrel
  floating alongside the hull. He fished it out of the
  water and opened it, hoping that it held tar to help make
  repairs, or ale to cheer up his men. What he found instead was
  a small, bedraggled monkey. When he reached down, it
  lithely clambered up his arm, perched upon his shoulder and
  looked around in interest. Allende was so amused that he
  named it “Señor Ladron,” which means “Mister Thief” in
  Castillian. He even went so far as to find some clothing for it
  to wear.
  The monkey’s antics are a constant source of amusement to
  the men. At one point Allende was spending so much time
  with it, the men began to joke that the monkey was the real
  Allende and the Castillian captain was just his pet. But the
  monkey proved his value during the next boarding. A group
  of marines fought the pirates to a standstill until Señor
  Ladron jumped into their midst. Within seconds, he’d unfas-
  Señor
  Ladron
  
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  tened the leader’s pants and taken the pistol from another
  man’s belt. Faced with a dozen pirates and a monkey bran-
  dishing a pistol, the marines’ resistance collapsed. Since that
  day, the men all value Señor Ladron for his agility, his ability
  to squeeze through small openings and the laughter he
  brings to them. 
  Señor Ladron: Monkey
  CR 1; HD 1D8+4; hp 10; Init +3 (Dex); Speed 30 ft., Climb 30
  ft.; AC 19 (+1 size +3 Dex +1 natural +4 Mascot); Atks bite +4
  melee; Dam bite 1D3; SQ: Trained; SV Fort +6, Ref +9, 
  Wil +5; Str 3, Dex 16, Con 10, Int 3, Wis 12, Cha 5; AL N;
  Skills: Balance +10, Climb +13, Escape Artist +10, Hide +13,
  Listen +5, Move Silently +12, Pickpocket +15, Spot +10.
  Mr. Briggs 
  Mr. Briggs is a blue and yellow parrot with a rather singular
  personality. Smythe was the name of the vicious pirate who
  first trained Mr. Briggs. At first, he was quite angry with the
  bird. Although he taught it to speak, it was a well-mannered,
  lethargic parrot that just roosted on its owner’s shoulder
  without moving. Since he had bought the bird to impress
  people with his piratical look, he thought a sleeping bird just
  didn’t convey the right message. However at the first board-
  ing after training the bird, Smythe got a surprise. Their vic-
  tims resisted for several minutes and killed several crewman
  before surrendering.
  Enraged, Smythe turned to Mr. Briggs and asked him
  “They surrender, Mr. Briggs. What do you think?”
  The bird immediately squawked up, “Kill them all! Kill
  them all!.” Smythe’s men erupted in brutal laughter and
  within moments the outnumbered merchants were dead. It
  was clear that Mr. Briggs only came to when there was
  murder and mayhem.
  Shortly after that, Smythe grew tired of the pirate’s life and
  sold the bird and the boat to his first mate. Since that time,
  the Mr. Briggs has passed through a number of hands. It
  doesn’t seem to care who its owner is and sleeps most of the
  time. It pipes up whenever it is questioned however — and
  the answer is always for blood and death. One reason for the
  bird’s popularity is the superstition that has grown up around
  it. Sailors point out that no one who owns the bird has ever
  died at sea. This is true but what they fail to mention is how
  many of Mr. Briggs’s owners have been knifed in a dark alley
  for possession of the lethargic, yet bloodthirsty creature.
  Mr. Briggs: Parrot
  CR 1; HD 1D8+4; hp 8; Init +3 (Dex); Spd 10 ft, Fly 40 ft; 
  AC 17 (+2 size +3 Dex +2 natural +4 Mascot); Atks claws +5
  (melee); Dam claws 1D2; SQ Fearsome, Speak Languages 
  (all human languages); Fort +6, Ref +9, Will +6; Str 6, Dex 17,
  Con 10, Int 3, Wis 14, Cha 10; AL N; Skills: Bluff +4, Intimi-
  date +6, Listen +14, Move Silently +20, Spot +6.
  Belit 
  While just a young girl, Melinda Gosse discovered a small
  asprey near a tidal pool by her house. She took it home and
  began to raise it herself. Her father was horrified when he
  found his daughter cuddling a poisonous viper. He drew his
  sword slowly while telling her to gently put the creature
  down. The asprey hissed as if he knew what Gosse was saying
  and Melinda clung tightly to it. Gosse was finally promised
  that the creature could stay if she could convince it to sit at
  the table and catch a berry in its mouth. When she released it,
  it immediately flew to the table and waited for her, then
  gulped down the tossed berry as if it had been trained for
  years.
  Although poisonous, Belit never bit her and actually
  seemed quite protective of his owner. It has remained with
  her ever since, and now serves as her ship’s official mascot.
  The creature appears to be a green viper about as long as her
  arm with two wings such as those found upon a falcon. 
  It tends to curl around her shoulders and preen its wings.
  Many sailors have claimed that when anyone speaks to
  Melinda, the asprey will stare at them as if judging their
  words and hiss if the person lies. 
  During combat, Belit stays near its mistress, usually in the
  rigging above her head. It will dive into the face of anyone
  closing with her from the rear. However, the creature is quite
  lethargic during the winter months and at night when it
  cools down. During these times it often stays in her cabin and
  bites any non-crewman who enters her quarters. 
  Belit: Asprey
  CR 1; HD 1D8+4; hp 8; Init +3 (Dex); Speed 20 ft, Fly 20 ft.;
  AC 21 (+1 size +3 Dex +3 Natural +4 Mascot); Atks bite +4
  (melee); Dam bite 1D2 and poison; SQ Poison, Perceptive,
  Scent; SV Fort +6, Ref +11, Wil +5; Str 6, Dex 17, Con 11, 
  Int 4, Wis 12, Cha 2; AL N; Skills: Balance +11, Hide +15,
  Listen +9, Move Silently +12, Sense Motive +8, Spot +12.
  Poison: DC 12 initial and 1D6 Constitution loss secondary.
  The Sidhe
  She danced in a magic circle 
  To songs only she could hear
  In the arms of her Seelie lover
  Danced in the moonlight clear.
  When morning’s light came upon her
  She was there lying all alone,
  And the sound of her piteous weeping
  Would have melted a heart of stone.
  — Traditional folksong of Inismore
  The Sidhe (“shee”) is an elaborately structured civilization of
  the Goodly (and not so goodly) Folke who inhabit the Glam-
  our Isles and parts beyond. It would take an entire book to
  detail these fascinating creatures so this is a distillation, a
  quintessence of the powerful and beautiful spirits who regard
  Avalon as their personal playground.
  No one knows the true origins of the Sidhe although there
  is a great deal of speculation, both scholarly and otherwise.
  One of the many reasons for this is the Sidhe’s peculiar time-
  keeping system which views days as an endless stretch of
  connected time rather than as discrete segments of regular
  intervals. Another is that their world — called Bryn Bresail
  — is both close at hand and far away. Perhaps the easiest way
  to explain the proximity of the Sidhe world to ours is to use
  the analogy a dream: that which can be seen out of the corner
  of the eye is somehow clearer than that upon which we gaze
  full-face.
  For reasons unknown, about the time that Théan history
  began, the Sidhe began to leave their places in the beautiful
  Glamour Isles of Avalon, retreating through one of the many
  
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  doorways to their own world. However, they could not aban-
  don Théah completely and perhaps that is why the Barrier
  between our world is thinner in Avalon than anywhere. From
  time to time since then, the Sidhe queens have moved their
  Courts completely away from the human world, only to
  return as if unable to cut the ties that bind them to the
  humans they appear to find so intriguing. 
  The Sidhe world is populated with as rich a variety of folke
  as Théah, complete with royalty, nobility, rogues and crea-
  tures of all types. At the top of the hierarchy are the three
  Courts of the Seelie, each with a ruling Queen who is
  attended by Lords and Ladies of the Court. There is rumor of
  a great Seelie king but no mortal has ever seen him. The social
  structure of the Seelie world is very proscribed, unlike that of
  the Unseelie, which includes less attractive creatures
  like nightmares, goblins, firbolgs and the mon-
  strous Redcap. 
  Despite their disdain for humans, they
  have an almost morbid fascination of
  them, and often stay quite close to
  human settlements. They live between
  the blinks of an eye, hiding themselves
  behind the mundane and the ordinary.
  They draw sustenance from water, so
  lakes, streams, ponds in quiet wooded
  areas are good places to catch a
  glance of them, if one were foolish
  enough to call attention to oneself.
  While the Sidhe are generally
  regarded as emotionless, what they
  lack in compassion they more than
  make up for in cruelty. Humans defi-
  nitely provide them with endless
  entertainment.
  Although many Sidhe are friends
  of humans, there is inherent danger
  in their creations. They build
  enchanted “faerie hills” in hopes of
  protecting themselves from inquis-
  itive outsiders looking for their
  gold or treasure, or seeking to have
  a spell cast or removed. Despite
  their precautions, however, humans
  are just as fascinated with the Sidhe
  as the Sidhe are with us, and faerie
  encampments are often irresistible
  traps. Sadly, entrance into a faerie
  hill is a one-way ticket to immortal-
  ity because humans rarely if ever
  return — and they may regret it if
  they do. A day in the land of the
  Seelie might be a century or more
  in the land of Théah. It can be a
  heartbreaking thing to return
  to Théah and find everyone —
  and everything — you knew
  has gone.
  The Sidhe do not possess
  emotions as we understand them. But they envy humanity’s
  capacity to feel, and try to emulate such feelings whenever
  they can. This leads to exaggerated or overly dramatic 
  outbursts which can be quite dangerous to the unsuspecting.
  A Sidhe lover might destroy his paramour at the slightest
  hint of jealousy, or Sidhe knight could pursue someone who
  has insulted his “honor” to the end of eternity and beyond.
  Should a Sidhe actually experience a real emotion, the results
  are terrifying. The raw pain of the experience could drive
  them into a frenzy, madly slaying any hapless mortals in the
  vicinity. A few have managed to tame such feels — and gain a
  greater appreciation of humanity as a result — but their num-
  bers are few.
  Human stories provide a great outlet for the Sidhe’s emo-
  tional pantomime, and the Goodly Folke adhere quite closely
  to the unspoken rules of human drama.
  Seelie and Unseelie
  The Queens of Earth, Sky and Sea rule over the three Seelie
  courts. The Queen of the Sky is most usually referred to
  simply as “The Queen” and is regarded by many
  (including herself) as the supreme ruler of
  the entire Sidhe race. The Queen of the
  Earth is more commonly known as the
  Lady of the Lake. The Queen of the
  Sea is a dark and distant Seelie who
  must constantly contend for
  domain over her kingdom against
  the vicious Black Siren (see page
  70).
  The Queen of the Sky favors
  the style of humans in the struc-
  ture of her Court. This is the
  most familiar to humans,
  where coldly elegant Lords
  and Ladies pursue their jaded
  interests within an atmos-
  phere of court intrigue that
  would put a Vodacce prince to
  shame.
  The Queen of the Sea, intent
  upon building enough power to
  wrest control from the Black
  Siren, has taken to collecting the
  souls of drowned sailors, hoping
  that she can draw on their power
  to augment her own. 
  The Queen of the Earth —
  the Lady of the Lake — possessed
  a stronger spirit than her sisters
  and thus was the last to move
  through the gate of Bryn Bresail to
  experiment with mortal form. She
  knew how seductive the world
  could be and feared that if she gave
  in to temptation, she would be
  drawn into the mortal world for-
  ever — a premonition that
  proved to be devastatingly
  prophetic.
  But her sisters would not
  stop talking about the mortal
  world, its excitement, its myriad plea-
  sures and the strange and amusing ways of the humans. Even-
  tually her curiosity grew stronger than her resolve but she
  took elaborate precautions to insure that her foray into Théah
  would go undetected. Hoping to avoid direct contact with
  humans, she sought a deserted place in the wilds. She
  emerged from a hidden lake in the form of a beautiful
  Queen of the Sidhe
  
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  woman, naked and covered with a shimmering cover of water
  that sparkled like hundreds of diamonds. It was a spectacular
  entrance that — alas for her — did not go quite as she
  planned it.
  A wandering knight had paused at the lake and when he
  saw her, his heart nearly stopped beating. In return, she saw
  the look of utter and complete love in his eyes, a look that she
  had never seen before, and she knew that she would never be
  happy again among the Sidhe. She kept her visits with him
  secret from her sisters, and even more secret, the fact that she
  bore him two children.
  One became Lugh, the Horned King. The other she called
  Sophia.
  The Queen’s Courts
  The majority of Seelie are Lords and Ladies of the Queen’s
  Court. Like all Seelie, they are inhumanly beautiful. Slender
  and almost fragile in appearance, they possess an inhuman
  strength, and regard themselves as the elite of the spirit
  world. Often described as cold and distant, they display a
  capricious nature that often compels them to commit acts of
  unspeakable cruelty simply to please their jaded tastes. 
  There is another Court in the Sidhe world inhabited by
  those the Queen calls “Unseelie” or Unforgiven. If the Seelie
  are creatures of spring and air, the Unseelie are creatures of
  summer fire that burns brightly but does not consume. To
  encounter them is to know the madness of a Midsummer’s
  Night. Their emotions are all about passion, whether anger or
  pleasure, and they count among their number some of the
  wickedest beings in creation.
  Even so, proper courtly behavior — good manners, if you
  will — is highly prized by all Sidhe nobles. Those who pay
  proper obeisance to a Seelie lord or lady will find that things
  go much more smoothly. Regardless of their exact title, you
  are perfectly safe addressing a Sidhe noble as “Lord” or “Lady”;
  if you know their correct title and use it with proper respect,
  you might even win some favor. 
  Outside the ring of the Court are the “common” Sidhe: gob-
  lins, boggins, bogeys, brownies – usually smaller beings with
  peculiar appearances who often thrive on tormenting
  humans with a myriad of practical jokes. Even they have a
  title (“Hob”) but unlike the nobles, it is not as safe to use it
  unless you know that the bearer has actually earned it. 
  Glamour: Sidhe Sorcery
  A note about Glamour: Glamour is a Théan school of sor-
  cery; Glamer is a d20 subschool of Illusion. 
  Glamour is a sorcerous art received at the hands of the
  Sidhe. Unlike humans, however, Sidhe use this power effort-
  lessly and without visible drain. Woe betide the human sor-
  ceress who claims that she is the equal of a Sidhe practitioner
  — a grave insult, indeed, which may result in punishment
  that leaves the recipient begging for death. 
  It is important to remember the word “illusion” when deal-
  ing with the Sidhe. Eating their food causes mortals to fall
  under the spell of their time and for all intents and purposes
  to be asleep for years. Beware the Seelie who offers untold
  wealth, for however solid the gold and jewels may appear
  when in the presence of the giver, when exposed to the harsh
  light of the mortal world, it vanishes into nothing.
  On the other hand, when a Seelie creates an Illusion, it
  draws power from those who see it. 
  “If you see a tree that a Sidhe has created from Glamour — and
  believe it to be real — … it takes on all the qualities of a real tree…
  Because of this, Sidhe magic almost never kills; it merely alters.”
  (Avalon, pg. 89)
  Sidhe are adept shapechangers, able to alter their garments
  as well as their appearance at will. Although some of the
  common folke cannot alter their appearance, they can cast
  spells that alter the viewer’s perception, so in some cases it
  amounts to the same thing. 
  “Sidhe magic… demands respect. Heroes who toy with it are
  likely to end up asleep for a hundred years or forced to dance for the
  Seelie Court’s amusement forever. Understanding the limits of
  Glamour is the key to surviving the Sidhe.” (Avalon, pp. 89–90)
  Protection Against the Sidhe
  There are as many old wives’ tales about actions and talismans
  to protect against the Sidhe as there are grains of sand. Each
  region has its own wisdom, so it is important to know what
  does and does not work — if it’s possible to know. Does learn-
  ing a Sidhe noble’s name give you power over him? Perhaps
  not, but it certainly will prevent an immediate death. 
  Will putting pieces of bread across the threshold of your
  home keep the Sidhe out? While it may not deter an Unseelie
  noble, it will certainly occupy one of the common Sidhe —
  unless of course it’s exceptionally good bread, at which point
  you may have a permanent resident upon your stoop.
  Theirs is a peculiar sort of vanity, for they have an intense
  horror of mirrors and cannot look at themselves, except per-
  haps as reflected in water, but even then rarely when the
  water is still. Flashing a mirror in a Sidhe’s face will certain
  deter them, but probably only temporarily.
  The only thing that does seem to work as protection is cold
  iron: raw, untempered iron which has never touched a black-
  smith’s forge. The MacEachern Clan of the Highland
  Marches learned a secret for forging cold iron weapons, 
  but the Sidhe destroyed them when they learned of the
  threat. Even so, a few MacEacherns survived the attack, and
  their descendants still carry the secrets of cold iron — the
  only way known to Slay a Sidhe. Good luck coaxing a
  MacEachern blacksmith to make you a weapon. They know
  better than anyone else in Avalon and probably the rest of
  Théah, how swift and merciless the Sidhe can be. They are
  reclusive and hidden and not eager to bring the wrath of the
  Sidhe down upon themselves again any time soon.
  There may be Syrneth weapons or artifacts that could be
  used against the Sidhe, but first the adventurers would have
  to find one. 
  Combat
  The level of Sidhe power is almost unimaginable. The most
  adept of them can do more than cast illusions; they can warp
  reality itself. A Sidhe enchantment can last a lifetime without
  hope of cessation. Although cold iron will protect against
  most Sidhe, there is nothing known to humans that will kill
  any of the Queens — nothing. While certain weapons may
  cause a Queen temporary pain, it will not kill her; it will, how-
  ever, make her very very angry. And that is not a good thing at
  all. The Seelie are as well trained in the art of weaponry as is
  any noble of Théah, and with their natural grace and mobility,
  they are even better than the best swordsmen in the land.
  Sidhe rarely fight with an unenchanted weapon, so that adds a
  dimension to the combat that could prove fatal for the heroes.
  
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  If by some chance, the heroes are able to kill a Sidhe, the
  celebration should be short-lived. The race seems to be psy-
  chically connected and the death of one is broadcast through
  the Sidhe nation. The party can rest assured that they will be
  found sooner rather than later. However, it is possible, if one
  is very clever, to outsmart the Sidhe. Their love of drama is an
  Achilles’ heel, and clever adventurers can use that against
  them. If they can detect the patterns of the “story” the Sidhe
  are living out — the dark lord trying to seduce one of their
  number, jealous warrior hoping to steal their glory for 
  himself, or what have you — then they can play up the 
  circumstances to destroy their foe. They must adhere to
  proper theatrics — a final confrontation, a fierce duel, etc. —
  and in some cases must gain permission of the Queen before
  attempting such an action. Even then, the Sidhe does not
  truly die, but rather returns to Bryn Bresail, never to trou-
  ble the PCs again. 
  It should be noted that the Unseelie do not
  share this connection. They have been cast out
  of the Queen’s Court, and should a party
  manage to slay one, she and her entourage
  will do nothing to intervene.
  Lords and Ladies
  Medium Size Fey
  Hit Dice: 8d6 + 8 (33 hp)
  Initiative: +5 (Dex)
  Speed: 30 ft.
  AC: 20 (+5 Dex, +5 natural)
  Attacks: Sidhe sword +12/+7 melee, 
  dagger +12/+7 melee, or bow +13/+8 
  (Sidhe swords and daggers allow the 
  user to roll 2d20 for initiative, keeping 
  either one)
  Damage: Sword 1d6 +2, dagger 1d4 +2, 
  arrows 1d6 +3
  Face/Reach: 5 ft. by 5 ft./5 ft.
  Special Attacks: Spell-like abilities
  Special Qualities: Immunities, damage 
  reduction 30/cold iron or Syrneth 
  weapons
  Saves: Fort +6, Ref +10, Will +7
  Abilities: Str 18, Dex 20, Con 13, 
  Int 16, Wis 14, Cha 20
  Skills: Bluff +11, Concentration +6, 
  Disguise +11, Escape Artist +9, 
  Hide +11, Knowledge 
  (Avalon) +8, Knowledge 
  (Bryn Bresail) +11, Listen +10,
  Move Silently +11, Ride +4, Spot +16
  Feats: Dodge, Mobility 
  Climate/Terrain: Avalon
  Organization: Solitary or small parties (2-5)
  Challenge Rating: 9
  Treasure: None
  Alignment: Usually chaotic neutral
  Advancement: 9-16 HD (Medium-size)
  Noble Sidhe are approximately 6-1/2 to 7 feet tall, majestic,
  regal, impossibly beautiful with wide bright eyes and long
  flowing hair. Everything about them seems to glow, making
  them seem like fragile creatures. But they are also impossibly
  strong and cannot be bested in combat in normal ways. 
  An encounter with a Sidhe of any type should be a rare occur-
  rence, and presented with all the trappings that will mark it
  well in the player characters’ minds.
  For all their ephemeral appearance, their emotions are
  intense and can be terrifying, especially when they are angry.
  Even if you were to combine the ferocious vengefulness of a
  Vodacce combined with the intense passion of a Castillian,
  you would not come close to the level of emotion a Sidhe can
  display. On the other hand, earning the favor of a highly
  placed Seelie noble could be extremely useful as long as the
  party does not take advantage of the association too often.
  Combat
  Immunities: Lords and Ladies are immune to
  poison, disease, and similar effects.
  Spell-like Abilities: Lords and Ladies cast all
  Glamour spells as a 20th level character. The
  effects take one action and the Lords and Ladies
  ignore all component requirements. If you do
  not own The Magic of Théah, then they cast all
  Illusion spells as a 20th level character, with
  the same benefits as above.
  Banesidhe 
  (“Ban-shee”)
  Medium-Size Fey (Evil)
  Hit Dice: 8d8+8 (44 hp)
  Initiative: +1 Dex
  Speed: 20 ft.
  AC: 20 (+1 Dex, +9 natural)
  Attacks: None 
  Damage: None
  Face/Reach: 5 ft. by 5 ft./10 ft.
  Special Attacks: Frightful presence, scream
  Special Qualities: Immunities, SR 25, damage 
  reduction 20/cold iron or Syrneth weapons
  Saves: Fort +9, Ref +9, Will +10
  Abilities: Str 14, Dex 15, Con 12, Int 13, Wis 13, 
  Cha 12
  Skills: Concentration +12, Intimidate +12, 
  Listen +14, Ride +13, Sense Motive +12, 
  Spellcraft +13, Spot +14
  Feats: Alertness
  Climate/Terrain: Any land
  Organization: Solitary, mounted 
  (occasionally on a black horse)
  Challenge Rating: 9
  Treasure: None
  Alignment: Chaotic evil
  Advancement: 9-16 HD (Medium-size)
  Whether you believe that there is one of these or several, one
  is sufficient to terrify the bravest soul. Eyewitness accounts
  tell of a tall, willow-thing woman with a high-pitched wail
  that pierces straight through to the bones. Looking like a
  cross between a drowned person and a demon from Legion’s
  Pit, her skin is dead white and her huge blood-red eyes are
  both burning and hollow at the same time. As she begins her
  unearthly wail, her mouth opens wider and wider, impossibly
  wide as if to swallow the world into a toothless black abyss.
  Banesidhe
  
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  When the screaming ends and the Banesidhe has passed on,
  those who have heard and seen her are never ever the same.
  Some say that the Banesidhe was actually once a mortal
  woman, a loyal retainer in a nobleman’s household, who so
  loved her lord and his family that her cries of anguish when-
  ever one of them died filled the castle with an unearthly
  sound. Shortly after her death, tales began to circulate about
  the demesne and beyond of an unearthly wailing the pre-
  ceded the death of a loved one. Another legend says that she
  was once a Sidhe woman whose love of mankind was so great
  that each death was like a blow to her heart, while another
  still says that she was a Sidhe woman who angered the great
  Queen and was banished from the Sidhe world forever; she
  sits outside the gate to Bryn Bresail, begging for entry.
  Oddly enough, all of the legends through Avalon ascribe to
  the Baneside the ability to foretell death. Anyone who hears
  the unearthly wails knows that the Grim Reaper is not far
  behind.
  Combat
  Frightful Presence: Anyone catching sight of the
  Banesidhe must make a Will save with a DC of 15 or suffer a
  –1 penalty on attack rolls, weapon damage rolls, and saving
  throws. This effect lasts for 2d6 rounds.
  Immunities: Lords and Ladies are immune to poison, 
  disease, and similar effects.
  Scream: The banesidhe’s scream functions as a fear spell as
  if cast by a 15th level sorcerer. Those who hear must make a
  Will save at DC 25 of suffer a –2 penalty to all saving throws
  and must attempt to flee the banesidhe as quickly as possible.
  Reports persist of the banesidhe’s scream turning victims hair
  white, aging them by decades, or even serving as a harbinger
  to some future doom. The exact mechanical effects of such
  phenomena are up to the DM.
  Using the Banesidhe
  Although she can cause harm with her scream, the DM may
  also wish to use her as a harbinger of dreadful things. She will
  not attack unless provoked and even then, there is a good
  chance that she will ride off or fly awake without engaging
  them in combat.
  Jack-in-Irons
  Large Giant
  Hit Dice: 12d8+ 48 (106 hp)
  Initiative: 0
  Speed: 40 ft.
  AC: 19 (+9 natural)
  Attacks: Club +17/+12 melee
  Damage: Club 2d6 +12
  Face/Reach: 5 ft. by 5 ft./10 ft.
  Special Attacks: Frightful presence
  Special Qualities: Damage reduction 10/cold iron or 
  Syrneth weapons
  Saves: Fort +12, Ref +4, Will +4
  Abilities: Str 27, Dex 10, Con 19, Int 10, Wis 10, 
  Cha 11
  Skills: Climb +8, Hide +8, Jump +9, 
  Spot +5
  Feats: Cleave, Great Cleave, Power 
  Attack
  Climate/Terrain: Any hills or mountains (Avalon)
  Organization: Unique
  Challenge Rating: 9
  Treasure: Special (see below)
  Alignment: Chaotic evil
  Advancement: By character class
  Every culture in Théah has a legend about a giant (some of
  which are based more on fact than fiction) but none is more
  feared than Avalon’s Jack-in-Irons. He was a huge man from
  the wilds of Lothian, born out of wedlock and abandoned as a
  child. Jack fell easily into a life of crime. While his huge size
  was not conducive to quick snatch-and-grab schemes, he was
  so intimidating that shopkeepers gave over whatever he
  wanted in favor of being beaten to a pulp. Eventually, Jack was
  large enough and strong enough to strike out on his own, and
  he rampaged about the countryside, his raw, unbridled pas-
  sions driving him to take what he wanted without concern
  for human life. The lives he took numbered in the dozens.
  Eventually, he was captured for his crimes and sentenced
  to die. The night before his execution, he was visited in his
  cell by an Unseelie, who offered him a bargain No one knows
  the exact terms, but when the bailiff arrived in the morning,
  Jack was gone along with his chains and the bricks connected
  to them. 
  Jack-In-Irons
  
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  Since then he has roamed the countryside of Avalon, strik-
  ing at those who come near. Lone travelers are wise to be
  wary especially if they hear the sound of rattling chains. With
  each kill, Jack seems to gain strength and stature. When last
  seen he was reported to be 30 feet tall… and his chains appear
  to have grown with him. He sometimes carries a huge oaken
  club covered with spikes, but he is just as happy to tear a
  victim’s head off with his bare hands. He hangs the heads on
  his huge belt as trophies, and his lair has become a grisly
  museum containing something from everyone and every-
  thing he has ever killed. This is one treasure horde which
  adventurers do not want to see! (The exact make-up of Jack-
  in-Irons’s treasure is up to the DM, but the undeniable valu-
  ables are doubtless encrusted with filth and gore. Those who
  handle them excessively may contract some nasty, disease,
  and reselling the items may take some doing…)
  Combat
  Frightful Presence: Anyone catching sight of Jack-in-Irons
  must make a Will save with a DC of 15 or suffer a –1 penalty
  on attack rolls, weapon damage rolls, and saving throws. This
  effect lasts for 3d6 rounds.
  Jenny Greenteeth
  Medium-Size Outsider (Evil)
  Hit Dice: 9d8+9 (49 hp)
  Initiative: +1 Dex
  Speed: 30 ft., swim 30 ft.
  AC: 22 (+1 Dex, +11 natural)
  Attacks: 2 claws, +13 melee, bite +8 melee
  Damage: Claws 1d6 +7, bit 1d6 + 3 and disease
  Special Attacks: Disease
  Special Qualities: Damage reduction 10/cold iron or 
  Syrneth weapons, darkvision 60 ft., SR 18, Water breathing
  Saves: Fort +6, Ref +7, Will +7
  Abilities: Str 19, Dex 13, Con 12, Int 13, Wis 12, Cha 11
  Skills: Concentration +12, Heal +6, Hide + 11, 
  Intimidate +12, Listen +14, Spot +14
  Feats: Alertness, Great Fortitude
  Climate/Terrain: Near swamps or bogs
  Organization: Unique 
  Challenge Rating: 7
  Treasure: None
  Alignment: Chaotic evil
  Advancement: By character class
  No one in Inismore has escaped childhood without hearing
  at least one warning to stay away from swamps lest Jenny
  Greenteeth pull them down to her watery lair. Jenny was
  actually a village wise woman and midwife who dabbled in
  love charms on the side. Over time, watching all the happi-
  ness around her, Jenny grew bitter. No man ever twirled her
  around the bonfire on Midsummer’s Eve or twined a wreath
  of flowers for her. She brooded on this even as she continued
  her work until hate filled her veins with a thirst for revenge. 
  She began slowly, with a pinch here or a tweak there,
  which gave her a momentary pleasure. It wasn’t long before
  she had progressed to more serious injuries and eventually to
  outright murder. She had the sense to move away from the
  town before anyone got suspicious and for a brief time she
  found some peace living by herself in a little cottage near the
  edge of a bog. But eventually her unquenchable anger began
  to work its evil once again. Eventually she ran out of food and
  what little game she could trap was insufficient to feed her
  well. Then one day she received a visitor… who tasted won-
  derful.
  Of course lone wanderers were a rare commodity and as
  she spent more and more time waiting by the swamps the evil
  within her altered her, warped by Unseelie magic. Her arms
  grew thin and skeletal and her fingernails turned into black
  talons encrusted with dirt and bits of skin. Then there are her
  teeth: her disgusting, barbed, mossy green teeth. Her breath
  that is as stagnant as the swamps in which she now lives. Like
  most Unseelie, she is able to alter her appearance, luring her
  victims into her lair and not revealing her true form until
  they are trussed up good ’n tight and she lurches forward to
  take the first bite.
  Jenny
  Greenteeth
  
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  Combat
  Disease: Filth fever — bite and claws, Fortitude save (DC 11),
  incubation period 1d4 days; damage 1d3 temporary Dexterity
  and 1d3 temporary Constitution (see page 74 of the DUNGEON
  MASTER’S Guide™).
  Using Jenny Greenteeth
  Whether the DM is running a Théan or fantasy campaign,
  Jenny is the ideal sort of mid-level creature for a reputation-
  raising encounter. The mayor’s children have disappeared or a
  young bride went to bathe on the morning of her wedding
  day, or the heroes themselves encounter Jenny while they are
  bathing after a long day’s ride. 
  Jimmy Squarefoot
  Medium-Size Fey
  Hit Dice: 5d6+5 (25 hp)
  Initiative: –1 (Dex)
  Speed: 30 ft.
  AC: 15 (–1 Dex, +6 natural)
  Attacks: 2 fists +3 melee 
  Damage: Fists 1d6+3 
  Face/Reach: 5 ft. by 5 ft./5 ft.
  Special Attacks: None
  Special Qualities: Damage reduction 10/cold iron, Mimic
  Saves: Fort +6, Ref +1, Will +1
  Abilities: Str 17, Dex 9, Con 15, Int 9, Wis 10, Cha 7
  Skills: Climb +5, Hide +5, Intimidate +5, Listen +4, 
  Move Silently +3, Search +3, Spot +3, Wilderness Lore +4
  Feats: None
  Climate/Terrain: Temperate forest, hill, marsh, 
  mountain (Avalon)
  Organization: Unique
  Challenge Rating: 2
  Treasure: None
  Alignment: Chaotic neutral
  Advancement: By character class
  Not all of the Unseelie are foul creatures intent upon the
  destruction of the human race. Some are victims of Sidhe 
  cruelty… or at least started out that way. Jimmy Swithins
  lived in Balroux Downs, within the shadow of Thespian Row
  (a street full of theatres renowned throughout Théah). Ever
  since he was a small child, he had wanted to be an actor. He
  dreamed of playing the swashbuckling hero, dashing onto
  the stage, waving his sword and saving the damsel in distress.
  Sadly, he was not hero material. He was a big, lumbering
  round-faced young man who stuttered a bit and had a definite
  fondness for sweet roasted pork.. He loved nothing better
  than to buy a pint of ale and a slab of meat and happily munch
  during the performance, the juices running down his face as
  he stared rapturously at the actors. 
  It happened that on Midsummer’s Eve. A troupe of actors
  from out of town came to perform. They were far and away
  the most dazzling ensemble Balroux Downs had seen in quite
  a while. These actors were amazing, bringing vitality and
  deep passion to their characterizations. As Swithins watched,
  they actually seemed to glow. He was so enraptured by the
  performance that he did not realize how much ale he had
  consumed. The day had been warm and he was very thirsty so
  he continued to drink. At a crucial moment in the drama,
  when the beautiful lead was in the middle of her deathbed
  soliloquy, the unthinkable happened. Jimmy Swithins
  belched. 
  The audience was stunned for a moment and then ripples
  of laughter broke across the theatre, swelling until the entire
  house rocked with mirth. Had it been a comedy and had the
  actors been human, it probably would have been all right. 
  But it wasn’t and they weren’t. These were Seelie nobles who
  had been taken with the idea of traveling about the country-
  side, masquerading as a theatrical troupe. The lead actress, 
  a powerful Sidhe lady, was beyond furious. 
  She rose from her “deathbed” and came to the front of the
  stage, her aura glowing with red fury. She reached out and
  pointed at the paralyzed Jimmy and he was instantly 
  surrounded by a glittering fiery vortex. He began screaming
  as the crowd drew back in horror. Suddenly, the light receded
  and where there had been a human there was now a large pig-
  faced creature with bristly hair on his back, long hairy arms
  that dragged on the ground and huge bandaged feet. Slobber-
  ing and grunting in misery, Jimmy fled from the theatre as
  the actors vanished in a flash of blinding light.
  He wandered dazed and miserable for several days until
  hunger drove him back towards the city. He tried to approach
  his old friends but they recoiled from him and threw rotten
  fruit and vegetables. He was forced to make due by raiding
  small farms and hamlets, stealing food and occasionally rob-
  bing lone travelers. This was all well and good in the summer
  but as fall was approaching it began to get colder. Necessity
  being the mother of invention, Jimmy made a wonderful 
  discovery: he could act. He was trapped in a pig’s body but he
  could act. He could imitate voices! He tested his newfound
  skill and found that if he hid in the shadows and made
  squawking noises, farmers thought the chickens had gotten
  out. If he made growling sounds, people stayed safe behind
  their doors, which gave him free access to raid storehouses.
  He could even imitate children, which brought concerned
  women out of their homes and farmhouses, oftentimes leav-
  ing a nice warm pie cooling on the window sill. It even
  helped him frighten people away if he wanted…
  His new existence has revealed a cruel streak in the 
  formerly harmless Jimmy. He sometimes lurks under bridges
  or behind rocks, waiting to jump out and scare passersby. 
  He delights in watching them run for their lives, and some-
  time uses his frightening appearance to extort money from
  his victims — forcing them to hand over their gold, then
  beating them unconscious if he’s in a bad mood. Fortunately,
  he’s not very bright, and can be easily tricked by a convincing
  lie. Promising him hidden gold works very well, as does
  cheating him at a game of chance. The key is to be far away
  when he realizes that he’s been duped. Stories of clever heroes
  outwitting him have made him the subject of ridicule 
  in many quarters. No one who has ever met him laughs, 
  however.
  Combat
  Mimic: Jimmy has the capacity to perfectly mimic any
  sound he has heard — including animal noises, and the
  voices of individuals. Those hearing such sounds must suc-
  ceed at a Wisdom check, DC 20, or be taken in by the sound
  he makes. This ability is negated if the subject catches sight of
  Jimmy while he is emitting the sound. 
  
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  Using Jimmy
  Jimmy can make a good low-key encounter for characters
  who have no experience with the Sidhe. His mimicry can
  make him appear quite threatening, a fact which he will use
  to his advantage to rob them… or at least give them a good
  scare. Alternately, Jimmy can serve as an unlikely ally for the
  party, especially if the heroes are trying to escape from an
  irate farmer or even the local bailiff. Jimmy may also know
  about any clandestine activity in the woods, such as highway-
  men who might have buried treasure, and can find his way
  through nearly any bog, bramble, or forest. The question is
  whether the PCs can get close enough to understand what a
  miserable soul he truly is, instead of the sadistic creature he
  sometimes appears.
  Pooka
  Medium-Size Fey
  Hit Dice: 5d6+5 (25 hp)
  Initiative: +1 (Dex)
  Speed: 40 ft. (60 ft. in animal form)
  AC: 15 (+1 Dex, +4 natural)
  Attacks: Head butt +2 melee; in animal form, bite +3 melee
  Damage: Head butt 1d6+2; in animal form, bite 1d6+2
  Face/Reach: 5 ft. by 5 ft./5 ft.
  Special Attacks: None
  Special Qualities: Damage reduction 15/cold iron, 
  shapechange, spell resistance 5
  Saves: Fort +3, Ref +5, Will +5
  Abilities: Str 14, Dex 13, Con 14, Int 12, Wis 13, Cha 12
  Skills: Bluff +6, Hide +5, Knowledge (nature) +6, Listen +6, 
  Move Silently +6, Search +6, Spot +6, Wilderness Lore +5
  Feats: Alertness, Dodge, Mobility
  Climate/Terrain: Temperate forest, hill, marsh, mountain
  Organization: Solitary
  Challenge Rating: 3
  Treasure: None
  Alignment: Usually chaotic neutral
  Advancement: 6-10 HD (medium-size)
  Pookas are lesser members of the Seelie, forming much of
  what might be considered the middle-class citizenry of the
  Sidhe. While humanity is often beneath the casual notice of
  the Lords and Ladies of the Seelie Court, pookas take great
  delight in seeking out unwitting humans and tricking them
  into appearing foolish. It makes them feel better about their
  status as unnoticed “lessers” in the Sidhe pecking order.
  Pookas are shapeshifters: their natural form is that of a
  naked man or woman with shiny jet-black skin and a goat’s
  head, but humans rarely see them in that shape. They nor-
  mally take the shape of horses, bulls or black dogs, hoping to
  entice hapless mortals into jumping on their backs. Once
  someone mounts them, they take off on a wild ride through
  brambles and briar. Such journeys often last an entire night
  and end with the pooka dumping its passenger in a muddy
  puddle. Then they vanish with the dawn, leaving the mortal
  wet, bedraggled and hopelessly lost. Thieves are a favorite
  target of theirs, as are travelers too confident for their own
  good. Despite their prankish nature they can be strangely
  benevolent at times. Those lost in the wilderness have often
  been guided home by a disguised pooka, and children have
  nothing to fear from them.
  The pooka may appear crude and ill-tempered with a 
  penchant for nasty jokes. And appearances are not deceiving.
  However, their usual pranks are as nothing compared to what
  they do to someone who deliberately sets out to anger them.
  If anything, they will treat those who dishonor the Sidhe
  more harshly than the Lords and Ladies of the Court… and
  they are more likely to notice such slights. If a Lord or Lady
  wishes to punish such an offender they may send a pooka to
  avenge the slight. Those sent on such a mission, forced to
  serve as a lackey, will be even more ill tempered than normal.
  “Pranks” resulting from such an offense are rarely lethal, 
  but otherwise anything goes.
  To try and avenge a pooka’s prank is a foolish thing. 
  No Sidhe will tolerate such action, even those supposedly
  “better” than the pooka. Vengeful former victims will find
  themselves plagued by strange accidents and their travels in
  the wilderness interrupted by strange howls and screeches,
  and mysterious shadows that rise out of nowhere. Those who
  persist despite these warnings are rarely seen again. After
  many years of co-existence with the Sidhe, the citizens of the
  Glamour Isles know better, but occasionally a foolish for-
  eigner disappears after trying to avenge himself on a prank-
  ish pooka.
  Combat
  Shapechange (Su): Pooka can magically shapechange at
  will into the form of a horse, bull, or black dog. This takes a
  single standard action, and is otherwise similar to
  shapechange as cast by a 20th-level sorcerer.
  Using a Pooka
  Like many supernatural creatures in Théah, the pookas are
  best used to instill a particular feel and atmosphere rather
  than as mere sword fodder. The Sidhe in Avalon are a force to
  be reckoned with, and the pookas are part of that force. Keep
  them to the shadows and their true identities a mystery. If an
  arrogant rider tries to take a pooka (in horse-form,) let the
  creature take him on the ride of his life and then disappear
  with the dawn. If the rider reports the incident, have the
  locals merely shake their heads and speak nothing of the
  matter. No knowledgeable Avalon will mention of the Sidhe
  so openly.
  Furthermore, if a party has avoided offending the Sidhe, 
  a black dog may show up at an opportune time to warn them
  of a trap (although not one laid by another Sidhe, of course!),
  guide them through a dangerous route, or lead them past
  some threat. The dog will disappear as mysteriously as it
  came, and the PCs will be unable to find anyone who can pro-
  vide them with knowledge. If properly used, the adventurers
  should never even know the name or origin of the creatures
  that aid or hinder them.
  In addition to the Seelie and Unseelie, there is another cat-
  egory of monster in Avalon which may have actually begun
  life in human form but who were altered by Glamour and the
  effects of Reputation. There are those who deeds are so foul
  that the constant exposure to evil begins to alter the fabric of
  their being, twisting them into something not quite human.
  In essence, their appearance becomes the mirror of their mis-
  deeds. While the Seelie eschew these aberrations, the
  Unseelie welcome them into their Court, drawing on the raw
  power of uncontrolled violence and evil. 
  
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  Siren, Théan
  Medium-Sized Humanoid (Aquatic)
  HD: 4D8+4 (20 hp)
  Initiative: +2 (+2 Dex)
  Speed: 5 ft, swim 60 ft
  Armor Class: 15 (+2 Dex, +3 natural)
  Attacks: 2 claws +1 melee, bite +1 melee
  Damage: Claw 1d4 +1, bite 1d6 +1
  Face/Reach: 5 ft by 5 ft./5 ft.
  Special Attacks: None
  Special Qualities: Amphibious, keen scent, 
  underwater sense
  Saves: Fort +4, Ref +2, Will +1
  Abilities: Str 14, Dex 14, Con 12, Int 7, Wis 13, Cha 6
  Skills: Bluff +5, Listen +5, Spot +6
  Climate: Any aquatic (oceans and seas)
  Organization: Solitary, shoals (2–5), or colonies (11–20)
  Challenge Rating: 2
  Treasure: None
  Alignment: Chaotic evil
  Advancement: By character class
  The sirens are an ancient race of sea-going predators, minions
  of the foul monstrosity which serves as their queen. Their ori-
  gins are lost in antiquity, but every Théan sailor learns to hate
  their vicious form. Sirens appear to be human females if seen
  from a distance while their mouth is closed. A closer look
  reveals their true form — hideous monsters with the lower
  body of a fish, webbed claw-like hands, and a shark’s mouth
  filled with row after row of razor-sharp teeth. Found in cold
  waters, they often swim up beside ships and pretend to
  drown, masquerading as a comely woman in order to lure
  some hapless sailor to his doom. Sirens travel in shoals, and
  can attack en masse in a horrid frenzy if they detect prey.
  They usually attempt to drag their victims underwater in
  order to drown and eat them, although they sometimes take
  ghoulish delight in feeding on still-living victims in front of
  their friends aboard ship. In this case, they make an other-
  worldly, keening sound of pleasure that sailors refer to as the
  “siren’s song.” Few sailors will pass up the opportunity to kill a
  siren.
  Combat
  Amphibious: Sirens normally breathe water, but they can
  also survive indefinitely on the land. They ignore rules for
  drowning unless special circumstances are involved.
  Keen Scent: Sirens can detect blood in the water at ranges
  of up to one mile and follow it unerringly to its source.
  Underwater Sense: Sirens can locate creatures underwa-
  ter within a 50 ft. radius. This ability negates the effects of
  invisibility and poor visibility. Sirens are not fooled by
  figments while underwater.
  Using Sirens
  They are quite helpless outside the water, but in their native
  environment, they are as dangerous as any predator. Sirens
  often follow pirate ships, hoping to feast the remains of their
  victims, and will invariably appear following a naval battle or
  similar engagement. Shoals of sirens sometimes haunt ship-
  wrecks, beaches, and other shallows, waiting for curious
  adventurers to wander along. In these circumstances, they
  will attempt to drag their victim out to sea, where they can
  feast upon him as leisure. Though not a huge threat to higher
  level characters, they should remain a constant reminder of
  the dangers of ocean travel.
  Siren
  
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  The Black Siren, 
  “Queen of the Sea”
  Large Abomination
  HD: 12D4+60 (96 hp)
  Initiative: +5 (+5 Dex)
  Speed: 40 ft, swim 60 ft
  AC: 29 (–1 size, +5 Dex, +15 natural)
  Attacks: 1 claw +19/+14 melee, bite +14 melee
  Damage: Claw 1D6+7 plus rotting poison, bite 2d8+3 
  plus rotting poison
  Face/Reach: 10 ft by 10 ft./10 ft.
  Special Attacks: Spell-like abilities, fear aura, summon 
  sirens, remote casting, poison, rot
  Special Qualities: Damage reduction 20/+1, 
  spell resistance 20, regeneration 5, fear aura, submerged.
  Saves: Fort +13, Ref +14, Will +13
  Abilities: Str 25, Dex 20, Con 21, Int 20, Wis 20, Cha 16
  Skills: Bluff +17, Concentration +19, Jump +15, Knowledge, 
  Listen +21, Scrye +20, Search +21, Spot +21, Spellcraft +21
  Climate: Aquatic
  Organization: Unique
  Challenge Rating: 15
  Treasure: Standard
  Alignment: Chaotic evil
  Sailors whisper legends of the Black Siren, a hideous woman
  who rests at the bottom of the sea. Her breath is said to be a
  hurricane and her frown is a lightning bolt. Her single claw
  can shred a man in seconds and she can turn a ship to stone
  with her gaze. And no living man has ever seen her. 
  The tales of her power and malevolence come from those
  gifted with the Sight, such as Fate Witches and Prophets, who
  only catch glimpses of her for fear of attracting her attention.
  Still those most gifted agree that the Black Siren exists and,
  thankfully, she is the last of her kind. The Queen of the Sea
  appears as a giant bloated figure covered in green scales who
  lives in a palace built of drowned men’s bones in the total
  darkness found at the bottom of the sea. Clawed fingers, 
  tentacled hair and blazing red eyes make her a creature out of
  nightmares. She sits upon a throne fashioned from a kraken’s
  skull while staring into a glowing bubble of air and listening
  to the whispers of the sirens who serve her. Images from
  across Théah flash across the bubble, enabling her to exert
  her foul power far beyond her unholy lair. 
  Her greatest foe also share the title Queen of the Sea, and
  their feud has lasted millennia. The great Sidhe queen known
  as Maab, has relentlessly battled the Black Siren for control of
  the sea. During one of their periodic battles Maab struck off
  the Siren’s claw, grievously wounding the old creature. 
  That claw, filled with its owner’s hate and evil, floated with
  the tides beneath the waves for centuries while coral slowly
  grew upon it. Any other sea life who touched it died from the
  malice… until it was struck by a human ship, facilitating the
  creation of the Black Freighter (see page 39).
  The Black Siren wishes only to wrest control of the waters
  from Queen Maab. She sees humans as pathetic worms 
  hovering on the surface of the waves and delights in tor-
  menting them with storms and sea creatures. Should she win
  her battle with Maab, such ministrations will only grow
  worse.
  Combat
  The Black Siren will use her spell-like abilities through the
  orb as long as possible. If that is destroyed, she will rely on
  physical strength and her poisonous touch. Typically, she will
  infect one or two opponents and then retreat to allow the
  poison to do its work.
  Spell-like Abilities (At will): Animate dead, lightning
  bolt, cone of cold, control water, control winds, detect magic,
  dominate (sea creatures only), fog cloud, ice storm, water
  breathing and whirlwind. These work like spells cast by a
  15th level sorcerer and may only be used
  when she is touching the bubble of
  enchanted air in her palace.
  Fear Aura (Su): As a free
  action, the Black Siren can
  create an aura of fear in a 
  20-foot radius. It is otherwise
  identical to a fear spell cast by
  a 15th level sorcerer (save DC
  19). If the save is successful,
  that creature cannot be
  affected again by the fear
  aura for one year. Sirens are
  immune to this ability.
  Submerged: The Black
  Siren lives at the bottom
  of the sea. She is
  immune to the cold and
  pressure there, but any
  human attempting to go
  there will suffer 2d6
  damage per round of
  The Black Siren
  
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  cold and another 2d6 damage from the pressure without
  some form of protection. In addition, she can breathe water
  and air. While she can emerge from the water, she rarely does
  so. It is not her natural environment, and she feels less invul-
  nerable. 
  Summon Siren (Sp): The Black Siren may automatically
  summon 3 sirens to her side, at will. This is a full round
  action.
  Regeneration (Ex): The Black Siren only takes normal
  damage from blessed weapons, Sidhe weapons, Syrneth
  devices, or the like. All others inflict only subdual damage.
  She heals 5 points of subdual damage every round that she is
  submerged in salt water.
  Remote Casting: The Black Siren has an enchanted globe
  of air that allows her to view anything in Théah within 200 ft.
  of the sea. She can also use it to project her spell-like abilities
  out to anywhere that she can view. The orb is also very 
  fatiguing and after using it for one hour, she falls into a deep
  slumber lasting 1d4 days. The orb is very delicate (hardness 2,
  hp 10), and will shatter with a concentrated blow.
  Rotting Poison: Fort Save (DC 25) or Initial and 
  Secondary 2d10 Permanent Constitution; or, Fort. (DC 25).
  Duration 1 day, Interval 1 hour, Damage 1 point of Permanent
  Constitution. The damage is knocked down to zero if the
  wound is washed with fresh water.
  Succubus, Théan (Portal Fiend)
  Medium Size Outsider (Evil)
  Hit Dice: 6d8+6 (33 hp)
  Initiative: +1 (Dex)
  Speed: 30 ft, fly 50 ft (average)
  AC: 20 (+1 Dex, +9 natural)
  Attacks: 2 claws (or teeth; no one’s exactly sure) + 7 melee
  Damage: Claws 1d3 + 1
  Face/Reach: Unknown
  Special Attacks: Energy drain
  Special Qualities: Unknown (none)
  Saves: Fort +6, Ref + 6, Will +7
  Abilities: Int 20, Wis 20, Cha 20, all others unknown
  Skills: Bluff +5, Diplomacy +5, Intuit Direction +5, 
  Listen +5, Perform (mimic voices) +5, Sense Motive +5
  Feats: Unknown (none)
  Climate/Terrain: Porté Holes
  Organization: Solitary or gathering (2-10)
  Challenge Rating: 1 
  Treasure: Unknown
  Alignment: Usually neutral evil
  Advancement: Unknown (none)
  The succubi are a deep mystery, even to the Porté sorcerers
  who impinge upon their domain. They exist in the folds
  between the world — that unknown realm which Porté
  mages breath in the midst of their teleportation spells. Seduc-
  tive, beguiling and villainous, a succubus will never so much
  as touch a sorcerer or his charges unless one is foolish
  enough to open his eyes during his journey through Porté
  channels. No creature has ever looked upon a succubus and
  survived. Companions of those who have died claim to have
  heard a terrifying shriek as strange forces (presumably the
  succubi themselves) tear the inquisitive person away from
  them.
  The succubus does not attack, at least not in the conven-
  tional sense, nor does it ever approach close enough to strike
  (or else it is incorporeal, and such attacks simply pass
  through it). It has no known pattern of sleeping, eating,
  or reproduction, unless these functions are served by
  kidnapping travelers into their strange realm. It may
  spend hours upon hours pleading, cajoling, or mock-
  ing others, or it may linger close by, utterly and com-
  pletely silent. By all accounts, it is interested only
  in tricking people into opening their eyes while
  travelling through Porté holes, at which point
  the creature claims its due.
  Combat
  Succubi are not known for entering combat
  personally, although they may threaten other-
  wise. Instead, they attempt to either trick
  passersby into opening their eyes, or else
  hopelessly mislead such unfortu-
  nates away from their destinations.
  Blind characters are obviously
  immune to attempts to open their
  eyes, while characters with Blind-
  sight or the Blind Fighting feat
  gain a +5 synergy bonus to all
  Succubus
  
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  attempts to resist the succubi’s pleadings. Role play the
  entreaties of the succubi; no character should die instantly to
  a die roll.
  The listed Challenge Rating for the succubi is for resisting
  their advances; none have yet entered combat with them and
  returned to speak of it. Those who open their eyes in a Porté
  hole are irrevocably lost to the creatures; no save or other
  effect can save them. 
  Swamp Spider
  Small Vermin
  Hit Dice: 1d8 (4 hp)
  Initiative: +2 (+2 Dex)
  Speed: 30 ft., climb 30 ft.
  AC: 13 (+1 size, +2 Dex)
  Attacks: Bite –1 melee
  Damage: Bite 1d4–2 and poison 
  Special Attacks: Poison, webbing
  Special Qualities: Training resistance, vermin
  Saves: Fort +2, Ref +2, Will +0
  Abilities: Strength 6, Dex 15, Con 11, Int –, Wis 10, Cha 2
  Skills: Hide +3, Listen +4, Move Silently +3, Spot +4
  Climate/Terrain: Marsh and swamplands (Northern 
  Vodacce and southern Eisen) 
  Organization: Cluster (2–5), swarm (6–11), or nest (12–30)
  Challenge Rating: 1
  Treasure: None
  Alignment: Always neutral
  Advancement: 2-3 HD (small)
  Swamp spiders are natural predators from northern Vodacce,
  stalking that region’s bogs for food. Though individually no
  match for even an apprentice swordsman, the spiders ambush
  scouts and other humans who travel in small numbers.
  Swamp spiders grow to grotesque proportions, often to four
  feet in height and length of body. They have a narrow range of
  coloration, from a dull mossy green to slate-gray. They are
  deceptively light, however, moving quickly and leaving only
  the barest traces of their passage. Vodacce explorers have
  noted creatures as large as bears mummified in the webs of
  the swamp spiders, but have never recorded the spiders
  directly attacking anything larger than an adult human male. 
  Swamp spiders are unique amongst vermin in that they are
  social beasts, living within colonies. Those unfortunates who
  regularly visit their bogs can easily identify the colony’s
  boundaries by the grisly remains of old victims, long since
  dried in their husks and left dangling from the trees. Local
  peasants learn to recognize these signs from a distance, and
  avoid the area at all costs. Venturing into the lairs of the spi-
  ders is virtual suicide, bringing the entire nest down upon the
  invaders. Swamp spider colonies include 3d10 unhatched
  eggs and an equal number of immature swamp spiders (1/2
  HD and Small-size). 
  Combat
  Swamp spiders are quite timid, fighting only if
  hungry, cornered, or if their colonies are
  invaded. They much prefer to ambush their
  prey using their webs and poisons, then
  dragging their food back to the colony for
  mummification and feeding. In the
  colony, the spiders are even more preda-
  tory, devouring their prey immedi-
  ately following combat. 
  Poison (Ex): Unlike
  normal vermin poisons, the
  venom of a swamp spider acts
  as a natural narcotic, albeit
  one too strong for present
  use in medical sciences.
  On a successful bite
  attack, the swamp
  spider injects its
  toxin. A target hit by
  the bite must succeed
  in a Fortitude save
  (DC 10) or suffer ini-
  tial and secondary
  damage of 2 points each
  of Strength and Dexterity.
  Multiple bites are cumulative.
  If either ability is reduced to 0, the
  Swamp Spider
  
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  victim is paralyzed (see page 72 of the DUNGEON MASTER’S
  Guide™) and can be dragged off for leisurely feeding. Lost
  scores will return at a rate of 1 point per day.
  Web (Ex): Swamp spiders can cast a web strand up to four
  times a day. This is similar to an attack with a net, but with a
  maximum range of 25 ft. (range increment of 5 ft.). It is effec-
  tive against targets of up to Medium-size (although multiple
  swamp spiders can potentially entrap progressively larger 
  victims; double the number of spiders required for each suc-
  cessive size category above Medium-size). The web strand
  anchors the target in place, allowing no movement. 
  Entangled creatures can escape with a successful Escape
  Artist check (DC 12), or break the web strand with a success-
  ful Strength check (DC 15). The web has 3 hit points and
  takes double damage from fire. 
  Swamp spiders can also spin webs of larger sizes, up to 20
  square feet per web strand use per spider. They prefer to hide
  these webs in the murkiest depths of a bog or in the interior
  of a ruin. Those approaching must succeed in a Spot check
  (DC 14) or stumble into the web, which ensnares them 
  in a manner identical to the web strands above. Each5-foot-
  square section has 3 hit points and takes double damage from
  fire. 
  Swamp spiders can move across their own webs with no
  penalty, and determine the exact location of any other crea-
  ture touching their webs.
  Training Resistance: Swamp spiders cannot be trained,
  even with Vodacce spider training methods. The Vodacce are
  renowned for training small spiders to serve their will, but
  they have always failed where swamp spiders are involved.
  Skills: Swamp spiders have a +3 racial bonus to all Hide
  and Move Silently checks. 
  Talking Beast
  Unique to Ussura’s wilderness, talking beasts have received
  Matushka’s blessings in much the same manner and number
  as Pyeryem sorcerers. Equal parts wild and noble, talking
  beasts are intelligent and proud, expecting deference from
  everyone they meet. They are always perfect examples of
  their base type, beautiful — and often terrible — to behold. 
  Like humans, talking beasts form a rough hierarchy, with
  the Beast Court at its head. The Beast Court consists of the
  five kings (Bear, Cat, Wolf, Wolverine and the legendary Fire-
  bird, who disappears for decades at a time). Like human
  nobility, the Court presides over all the animals of Ussura.
  Other talking beasts may consider themselves royalty in their
  own right, complete with title and territory (usually unoccu-
  pied by mankind). They expect the deference due to such a
  station. 
  Talking beasts speak Ussuran and Teodoran, and may
  speak with animals of their base type.
  Creating a Talking Beast
  “Talking beast” is a template that can be added
  to any animal (the Firebird is an exception,
  being a magical beast; no other talking
  beasts of the types “beast” or “magical
  beast” are known). The creature’s type
  changes from “animal” to “magical
  beast.” It uses all the creature’s original statistics and special
  abilities, except as noted here:
  Hit Dice: Increases to d10
  Speed: Same as base creature
  AC: Same as base creature
  Damage: Same as base creature
  Special Attacks: Same as base creature
  Special Qualities: A talking beast retains all the base crea-
  ture’s special qualities and gains the following:
  Matushka’s blessing (Su): Talking beasts retain their intellect
  at Matushka’s sufferance, and she may revoke it at will,
  removing the template and all associated changes. Matushka
  rarely sees fit to do so, however, as talking beasts are close to
  her, and respect her wishes.
  Wish (Sp): This is an ability unique to talking fishes. Count-
  less tales exist in Ussuran folklore of fishermen who acciden-
  tally hook a talking fish. The fish then offers the fisherman
  (or whoever else comes upon it) a single wish in exchange for
  the its freedom. The fish’s rescuer makes his wish known,
  which the fish grants. Its freedom secured, the fish flees.
  Within a day, the wish is fulfilled. Should the fish’s rescuer be
  greedy, foolish, or evil, the wish comes true in the worst way
  possible — a merchant could wish for riches beyond his
  dreams, only to receive them in a forged will from a dead
  bogatyr, whose kin are quite curious as to how a commoner
  inherited so much… 
  Abilities: Intelligence and Charisma both increase to a
  minimum of 8. As idealized creatures, talking beasts may
  have additional bonuses or penalties based on their personal-
  ities as the DM sees fit (i.e., a talking beast owl may have 18
  Wisdom, while a talking beast dog may have a like increase to
  his Charisma)
  Saves: Same as base creature
  Skills: As base creature, plus Bluff +4, Diplomacy +4,
  Intimidate +4, and Sense Motive +4. Talking beasts may have
  other skills benefiting their personalities (i.e. a talking fox
  may have no Intimidate, but +8 in Bluff and Diplomacy).
  Talking Beasts
  
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  Feats: As base creature, plus one additional chosen for the
  base creature’s personality (i.e., a talking beast horse would
  have Endurance or Run). 
  Climate/Terrain: The Ussuran wilderness
  Organization: Same as base creature
  Challenge Rating: Same as base creature +1
  Treasure: Standard (talking beast royalty only)
  Alignment: Usually neutral, with allowances for base
  creature’s personality (i.e., a talking dog could be lawful good)
  Advancement: Same as base creature
  Tessera
  Medium Sized Outsider
  Hit Dice: 15d8+45 (112 hp)
  Initiative: +7 (Dex)
  Speed: 30 ft.
  AC: 13 (+3 Dex)
  Attacks: Per item (see below)
  Damage: Per item (see below)
  Face/Reach: 5 ft. by 5 ft./5 ft.
  Special Attacks: Per item (see below)
  Special Qualities: Damage resistance 25/Sidhe weapons, 
  spell resistance 25
  Saves: Fort +8, Ref +12, Will +19
  Abilities: Str 18, Dex 24, Con 16, Int 30, Wis 30, Cha 20
  Climate/Terrain: Any
  Organization: Solitary
  Challenge Rating: 15
  Treasure: Tesseran artifacts (see below)
  Alignment: Usually lawful neutral
  One of several ancient races collectively known as the 
  Syrneth, the Tessera disappeared long before the rise of man.
  All that remains of their once great civilization are artifacts
  and trinkets occasionally unearthed in the ancient, forgotten
  vaults of their shattered cities. They commanded tremendous
  technologies, some terribly destructive and some won-
  drously beautiful to behold. Most of their cities were literally
  stripped from the face of the earth by the other, equally pow-
  erful races of old. Their graceful airships, terrible weapons,
  and incredible cities are gone without a trace, leaving only
  minor examples of their technology. Even these relatively
  simple items are beyond the understanding of even the
  wisest sages. Usually, such items are treated as trinkets and
  toys by the nobility, to be given to children.
  While it is possible that a few Tessera survived their cata-
  clysm, even that one or more survived to the present, no one
  has ever encountered such a being. It is entirely likely, con-
  sidering their great technology, that a Tessera would be
  viewed as a god or other spiritual power by contemporary
  standards. In fact, it is impossible to say how many “divine”
  visitations or visions are in reality encounters with a Tessera.
  Several encounters with such beings occurred during the
  days of the Old Numan Empire, which may have led to
  Numans’ pantheistic view of the cosmos.
  The Tessera are (or were) humanoid in appearance, but the
  details vary greatly. Outside of Théah, they may appear as any-
  thing from a dwarf to a human to an elf — perhaps even a
  halfling! The one feature common to all Tessera is a low,
  almost imperceptible hum emanating from their torsos, and a
  vague shimmering aura — not unlike heat distortion — that
  surrounds them at all times.
  Tessera were powerful telepaths but in a limited fashion:
  they could only communicate and were incapable of launch-
  ing any sort of psychic attack or the like. That said, they could
  communicate with anyone. The nature of their telepathy
  allowed them to automatically translate their thoughts into
  the native language of the target — even into multiple lan-
  guages at once, for multiple recipients. Similarly, characters
  who speak to a living Tesseran need not speak Tesseran: this
  telepathy would allow the Tesseran to interpret and translate
  the foreign speech on the fly. 
  Tesseran Devices
  Tesseran devices are many and varied in both purpose and
  appearance, but all share one trait: they are beyond the under-
  standing of contemporary Théans. Even if a fully operational
  device is gained by a character, he will have no clue how to
  operate it effectively; even a Use Magic Device check yields
  incidental effects, suitable only for a child’s toy. Without the
  knowledge of the Tessera’s technological reasoning, they will
  never be more than trinkets and curios.
  Tessera
  
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  Living Tesserans might carry any the following items, 
  possibly accompanied by one or more items unique to the
  specific Tesseran. Only they may operate such devices;
  humans and other species cannot get them to function under
  any circumstances.
  Slug Propeller: The standard Tesseran weapon, the slug
  propeller utilizes magnetic principles to propel bullets
  (roughly the size of contemporary musket balls) at incredible
  rates of speed, without the need for a chemical propellant. 
  As such, they could be reloaded quickly: all slug propellers
  featured a gravity-fed ammunition hopper, which dropped a
  new slug into the device as soon as it was fired. Slug pro-
  pellers do 2d10 plus the user’s Dex in damage, and have a
  Threat Range of 16-20. Most gravity hoppers hold enough
  slugs for 15 shots.
  Defense Field: Tesseran defense fields operate by creating
  a magnetic field around the Tesseran strong enough to repel
  even the most powerful attacks, so long as the offending
  weapon has even a trace amount of iron. This field provides a
  +15 armor bonus to the Tesseran, but no benefit against
  objects lacking iron content (such as fists or belaying pins).
  Flight Belt: By creating a controlled magnetic field with
  polarity opposite that of Terra’s iron core, this Tesseran device
  allows its user to fly at a rate of 30 ft.
  Medical Unit: This device excites the iron molecules in
  the Tesseran’s own body to accelerate healing by a vast degree.
  Once this device is activated, the Tesseran regains 25 hit
  points per round (up to his starting total).
  Thalusai
  Medium-Sized Shapechanger
  Hit Dice: 6d8 + 24 (48 hp)
  Initiative: +3 (+3 Dex)
  Speed: 30 ft.
  AC: 23 (+3 Dex, +10 natural)
  Attacks: 2 lens blades (+5 enchanted weapons) +9 melee
  Damage: Lens blades (+5 enchanted weapons) 1d8 +9 
  Face/Reach: 5 ft. by 5 ft./5 ft.
  Special Attacks: None
  Special Qualities: Damage resistance 5/Sidhe weapons, 
  spell resistance 10
  Saves: Fort +8, Ref +5, Will +11
  Abilities: Str 18, Dex 16, Con 18, Int 25, Wis 25, 
  Cha 10
  Skills: Bluff +25
  Feats: Ambidexterity, Improved Two Weapon 
  Fighting, Two Weapon Fighting
  Climate/Terrain: Any city
  Organization: Solitary
  Challenge Rating: 7
  Treasure: None
  Alignment: Always evil
  Advancement: By character type
  Another of the ancient races of the Syrneth, the Thalusai long
  ago launched a great war against the Sidhe. They were subse-
  quently defeated and banished to another dimension, and the
  Sidhe erected the Barrier, a sorcerous shield against the
  malevolent creatures, to prevent their return. For millennia,
  the Thalusai’s only legacy was their remains: indecipherable
  records, strange tools, and elaborate ruins.
  Nothing lasts forever.
  When humanity discovered the secrets of sorcery, the
  Thalusai rejoiced, for sorcery was the key to their eventual
  escape from imprisonment. Many forms of sorcery (espe-
  cially those practiced on Théah) are destructive to the Barrier.
  Porté magic (or, in other campaigns, teleportation spells), for
  example, literally tears holes in the Barrier. All dimension-
  breaching magics are similarly dangerous. Even seemingly
  mundane spells, such as Fireball or Lighting Bolt, have the
  potential to harm the Barrier, since the magical energy
  required for such spells is sometimes drawn through it.
  Centuries of magic use is beginning to weaken the Barrier,
  and after millennia of planning revenge, a few Thalusai were
  finally able to return to our dimension, only to discover the
  world had changed much in their absence. The Sidhe had
  largely retreated, and the race called humanity had spread
  across the world. While it is true the Thalusai have no partic-
  ular hatred for humans, their return can not be considered
  beneficial to humanity. Their agenda calls for vengeance
  against the Sidhe, and humanity is not part of their equation. 
  That said, the Thalusai do not yet have the power to elimi-
  nate mankind; only a few are able to slip through the Barrier.
  Instead, they disguise themselves as humans and infiltrate
  human society. After millennia of imprisonment, they have
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  learned patience, and they are careful to conceal their 
  presence from the eyes of humanity. Wherever possible, the
  Thalusai work toward positions of influence, and use it to
  encourage the practice of sorcery, further weakening the 
  Barrier, and allowing even more to escape. To date, only two
  dozen Thalusai have done so.
  Secrecy is of paramount importance to the Thalusai, as they
  are not yet numerous or powerful enough to survive discov-
  ery. The Thalusai are well aware of this, and consider no
  agenda, regardless of importance, vital enough to sacrifice
  their anonymity. It is exceedingly rare for more than one
  Thalusai to remain in close proximity: Each knows his mis-
  sion, and pursues it independently of other Thalusai. They
  never reveal themselves unless cornered and only attack if a
  human comes too close to discovering their true nature.
  Combat
  Shape Change: The Thalusai are well aware that infiltrat-
  ing Terra would be impossible in their natural forms, and they
  do not yet have the strength to risk exposure to the Sidhe.
  Imitation, however, is the sincerest form of invasion. A Thalu-
  sai who has assumed human form can be constructed using
  the standard rules for character creation, and is usually
  around seventh or eight level. Only if a Thalusai is forced to
  reveal itself will the heroes face it in its true form, which uses
  the statistics displayed above. The Bluff skill listed is used for
  both forms; it overrides the disguised Thalusai’s normal Bluff
  skill check when the Thalusai is attempting to conceal its true
  nature.
  Thalusai Artifacts
  Thalusai technology is usually light-based, and many such
  items are intended to fool the eye. Below are a few items 
  utilized by the Thalusai in their insidious invasion.
  Disguise Ring: Apparently an ordinary diamond ring, 
  the gemstone can actually store a human’s image for later 
  projection. The Thalusai then wears the ring, which overlays
  the stored image upon its insectoid form. Since the ring is
  limited to affecting images, Thalusai impersonators seem 
  particularly sensitive about their personal space: an acciden-
  tal touch of the hand or peculiar scent can easily give them
  away.
  Voice Necklace: Similar to the disguise ring, the voice
  necklace is an ubiquitous tool among the Thalusai infiltrators.
  This odd-looking amber pendant (not visible through the
  projection generated by the Disguise Ring,) allows the Thalu-
  sai to precisely mimic the human it is impersonating.
  Lens Blade: The lens blade is actually a small length of
  metal alloy with incredibly low thermal conductivity. When
  activated, a light battery and lens focuses an incredibly
  focused beam of light, capable of slicing through anything
  with a melting point below 1,600 Fahrenheit.
  Using the Thalusai
  As yet, no Thalusai have attained a position of true power,
  though many have become influential individuals in their
  own right (this is not entirely true in Théah: one of the Hiero-
  phant’s closest advisors was a Thalusai, until the interloper
  was killed by a member of die Kreuzritter). Nonetheless, they
  represent a terrible threat to mankind’s survival. As long as
  they are not discovered, they can plot and plan in secrecy.
  Very few know of the Thalusai, and those who do know
  that it is impossible to prove their existence. Nonetheless,
  they spare no effort in countering Thalusai plots. In Théah,
  die Kreuzritter has been instrumental in stopping the Thalu-
  sai thus far, but they are perennially frustrated with the
  impossibility of proving the existence of the “Strangers.” To
  reveal the Thalusai threat would be to reveal themselves as
  well, something they cannot do. With this in mind, members
  have been instructed to conceal the presence of the
  Strangers, but to also do anything necessary to foil their
  schemes. Battles against the Thalusai are thus cloaked in con-
  spiracy and secrecy, based more on subtle manipulation than
  outright combat.
  Tundra Beast
  Large Magical Beast
  Hit Dice: 7d8 +21 (50 hp)
  Initiative: +6 (+2 Dex, +4 Improved Initiative)
  Speed: 50 ft.
  AC: 18 (+2 Dex, +6 natural)
  Attacks: 2 claws +10 melee, bite +8 melee
  Damage: Claw 1d8 +6; bite 2d6 +4
  Face/Reach: 5 ft. by 10 ft./5 ft.
  Special Attacks: Fear aura, pounce
  Special Qualities: Scent, damage reduction 15/runic 
  weapons (weakest)
  Saves: Fort +10, Ref +7, Will +4
  Abilities: Str 23, Dex 15, Con 17, Int 10, Wis 10, Cha 10
  Skills: Hide +9, Listen +13, Move Silently +5, Search +10, 
  Spot +13, Swim +5, Wilderness Lore +4
  Feats: Blind Fight, Improved Initiative
  Climate/Terrain: Vestenmannavnjar wastes (arctic/tundra)
  Organization: Unique
  Challenge Rating: 5
  Treasure: None
  Alignment: Chaotic evil
  Advancement: —
  Vesten legends speak of Krieg the Inhuman, a mortal warrior
  gifted with the power of a Living Rune. It is Krieg’s name that
  Vestenmannavnar sorcerers call down in their fury, and
  Krieg’s rune which they etch into their mystic weapons.
  Once considered the epitome of victory in battle, he went
  mad when there were no more wars to slake his bloodlust.
  Gathering an army of crazed followers about him, he ravaged
  the Vesten coastlines, ruthlessly slaughtering anyone who
  crossed his path. It was during these attacks that he heard
  tales of a fierce creature that lived far to the north, a being so
  horrible that it defied description. Intrigued, he and ten men
  set sail to find and capture it.
  After weeks of searching, Krieg came upon a trail of car-
  nage and gore. Something had shredded a herd of caribou,
  and did so with obvious enjoyment. Krieg was impressed and
  followed the bloody path to a frozen lair, where he was imme-
  diately besieged by a rabid force of nature, the embodiment of
  winter’s howling fury.
  The Tundra Beast killed Krieg’s men one by one, ripping
  them apart and torturing out their lives’ light. Then it went
  for their leader. Krieg was immune to the beast’s power how-
  ever, and laughed out loud when it attacked. They fought
  ruthlessly for several minutes, until Krieg wrestled the 
  creature down to the snow. “So you enjoy bloodlust?!” he
  sneered at the howling abomination writhing beneath his
  
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  hands. “I have a gift for you, then!” He pulled his blade from
  his belt and carved his rune deep into the fiend’s flesh,
  making it his helpless thrall. When he returned to Vesten-
  mannavnjar, the Tundra Beast became a central part of his
  raiding strategy. Countless villages fell to the creature’s blood-
  soaked jaws, adding to Krieg’s fearsome reputation.
  Krieg was eventually defeated, but the Tundra Beast lived
  on. It fled back into the wilds upon the death of its master and
  now lurks in the darkest corners of the Vesten wastes. While
  it lacked the capacity to miss Krieg, it did feel an incomplete-
  ness that was not there before. Occasionally it would sense
  something of its old master and investigate, only to find a
  Vesten sorcerer calling upon Krieg’s rune. Without Krieg to
  control it, it would slaughter the luckless rune mage and
  anyone else in the vicinity. Each incident increased its desire
  to find its “owner,” and return to the days when blood ran
  freely beneath its claws. The Tundra Beast is still searching for
  Krieg, massacring any creature who attracts its attention.
  These days, only repeated use of Krieg’s rune comes to its
  notice, but what constitutes repeated use to the Tundra Beast
  is anyone’s guess. Those who use the rune learn to do so with
  caution, lest they pay for the privilege with their lives.
  More on rune magic, and the rune of Krieg the Inhuman,
  will appear in the upcoming Magic of Théah sourcebook.
  In combat, the beast is a blurry vision of primal nightmares
  brought to life. It is so unsettling that even the bravest 
  warrior turns white with fright. Only a Master Skjæren (or a
  sorcerer of at least 12th level) can see its true form (a dire wolf
  with empty eyes). Its favorite tactic is to isolate one victim
  and kill it slowly. When fighting multiple opponents, it tries
  to kill the majority and then let the last few linger in agony as
  long as possible. Its capacity for cruelty and unquenchable
  blood thirst make it an implacable foe; as fierce as they are,
  the Vesten have learned to turn elsewhere whenever its
  savage howl rises across the plains.
  Combat
  Fear Aura: The Tundra Beast radiates an inky black aura of
  fear and death. Creatures with less than 5 HD in a 50-foot
  radius that look upon the Beast must succeed at a Will save or
  suffer a –2 morale penalty to all subsequent saving throws.
  Anyone so affected will attempt to flee the Tundra Beast as
  quickly as possible. They can take no action other than to run
  as fast as they can in the opposite direction (or push past
  anyone or anything which blocks their path); there is a 50%
  Tundra Beast
  
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  chance that they will drop whatever they are carrying at the
  time. If cornered, they will cower in fear and be unable to
  take any action. The effects last for 10 rounds; if the Tundra
  Beast is still in sight at that time, another Will save must be
  made, with a –2 penalty on the check.
  Pounce: If the Tundra Beast attacks a foe during the first
  round of combat, it may make a full attack even if it has
  already taken a move action
  Scent: The Tundra Beast can detect creatures within 30
  feet by sense of smell; this range increases to 60 feet if the
  subject is upwind, and lowers to 15 feet is the subject is down-
  wind. The Beast may also track individuals with this ability,
  by making a Wisdom check to find or follow the trail (DC
  varies by circumstance; 10 for a fresh scent, +2 DC for every
  hour the trail is cold). This ability otherwise follows the rules
  for the Track feat.
  The Unraveled
  Medium-Sized Undead
  Hit Dice: 9d8 (41 hp)
  Initiative: +4
  Speed: 30 ft.
  AC: 18 (+4 Dex, +4 natural)
  Attacks: 1–6 fate lash +9 melee  
  Damage: Fate lash 1d4, plus special (see below)
  Face/Reach: 5 ft. by 5 ft./10 ft. (with fate lash)
  Special Attacks: None
  Special Qualities: Fate web (see below)
  Saves: Fort +3, Ref +7, Will +9
  Abilities: Str 10, Dex 18, Con 10, Int 10, Wis 10, Cha 10
  Skills: As in life
  Feats: Fortunate, Improved Disarm
  Climate/Terrain: Vodacce (any city)
  Organization: Solitary
  Challenge Rating: 9
  Treasure: None
  Alignment: Always neutral
  Advancement: —
  Among the many schools of magic, perhaps the most
  mysterious is that which manipulates fate and foretells
  the future. In Théah, this is the exclusive province of
  Fate Witches, but Diviner specialist mages toy with
  the same forces — forces that are ill understood
  even by those who seek to control them. Manipu-
  lation of such magic is dangerous, and over time,
  invariably extracts a toll. The Unraveled are the
  ultimate example of such a cost.
  Fate Witches and diviners are both well
  aware of the ultimate cost of their meddling,
  and take great care not to tug too hard at the
  strands of fate. Nonetheless, mistakes are
  made, usually when the Diviner in question is
  desperate, rushed, or both. Great care is required
  to avoid the backlash of the threads, and under
  pressing circumstances, such caution is sometimes
  impossible to exercise. When a strand snaps or lashes
  unexpectedly, it can leave visible wounds on a Fate
  Witch’s hands and forearms. If numerous or grievous
  enough, such wounds can be fatal.
  Fate Witches killed in such a fashion invariably return
  to haunt the living, usually those with whom she shared a
  strand of fate (in other words, one whom with the Fate
  Witch shared a relationship of some sort, good, bad, or
  indifferent). Living Fate Witches are often targeted as
  well, perhaps because the Unraveled are envious of
  their former sorcerers, or perhaps because they have 
  a greater purpose: to discourage meddling with 
  destiny. They appear as little more than apparitions
  of their former selves, though they are immediately
  recognizable. Twisting, flailing black fate strands 
  surround them, tightly binding their haggard forms
  and lashing out into the surrounding space.
  These lashing strands function both as a weapon and
  shield. They inflict stinging, oozing wounds on the Unrav-
  eled’s victims, and also deflect attacks, countering sword
  strokes and bullets with incredible dexterity. Those slain by
  wounds received at the strands of the Unraveled rise from the
  The Unraveled
  
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  grave in three days time, Unraveled themselves. This fate can
  only be avoided by burying such victims on consecrated
  ground. In a campaign world other than Théah, such ground
  must be consecrated to a god of good or evil alignment.
  Curiously, the Unraveled are incredibly territorial, and
  when two such creatures encounter each other, combat
  inevitably erupts. One group, die Kreuzritter, actively hunts
  the Unraveled, though for what purpose, none but they can
  say. To date, they have successfully dispatched no less than
  three Unraveled. 
  Combat
  In combat, the Unraveled tend to target those with the
  strongest Fate Strands (In other words, those with strong or
  numerous relationships, whether they spring from love, hate,
  business). That said, such targets are trumped by Fate
  Witches, as these women create ties of Fate — however tenu-
  ous — between themselves and their targets every time they
  use their Sorte magic. Usually, the Unraveled are canny
  enough to realize when they are overmatched. Once again,
  living Fate Witches are the exception: an Unraveled will only
  abandon the attack of such prey if they must cross holy
  ground to do so. Not even impending death will stay the
  Unraveled’s assault.
  More on Sorte magic will be revealed in the upcoming
  Magic of Théah sourcebook.
  Fate Lash: The Unraveled’s only form of attack is the Fate
  Lash: one of the many black strands swirling about the Fate
  Witch whips out and strikes her victim, leaving ugly, oozing
  sores behind. The wounds are painful, and invariably leave
  ugly scars. A hero struck by a Fate Lash takes 1d4 damage
  must make a Ref save (DC 15) or suffer a loss of 1d4 perma-
  nent Charisma damage (restored after three months’ time), in
  addition to any other effects. Further, a victim of this attack
  suffers loss of level as if struck by a creature with Energy
  Drain 1 (though the levels are automatically restored after 24
  hours with no save required).
  Fate Web: When the Unraveled is threatened by an incom-
  ing attack, the strands surge to her defense, entangling or
  deflecting the blade or bullet. If a melee attack against the
  Unraveled fails by 5 or more, the Unraveled receives an attack
  of opportunity against the acting character, which may only
  be a disarm attempt. Furthermore, upon a successful attack,
  the Unraveled receives a Reflex save with a DC equal to the
  damage of the attack plus the attacker’s level. Should the save
  be successful, the Unraveled suffers only half damage.
  The Verschlingen
  Gargantuan Beast
  Hit Dice: 16d10 + 80 (161 hp)
  Initiative: +0
  Speed: 20 ft., swim 20 ft.
  AC: 16 (–4 size, +10 natural)
  Attacks: Bite +19 melee, tail +14 melee  
  Damage: Bite 2d10+10, tail 2d8+10
  Face/Reach: 20 ft. by 40 ft./10 ft.
  Special Attacks: Poison, frightful presence
  Special Qualities: Scent
  Saves: Fort +17, Ref +10, Will +4
  Abilities: Str 25, Dex 10, Con 25, Int 1, Wis 8, Cha 8
  Skills: Intimidate +7
  Feats: None
  Climate/Terrain: The Undying Swamp (or similar locale 
  in your campaign)
  Organization: Solitary
  Challenge Rating: 16
  Treasure: None
  Alignment: Always neutral
  Advancement: —
  Making its home deep in a murky and dismal swamp, the 
  Verschlingen is often confused with the Drachen of old (or
  dragons, as appropriate to your campaign). While its size cer-
  tainly warrants such a comparison, it bears only superficial
  resemblance to the creatures of legend. In truth, the 
  Verschlingen resembles an albino snake nearly a hundred
  feet in length. Usually content to lurk in the muddy waters of
  its home, when it is forced to emerge onto land, it propels
  itself by whipsawing its body back and forth, causing tremen-
  dous damage to any nearby trees or wildlife in the process. 
  Its length culminates in a serpentine head crowned by a razor
  sharp ridge of bone. Similarly, its tail sports several bony
  spikes, capable of crippling or killing a man in a single crush-
  ing blow.
  Unfortunately, the Verschlingen’s deadliest attack is 
  neither its vicious teeth nor its barbed tail. It secretes a deadly
  venom that not only drips from its jaws, but poisons the 
  surrounding area. The effects of the venom can be felt as far as
  a hundred miles away, but they are most pronounced in close
  proximity to the creature. The toxin is so potent that the 
  Verschlingen’s immediate surroundings are incapable of 
  supporting plant and animal life within a mere month of its
  The Verschlingen
  
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  nesting. Any flora already in the area withers and dies within
  a week, lending the terrain an eerie, haunted wasteland. Sim-
  ilarly, animals who feed on such plants or make their homes
  in the area are quickly poisoned and die. Obviously, the meat
  of these poor beasts is not safe to eat. Not even carrion birds
  will feast on their remains.
  The Verschlingen is clearly not a natural creature, 
  as demonstrated by its destructive effect on its surroundings.
  Thankfully, only one has been spotted. There is the slim 
  possibility that more exists, but a monster that so devastates a
  natural setting is unlikely to go unnoticed for long. The exis-
  tence of more than one Verschlingen is therefore unlikely.
  In Théah, the Verschlingen was spawned by the presence
  of a man named Herje, the incarnation of the Vestenman-
  navnjar rune of ruin. In an attempt to spare others the bane of
  his presence, he retreated to Eisen’s undying swamp. 
  Unbeknownst to him, his presence in the swamp has created
  Verschlingen, which has in turn caused a terrible plague in
  the surrounding area. Heilgrund, the Eisenfurst of the king-
  dom surrounding the undying swamp, has guessed at the
  connection between the Verschlingen and the disease, and
  has offered a bounty of 5,000 guilders on its head. Thus far, no
  one has been able to claim it, despite several ill-fated
  attempts.
  The Wasting Disease
  The Wasting Disease is a debilitating, although not as yet
  fatal, disease caused by the Verschlingen’s presence. For each
  full week a character spends in the creature’s vicinity (within
  fifty miles), he must make a Fort save (DC 10) or contract the
  disease; the DC rises to 15 within ten miles of the Undying
  Swamp, and 20 within the swamp itself. Once a character con-
  tracts the disease, he suffers from occasional dizzy spells,
  shortness of breath, weakness, and a slight loss of the blood’s
  ability to clot: this translates to a –1 to the character’s
  Strength, Dexterity, and Con. The penalty increases by 1 for
  each week the character suffers from the disease, to a maxi-
  mum of –5. If any of these statistics is reduced to 0 by the
  Wasting Disease, the character is killed. Otherwise, the dis-
  ease settles in for a long stay: there is no cure, and no one has
  yet been able to recover. The only way to rid the land of the
  Wasting Disease is to kill the Verschlingen, after which the
  symptoms fade and the abilities are regained at a rate of 1
  point of Strength, Dexterity, and Charisma per week.
  The Verschlingen’s Poison
  Type: Injury DC 25
  Interval/Duration: 1 round/1 round
  Initial Damage: Unconsciousness (reduced to 0 Hit Points)
  Secondary Damage: Death
  Price: Unavailable on market
  The Verschlingen’s poison is not available on the market,
  open, black, or otherwise. It simply cannot be obtained
  except from the venom sac of the Verschlingen, itself and no
  attempt to kill the creature has yet succeeded. The poison is
  secreted from a tiny gland at the back of the Verschlingen’s
  mouth, and coats its vicious teeth. The sickly yellow fluid can
  usually be spotted dribbling from the creature’s jaws; where it
  hits the ground, it sizzles. Creatures and characters struck by
  the Verschlingen’s teeth (and fail the save) are immediately
  gripped in violent convulsions, which usually end when the
  victim expires several minutes later, wounds still smoking
  from the bitter poison.
  Combat
  Frightful Presence: The Verschlingen is terrible to
  behold, and its attack can make even the strongest warrior
  quail. This ability takes effect automatically whenever the
  Verschlingen charges, or first reveals itself. Creatures within
  a radius of 100 ft. are subject to the effect if they have fewer
  than 16 HD.
  Each potential victim must make a Will save (DC 17) or
  become shaken for 4d6 rounds, suffering a penalty of –2 to
  attack rolls, damage rolls, and saving throws. Those who make
  the save are immune to the Verschlingen’s frightful presence
  for 24 hours.
  The Vodanken
  Colossal Construct
  Hit Dice: 40d10 (220 hp)
  Initiative: +0
  Speed: Swim 50 ft.
  AC: 30 (+20 natural)
  Attacks: 6 tentacles +37 melee
  Damage: 6 tentacles drowning
  Face/Reach: 40 ft. by 80 ft./15 ft. (tentacles: 50 ft.)
  Special Attacks: Cataracts and hurricanes, engulf, frightful 
  presence, improved grab, swallow whole, sweep the decks
  Special Qualities: Damage reduction 50/+3, magic 
  immunity, regeneration 25
  Saves: Fort +13, Ref +18, Will +13
  Abilities: Str 40, Dex 20, Con —, Int —, Wis 10, Cha 10
  Skills: None
  Feats: None
  Climate/Terrain: The Mirror (warm/aquatic)
  Organization: Unique
  Challenge Rating: 25
  Treasure: None
  Alignment: Neutral
  Created untold millennia ago, the Vodanken still keeps its
  ancient vigil: to stand guard over Cabora, and ensure no tres-
  passers make landfall on the risen isle. Prior to the rise of the
  mysterious stronghold, the Vodanken lurked in the Mirror,
  only occasionally attacking vessels that passed to close to the
  sunken city. Following Cabora’s return, however, the
  Vodanken has set about its task with renewed vigor.
  A mindless entity, the Vodanken knows no friend or foe.
  Merchant vessels, ships of the line, and pirates alike are
  potential targets for an attack, and it shows mercy to none.
  The Vodanken has little interest in the destruction of the
  ships themselves. Rather, its goal is the deaths of the crew, the
  men and women who would be so bold as to attempt to land
  on its ancient protectorate.
  The colossal creature has no body, as such. Instead, it is
  composed solely of sea water, bound into a construct formed
  by millennia-old magics. At will, the Vodanken can dissolve
  into the surrounding ocean, and reform mere meters or hun-
  dreds of leagues away. When in its semi-solid state, the
  Vodanken appears as little more than a shadow on the surface
  of the Mirror, or a series of monstrous tentacles rising from
  the deep; even during an attack, its victims are hard pressed to
  determine where the Mirror ends and its guardian begins.
  
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  Legends of the Vodanken have traveled the length and
  breadth of Théah, despite the fact that no one has seen it and
  lived to tell the tale. Sailors know only that ships sailing into
  the Mirror occasionally disappear for months, only to emerge
  bereft of crew, cargo unattended. Since the rise of Cabora,
  these incidents have become more frequent, though only a
  few have guessed at a link between the terrible sentinel and
  the ancient isle.
  Physically, the Vodanken is composed completely of sea
  water, surrounded by a thin, permeable membrane. 
  The membrane can change shape to suit the needs of the
  moment; usually, it simply floats beneath the surface, 
  a vaguely spherical blob. When it attacks, it tends to mold
  itself to the bottom of the target vessel, extending its 
  tentacles up on either side of the ship to snatch the crew.
  Simultaneously, it pummels the ship with gale force winds
  and thunderstorms.
  Though completely oblivious to the fact, a few sailors have
  actually survived attacks by the Vodanken. Usually, they
  believe the incident to be a particularly savage thunderstorm
  rather than an attack by an ancient monster. 
  Luckily, even a creature this powerful cannot be anywhere.
  A canny ship can slip past its guard, provided its attentions
  are occupied elsewhere. Such tactics are the only way of
  reaching Cabora without incurring the Vodanken’s wrath.
  Combat
  When the Vodanken fights, it is not a battle. It is as if the sea
  herself has risen up to strike down the proud and the pious,
  the cowardly and the courageous alike. It cares little for ships,
  instead attacking the men aboard with the fury of a thousand
  storms.
  Cataracts and Hurricanes (Sp): The Vodanken exerts
  supernatural control over the weather. Once every round, 
  the Vodanken may intensify the weather conditions in the
  immediate area by one step. The supernatural storm lasts only
  as long as the Vodanken is in the area.
  Engulf (Ex): Characters swept overboard by the
  Vodanken’s attack are quite likely to be absorbed into the
  Vodanken’s semi-liquid body rather than land in the sea. 
  For each character washed overboard during combat with the
  Vodanken, roll a d20. On a 1–10, the character is engulfed by
  the Vodanken, and suffers the effects of drowning as if the
  Vodanken had swallowed him (see Swallow Whole, below). 
  On an 11–20, the hero flies clear of the Vodanken, splashing
  into the waters of the Mirror. It’s a long swim to shore...
  Frightful Presence: The Vodanken’s frightful presence is
  triggered as soon as it makes its first attack in a given combat.
  Any creature within 100 ft. of the Vodanken must make a
  Will save (DC 30) or become frightened for 5d6 rounds.
  Improved Grab (Ex): To use this ability, the Vodanken
  must make a melee touch attack. If successful, the Vodanken
  may attempt to swallow the foe, as described in Swallow
  Whole, below.
  Swallow Whole (Ex): Once the Vodanken has a hold of a
  target with a tentacle, it may absorb the victim through its
  semi-permeable skin, and begin to drown him. Once so
  absorbed, the victim suffers the effects of drowning (see DUN-
  GEON MASTER’S Guide™, pg. 85). Once per round, the victim may
  attempt to “swim” free of the Vodanken’s tentacle. This
  requires a Swim check, opposed by the Vodanken’s tentacle
  attack roll, as the creature attempts to drown the hero within
  its own body.
  The Vodanken
  
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  Sweep the Decks (Ex): As an attack action against a ship,
  the Vodanken may sacrifice all six of its tentacle attacks to use
  this ability. A great wave of the Vodanken’s semi-liquid body
  crashes across the deck, potentially sweeping all aboard into
  the sea. Each character on deck must make a Ref save (DC 25)
  to grab hold of a nearby rail, rope, or other object. For charac-
  ters above the decks (such as in the rigging or crow’s nest), the
  DC rises to 30, due to their precarious positions. Failure indi-
  cates the character has been swept overboard and potentially
  swallowed by the creature (see Engulf, above).
  Regeneration (Ex): The Vodanken suffers only subdual
  damage, regardless of source. This means that it may not be
  killed, except by extraordinary means (in a game setting
  other than Théah, an example of such might be a wish spell).
  If one of the Vodanken’s tentacles is severed, it regenerates
  by the creature’s next action. The old tentacle simply dissolves
  into sea water, and a new one extends forth.
  Zalozhniy
  Medium-Sized Humanoid
  Hit Dice: 8d8+32 (68 hp)
  Initiative: +6 (+2 Dex, +4 Improved Initiative)
  Speed: 30 ft.
  AC: 19 (+2 Dex, +8 full plate armor)
  Attacks: Greatsword +12/+7
  Damage: Greatsword 2d6+3
  Face/Reach: 5 ft. by 5 ft./5 ft.
  Special Attacks: None
  Special Qualities: Spell resistance 13
  Saves: Fort +10, Ref +4, Will +3
  Abilities: Str 16, Dex 14, Con 18, Int 10, Wis 12, Cha 12
  Skills: Knowledge (Syrneth) +4, Wilderness Lore +4
  Feats: Weapon Focus (Greatsword), Improved Initiative
  Climate/Terrain: Ussuran wilderness
  Organization: Usually solitary
  Challenge Rating: 7
  Treasure: None
  Alignment: Chaotic good
  Advancement: 12 HD (experienced), 16 HD (veteran)
  Ussuran legend speaks of Matushka’s Teeth, a turning point
  between worlds. Located deep within any Ussuran forest,
  Matushka’s Teeth always lies just beyond the point of no
  return, so deep in the wilderness that to attempt a return to
  civilization is to die within the dark depths. According to
  legend, those who reach Matushka’s Teeth and press on yet
  further still, reach the Thrice Tenth Kingdom — also called
  Murom — a city of gold and amber whose majesty rivals the
  most breathtaking sights in creation.
  The truth of the matter is somewhat more complex. 
  No mere traveler can reach the Thrice Tenth Kingdom, no
  matter the effort. Similarly, for those who do reach it, no road
  leads home. Much like the Sidhe kingdom, Murom is inac-
  cessible to all but the most heroic men and women, who are
  made of sterner stuff than mere mortals.
  It is said that Ussuran soldiers who have grown too old to
  weather the crushing winters are rewarded for their service
  to Matushka by living out the remainder of their lives in
  Murom, along side every member of the Gaius’ personal
  guard who had died in the line of duty. The greatest of these
  are reborn as Zalozhniy, charged with aiding Matushka in the
  defense of Ussura’s most sacred places. Defense, however, is
  not the Zalozhniy’s sole purpose. Their task is also to await
  the final reckoning — similar to the Vestenmannavnjar myth
  of Ragnarok — when they will be called to fight for Ussura
  one final time. Ussurans refer to these nigh mythical warriors
  as the Knights of the Forest, and speak of them with rever-
  ence usually reserved for Matushka herself.
  The Zalozhniy wear brilliant golden scale mail, elaborately
  engraved with patterns of ivy and leaves. They will fight to
  the death for the sake of Matushka, as well as to defend her
  sacred places. Even the most benign intruders can be mis-
  taken for foes unless they are accompanied by a native
  Ussuran. The Knights understand any speech, regardless of
  language, and are often in the company of animal compan-
  ions.
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  Despite their familiar countenance — each of the
  Knights of the Forest appear as they did in
  the prime of their mortal lives — Zalozh-
  niy have no memory of their lives before
  arriving in the Thrice Tenth Kingdom.
  Attempting to reawaken such memo-
  ries or asking them to fulfill prior
  duties or obligations, is likely to drive
  them mad. The Knight then attacks
  those responsible for his insanity
  and fights to the death. As the
  memories return, a Knight’s
  once pristine armor slowly
  deteriorates, eventually turn-
  ing to salt and his body to
  ash as he dies.
  Combat
  Past Life: The Knights of the
  Forest have foresworn their old
  lives, and have no memory of their
  time among the people of Ussura.
  Nonetheless, these memories are only
  submerged, not destroyed. If confronted
  with evidence of their old lives, a Zalozhniy
  must make a Will save to ward of such memories’
  revival. When first presented with such evidence, the DC is
  10. For each full minute spent in the presence of the
  reminder, the Knight must make an additional Will save, the
  DC rising by one each time. As soon as this save is failed, the
  DC increases by 5, and continues once per minute even if the
  offending items or people are removed from the Knight’s
  presence. 
  Each time the save is failed, the Knight’s armor bonus to
  his AC is reduced by 1. When it reaches +0, the Knight dies
  and his body is reduced to ash. During the period that the
  Zalozhniy’s armor is degrading, he frantically attacks anyone
  present in an attempt to preserve his service to Matushka.
  Once the Will save is made, the Knight regains control (if
  lost), and his armor is restored to its lustrous sheen, as well as
  full defense bonus.
  Zalozhniy Armor: Despite the fact that the Zalozhniy’s
  armor grants no enhancement bonus, it is nonetheless magi-
  cal. It never loses its luster (barring circumstances described
  above), nor does it impose an armor check penalty, maximum
  defense bonus, or speed penalty. Further, it doesn’t count
  against the Zalozhniy’s encumbrance total. Upon the Zalozh-
  niy’s death, the armor slowly crumbles, until all that is left is a
  pile of salt. No others may wear it under any circumstances.
  Using a Zalozhniy
  Though they are loathe to share such information, the
  Zalozhniy are instilled with Matushka’s knowledge upon cre-
  ation. As one of the most ancient Syrneth races, this is a vast
  pool of memories. They are well-aware of the true nature of
  the Syrneth and know all too well the fate that awaits human-
  ity should Matushka fail in her mission to defend the world
  against such creatures. If desperate, a Knight may resort to
  recruiting the heroes for battle against intruders from beyond
  the Barrier.
  Zombie
  Despite the name, Théan zombies are not undead, though it is
  easy to mistake their victims for such. These rat-like parasites
  are virtually harmless on their own (see below), but become
  terrible villains once they have gained access to a human
  body. The zombie crawls into the body of a host dead less than
  a week, entering through the mouth and settling in the brain-
  pan. The zombie devours the brain and other innards for a
  day, then extends its tentacles throughout the rest of the
  corpse, animating it under the zombie’s complete control.
  Using the host’s memories, it then attempts to bring as many
  other humans under its control as possible, though few ever
  attain any real power before discovery.
  Zombies are short-sighted and ambitious, seeking to 
  control as many people as quickly as they can, and usually
  overreach themselves. Like the rats they resemble, they are
  both cowardly and opportunistic, but they are by no means
  stupid. While they lack the patience for long-term plans, they
  can and will ambush their host’s friends and colleagues,
  spreading their influence as far as possible. Their motives are
  as yet a mystery; no zombie has ever controlled more than a
  dozen people before defeat. The Church of the Prophets has
  declared them an embodiment of sin, and admonishes the
  faithful to destroy them on sight.
  Their host bodies are virtually identical to the way they
  looked before death, though they also grow wicked claws,
  from which gray tendrils project during combat. These ten-
  drils attach to other victims, allowing the zombie to control
  them as well. Such victims appear normal so long as they
  remain under the zombie’s control, but may die if their master
  does as well (see below). Should the host be destroyed, 
  a surviving Théan zombie may attempt to flee.
  Théan Zombie
  
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  Creating a Host Zombie
  “Théan Zombie” is a template that can be added to any
  humanoid creature (referred to hereafter as “the character,”)
  which occurs after a Théan zombie (see below) spends a day
  inside its cadaver. The head and spine must remain intact (no
  potentially fatal wounds to either), though most Théan zom-
  bies prefer their hosts as whole as possible. The creature’s type
  changes to “abomination.” It uses all of the character’s statis-
  tics and special abilities, except as noted here. 
  Hit Dice: Remains the same or becomes d8, whichever is
  greater
  Speed: Same as the character
  AC: Same as the character
  Attacks: The character gains two claw +3 melee attacks a
  turn. Each hand has five tendrils, one for each talon, through
  which the host zombie controls its minions. When attacking
  with a hand that has one or more minions still attached (see
  below), the host zombie suffers a cumulative –1 to hit with
  that hand. Once the tendril is severed or falls off naturally,
  this penalty is negated. It takes 1 day for a tendril to regener-
  ate.
  Damage: If the character does not already have claws, it
  grows them. These claws do 1d8 piercing and slashing
  damage. 
  Special Attacks: A host zombie retains all the character’s
  special attacks which are not spells or spell-like abilities, and
  gains the following:
  Improved Grab (Ex): The host zombie must successfully hit
  an opponent with both claws in one turn to use this ability.
  Mind Control (Su): If the host zombie uses its improved grab
  ability, and maintains hold for two rounds, it extends one of
  its tendrils into the opponent. The tendril burrows into the
  spine, taking over the opponent. The opponent may attempt
  to resist any command from the host zombie (Will save DC
  30), but cannot free himself on his own. While performing
  the host zombie’s wishes, all of the controlled opponent’s abil-
  ities suffer a –2 circumstance penalty. The opponent is still
  aware of his actions, but cannot control them. After
  1d4+opponent’s Wisdom modifier days, the tendril falls off
  and the opponent dies. His body remains under the host
  zombie’s control, and the host zombie gains +1 in each skill of
  the fallen opponent (maximum 10).
  Tendrils have an AC of 15 and 5 hit points each. 
  If destroyed, the remains fall out of the victim, doing no 
  further harm.
  Special Qualities: A host zombie retains all the character’s
  special qualities which are not spells or spell-like abilities,
  and gains the following:
  Host Body (Su): If a host zombie is reduced to 0 hit points, 
  it is destroyed. The Théan zombie inside may choose to hide
  or flee, as it feels appropriate.
  Immunity (Ex): Host zombies are immune to critical hits.
  Saves: Same as the character (modified for ability changes)
  Abilities: A host zombie gains +2 to Strength and Intelli-
  gence, but –2 to Dexterity, Wisdom and Charisma.
  Skills: Same as the character. Should the host zombie
  perish, but the parasitic Théan zombie escape, it retains any
  skills gained by becoming a host zombie or from the mind
  control ability.
  Feats: Same as the character
  Climate: Any land or aquatic
  Organization: Solitary or troupe (host zombie + 1d10
  mind-controlled servants)
  Challenge Rating: Same as the character +1
  Treasure: Standard 
  Alignment: Usually neutral evil
  Advancement: By character class
  Zombie, Théan
  Tiny Aberration
  Hit Dice: 1d8–3 (2 hp)
  Initiative: +8 (+4 Dex, +4 Improved Initiative)
  Speed: 30 ft., burrow 20 ft., swim 20 ft.
  Attacks: —
  Damage: —
  Face/Reach: 1ft. by 1ft./1 ft.
  Special Attack: Possess host
  Saves: Fort –3, Ref +4, Will +0
  Abilities: Str 5, Dex 18, Con 5, Int 11, Wis 6, Cha 6
  Skills: Hide +4, Jump +6, Listen +4, Move Silently +4, Spot +4 
  Feats: Improved Initiative
  Climate/Terrain: Any aquatic or land
  Organization: Solitary
  Challenge Rating: 1/4
  Treasure: None
  Alignment: Neutral evil
  Advancement: None
  Resembling nothing so much as deformed rats with gray ten-
  drils hanging from the mouth, Théan zombies are no threat at
  all outside of a host body, and they know it. They will attempt
  to flee any combat, advancing only to create a new host
  zombie (see above).
  Combat
  Lacking any combat skills, Théan zombies will flee rather
  than fight.
  Possess Host (Su): By crawling into a body and devouring
  its brains over the course of a day, a Théan zombie becomes a
  host zombie (see above).
  
  NPC Charts
  Please note that all ability scores were generated using the 
  “standard ability score array for PCs.” This generates NPCs that are
  more believable that NPCs generated using the general NPC abil-
  ity scores. 
  NPC Alchemist
  Starting Ability Scores: Str 9, Dex 15, Con 17, Int 18,
  Wis 13, Cha 11.  
  Increased Ability Scores: 4th Int 19; 6th Int 20; 8th Int
  21; 12th Int 23; 16th Int 24; 18th Int 25; 20th Int 26.
  Feats: 1st University, Legendary Trait (Intelligence); 3rd
  Transmutator; 6th True Alchemist (if a member of the Invis-
  ible College, if not use Craftsman); 9th Lightning Reflexes;
  12th Iron Will; 15th Indomitable Will; 18th Skill Focus:
  Craft (Any). 
  Class Features: 1st Craft Elixirs; 3rd Brew Potion; 5th
  Brew Potion (4th level spells); 6th Modify Metals; 8th Brew
  Potion (5th level spells); 11th Brew Potion (6th level spells);
  14th Brew Potion (7th level spells); 17th Brew Potion (8th
  level spells); 20th Brew Potion (9th level spells), Transmute
  Metals.  
  Wpn1: 1st – 12th Quarterstaff; 13th – 17th Quarterstaff
  +1; 18th – 20th Quarterstaff +2. 
  Wpn2: Vodacce Throwing Dagger. 
  Potions: 1st Cat’s Grace; 2nd Cure Light Wounds (×2); 3rd
  Invisibility, Cure Moderate Wounds; 4th Cure Moderate
  Wounds (×2); 5th Cure Serious Wounds; 6th Cure Serious
  Wounds (×2); 7th Cure Serious Wounds (×3); 8th Alter Self;
  9th Detect Thoughts; 10th Neutralize Poison, Lesser
  Restoration; 11th Heal; 12th Haste (×2), Heal (×2); 13th
  Heroism (×2); 14th Heal (×4), Haste (×3); 15th –20th Heal
  (×4), Heroism (×3), Polymorph Self. 
  Other Magic Gear (Optional): 4th – 8th Bracers of
  Armor +1; 5th – 12 Cloak of Resistance +1; 7th – 12 Ring of
  Protection + 2; 9th – 11th Bracers of Armor +2; 11th – 14th
  Amulet of Natural Armor +1; 12th – 16th Bracers of Armor
  +3; 13th – 20th Ring of Protection +3; 15th Cloak of Resis-
  tance +3; 17th Bracers of Armor +5; 18th – 20th Bracers of
  Armor +6.
  Other Normal Gear: Alchemist’s Kit, Books (blank)
  (1d4), ink (1d6 vials), quill pens (2d4), vials (glass) (3d6),
  Vodacce Throwing Daggers (×4). 
  NPC Assassin
  Starting Ability Scores: Str 15, Dex 18, Con 11, Int 13,
  Wis 9, Cha 17.  
  Increased Ability Scores: 4th Cha 18; 8th Dex 19; 12th
  Dex 20; 16th Cha 19; 20th Cha 20.
  Feats: 1st Improved Initiative, Exotic Weapon Profi-
  ciency (Thrusting Sword); 3rd Weapon Finesse (Thrusting
  Sword); 6th Assassin’s Hand; 9th Dashing and Daring; 12th
  Greater Sneak Attack; 15th Combat Reflexes; 18th Counter-
  attack.
  Class Features: 1st Poison Use, Sneak Attack +1d6; 2nd
  Death Attack; 3rd Sneak Attack +2d6, Inconspicuous; 4th
  Ambush Attack +1, Conceal the Evidence; 5th Sneak Attack
  +3d6; 6th Uncanny Dodge (Dex bonus to AC); 7th Sneak
  A
  P
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  Attack +4d6; 8th Ambush Attack +2; 9th Sneak Attack +5d6;
  10th Uncanny Dodge (can’t be flanked); 11th Sneak Attack
  +6d6; 12th Ambush Attack +3; 13th Sneak Attack +7d6; 
  14th Sniper; 15th Sneak Attack +8d6, Crippling Blow; 
  16th Ambush Attack +4; 17th Sneak Attack +9d6; 19th Sneak
  Attack +10d6; 20th Ambush Attack +5.
  Armor: 1st – 6th Masterwork Studded Leather; 7th – 9th
  Studded Leather +1; 10th – 14th  Studded Leather +2.
  Wpn1: 1st – 8th Masterwork Thrusting Sword; 9th – 12th
  +1 Thrusting Sword; 13th – 20th +2 Thrusting Sword.
  Wpn2: Hand Crossbow.
  Ammo: 1st – 10th 20 Bolts; 11th – 20th 20 Improved Bolts.
  Potions: 1st Cure Light Wounds (×2), Hiding, Sneak,
  Spider Climb (×2); 2nd – 4th Cure Light Wounds (×4); 2nd –
  8th Darkvision; 2nd – 4th Neutralize Poison; 5th Cure Light
  Wounds (×6); 5th – 20th Neutralize Poison (×2); 6th – 11th
  Cure Serious Wounds; 6th – 20th Haste; 12th – 20th Alter
  Self; 12th – 20th Cure Serious Wounds (×2); 12th – 15th
  Invisibility; 18th – 20th Gaseous Form.  
  Other Magic Gear (Optional): 4th – 11th Cloak of 
  Resistance +1; 8th – 11th Bracers of Armor +2; 10th – 14th
  Ring of Protection +1; 12th – 13th Cloak of Resistance +2;
  12th – 16th Amulet of Natural Armor +2; 12th – 16th Gloves
  of Dexterity +2; 14th – 15th Cloak of Resistance +3; 
  15th – 16th Bracers of Armor +4; 15th – 18th Ring of Protec-
  tion +2; 17th – 20th Bracers of Armor +6; 17th – 18th Gloves
  of Dexterity +4; 19th – 20th Gloves of Dexterity +6; 
  19th – 20th Ring of Protection +3.  
  Other Normal Gear: 50 ft. silk rope, 1st Thieves Tools, 2nd
  – 20th Masterwork Thieves Tools.
  NPC Courtier
  Starting Ability Scores: Str 11, Dex 9, Con 13, Int 15, 
  Wis 17, Cha 18. 
  Increased Ability Scores: 4th Wis 18; 8th Con 14; 
  12th Dex 10; 16th Int 16; 20th Str 12.
  Feats: 1st Appearance – Above Average, Dangerous
  Beauty; 3rd Debater; 6th Indomitable Will; 9th Linguist; 
  12th Sex Appeal; 15th Panache; 18th Panache. 
  Class Features: 1st Wealth, Talent, Style and Grace; 
  2nd Iron Will; 3rd Gossip; 4th Courtier Ability (The Better
  Part of Valor); 5th Versatile; 7th Courtier Ability (See the
  Heart); 9th Leadership; 10th Versatile, Courtier Ability
  (Betray the Heart); 12th Tell No Lies; 13th Courtier Ability
  (Betray the Heart); 15th Versatile; 16th Courtier Ability (The
  Weakest Link); 18th Aura of Peace; 19th Courtier Ability
  (Dominate the Weak); 20th Versatile.  
  Wpn1: 1st – 8th Masterwork Sailor’s Knife; 9th – 12th +1
  Sailor’s Knife; 13th – 20th +2 Sailor’s Knife.
  Wpn2: 1st – 8th Masterwork Hatchet; 9th – 13th +1
  Hatchet; 14th – 20th +2 Hatchet.
  Potions: 1st – 5th Charisma; 1st – 2nd Cure Light Wounds
  (×3); 2nd – 6th Tongues; 3rd – 7th Cure Moderate Wounds
  (×3); 3rd – 6th Glibness (×2); 4th – 8th Fly; 6th – 20th
  Charisma (x3); 7th – 8th Glibness (×3); 7th – 20th Tongues
  (×2); 8th – 20th Cure Serious Wounds (×4); 9th – 20th Fly
  (×2), Glibness (×4). 
  Table 1-1: NPC Alchemist
  Lvl
  hp
  AC
  Init
  Spd
  Wpn1
  Wpn2
  F/R/W
  Alch
  Spellc
  Elixirs/day
  1
  7
  12
  +2
  30
  -1
  2
  5/2/4
  +8
  +8
  5
  2
  13
  12
  +2
  30
  0
  3
  5/2/4
  +9
  +9
  6
  3
  20
  12
  +2
  30
  0
  3
  5/3/4
  +10
  +10
  7
  4
  26
  12
  +2
  30
  1
  4
  6/3/5
  +11
  +11
  8
  5
  33
  12
  +2
  30
  1
  4
  6/3/5
  +12
  +12
  9
  6
  39
  12
  +2
  30
  2
  5
  7/4/6
  +14
  +14
  11
  7
  46
  12
  +2
  30
  2
  5
  7/4/6
  +15
  +15
  12
  8
  52
  12
  +2
  30
  3
  6
  8/4/7
  +16
  +16
  13
  9
  59
  12
  +2
  30
  3
  6
  8/5/7
  +17
  +17
  14
  10
  65
  12
  +2
  30
  4
  7
  9/5/8
  +18
  +18
  15
  11
  72
  12
  +2
  30
  4
  7
  9/5/8
  +19
  +19
  16
  12
  78
  12
  +2
  30
  5/0
  8/3
  10/6/9
  +21
  +21
  18
  13
  85
  12
  +2
  30
  5/0
  8/3
  10/6/9
  +22
  +22
  19
  14
  91
  12
  +2
  30
  6/1
  9/4
  11/6/10
  +23
  +23
  20
  15
  98
  12
  +2
  30
  6/1
  10/5
  11/7/10
  +24
  +24
  21
  16
  104
  12
  +2
  30
  7/2
  10/5
  12/7/11
  +26
  +26
  23
  17
  111
  12
  +2
  30
  7/2
  11/6
  12/7/11
  +27
  +27
  24
  18
  117
  12
  +2
  30
  8/3
  11/6
  13/8/12
  +28
  +28
  25
  19
  124
  12
  +2
  30
  8/3
  12/7
  13/8/12
  +29
  +29
  26
  20
  130
  12
  +2
  30
  9/4
  12/7
  14/8/13
  +31
  +31
  28
  Alchemist Recipes Known
  Lvl
  0
  1
  2
  3
  4
  1
  3
  —
  —
  —
  —
  2
  4
  —
  —
  —
  —
  3
  5
  1
  —
  —
  —
  4
  6
  2
  —
  —
  —
  5
  6
  3
  —
  —
  —
  6
  6
  4
  —
  —
  —
  7
  6
  5
  1
  —
  —
  8
  6
  6
  2
  —
  —
  9
  6
  6
  3
  —
  —
  10
  6
  6
  4
  —
  —
  11
  6
  6
  5
  1
  —
  12
  6
  6
  6
  2
  —
  13
  6
  6
  6
  3
  —
  14
  6
  6
  6
  4
  —
  15
  6
  6
  6
  5
  1
  16
  6
  6
  6
  6
  2
  17
  6
  6
  6
  6
  3
  18
  6
  6
  6
  6
  4
  19
  6
  6
  6
  6
  5
  20
  6
  6
  6
  6
  6
  
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  Other Magic Gear (Optional): 4th – 11th Cloak of
  Charisma +2; 8th – 11th Bracers of Armor +2; 10th – 14th
  Ring of Protection +1; 12th – 13th Cloak of Charisma +4; 12th
  – 16th Amulet of Natural Armor +2; 12th – 16th Headband of
  Intellect +2; 14th – 15th Cloak of Charisma +6; 15th – 16th
  Bracers of Armor +4; 15th – 18th Ring of Protection +2; 
  17th – 20th Bracers of Armor +6; 17th – 18th Headband of
  Intellect +4; 19th – 20th Ring of Protection +3. 
  Other Normal Gear: Hatchet (×3), fine clothes, extrava-
  gant clothes, musical instrument. 
  NPC Highwayman
  Starting Ability Scores: Str 17, Dex 18, Con 15, Int 13,
  Wis 11, Cha 9.   
  Increased Ability Scores: 4th Str 18; 8th Con 16; 
  12th Dex 19; 16th Dex 20; 20th Cha 10.
  Feats: 1st Track, Precise Shot; 3rd Dodge; 6th Defensive
  Shot; 9th Hip Shot; 12th Combat Reflexes; 15th Suppressive
  Fire; 18th Pinpoint Accuracy.
  Class Features: 1st Point Blank Shot (Gunpowder
  Weapons); 2nd Clever Shot; 3rd Double Pistol; 4th Dead Aim;
  5th Blur of Motion (20% Miss Chance); 7th Quick Reload; 
  8th Improved Initiative; 10th Lightning Hands; 12th
  Improved Critical (Pistol); 13th Double Musket; 15th Blur of
  Motion (40% Miss Chance); 16th Sharpshooter; 18th Dead
  Shot; 20th Blur of Motion (60% Miss Chance), Far Shot. 
  Armor: 1st – 5th Masterwork Studded Leather; 6th – 10th
  Studded Leather +1; 11th – 15th Studded Leather +2; 16th –
  17th Studded Leather +3; 18th – 20th Studded Leather +4
  Wpn1: 1st – 5th Masterwork Cutlass; 6th – 11th Cutlass
  +1; 12th – 15th Cutlass +2; 16th – 18th Cutlass +3; 19th – 20th
  Cutlass +4.
  Wpn2: Pistol.   
  Table 1-2: NPC Assassin 
  Lvl
  hp
  AC
  Init
  Spd
  Wpn1
  Wpn2
  F/R/W
  Bluff
  Hide
  MoveSil
  1
  4
  17
  +8
  30
  2
  4
  0/2/0
  +7
  +8
  +8
  2
  7
  17
  +8
  30
  3
  5
  0/3/0
  +8
  +9
  +9
  3
  11
  17
  +8
  30
  6
  6
  1/3/1
  +9
  +10
  +10
  4
  14
  17
  +8
  30
  7
  7
  1/4/1
  +11
  +11
  +11
  5
  18
  17
  +8
  30
  7
  7
  1/4/1
  +12
  +12
  +12
  6
  21
  17
  +8
  30
  8
  8
  2/5/2
  +13
  +13
  +13
  7
  25
  17
  +8
  30
  9
  9
  2/5/2
  +14
  +14
  +14
  8
  28
  17
  +8
  30
  10/5
  10/5
  2/6/2
  +15
  +15
  +15
  9
  32
  17
  +8
  30
  10/5
  10/5
  3/6/3
  +16
  +16
  +16
  10
  35
  17
  +8
  30
  11/6
  11/6
  3/7/3
  +17
  +17
  +17
  11
  39
  17
  +8
  30
  12/7
  12/7
  3/7/3
  +18
  +18
  +18
  12
  43
  17
  +9
  30
  14/9
  14/9
  4/8/4
  +19
  +20
  +20
  13
  47
  17
  +9
  30
  14/9
  14/9
  4/8/4
  +20
  +21
  +21
  14
  50
  17
  +9
  30
  15/10
  15/10
  4/9/4
  +21
  +22
  +22
  15
  54
  17
  +9
  30
  16/11/6
  16/11/6
  5/9/5
  +22
  +23
  +23
  16
  57
  18
  +9
  30
  17/12/7
  17/12/7
  5/10/5
  +23
  +24
  +24
  17
  61
  18
  +9
  30
  17/12/7
  17/12/7
  5/10/5
  +24
  +25
  +25
  18
  64
  18
  +9
  30
  18/13/8
  18/13/8
  6/11/6
  +25
  +26
  +26
  19
  68
  18
  +9
  30
  19/14/9
  19/14/9
  6/11/6
  +26
  +27
  +27
  20
  71
  18
  +9
  30
  20/15/10
  20/15/10
  6/12/6
  +27
  +28
  +28
  Table 1-3: NPC Courtier 
  Lvl
  hp
  AC
  Init
  Spd
  Wpn1
  Wpn2
  F/R/W
  Bluff
  Diplo
  SenseM
  1
  5
  9
  -1
  30
  0
  -1
  1/-1/5
  +14
  +14
  +7
  2
  9
  9
  -1
  30
  1
  0
  1/-1/8
  +15
  +15
  +8
  3
  14
  9
  -1
  30
  1
  0
  2/0/8
  +16
  +16
  +9
  4
  18
  9
  -1
  30
  2
  1
  2/0/10
  +17
  +17
  +11
  5
  23
  9
  -1
  30
  2
  1
  2/0/10
  +18
  +18
  +12
  6
  27
  9
  -1
  30
  3
  2
  3/1/12
  +19
  +19
  +13
  7
  32
  9
  -1
  30
  3
  2
  3/1/12
  +20
  +20
  +14
  8
  44
  9
  -1
  30
  4
  3
  4/1/13
  +21
  +21
  +15
  9
  50
  9
  -1
  30
  4
  3
  5/2/13
  +22
  +22
  +16
  10
  55
  9
  -1
  30
  5
  4
  5/2/14
  +23
  +23
  +17
  11
  61
  9
  -1
  30
  5
  4
  5/2/14
  +24
  +24
  +18
  12
  66
  10
  0
  30
  6/1
  6/1
  6/4/15
  +25
  +25
  +19
  13
  72
  10
  0
  30
  6/1
  6/1
  6/4/15
  +26
  +26
  +20
  14
  77
  10
  0
  30
  7/2
  7/2
  6/4/16
  +27
  +27
  +21
  15
  83
  10
  0
  30
  7/2
  7/2
  7/5/16
  +28
  +28
  +22
  16
  88
  10
  0
  30
  8/3
  8/3
  7/5/17
  +29
  +29
  +23
  17
  94
  10
  0
  30
  8/3
  8/3
  7/5/17
  +30
  +30
  +24
  18
  99
  10
  0
  30
  9/4
  943
  8/6/18
  +31
  +31
  +25
  19
  105
  10
  0
  30
  9/4
  9/4
  8/6/18
  +32
  +32
  +26
  20
  110
  10
  0
  30
  11/6
  10/5
  8/6/19
  +33
  +33
  +27
  
  APPENDIX
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  Ammo: Powder Magazine and “bullets” for pistol (50 
  “bullets”).
  Potions: 1st Cure Light Wounds (×2), Hiding, Sneak,
  Spider Climb (×2); 2nd – 4th Cure Light Wounds (×4); 
  2nd – 8th Darkvision; 2nd – 4th Neutralize Poison; 5th Cure
  Light Wounds (×6); 5th – 20th Neutralize Poison (×2); 
  6th – 11th Cure Serious Wounds; 6th – 20th Haste; 
  12th – 20th Alter Self; 12th – 20th Cure Serious Wounds (×2);
  12th – 15th Invisibility; 18th – 20th Gaseous
  Form.   
  Other Magic Gear (Optional): 5th –
  10th Cloak of Resistance +1; 11th – 17th
  Cloak of Resistance +2; 12th – 16th
  Gloves of Dexterity +2; 11th – 15th
  Ring of Protection +1; 13th – 20th Boots
  of Speed; 14th – 20th Amulet of Natural
  Armor +2; 16th – 19th Ring of Protec-
  tion +2; 17th – 18th Belt of Giant
  Strength +4; 17th – 20th Rope of
  Climbing; 18th – 20th Cloak of Resis-
  tance +3; 19th – 20th Belt of Giant
  Strength +6; 20th Ring of Protection
  +4, Gloves of Dexterity +4.    
  Other Normal Gear: 50 ft. silk
  rope, 10’ pole, pistols (×4),
  weaponblack, net.
  NPC Inquisitor
  Starting Ability Scores: Str 15,
  Dex 9, Con 13, Int 17, Wis 11, 
  Cha 18.   
  Increased Ability Scores:
  4th Int 18; 8th Wis 12; 12th Str 16;
  16th Con 14; 20th Dex 10.
  Feats: 1st Brawny, Giant; 3rd
  Bruiser; 6th Weapon Focus
  (Claymore); 9th Combat Virtu-
  oso; 12th Weapon Expert; 15th
  Weapon Master; 18th Weapon
  Grand Master.
  Class Features: 2nd Gaze
  Into the Abyss; 3rd Skill
  Improvement; 4th Maledic-
  tion of Theus; 5th Vanishing
  Art; 6th Improved Initiative;
  7th Defender of the Faith,
  Power Attack; 8th Fanatic
  Strength; 9th Sneak Attack;
  10th 
  Sorcery’s 
  Stench; 
  11th Voice of Theus; 12th
  Silver Tongue; 13th Fanatic
  Strength; 14th Knight Inquisitor, Piercing the Veil; 15th
  Improved Critical (Claymore); 16th Command the Infidel;
  17th Hierophant’s Will; 18th Enthrall the Masses; 19th Right-
  eous Fury; 20th Fanatic Strength. 
  Armor: 1st – 5th Masterwork Breastplate, Cloak; 
  6th – 15th Breastplate +1, Cloak; 16th – 20th Breastplate +2,
  Cloak   .
  Wpn1: 1st – 11th Masterwork Claymore; 12th – 16th
  Claymore +1; 17th – 20th Claymore +2.     
  Wpn2: Musket Carbine.
  Ammo: Powder Chamber and “bullets” (×50).  
  Potions: 1st – 5th Charisma; 1st – 2nd Cure Light Wounds
  (×3), Heroism; 2nd – 6th Tongues; 3rd – 7th Cure Moderate
  Wounds (×3); 3rd – 6th Glibness (×2); 4th – 8th Fly; 
  6th – 20th Charisma (×3); 7th – 8th Glibness (×3); 
  7th – 20th Tongues (×2); 8th – 20th Cure Serious Wounds
  (×4); 9th – 20th Fly (×2), Glibness (×4).      
  Other Magic Gear (Optional): 5th – 14th Cloak of Resis-
  tance +1; 7th – 12th Ring of Protection +1; 10th – 13th Mirror
  of Vanity +2; 12th – 20th Amulet of Natural Armor +2; 
  13th – 16th Ring of Protection +2; 13th – 20th Gloves of Ogre
  Power +2; 14th – 16th Mirror of Vanity +4; 15th Cloak of
  Resistance +2; 16th – 20th Cloak of Resistance +3; 17th – 20th
  Mirror of Vanity +4; 17th – 20th Ring of Protection +3.  
  Other Normal Gear: Holy symbol, Holy Canon, 50 ft.
  hemp rope, torches, steel, flint,
  tinder, and tinder box.    
  NPC Musketeer
  Starting Ability Scores: Str 17,
  Dex 18, Con 11, Int 13, Wis 9, Cha 15.   
  Increased Ability Scores: 4th
  Wis 10; 8th Con 12; 12th Str 18; 16th
  Int 14; 20th Cha 16.
  Feats: 
  1st Expertise, Dodge; 
  3rd Dashing and Daring; 6th Weapon Focus (Rapier);
  9th Unarmored Defense Proficiency (Intermediate); 
  12th Parry; 15th Riposte; 18th Flurry of Strikes.
  Class Features: 1st Elegant Duelist; 
  3rd Servant of the Crown; 4th Unarmored
  Defense 
  Proficiency 
  (Beginner); 
  6th Combat Reflexes; 8th Acrobatic Dodge; 12th Unarmored
  Defense Proficiency (Master); 14th Continuous Parry; 
  16th Armor Piercer; 18th Improved Critical (Rapier);
  20th Lethal Strike.  
  Armor: None.
  Wpn1: 1st – 5th Masterwork Rapier; 6th –
  10th Rapier +1; 11th – 13th Rapier +2; 14th
  – 16th Rapier +3; 17th – 20th Rapier +4.  
  Wpn2: 1st – 5th Masterwork
  Main Gauche; 6th – 10th Main
  Gauche +1; 11th – 13th Main Gauche +1
  of Defending; 14th – 16th Main Gauche +2; 17th –
  20th Main Gauche +3.        
  Potions: 1st Cure Light Wounds (×2),
  Hiding, Sneak, Spider Climb (×2); 2nd – 4th Cure
  Light Wounds (×4); 2nd – 8th Darkvision; 2nd – 4th
  Neutralize Poison; 5th Cure Light Wounds (×6); 5th
  – 20th Neutralize Poison (×2); 6th – 11th Cure Seri-
  ous Wounds; 6th – 20th Haste; 12th – 20th Alter
  Self; 12th – 20th Cure Serious Wounds (×2); 12th –
  15th Invisibility; 18th – 20th Gaseous Form.    
  Other Magic Gear (Optional): 2nd – 6th
  Bracers of Armor +2; 5th – 10th Cloak of Resistance +1; 
  7th – 12th Bracers of Armor +3; 11th – 17th Cloak of Resis-
  tance +2; 12th – 16th Gloves of Dexterity +2; 11th – 15th Ring
  of Protection +1; 13th – 17th Bracers of Armor +4; 13th – 20th
  Boots of Speed; 14th – 20th Amulet of Natural Armor +2;
  16th – 19th Ring of Protection +2; 17th – 18th Belt of Giant
  Strength +4; 17th – 20th Rope of Climbing; 18th – 19th Brac-
  ers of Armor +5; 18th – 20th Cloak of Resistance +3; 
  19th – 20th Belt of Giant Strength +6; 20th Ring of Protection
  +4, Gloves of Dexterity +4, Bracers of Armor +6.
  
  APPENDIX
  N
  P
  C
  C
  H
  A
  R
  T
  S
  89
  Table 1-4: NPC Highwayman 
  Lvl
  hp
  AC
  Init
  Spd
  Wpn1
  Wpn2
  F/R/W
  Hide
  MoveSil
  WildL
  1
  7
  17
  +3
  30
  3
  4
  +2/6/0
  +8
  +8
  +4
  2
  13
  17
  +3
  30
  4
  5
  +2/7/0
  +9
  +9
  +5
  3
  20
  17
  +3
  30
  5
  6
  +3/7/1
  +10
  +10
  +6
  4
  26
  17
  +3
  30
  7
  7
  +3/8/1
  +11
  +11
  +7
  5
  33
  17
  +3
  30
  7
  7
  +3/8/1
  +12
  +12
  +8
  6
  39
  17
  +3
  30
  8
  8
  +4/9/2
  +13
  +13
  +9
  7
  46
  17
  +3
  30
  9
  9
  +4/9/2
  +14
  +14
  +10
  8
  60
  17
  +7
  30
  10/5
  10/5
  +5/10/2
  +15
  +15
  +11
  9
  68
  17
  +7
  30
  10/5
  10/5
  +6/10/3
  +16
  +16
  +12
  10
  75
  17
  +7
  30
  11/6
  11/6
  +6/11/3
  +17
  +17
  +13
  11
  83
  17
  +7
  30
  12/7
  12/7
  +6/11/3
  +18
  +18
  +14
  12
  90
  17
  +7
  30
  13/8
  13/8
  +7/12/4
  +19
  +19
  +15
  13
  98
  17
  +7
  30
  13/8
  13/8
  +7/12/4
  +20
  +20
  +16
  14
  105
  17
  +7
  30
  14/9
  14/9
  +7/13/4
  +21
  +21
  +17
  15
  113
  17
  +7
  30
  15/10
  15/10
  +8/13/5
  +22
  +22
  +18
  16
  120
  18
  +8
  30
  16/11
  17/12
  +8/15/5
  +24
  +24
  +19
  17
  128
  18
  +8
  30
  16/11
  17/12
  +8/15/5
  +25
  +25
  +20
  18
  135
  18
  +8
  30
  17/12
  18/13
  +9/16/6
  +26
  +26
  +21
  19
  143
  18
  +8
  30
  18/13
  19/14
  +9/16/6
  +27
  +27
  +22
  20
  150
  18
  +8
  30
  19/14
  20/15
  +9/17/6
  +28
  +28
  +23
  Table 1-5: NPC Inquisitor 
  Lvl
  hp
  AC
  Init
  Spd
  Wpn1
  Wpn2
  F/R/W
  Bluff
  Intim
  SenseM
  1
  6
  18
  –1
  20
  3
  -1
  +3/-1/2
  +8
  +9
  +4
  2
  11
  18
  –1
  20
  4
  0
  +4/-1/3
  +9
  +10
  +5
  3
  17
  18
  –1
  20
  5
  1
  +4/0/3
  +10
  +11
  +6
  4
  22
  18
  –1
  20
  6
  2
  +5/0/4
  +11
  +12
  +7
  5
  28
  18
  –1
  20
  6
  2
  +5/0/4
  +12
  +13
  +8
  6
  33
  18
  –1
  20
  7
  3
  +6/1/5
  +13
  +14
  +9
  7
  39
  18
  –1
  20
  8
  4
  +6/1/5
  +14
  +15
  +10
  8
  44
  18
  –1
  20
  9/4
  5/0
  +7/1/7
  +15
  +16
  +12
  9
  50
  18
  –1
  20
  9/4
  5/0
  +7/2/7
  +16
  +17
  +13
  10
  55
  18
  –1
  20
  10/5
  6/1
  +8/2/8
  +17
  +18
  +14
  11
  61
  18
  –1
  20
  11/6
  7/2
  +8/2/8
  +18
  +19
  +15
  12
  66
  18
  –1
  20
  13/8
  8/3
  +9/3/9
  +19
  +20
  +16
  13
  72
  18
  –1
  20
  13/8
  8/3
  +9/3/9
  +20
  +21
  +17
  14
  77
  18
  –1
  20
  14/9
  9/4
  +10/3/10
  +21
  +22
  +18
  15
  83
  18
  –1
  20
  15/10
  10/5
  +10/4/10
  +22
  +23
  +19
  16
  104
  18
  –1
  20
  16/11
  11/6
  +12/4/11
  +23
  +24
  +20
  17
  111
  18
  –1
  20
  16/11
  11/6
  +12/4/11
  +24
  +25
  +21
  18
  117
  18
  –1
  20
  17/12
  12/7
  +13/5/12
  +25
  +26
  +22
  19
  124
  18
  –1
  20
  18/13
  13/8
  +13/5/12
  +26
  +27
  +23
  20
  130
  19
  +0
  20
  19/14
  15/10
  +14/6/13
  +27
  +28
  +24
  Table 1-6: NPC Musketeer
  Lvl
  hp
  AC
  Init
  Spd
  Wpn1
  Wpn2
  F/R/W
  Intim
  Ride
  Tumble
  1
  6
  14
  +4
  30
  4
  *
  +0/4/1
  +6
  +8
  +8
  2
  11
  14
  +4
  30
  5
  *
  +0/4/2
  +7
  +9
  +9
  3
  17
  16
  +4
  30
  6
  *
  +1/5/2
  +8
  +10
  +10
  4
  22
  20
  +4
  30
  7
  *
  +1/5/4
  +9
  +11
  +11
  5
  28
  20
  +4
  30
  8
  *
  +1/5/4
  +10
  +12
  +12
  6
  33
  21
  +4
  30
  9/4
  *
  +2/6/5
  +11
  +13
  +13
  7
  39
  21
  +4
  30
  10/5
  *
  +2/6/5
  +12
  +14
  +14
  8
  52
  21
  +4
  30
  11/6
  *
  +3/6/6
  +13
  +15
  +15
  9
  59
  24
  +4
  30
  12/7
  *
  +4/7/6
  +14
  +16
  +16
  10
  65
  25
  +4
  30
  13/8
  *
  +4/7/7
  +15
  +17
  +17
  11
  72
  25
  +4
  30
  14/9/4
  *
  +4/7/7
  +16
  +18
  +18
  12
  78
  29
  +4
  30
  16/11/6
  *
  +5/8/8
  +17
  +19
  +19
  13
  85
  29
  +4
  30
  17/12/7
  *
  +5/8/8
  +18
  +20
  +20
  14
  91
  30
  +4
  30
  18/13/8
  *
  +5/8/9
  +19
  +21
  +21
  15
  98
  30
  +4
  30
  19/14/9
  *
  +6/9/9
  +20
  +22
  +22
  16
  104
  31
  +4
  30
  20/15/10/5
  *
  +6/9/10
  +21
  +23
  +23
  17
  111
  31
  +4
  30
  21/16/11/6
  *
  +6/9/10
  +22
  +24
  +24
  18
  1117
  32
  +4
  30
  22/17/12/7
  *
  +7/10/11
  +23
  +25
  +25
  19
  124
  32
  +4
  30
  23/18/13/8
  *
  +7/10/11
  +24
  +26
  +26
  20
  130
  33
  +4
  30
  24/19/15/9
  *
  +7/10/12
  +25
  +27
  +27
  * Main gauche is used as an off hand weapon only
  
  APPENDIX
  N
  P
  C
  C
  H
  A
  R
  T
  S
  90
  Table 1-7: NPC Noble
  Lvl
  hp
  AC
  Init
  Spd
  Wpn1
  Wpn2
  F/R/W
  Diplo
  Intim
  SenseM
  1
  6
  13
  +0
  30
  -1
  0
  1/0/5
  +8
  +8
  +7
  2
  11
  13
  +0
  30
  0
  1
  1/0/6
  +9
  +9
  +8
  3
  17
  14
  +0
  30
  1
  2
  2/1/6
  +10
  +10
  +9
  4
  22
  14
  +4
  30
  2
  3
  2/1/8
  +11
  +11
  +11
  5
  28
  14
  +4
  30
  2
  3
  2/1/8
  +12
  +12
  +12
  6
  33
  15
  +4
  30
  3
  4
  3/2/9
  +13
  +13
  +13
  7
  39
  15
  +4
  30
  4
  5
  3/2/9
  +14
  +14
  +14
  8
  44
  15
  +4
  30
  5/1
  6/1
  3/2/10
  +15
  +15
  +15
  9
  50
  16
  +4
  30
  5/1
  6/1
  4/3/10
  +16
  +16
  +16
  10
  55
  16
  +4
  30
  6/2
  7/2
  4/3/11
  +17
  +17
  +17
  11
  61
  16
  +4
  30
  7/3
  8/3
  4/3/11
  +18
  +18
  +18
  12
  66
  17
  +4
  30
  9/4
  9/4
  5/4/12
  +19
  +19
  +19
  13
  72
  17
  +4
  30
  9/4
  9/4
  5/4/12
  +20
  +20
  +20
  14
  77
  17
  +4
  30
  10/5
  10/5
  5/4/13
  +21
  +21
  +21
  15
  83
  18
  +4
  30
  11/6
  11/6
  6/5/13
  +22
  +22
  +22
  16
  88
  18
  +4
  30
  12/7
  12/7
  6/5/14
  +23
  +23
  +23
  17
  94
  18
  +4
  30
  12/7
  12/7
  6/5/14
  +24
  +24
  +24
  18
  99
  19
  +4
  30
  13/8
  13/8
  7/6/15
  +25
  +25
  +25
  19
  105
  19
  +4
  30
  14/9
  14/9
  7/6/15
  +26
  +26
  +26
  20
  110
  19
  +4
  30
  15/10
  15/10
  7/6/16
  +28
  +28
  +27
  Table 1-9: NPC Spy
  Lvl
  hp
  AC
  Init
  Spd
  Wpn1
  Wpn2
  F/R/W
  Bluff
  Disg
  Hide
  1
  6
  13
  +3
  30
  0
  3
  +1/5/-1
  +10
  +8
  +8
  2
  8
  13
  +3
  30
  1
  4
  +1/6/-1
  +11
  +9
  +9
  3
  15
  17
  +3
  30
  2
  5
  +2/6/0
  +12
  +10
  +10
  4
  19
  17
  +3
  30
  3
  6
  +2/7/0
  +13
  +11
  +11
  5
  24
  17
  +3
  30
  3
  6
  +2/7/1
  +14
  +12
  +12
  6
  28
  22
  +3
  30
  4
  7
  +3/8/2
  +15
  +13
  +13
  7
  33
  22
  +3
  30
  5
  8
  +3/8/2
  +16
  +14
  +14
  8
  46
  22
  +3
  30
  6/1
  9/4
  +4/9/2
  +17
  +15
  +15
  9
  52
  23
  +3
  30
  6/1
  9/4
  +5/9/3
  +18
  +16
  +16
  10
  55
  23
  +3
  30
  7/2
  10/5
  +5/10/3
  +19
  +17
  +17
  11
  61
  23
  +3
  30
  8/3
  11/6
  +5/10/3
  +20
  +18
  +18
  12
  66
  24
  +4
  30
  9/4
  13/8
  +6/12/4
  +21
  +19
  +19
  13
  72
  24
  +4
  30
  9/4
  13/8
  +6/12/4
  +22
  +20
  +20
  14
  77
  24
  +4
  30
  10/5
  14/9
  +6/13/4
  +23
  +21
  +21
  15
  83
  25
  +4
  30
  11/6/1
  15/10/5
  +7/13/5
  +24
  +22
  +22
  16
  88
  25
  +4
  30
  13/8/3
  16/11/6
  +7/14/5
  +25
  +23
  +23
  17
  94
  25
  +4
  30
  13/8/3
  16/11/6
  +7/14/5
  +26
  +24
  +24
  18
  99
  26
  +4
  30
  14/9/4
  17/12/7
  +8/15/6
  +27
  +25
  +25
  19
  105
  26
  +4
  30
  15/10/5
  18/13/8
  +8/15/6
  +28
  +26
  +26
  20
  110
  26
  +4
  30
  16/11/6
  19/14/9
  +8/16/6
  +29
  +27
  +27
  Table 1-8: NPC Pirate
  Lvl
  hp
  AC
  Init
  Spd
  Wpn1
  Wpn2
  F/R/W
  Prof
  Tumble
  Use Rope
  1
  9
  20
  +4
  30
  5
  *
  +5/6/0
  +4
  +8
  +8
  2
  17
  20
  +4
  30
  6
  *
  +6/7/0
  +5
  +9
  +9
  3
  26
  20
  +4
  30
  7
  *
  +6/7/1
  +6
  +10
  +10
  4
  38
  20
  +4
  30
  8
  *
  +8/8/1
  +7
  +11
  +11
  5
  48
  20
  +4
  30
  9
  *
  +8/8/1
  +8
  +12
  +12
  6
  57
  20
  +4
  30
  10/5
  *
  +9/9/2
  +9
  +13
  +13
  7
  67
  20
  +4
  30
  11/6
  *
  +9/9/2
  +10
  +14
  +14
  8
  76
  20
  +4
  30
  12/7
  *
  +10/10/2
  +11
  +15
  +15
  9
  86
  20
  +4
  30
  13/8
  *
  +10/10/3
  +12
  +16
  +16
  10
  95
  20
  +4
  30
  14/9
  *
  +11/11/3
  +13
  +17
  +17
  11
  105
  20
  +4
  30
  15/10/5
  *
  +11/11/3
  +14
  +18
  +18
  12
  114
  21
  +4
  30
  16/11/6
  *
  +12/12/4
  +16
  +19
  +19
  13
  124
  21
  +4
  30
  17/12/7
  *
  +12/12/4
  +17
  +20
  +20
  14
  133
  21
  +4
  30
  18/13/8
  *
  +13/13/4
  +18
  +21
  +21
  15
  143
  21
  +4
  30
  19/14/9
  *
  +13/13/5
  +19
  +22
  +22
  16
  152
  21
  +4
  30
  20/15/10
  *
  +14/14/6
  +20
  +23
  +23
  17
  162
  21
  +4
  30
  21/16/11
  *
  +14/14/6
  +21
  +24
  +24
  18
  171
  21
  +4
  30
  22/17/12
  *
  +15/15/7
  +22
  +25
  +25
  19
  181
  21
  +4
  30
  23/18/13
  *
  +15/15/7
  +23
  +26
  +26
  20
  190
  21
  +4
  30
  24/19/14
  *
  +16/16/7
  +24
  +27
  +27
  * The pirate fights with two weapons, and thus, this is his off hand weapon.
  
  APPENDIX
  N
  P
  C
  C
  H
  A
  R
  T
  S
  91
  NPC Noble
  Starting Ability Scores: Str 9, Dex 11, Con 13, Int 15, 
  Wis 17, Cha 18.   
  Increased Ability Scores: 4th Wis 18; 8th Int 16; 12th 
  Str 10; 16th Cha 19; 20th Cha 20.
  Feats: 1st Natural Diplomat, Unarmored Defense Profi-
  ciency; 3rd Improved Initiative; 6th Alertness; 9th Keen
  Senses; 12th Sex Appeal; 15th Tagging; 18th Panache.
  Class Features: 1st Commanding Presence +1, Friends in
  High Places; 3rd Seduction; 4th Taunt; 5th Commanding
  Presence +2; 6th Leadership; 8th Iron Glare 1/day; 10th Com-
  manding Presence +3; 12th Iron Glare 2/day; 14th Improved
  Leadership; 15th Commanding Presence +4; 16th Iron Glare
  3/day; 17th Command; 19th Great Leadership; 20th Com-
  manding Presence +5, Iron Glare 4/day.    
  Armor: None.  
  Wpn1: 1st – 5th Masterwork Rapier; 6th – 10th Rapier +1;
  11th – 13th Rapier +2; 14th – 16th Rapier +3; 17th – 20th
  Rapier +4.
  Wpn2: Pistol.
  Ammo: Powder Chamber and 25 “bullets.” 
  Potions: 1st – 5th Charisma; 1st – 2nd Cure Light Wounds
  (×3); 2nd – 6th Tongues; 3rd – 7th Cure Moderate Wounds
  (×3); 3rd – 6th Glibness (×2); 4th – 8th Fly; 6th – 20th
  Charisma (×3); 7th – 8th Glibness (×3); 7th – 20th Tongues
  (×2); 8th – 20th Cure Serious Wounds (×4); 9th – 20th Fly
  (×2), Glibness (×4).
  Other Magic Gear (Optional): 4th – 11th Cloak of
  Charisma +2; 8th – 11th Bracers of Armor +2; 10th – 14th
  Ring of Protection +1; 12th – 13th Cloak of Charisma +4; 12th
  – 16th Amulet of Natural Armor +2; 12th – 16th Pearl of
  Wisdom +2; 14th – 15th Cloak of Charisma +6; 15th – 16th
  Bracers of Armor +4; 15th – 18th Ring of Protection +2; 17th
  – 20th Bracers of Armor +6; 17th – 18th Pearl of Wisdom +4;
  19th – 20th Ring of Protection +3.   
  NPC Pirate
  Starting Ability Scores: Str 15, Dex 18, Con 17, Int 13,
  Wis 11, Cha 9.   
  Increased Ability Scores: 4th Con 18; 8th Str 16; 12th Int
  14; 16th Wis 12; 20th Cha 10.
  Feats: 1st Able Drinker, Weapon Finesse (Cutlass); 3rd
  Expertise; 6th Captain; 9th Parry; 12th Continuous Parry;
  15th Riposte; 18th Disarm Master.
  Class Features: 1st Ambidexterity, Pirate Trick; 2nd Two
  Weapon Fighting; 3rd Seasoned; 4th Roguish Style; 5th Sea-
  soned; 6th Weapon Specialization; 7th Seasoned; 8th Sea
  Legs; 9th Seasoned; 10th Improved Two Weapon Fighting;
  11th Seasoned; 12th Swinging Assault; 13th Seasoned; 14th
  Improved Critical; 15th Seasoned; 16th Stalwart Combatant;
  17th Seasoned; 18th Dirty Tactics; 19th Seasoned; 20th
  Deadly Foe.      
  Armor: 1st – 5th Masterwork Chain Shirt; 2nd – 9th
  Chain Shirt +1; 10th – 16th Chain Shirt +2; 17th – 19th Chain
  Shirt +3; 20th Chain Shirt +4.
  Wpn1: 1st – 5th Masterwork Cutlass; 6th – 10th Cutlass
  +1; 11th – 13th Cutlass +2; 14th – 16th Cutlass +3; 17th – 20th
  Cutlass +4.        
  Wpn2: 1st – 5th Masterwork Sailor’s Knife; 6th – 10th
  Sailor’s Knife +1; 11th – 15th Sailor’s Knife +2; 16th – 20th
  Sailor’s Knife +3.
  Potions: 1st Cure Light Wounds (×2), Hiding, Sneak,
  Spider Climb (×2); 2nd – 4th Cure Light Wounds (×4); 2nd –
  8th Darkvision; 2nd – 4th Neutralize Poison; 5th Cure Light
  Wounds (×6); 5th – 20th Neutralize Poison (×2); 6th – 11th
  Cure Serious Wounds; 6th – 20th Haste; 12th – 20th Alter
  Self; 12th – 20th Cure Serious Wounds (×2); 12th – 15th
  Invisibility; 18th – 20th Gaseous Form.    
  Other Magic Gear (Optional): 5th – 10th Cloak of Resis-
  tance +1; 11th – 17th Cloak of Resistance +2; 12th – 16th
  Gloves of Dexterity +2; 11th – 15th Ring of Protection +1; 13th
  – 20th Boots of Speed; 14th – 20th Amulet of Natural Armor
  +2; 16th – 19th Ring of Protection +2; 17th – 18th Belt of Giant
  Strength +4; 17th – 20th Rope of Climbing; 18th – 20th Cloak
  of Resistance +3; 19th – 20th Belt of Giant Strength +6; 20th
  Ring of Protection +4, Gloves of Dexterity +4.    
  NPC Spy
  Starting Ability Scores: Str 11, Dex 17, Con 13, Int 15,
  Wis 9, Cha 18.   
  Increased Ability Scores: 4th Wis 10; 8th Con 14; 
  12th Dex 18; 16th Str 12; 20th Int 16.
  Feats: 1st Assassin’s Hand, Appearance-Above Average; 
  3rd Dashing and Daring; 6th Unarmored Defense Profi-
  ciency; 9th Sex Appeal; 12th Improved Sneak Attack; 
  15th Sniper; 18th Linguist.
  Class Features: 1st Alias, Sneak Attack +1d6; 2nd Con-
  tacts; 3rd Brilliant Getaway, Sneak Attack +2d6; 5th Sneak
  Attack +3d6; 6th Face in the Crowd; 7th Sneak Attack +4d6;
  9th Sneak Attack +5d6; 10th Alias; 11th Innocent Smile,
  Sneak Attack +6d6; 13th Sneak Attack +7d6, Quick Wits; 14th
  Slippery in The Grasp; 15th Sneak Attack +8d6; 17th Alias,
  Sneak Attack +9d6; 19th Alias, Sneak Attack +10d6; 20th
  Quicker Than The Eye.        
  
  APPENDIX
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  Armor: None.      
  Wpn1: 1st – 5th Masterwork Smallsword; 6th – 11th
  Smallsword +1; 12th – 17th Smallsword +2; 18th – 20th
  Smallsword +3.      
  Wpn2: Musket Carbine.
  Ammo: Powder Chamber and 50 “bullets.”  
  Potions: 1st Cure Light Wounds (×2), Hiding, Sneak,
  Spider Climb (×2); 2nd – 4th Cure Light Wounds (×4); 
  2nd – 8th Darkvision; 2nd – 4th Neutralize Poison; 5th Cure
  Light Wounds (×6); 5th – 20th Neutralize Poison (×2); 
  6th – 11th Cure Serious Wounds; 6th – 20th Haste; 12th –
  20th Alter Self; 12th – 20th Cure Serious Wounds (×2); 12th –
  15th Invisibility; 18th – 20th Gaseous Form.    
  Other Magic Gear (Optional): 4th – 11th Cloak of Resis-
  tance +1; 8th – 11th Bracers of Armor +2; 10th – 14th Ring of
  Protection +1; 12th – 13th Cloak of Resistance +2; 12th – 16th
  Amulet of Natural Armor +2; 12th – 16th Gloves of Dexterity
  +2; 14th – 15th Cloak of Resistance +3; 15th – 16th Bracers of
  Armor +4; 15th – 18th Ring of Protection +2; 17th – 20th
  Bracers of Armor +6;
  17th – 18th Gloves
  of Dexterity +4; 19th
  – 20th Gloves of Dexterity
  +6; 19th – 20th Ring of Protection
  +3.   
  NPC Swashbuckler
  Ability Scores: Str 13, Dex 18, Con 11, Int 9,
  Wis 17, Cha 15.   
  Increased Ability Scores: 4th Int 10; 
  8th Con 12; 12th Wis 18; 16th Cha 16; 20th
  Str 14.
  Feats: 1st Improved Initiative, Combat
  Reflexes; 3rd Bruiser; 4th Dodge; 
  6th Counterattack, Acrobatic Dodge; 9th
  Lightning Reflexes; 10th Lightning
  Reflexes; 12th Expertise, Lunge; 15th Parry;
  16th Odd Sleeping Habits; 18th Riposte,
  Quick Chamber; 20th Quick Reload.
  Class Features: 1st Light Footed; 2nd Dexter-
  ous; 4th Dexterous Strike; 8th With Style 1/day;
  13th With Style 2/day; 14th Armor Penetration;
  19th With Style 3/day.         
  Armor: 1st – 5th Masterwork Chain Shirt; 
  6th – 10th Chain Shirt +1; 11th – 14th Chain Shirt
  +2; 15th – 17th Chain Shirt +3; 18th – 20th Chain
  Shirt +4.        
  Wpn1: 1st – 5th Masterwork Cutlass; 6th – 10th
  Cutlass +1; 11th – 13th Cutlass +2; 14th – 16th Cut-
  lass +3; 17th – 18th Cutlass +4; 19th – 20th Cutlass +4.   
  Wpn2: Pistol.
  Ammo: Powder Chamber and 50 “bullets.”
  Potions:  1st Cure Light Wounds (×2), Hiding, Sneak,
  Spider Climb (×2); 2nd – 4th Cure Light Wounds
  (×4); 2nd – 8th Darkvision; 2nd – 4th Neutralize
  Poison; 5th Cure Light Wounds
  (×6); 5th – 20th Neutralize
  Poison (×2); 6th – 11th Cure
  Serious Wounds; 6th – 20th
  Haste; 12th – 20th Alter Self;
  12th – 20th Cure Serious Wounds (×2); 12th – 15th Invisibil-
  ity; 18th – 20th Gaseous Form.    
  Other Magic Gear (Optional): 5th – 10th Cloak of Resis-
  tance +1; 11th – 17th Cloak of Resistance +2; 12th – 16th
  Gloves of Dexterity +2; 11th – 15th Ring of Protection +1;
  13th – 20th Boots of Speed; 14th – 20th Amulet of Natural
  Armor +2; 16th – 19th Ring of Protection +2; 17th – 18th Belt
  of Giant Strength +4; 17th – 20th Rope of Climbing; 
  18th – 20th Cloak of Resistance +3; 19th – 20th Belt of 
  Giant Strength +6; 20th Ring of Protection +4, Gloves of 
  Dexterity +4.     
  NPC Wanderer
  Starting Ability Scores: Str 13, Dex 15, Con 18, Int 17,
  Wis 11, Cha 9.   
  Increased Ability Scores: 4th Int 18; 8th Dex 16; 12th 
  Str 14; 16th Wis 12; 20th Cha 10.
  
  APPENDIX
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  Feats: 1st Unarmored Defense Proficiency (Beginner),
  Martial Weapon Proficiency (Cutlass); 3rd Exotic Weapon
  Proficiency (Firearms); 6th Improved Initiative; 9th Crafts-
  man; 12th Tinker; 15th Spark of Genius; 18th Linguist.
  Class Features: 1st Evasion, Tradesman; 2nd Ward of the
  Albatross; 3rd Uncanny Dodge (Dex Bonus to AC); 4th Bonus
  Feat; 6th Uncanny Dodge (Can’t be Flanked); 8th Bonus Feat;
  9th Wanderer’s Knowledge; 11th Uncanny Dodge (Reflex
  Save to Avoid Surprise); 12th Bonus Feat; 14th Uncanny
  Dodge (Defensive Roll); 16th Bonus Feat; 18th Wanderer’s
  Luck; 20th Bonus Feat.
  Armor: None.          
  Wpn1: 1st – 5th Masterwork Cutlass; 6th – 10th Cutlass
  +1; 11th – 15th Cutlass +2; 16th -18th Cutlass +3; 19th – 20th
  Cutlass +4.          
  Wpn2: Musket.  
  Potions: 1st Cure Light Wounds (×2), Hiding, Sneak,
  Spider Climb (×2); 2nd – 4th Cure Light Wounds (×4); 
  2nd – 8th Darkvision; 2nd – 4th Neutralize Poison; 5th Cure
  Light Wounds (×6); 5th – 20th Neutralize Poison (×2); 
  6th – 11th Cure Serious Wounds; 6th – 20th Haste; 
  12th – 20th Alter Self; 12th – 20th Cure Serious Wounds (×2);
  12th – 15th Invisibility; 18th – 20th Gaseous Form.    
  Other Magic Gear (Optional): 2nd – 6th Bracers 
  of Armor +2; 5th – 10th Cloak of Resistance +1; 7th – 11th
  Bracers of Armor +3; 11th – 17th Cloak of Resistance +2, 
  Periapt of Health +2; 12th – 16th Gloves of Dexterity +2; 
  11th – 15th Ring of Protection +1; 12th – 17th Bracers of
  Armor +4; 13th – 20th Boots of Speed; 14th – 20th Amulet of
  Natural Armor +2; 16th – 19th Ring of Protection +2; 
  17th – 18th Belt of Giant Strength +4; 17th – 20th Rope of
  Climbing; 18th – 19th Bracers of Armor +5; 18th – 20th Cloak
  of Resistance +3, Periapt of Health +4; 19th – 20th Belt 
  of Giant Strength +6; 20th Ring of Protection +4, Gloves of
  Dexterity +4, Bracers of Armor +6.    
  Table 1-10: NPC Swashbuckler
  Lvl
  hp
  AC
  Init
  Spd
  Wpn1
  Wpn2
  F/R/W
  Bluff
  Jump
  Tumble
  1
  4
  21
  +8
  30
  2
  5
  +0/9/3
  +6
  +5
  +8
  2
  7
  21
  +8
  30
  6
  6
  +0/10/3
  +7
  +6
  +9
  3
  11
  21
  +8
  30
  7
  7
  +1/10/4
  +8
  +7
  +10
  4
  14
  21
  +8
  30
  8
  8
  +1/11/4
  +9
  +8
  +11
  5
  18
  21
  +8
  30
  9
  9
  +1/11/4
  +10
  +9
  +12
  6
  21
  21
  +8
  30
  10/5
  10/5
  +2/12/5
  +11
  +10
  +13
  7
  25
  21
  +8
  30
  11/6
  11/6
  +2/12/5
  +12
  +11
  +14
  8
  36
  21
  +8
  30
  12/7
  12/7
  +3/13/5
  +13
  +12
  +15
  9
  41
  21
  +8
  30
  13/8
  13/8
  +4/13/6
  +14
  +13
  +16
  10
  45
  21
  +8
  30
  14/9
  14/9
  +4/14/6
  +15
  +14
  +17
  11
  50
  21
  +8
  30
  15/10/5
  15/10/5
  +4/14/6
  +16
  +15
  +18
  12
  54
  21
  +8
  30
  16/11/6
  16/11/6
  +5/16/8
  +17
  +16
  +19
  13
  59
  22
  +8
  30
  17/12/7
  17/12/7
  +5/16/8
  +18
  +17
  +20
  14
  63
  22
  +8
  30
  18/13/8
  18/13/8
  +5/17/8
  +19
  +18
  +21
  15
  68
  22
  +8
  30
  19/14/9
  19/14/9
  +6/17/9
  +20
  +19
  +22
  16
  72
  22
  +8
  30
  20/15/10/5
  20/15/10/5
  +6/18/9
  +22
  +20
  +23
  17
  77
  22
  +8
  30
  21/16/11/6
  21/16/11/6
  +6/18/9
  +23
  +21
  +24
  18
  81
  22
  +8
  30
  22/17/12/7
  22/17/12/7
  +7/19/10
  +24
  +22
  +25
  19
  86
  22
  +8
  30
  23/18/13/8
  23/18/13/8
  +7/19/10
  +25
  +23
  +26
  20
  90
  22
  +8
  30
  24/19/14/9
  24/19/14/9
  +7/20/10
  +26
  +25
  +27
  Table 1-11: NPC Wanderer
  Lvl
  hp
  AC
  Init
  Spd
  Wpn1
  Wpn2
  F/R/W
  Knowl
  Craft
  Prof
  1
  9
  15
  +2
  30
  1
  2
  +4/4/0
  +7
  +7
  +4
  2
  17
  15
  +2
  30
  2
  3
  +4/5/0
  +8
  +8
  +5
  3
  26
  16
  +2
  30
  3
  4
  +5/5/1
  +9
  +9
  +6
  4
  34
  16
  +2
  30
  4
  5
  +5/6/1
  +11
  +11
  +7
  5
  43
  16
  +2
  30
  4
  5
  +5/6/1
  +12
  +12
  +8
  6
  51
  17
  +6
  30
  5
  6
  +6/7/2
  +13
  +13
  +9
  7
  60
  17
  +6
  30
  6
  7
  +6/7/2
  +14
  +14
  +10
  8
  68
  18
  +7
  30
  7/2
  9/4
  +6/9/2
  +15
  +15
  +11
  9
  77
  19
  +7
  30
  7/2
  9/4
  +7/9/3
  +16
  +16
  +12
  10
  85
  19
  +7
  30
  8/3
  10/5
  +7/10/3
  +17
  +17
  +13
  11
  94
  19
  +7
  30
  9/4
  11/6
  +7/10/3
  +18
  +18
  +14
  12
  102
  20
  +7
  30
  11/6
  12/7
  +8/11/4
  +19
  +19
  +15
  13
  111
  20
  +7
  30
  11/6
  12/7
  +8/11/4
  +20
  +20
  +16
  14
  119
  20
  +7
  30
  12/7
  13/8
  +8/12/4
  +21
  +21
  +17
  15
  128
  21
  +7
  30
  13/8/3
  14/9/4
  +9/12/5
  +22
  +22
  +18
  16
  136
  21
  +7
  30
  14/9/4
  15/10/5
  +9/13/6
  +23
  +23
  +20
  17
  145
  21
  +7
  30
  14/9/4
  15/10/5
  +9/13/6
  +24
  +24
  +21
  18
  153
  22
  +7
  30
  15/10/5
  16/11/6
  +10/14/7
  +25
  +25
  +22
  19
  162
  22
  +7
  30
  16/11/6
  17/12/7
  +10/14/7
  +26
  +26
  +23
  20
  170
  23
  +7
  30
  17/12/7
  18/13/8
  +10/15/7
  +27
  +27
  +24
  
  APPENDIX
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  NPC Witch
  Starting Ability Scores: Str 9, Dex 11, Con 13, Int 17, 
  Wis 18, Cha 15.   
  Increased Ability Scores: 4th Wis 19; 8th Int 18; 
  12th Wis 20; 16th Con 14; 20th Cha 16.
  Feats: 1st Coven Member, Scribe Scroll; 3rd Brew Potion;
  6th Craft Wondrous Item; 9th Craft Wand; 12th Craft Rod;
  15th Craft Staff; 18th Forge Ring.
  Class Features: 1st Summon Familiar, Manipulate Spell.  
  Armor: None.          
  Wpn1: 1st – 7th Masterwork Quarterstaff; 8th – 14th
  Quarterstaff +1; 15th -17th Quarterstaff +2; 18th -20th Staff of
  Fire.             
  Wpn2: 1st – 9th Masterwork Sling. 10th - 17th Sling +1; 
  18th – 20th Sling +2. 
  Ammo: 1st – 10th 25 sling bullets; 11th – 20th 25 Sling
  Bullets +1.    
  Potions: 1st Cure Light Wounds (×2), Hiding, Sneak,
  Spider Climb (×2); 2nd – 4th Cure Light Wounds (×4); 
  2nd – 8th Darkvision; 2nd – 4th Neutralize Poison; 5th Cure
  Light Wounds (×6); 5th – 20th Neutralize Poison (×2); 
  6th – 11th Cure Serious Wounds; 6th – 20th Haste; 
  12th – 20th Alter Self; 12th – 20th Cure Serious Wounds (×2);
  12th – 15th Invisibility; 18th – 20th Gaseous Form.   
  Other Magic Gear (Optional): 3rd – 8th Bracers of
  Armor +2; 5th – 12th Cloak of Resistance +2, Pearl of Wisdom
  +2; 9th – 12th Bracers of Armor +3, Mirror of Vanity +2; 
  13th – 16th Bracers of Armor +4; 13th – 17th Pearl of Wisdom
  +4, Mirror of Vanity +4, Ring of Protection +2; 14th – 15th
  Amulet of Natural Armor +2, Gloves of Dexterity +2; 
  15th Cloak of Resistance +3; 17th – 19th Bracers of Armor +5;
  18th – 20th Pearl of Wisdom +6, Mirror of Vanity +6; 
  18th – 19th Ring of Protection +4; 20th Bracers of Armor +6,
  Ring of Protection +5, Rod of Thunder and Lightning. 
  Witch Spells Per Day
  Lvl
  0
  1
  2
  3
  4
  5
  6
  1
  4
  2
  —
  —
  —
  —
  —
  2
  5
  3
  —
  —
  —
  —
  —
  3
  5
  3
  —
  —
  —
  —
  —
  4
  5
  4
  2
  —
  —
  —
  —
  5
  5
  4
  3
  —
  —
  —
  —
  6
  5
  4
  3
  —
  —
  —
  —
  7
  5
  5
  4
  2
  —
  —
  —
  8
  5
  5
  4
  3
  —
  —
  —
  9
  5
  5
  4
  3
  —
  —
  —
  10
  5
  5
  5
  4
  2
  —
  —
  11
  5
  5
  5
  4
  3
  —
  —
  12
  5
  5
  5
  5
  3
  —
  —
  13
  5
  5
  5
  5
  4
  2
  —
  14
  5
  5
  5
  5
  4
  3
  —
  15
  5
  5
  5
  5
  4
  3
  —
  16
  5
  5
  5
  5
  5
  4
  2
  17
  5
  5
  5
  5
  5
  4
  3
  18
  5
  5
  5
  5
  5
  4
  3
  19
  5
  5
  5
  5
  5
  5
  4
  20
  5
  5
  5
  5
  5
  5
  4
  Witch Innate Spells
  Lvl
  0
  1
  2
  3
  4
  5
  6
  1
  1
  —
  —
  —
  —
  —
  —
  2
  2
  1
  —
  —
  —
  —
  —
  3
  2
  1
  —
  —
  —
  —
  —
  4
  3
  1
  —
  —
  —
  —
  —
  5
  3
  2
  1
  —
  —
  —
  —
  6
  3
  2
  1
  —
  —
  —
  —
  7
  3
  2
  1
  —
  —
  —
  —
  8
  4
  2
  1
  1
  —
  —
  —
  9
  4
  2
  2
  1
  —
  —
  —
  10
  4
  3
  2
  1
  —
  —
  —
  11
  4
  3
  2
  1
  1
  —
  —
  12
  4
  3
  2
  2
  1
  —
  —
  13
  5
  3
  2
  2
  1
  —
  —
  14
  5
  3
  3
  2
  1
  1
  —
  15
  5
  3
  3
  2
  2
  1
  —
  16
  5
  4
  3
  2
  2
  1
  —
  17
  5
  4
  3
  3
  2
  1
  —
  18
  5
  4
  3
  3
  2
  2
  1
  19
  6
  4
  3
  3
  2
  2
  1
  20
  6
  4
  4
  3
  3
  2
  1
  Table 1-12: NPC Witch
  Lvl
  hp
  AC
  Init
  Spd
  Wpn1
  Wpn2
  F/R/W
  Alch
  Scry
  Spellc
  1
  5
  10
  +0
  30
  -1
  0
  1/0/6
  +7
  +8
  +7
  2
  9
  10
  +0
  30
  0
  1
  1/0/7
  +8
  +9
  +8
  3
  14
  10
  +0
  30
  0
  1
  2/1/7
  +9
  +10
  +9
  4
  18
  10
  +0
  30
  1
  2
  2/1/8
  +10
  +11
  +10
  5
  23
  10
  +0
  30
  1
  2
  2/1/8
  +11
  +12
  +11
  6
  27
  10
  +0
  30
  2
  3
  3/2/9
  +12
  +13
  +12
  7
  32
  10
  +0
  30
  2
  3
  3/2/9
  +13
  +14
  +13
  8
  36
  10
  +0
  30
  3
  4
  3/2/10
  +15
  +15
  +15
  9
  41
  10
  +0
  30
  3
  4
  4/3/10
  +16
  +16
  +16
  10
  45
  10
  +0
  30
  4
  5
  4/3/11
  +17
  +17
  +17
  11
  50
  10
  +0
  30
  4
  5
  4/3/11
  +18
  +18
  +18
  12
  54
  10
  +0
  30
  5/0
  6/1
  5/4/13
  +19
  +20
  +19
  13
  59
  10
  +0
  30
  5/0
  6/1
  5/4/13
  +20
  +21
  +20
  14
  63
  10
  +0
  30
  6/1
  7/2
  5/4/14
  +21
  +22
  +21
  15
  68
  10
  +0
  30
  6/1
  7/2
  6/5/14
  +22
  +23
  +22
  16
  88
  10
  +0
  30
  7/2
  8/3
  7/5/15
  +23
  +24
  +23
  17
  94
  10
  +0
  30
  7/2
  8/3
  7/5/15
  +24
  +25
  +24
  18
  99
  10
  +0
  30
  8/3
  9/4
  8/6/16
  +25
  +26
  +25
  19
  105
  10
  +0
  30
  8/3
  9/4
  8/6/16
  +26
  +27
  +26
  20
  110
  10
  +0
  30
  9/4
  10/5
  8/6/17
  +27
  +28
  +27
  
  APPENDIX
  N
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  95
  List of Entries
  by Challenge Rating
  Villain
  CR
  The Monster  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
  The Weakling  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
  The Fop . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
  The Bureaucrat  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
  The Mad Scientist  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
  The Fallen Hero . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
  The Priest . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
  The Betrayer  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
  The Mastermind  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
  The Zealot  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
  The Fanatic  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
  The Pirate . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
  Hero
  CR
  The Avenger (Jacques)  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
  The Avenger (The Kire) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
  The Musketeer  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
  The Rogue  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
  The Smuggler  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
  The Scholar  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
  The Soldier  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
  The Bewitched  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
  The Adventurer  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
  The Guardian  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
  The Redeemed  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
  The Vigilante . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
  The Spy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
  Monster
  CR
  Forest Fiend  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1/8
  Zombie, Théan  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1/4
  Ghoul, Théan . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1/2
  Crypt Ghoul  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
  Kobold/Gargoyle, Théan . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
  Succubus, Théan . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
  Swamp Spider . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
  Ruin Monster  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
  Jimmy Squarefoot  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
  Siren, Théan . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
  Black Freighter Skeleton . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
  Domae . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
  Pooka  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
  Leshii . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
  Echo . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
  Hounds of Night and Fog  . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
  Schattensoldat  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
  Tundra Beast  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
  Jenny Greenteeth . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
  Thalusai . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
  Zalozhniy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
  Jack-in-Irons  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
  Sidhe, Lords and Ladies . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
  The Unraveled  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
  Sea Serpent  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
  Fire Bird  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
  The Schattenmann  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
  The Black Siren  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
  Tessera . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
  The Verschlingen  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
  Drachen  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
  The Great Grey . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
  Leviathan  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
  The Vodanken  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
  Nights  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . as in life +1
  Talking Beast  . . . . . . . . . . . . . . . . . . . . . . . as base creature +1
  Black Freighter Officer  . . . . . . . . . . . . . . . . . . . . as in life +2
  Mirror Ghost  . . . . . . . . . . . . . . . . . . . . . . . as base creature +2
  Black Freighter Captain  . . . . . . . . . . . . . . . . . . . . as in life +3
  
  APPENDIX
  N
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  S
  96
  The Open Game License
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 
  Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
  1. Definitions: (a) “Contributors” means the copyright and/or trademark owners who have contributed
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  lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d) “Open Game Content”
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  extent such content does not embody the Product Identity and is an enhancement over the prior art
  and any additional content clearly identified as Open Game Content by the Contributor, and means
  any work covered by this License, including translations and derivative works under copyright law,
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  indicating that the Open Game Content may only be Used under and in terms of this License. You
  must affix such a notice to any Open Game Content that you Use. No terms may be added to or
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  5. Representation of Authority to Contribute: If You are contributing original material as Open
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  any Trademark in conjunction with a work containing Open Game Content except as expressly
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  13. Termination: This License will terminate automatically if You fail to comply with all terms herein
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  14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be
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  15. COPYRIGHT NOTICE: Open Game License v1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Rules Document Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte
  Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson.
  Swashbuckling Adventures  and Heroes, Villains, and Monsters Copyright 2002, Alderac
  Entertainment Group, Inc.
  Open game content from Arms and Armor Copyright 2001, Bastion Press, Inc.
  Open game content from Broadsides! Naval Adventuring Copyright 2002, Living Imagination, Inc.
  Open game content from Codex Arcanis Copyright 2001, Paradigm Concepts, Inc.
  Open game content from Creatures of Rokugan Copyright 2001, Alderac Entertainment Group, Inc.
  Open game content from Dragons Copyright 2001, Alderac Entertainment Group, Inc.
  Open game content from Dungeons Copyright 2001, Alderac Entertainment Group, Inc.
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  Open game content from Fading Suns: d20 Copyright 2001, Holistic Design
  Open game content from Gods Copyright 2002, Alderac Entertainment Group, Inc.
  Open game content from Magic of Rokugan Copyright 2002, Alderac Entertainment Group, Inc.
  Open game content from Mercenaries Copyright 2002, Alderac Entertainment Group, Inc.
  Open game content from Monsters Copyright 2002, Alderac Entertainment Group, Inc.
  Open game content from Rokugan Copyright 2001, Alderac Entertainment Group, Inc.
  Open game content from Seafarer’s Handbook Copyright 2001, Fantasy Flight, Inc.
  Open game content from Seas of Blood Fantasy on the High Seas Copyright 2001, Mongoose
  Publishing
  Open game content from The Quintessential Fighter Copyright 2001, Mongoose Publishing
  The Open Game Content
  This printing of Heroes, Villains, and Monsters is done under version 1.0a of the Open Game License and
  the draft version of the d20 System Trademark License, d20 System Trademark Logo Guide and
  System Reference Document by permission of Wizards of the Coast. Subsequent printings of this
  book will incorporate final versions of the license, guide and document.
  AEG’s intention is to open up as much of this adventure as possible to be used as Open Game Content
  (OGC), while maintaining Product Identity (PI) to all aspects of the Swashbuckling Adventures and 7th
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  encouraged to contact jzinser@alderac.com if they have any questions or concerns about reproducing
  material from Théah in other OGL works. Alderac Entertainment Group, Inc. would appreciate
  anyone using OGC material from Swashbuckling Adventures in other OGL works to kindly reference
  Swashbuckling Adventures as the source of that material within the text of their work. Open Game 
  Content may only be used under and in accordance with the terms of the OGL as fully set forth on the
  previous page.
  DESIGNATION OF PRODUCT IDENTITY: The following items are hereby designated as Product
  Identity in accordance with section 1(e) of the Open Game License, version 1.0a: Any and all Swash-
  buckling Adventures and 7th Sea logos and identifying marks and trade dress, including all Swashbuck-
  ling Adventures product and product line names including but not limited to Théah, Ye Olde Treasure
  Hunt, and Swashbuckling Adventures, and the Swashbuckling Adventures and 7th Sea logos; any 
  elements of the Swashbuckling Adventures or Théah setting, including but not limited to capitalized
  names, Nation names, class names, names of artifacts, names of spells, names of magic and magician
  types (including but not limited to pure El Fuego Adentro, Fate Witches, Glamour, Lærdom, Porté,
  Pyeryem, Scrying, and Zerstörung), characters, countries and empires, creatures, races, spirits, 
  Theus, geographic locations, cultural information, historic events, magic items, Syrneth Artifacts, the
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  Swashbuckling Adventures, except material noted in that work as Open Game Content; any and all
  stories, storylines, plots, thematic elements, documents within the game world (e.g. but not limited to
  Means to Ends, the Book of Prophets, and Birdcage Revolt), quotes from characters or documents, and 
  dialogue; and all artwork, symbols, designs, depictions, illustrations, maps and cartography, 
  likenesses, poses, nation or factional sigils, logos, symbols, or graphic designs, except such elements
  that already appear in the d20 System Reference Document (e.g. Melf or Mordenkainen) and are
  already OGC by virtue of appearing there. The above Product Identity is not open Game Content.
  DESIGNATION OF OPEN CONTENT: Subject to the Product Identity designation above, the 
  following portions of Heroes, Villains, and Monsters are designated as Open Game Content. All creature
  statistics blocks from the Size/Type line (e.g. Large, Outsider) down to the Advancement line. All
  feats or other information previously designated as PI. All sample character statistics and charts,
  except for names and other previously designated PI.
  USE OF MATERIAL AS OPEN GAME CONTENT: It is the clear and expressed intent of Alderac
  Entertainment Group, Inc. to add all classes, skills, feats, equipment, prestige classes, spell effects,
  magic item effects, and monster and NPC statistics (henceforth “goodies”) contained in this volume
  to the canon of Open Game Content for free use pursuant to the Open Game License by future Open
  Game publishers. Some of the aforementioned items, however, contain Product Identity, as desig-
  nated above, and that designation remains. A limited license is provided below which allows use of
  content designated as Product Identity for these items only.
  LIMITED LICENSE FOR USE OF GOODIES AND PRODUCT IDENTITY (PI) IN GOODIES:
  Alderac Entertainment Group, Inc. hereby grants other OGL publishers a non-exclusive, irrevocable,
  royalty-free limited license to use the goodies and the PI elements which appear in the spell names
  contained in this book in OGL publications. Use of PI elements is limited solely to using these PI 
  elements in the goodies themselves and for no other use. For example, the artifact named “Reis’
  Scythe” may be used to refer to the artifact of the same name, even though “Reis” is PI of Alderac
  Entertainment Group, Inc. The name “Reis”, however, may not be used in any other way except where
  it appears as part of the feat name. Any publication making use of such goodies and PI elements in
  goodies must bear a legal notice that both 1) any such PI used is reserved Product Identity, and 2)
  goodies are copyright 2001, Alderac Entertainment Group, Inc., all rights reserved.
  Some of the portions of this adventure which are delineated OGC originate from the System 
  Reference Document and are © 1999, 2000 Wizards of the Coast, Inc. The remainder of these OGC
  portions of this book are hereby added to Open Game Content and if so used, should bear the COPY-
  RIGHT NOTICE: “Swashbuckling Adventures Copyright 2002, Alderac Entertainment Group, Inc.”
  The mention of or reference to any company or product in these pages is not a challenge to the trade-
  mark or copyright concerned.
  ‘d20 System’ and the ‘d20 System’ logo are Trademarks owned by Wizards of the Coast and are used
  according to the terms of the d20 System License version 1.0a. A copy of this License can be found at
  www.wizards.com.
  Dungeons & Dragons and Wizards of the Coast are registered trademarks of Wizards of the Coast, 
  and are used with permission.
  Heroes, Villains, and Monsters, Swashbuckling Adventures, Théah, and 7th Sea are trademarks of Alderac
  Entertainment Group, Inc.
  All contents of this book, regardless of designation, are copyrighted year 2002 by Alderac Entertain-
  ment Group. All rights reserved. Reproduction or use without the written permission of the publisher
  is expressly forbidden, except for the purposes of review or use consistent with the limited license
  above.
  
  The corners of Théah hold dangers
  you can scarcely fathom…
  The world is not a safe place. Around every bend, behind every tree, beyond the
  next sand dune lies fabulous wealth and imminent death. The path you take,
  the weapon you raise, the spell you cast — every decision you make brings 
  you face to face with the creatures of Théah. Some wear human faces like the
  sinister Prince Villanova or the dreaded Captain Reis. Others are monsters
  with no earthly origin: man-eating sirens, the horrible Schattenmann and the
  inhuman Sidhe.
  Heroes, Villains and Monsters contains a plethora of new threats and dangers for
  your swashbuckling campaign. You  and your fellow adventurers will be called
  upon to uncover the world’s darkest secrets and perhaps become the stuff of
  legends yourself.
  • Over 60 of Théah’s most terrifying creatures, sinister villains and valiant 
  heroes — complete with stats and guidelines for placing them in your world.
  • Numerous ready-to-play templates, suitable for any campaign.
  • Fully compatible with d20 System™ rules.
  To use this companion, a Game Master also needs a copy of 
  Swashbuckling Adventures,™ published by Alderac Entertainment Group, inc. 
  and the Dungeons & Dragons® Player’s Handbook,
  ™ Third Edition and 
  DUNGEON MASTER’S GUIDE™ published by Wizards of the Coast.® A player needs only
  Swashbuckling Adventures™ and the Player’s Handbook.
  ™
  The corners of Théah hold dangers
  you can scarcely fathom…
  The world is not a safe place. Around every bend, behind every tree, beyond the
  next sand dune lies fabulous wealth and imminent death. The path you take,
  the weapon you raise, the spell you cast — every decision you make brings 
  you face to face with the creatures of Théah. Some wear human faces like the
  sinister Prince Villanova or the dreaded Captain Reis. Others are monsters
  with no earthly origin: man-eating sirens, the horrible Schattenmann and the
  inhuman Sidhe.
  Heroes, Villains and Monsters contains a plethora of new threats and dangers for
  your swashbuckling campaign. You  and your fellow adventurers will be called
  upon to uncover the world’s darkest secrets and perhaps become the stuff of
  legends yourself.
  • Over 60 of Théah’s most terrifying creatures, sinister villains and valiant 
  heroes — complete with stats and guidelines for placing them in your world.
  • Numerous ready-to-play templates, suitable for any campaign.
  • Fully compatible with d20 System™ rules.
  To use this companion, a Game Master also needs a copy of 
  Swashbuckling Adventures,™ published by Alderac Entertainment Group, inc. 
  and the Dungeons & Dragons® Player’s Handbook,
  ™ Third Edition and 
  DUNGEON MASTER’S GUIDE™ published by Wizards of the Coast.® A player needs only
  Swashbuckling Adventures™ and the Player’s Handbook.
  ™
  TM
  
SOURCE: textdata/thevault/7th Sea [multi]/1st Edition/07 Swashbuckling Adventure Books/Heroes Villains and Monsters.pdf