TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & 
  DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any 
  form without permission of the author.  To learn more about the Open Gaming License and the d20 
  system license, please visit www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the 
  Coast, Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. 
  This scenario is intended for tournament use only and may not be reproduced without approval of the 
  RPGA Network.  
   
  ZEF6-01  
   
   
   
   
   
  Out of Water 
   
  A One-Round D&D LIVING GREYHAWK®  
  Zeif Regional Adventure 
  Version 1.0 
   
  by Ian Seale 
  Playtesters: Michael Beck, Bev Gordan, Colin Lacey, Zefferino Santucci, Chris Slater, Dave Wayne 
   
   
   
  The Merfolk have long been allies of the Sultanate of Zeif.  When the Merfolk are in need of help, will the 
  citizens of Zeif come to their aid?  Part one of the Eternally Yours story arc.  A one-round Zeif regional 
  adventure for APL’s 2-6.
  
  ZEF6-01 Out of Water 
   
  Page 1 
  Introduction 
  This is an RPGA® Network scenario for the 
  Dungeons & Dragons® game. A four-hour time 
  block has been allocated for each round of this 
  scenario, but the actual playing time will be closer to 
  three and a half hours. The rest of the time is spent 
  in preparation before game play, and record-
  keeping after the game. The following guidelines 
  are here to help you with both the preparation and 
  voting segment of the game. Read this page 
  carefully so that you know and can communicate to 
  your players the special aspects of playing an 
  RPGA scenario.  
  Preparation  
   
   
   
   
  First you should print this scenario. This scenario 
  was created to support double-sided printing, but 
  printing it single sided will work as well. There is 
  enough room along the inside margin to bind the 
  adventure, if you desire.  
   
  Read this entire adventure at least once before 
  you run your game. Be sure to familiarize yourself 
  with any special rules, spells, or equipment 
  presented in the adventure. It may help to highlight 
  particularly important passages.  
   
  When you run an RPGA D&D adventure we 
  assume that you have access to the following 
  books: the Player’s Handbook, the Dungeon 
  Master’s Guide, and the Monster Manual. We also 
  assume that you have a set of dice (at least one d4, 
  d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of 
  fun. It is also a good idea to have a way to track 
  movement during combat. This can be as simple as 
  a pad of graph paper and a pencil, as handy as a 
  vinyl grid map and chits, or as elaborate as resin 
  dungeon walls and miniatures. 
   
  Keep in mind that you must have at least four 
  players (not counting the judge), for the game 
  session to be a sanctioned RPGA event. As well, 
  you cannot have more than six players participating 
  in the game. 
  Playing the Game  
   
   
   
   
  Instruct the players either to prepare their 
  characters to participate in the adventure before the 
  session begins, or wait until you read the 
  introduction, depending on the requirements of the 
  scenario as described in the introduction. 
   
  Once you are ready to play, it is handy to 
  instruct each player to place a nametag in front of 
  him or her. The tag should have the player’s name 
  at the bottom, and the character’s name, race, and 
  gender at the top. This makes it easier for the 
  players (and the judge) to keep track of who is 
  playing which character. 
   
  The players are free to use the game rules to 
  learn 
  about 
  equipment 
  and 
  weapons 
  their 
  characters are carrying. That said, you as the judge 
  can bar the use of even core rulebooks during 
  certain times of play. For example, the players are 
  not free to consult the Dungeon Master’s Guide 
  when confronted with a trap or hazard, or the 
  Monster Manual when confronted with a monster.  
   
  Some of the text in this scenario is written so 
  that you may present it as written to the players, 
  while other text is for your eyes only. Text for the 
  players will be in bold italics. It’s strongly 
  recommended that you paraphrase the player text 
  instead of reading it aloud. Some of this text is 
  general and must be adapted to the specific 
  situation or to actions of the player characters. 
  Tracking 
   
   
   
   
   
  After the players have completed the scenario or 
  the time allotted to run the scenario has run out, 
  the players and judge fill out the RPGA Tracking 
  Sheet.  The judge should complete the top of the 
  form and list his name and RPGA number.  The 
  players should each list their name and RPGA 
  number.  After the form is filled out it should be 
  given to the Event Coordinator. 
  LIVING GREYHAWK 
   
   
   
   
  This is a LIVING GREYHAWK Adventure.  As a 
  LIVING adventure it is expected that players bring 
  their own characters with them.  If players do not 
  have a LIVING GREYHAWK character generated, get 
  a copy of the current LIVING GREYHAWK character 
  generation guidelines, and a character sheet from 
  your convention coordinator or the RPGA Web 
  site, and then have any players without a 
  character create one.  Once all players have a 
  LIVING GREYHAWK character, play can begin. 
   
  Along with the other materials discussed in the 
  Preparation section above that you are assumed 
  to have in order to run a D&D game, it is also 
  recommended that you have a copy of the LIVING 
  GREYHAWK Gazetteer. 
  
  ZEF6-01 Out of Water 
   
  Page 2 
  # of Animals 
  Mundane 
  Animals Effect 
  on APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  LIVING GREYHAWK Levels of Play  
   
  Because players bring their own 
  characters to LIVING GREYHAWK 
  games, 
  this 
  adventure’s 
  challenges are proportioned to 
  the average character level of 
  the PC’s participating in the 
  adventure. To determine the 
  Average Party Level (APL): 
  1. Determine 
  the 
  character 
  level for each of the PC’s 
  participating 
  in 
  the 
  adventure. 
  2. If PC’s bring animals that 
  have 
  been 
  trained 
  for 
  combat (most likely being 
  war horses, dogs trained for 
  war), 
  other 
  than 
  those 
  brought by virtue of a class 
  ability 
  (i.e. 
  animal 
  companions, familiars paladin’s mounts, etc.) 
  use the sidebar chart to determine the number 
  of levels you add to the sum above. Add each 
  character’s animals separately. A single PC 
  may only bring four or fewer animals of this 
  type, and animals with different CRs are 
  added 
  separately. 
   
  Nevertheless, 
  if 
  a 
  character has the Mounted Combat feat, he 
  may bring a single warhorse, light or heavy, 
  with him in the adventure and it will not count 
  toward the APL calculation. 
  3. Sum the results of 1 and 2, and divide by the 
  number of characters playing in the adventure. 
   Round to the nearest whole number. 
  4. If you are running a table of six PC’s, add one 
  to that average. 
  By following these four steps, you will have 
  determined the APL. Throughout this adventure, 
  APLs categorize the level of challenge the PC’s 
  will face. APLS are given in even-numbered 
  increments. If the APL of your group falls on an 
  odd number, ask them before the adventure 
  begins whether they would like to play a harder or 
  easier adventure. Based on their choice, use 
  either the higher or the lower adjacent APL. 
   
  APL also affects the amount of experience 
  and gold a PC may gain at the end of the 
  adventure. If a player character is three character 
  levels or more either higher or lower than the APL 
  at which this adventure is being played, that 
  character will receive only one-half of the 
  experience points for the adventure.  Further, if the 
  PC is three character levels or more lower than 
  the APL at which this adventure is being played, 
  that PC will receive one-half 
  gold for the adventure as 
  well.  This simulates the fact 
  that either the PC was not 
  challenged 
  as 
  much 
  as 
  normal or relied on help by 
  higher-level 
  characters 
  to 
  reach the objectives. 
   
  Further, a PC who is four 
  or more levels higher than 
  the highest APL supported 
  by the adventure may not 
  play the scenario unless the 
  highest APL supported by 
  the adventure is APL 12. 
   
  Note: LIVING GREYHAWK 
  adventures are designed for 
  APL 2 and higher. Four or 
  five 1st-level characters may 
  find difficulty with the challenges in a LIVING 
  GREYHAWK adventure. If a group is APL 1 there 
  are three things that the group can do to help even 
  the score. 
  1. Attempt to create a table of six 1st-level 
  characters, or try to enlist higher-level 
  characters to play at that table. 
  2. Advise characters to buy riding dogs to help 
  protect them, and fight for them. All riding 
  dogs are considered trained to attack. PC’s 
  who want their dogs to attack must succeed at 
  a Handle Animal or Charisma check (DC 10). 
  Failure indicates that the animal will not attack 
  that round. This is a move action (spoken 
  command) that may be attempted each round. 
  If the animal is wounded or has taken any 
  nonlethal damage or ability score damage, the 
  DC increases to 12. 
  Time Units and Upkeep  
   
   
  This is a standard one-round Regional adventure, 
  set in the Sultanate of Zeif.  Characters native to 
  the Sultanate of Zeif pay one Time Unit per round, 
  all others pay two Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12gp per 
  Time Unit.  Rich Upkeep costs 50gp per Time 
  Unit.  Luxury Upkeep costs 100gp per Time Unit. 
  Characters that fail to pay at least Standard 
  Upkeep will retain temporary ability damage until 
  the 
  next 
  adventure, 
  must 
  buy 
  new 
  spell 
  component pouches and healer’s kits, and may 
  
  ZEF6-01 Out of Water 
   
  Page 3 
  suffer other in-game penalties (or possibly gain in-
  game benefits) as may be detailed in this 
  scenario. 
   
  A character that does not pay for at least 
  Standard Upkeep may also avoid the above-
  described penalties by living off the wild.  If the 
  character possesses four or more ranks in the 
  Survival skill and succeeds at a Survival check 
  (DC 20), the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, 
  may refill spell component pouches and healer’s 
  kits, and may restock up to 20 arrows or bolts if 
  the character has at least four ranks in Craft 
  (bowmaking).  The player is allowed to Take 10 on 
  this roll. 
   
  More information about Lifestyle and Upkeep 
  can be found in the “Lifestyle and Upkeep” section 
  of Chapter 3 of the LIVING GREYHAWK Campaign 
  Sourcebook. 
  Adventure Background 
  When Sovorn bin Regol, the Mer-Sheik of the Gulf 
  of Ghayar, swore allegiance to the Sultan of Zeif, 
  part of that oath included supplying a yearly tribute 
  befitting a sultan. 
  On the first day of 3255 BH (CY 596), the yearly 
  tribute was sent to Zeir-I-Zeif via a heavily guarded 
  underwater caravan.  All was going well until the 
  daily animal messenger failed to arrive.  Sovorn 
  dispatched his best scouts to the caravan’s last 
  known position.  The evidence found by the 
  scouts, off the coast near Dhabiya, indicated that 
  an unknown force attacked the caravan.  All of the 
  tribute was looted and no bodies were left behind. 
  Failing to pay the yearly tribute would be 
  disastrous for the political relations between the 
  Ghayar Merfolk and the Sultanate of Zeif.  Sovorn 
  gathered what valuables he could, but the amount 
  was insufficient. Out of desperation, Sovorn 
  reluctantly instructed his youngest daughter, 
  Shallah, to become an odalisque within the 
  Sultan’s harem.  Shallah did not want to lose her 
  freedom, but she understood that it was best for 
  her people. 
  Sovorn assigned Fahloy bin Gahbul to lead the 
  expedition.  Fahloy is currently the best expert on 
  surface dwellers in the Gulf of Ghayar (the 
  previous expert having been lost with the previous 
  caravan). 
   
  Regrettably, 
  Fahloy 
  is 
  more 
  experienced with the nobility of Zeif, rather than 
  with the common folk. 
  A dozen merfolk warriors accompanied the 
  caravan, lead by Shallah’s personal bodyguard, 
  Burlay bin Bealef.  Burlay is quite fond of his 
  charge and would gladly lay down his life for her. 
  Out of fear of losing the tribute again, it was 
  decided to send the tribute overland to Zeif-I-Zeif.  
  The merfolk mistakenly believed that Beit Castan 
  was closer to Zeir-I-Zeif by land than Nafiq, so that 
  was chosen as the starting point. The merfolk 
  caravan arrived at Beit Castan without incident. 
  Fahloy contacted Kimiya, priestess of Geshtai, 
  and made arrangements for the wagons, beasts of 
  burden and teamsters necessary to reach Zeir-I-
  Zeif.  The merfolk boarded the wagons and the 
  caravan departed for Zeir-I-Zeif. 
  After several days journey, the caravan stopped at 
  the Oasis of Barashal in order to replenish their 
  supply of water. Muran ibn Selim, the local Dey, 
  invited the merfolk to partake of his hospitality. 
  Unbeknownst to the Merfolk or Muran, cinnamon, 
  a spice commonly used in western Zeifan cooking, 
  causes a severe allergic reaction in Merfolk.  It 
  causes their throats to swell shut, blocking their 
  ability to speak, eat or breath air.  In most 
  humanoids, this affliction would soon be fatal.  
  Fortunately, the merfolk also possess gills, which 
  continue to function normally.  Even so, most of 
  the 
  Merfolk 
  asphyxiated 
  before 
  the 
  Dey’s 
  physician thought of immersing them in water.  
  Only Gahbul, Shallah and Burlay survived, and 
  they are slowly starving to death. 
  Muran was extremely distraught about the deaths 
  of guests under his hospitality.  He immediately 
  dispatched his fastest rider to fetch help from the 
  priestesses of Geshtai in Beit Castan. 
  And so our story begins… 
   
  Adventure Summary 
  The PC’s get a brief introduction to Zeifan culture 
  in a Baklunish bathhouse in Beit Castan.  The 
  PC’s are recruited by Kimiya to go and assist the 
  merfolk delegation. 
  The PC’s travel to the Oasis of Barashal.  The 
  PC’s get a brief view of a small village.  There they 
  meet the merfolk delegation for the first time.  
  Non-verbal communication is used.  The PC’s find 
  the cause of the merfolk’s ailment.  Fahloy 
  recognizes the value of having surface dwellers 
  with them and invites the PC’s to accompany them 
  to Zeir-I-Zeif. 
  
  ZEF6-01 Out of Water 
   
  Page 4 
  The PC’s have an opportunity to lighten the mood 
  of the merfolk. 
  Paynim raiders attack the caravan between the 
  Oasis of Barashal and Barakhat. 
  The caravan arrives at Barakhat.  The PC’s get a 
  brief view of life in a tent city.  The merfolk are 
  hassled by some Spahi’s.  The PC’s need to 
  resolve the encounter diplomatically, or violence 
  will ensue. 
  The caravan arrives at Wadi Khijar.  They are 
  attacked by a pack of hyenas before they cross 
  the Wadi. 
  The caravan encounters a group of Kols Al’Zeif 
  (wandering entertainers).  The Kols put on a show 
  for the PC’s.  The PC’s learn of Shallah’s fate. 
  The caravan arrives at Zeir-I-Zeif.  The PC’s get a 
  brief view of a Baklunish metropolis. 
  (Optional) PC’s who volunteer to take Shallah’s 
  place meet the Sultan. 
  Fahloy meets the PC’s one last time and makes 
  them a proposal. 
   
  Preparation for Play 
  It would be helpful for the DM to familiarize 
  themself with the following information: 
  • 
  Monster Manual, Merfolk, pages 185-186 
  • 
  “Loyalty to the Sultan” meta-organization, Zeif 
  Yahoo Group, files section 
  • 
  “Baklunish Pantheon” meta-organization, Zeif 
  Yahoo Group, files section 
  • 
  Living Greyhawk Gazetteer, Zeif, pages 136-
  138 
  • 
  Living Greyhawk Journal, July 2001, “The 
  Rock of the West”, pages 10-21 
  Introduction 
  Read aloud or paraphrase: 
  There is a saying in Zeif that goes “an unclean 
  man has few friends”.  Washing in a Baklunish 
  bathhouse is a time-honored tradition that 
  brings together the young and the old, the rich 
  and the poor, the human and the humanoid.  It 
  is a place in which to mingle, socialize and 
  gossip.  The Church of Geshtai operates all of 
  the public bathhouses in Zeif.  The Temizle 
  Nefes, located in Beit Castan is no exception. 
  The first room is a square court with a 
  fountain, surrounded by small individual 
  changing cubicles. This leads into a small 
  cooling off section, opening into the hot and 
  steamy marble-clad baths. 
  A raised marble platform graces the centre of 
  the baths. Known as the navel stone, it is 
  positioned above the wood furnace that heats 
  the steam room. The bather lies here for a 
  vigorous massage or exfoliation with a rough 
  cloth glove. Upon leaving the baths, the bather 
  may recover with a cold drink in the changing 
  area. 
  While you are relaxing with your cold drink, 
  you meet several interesting people. 
   
  Give the PC’s the opportunity to introduce one 
  another. 
   
  Read aloud or paraphrase: 
  A priestess of Geshtai, dressed in priestly 
  vestments of green and blue, enters the 
  camekan.  She wears a silver holy symbol 
  bearing the icon of a waterspout.  She walks 
  towards your group.  The priestess speaks in a 
  quiet voice (addressing the most obvious warrior 
  in the group). “A thousand apologies for this 
  interruption, effendi.  I could not help but 
  notice your weaponry when you first arrived.  I 
  am in need of armed couriers that can make 
  haste to the Oasis of Barashal.  If you accept, 
  you shall have the gratitude of Kimiya and the 
  Church of Geshtai” 
   
  Kimiya, Fountainhead of Geshtai: Baklunish 
  female, Clr 5 of Geshtai.  See Dungeon Master’s 
  Guide, pg 115 
  Here is what Kimiya knows: 
  • 
  A delegation of merfolk came to Beit Castan a 
  fortnight (2 weeks) ago.  There were fifteen 
  merfolk in total. 
  • 
  The merfolk wanted to travel overland to Zeir-
  I-Zeif.  It baffles Kimiya that merfolk would 
  choose to travel by land. 
  • 
  The merfolk had a large collection of dire clam 
  shells affixed with stone locks 
  
  ZEF6-01 Out of Water 
   
  Page 5 
  • 
  Kimiya aided the merfolk in the acquisition of 
  wagons, draft oxen and teamsters. 
  • 
  The merfolk departed Beit Castan twelve days 
  ago.  
  • 
  A rider just arrived from the Oasis of Barashal, 
  bearing a message from Muran Dey ibn Selim 
  al-Barashal. 
  • 
  The message is not very detailed.  The 
  merfolk suddenly became ill three days ago. 
  Twelve of the merfolk have died.  Three are 
  still alive but they are unable to breathe air or 
  eat food.  They will perish soon without 
  nourishment. 
  • 
  An old injury prevents Kimiya from traveling at 
  great speed. 
  • 
  Kimiya wants the PC’s to deliver six potions to 
  the Dey as soon as possible. 
  • 
  The Oasis of Barashal is 144 miles away from 
  Beit Castan. 
  • 
  The Dey of Barashal has authorized the 
  acquisition of fast horses for the trip to the 
  oasis. 
  • 
  Kimiya can supply a map to the oasis. 
  If the PC’s accept the assignment, Kimiya gives 
  them six potion vials (3 x potion of neutralize 
  poison and 3 x potion of remove disease) and a 
  map to the oasis (Player Handout One). 
  Encounter One: The Oasis of 
  Barashal 
  Each PC can obtain a light riding horse or pony in 
  Beit Castan free of charge, courtesy of the Church 
  of Geshtai.  The horses are on loan to the PC’s 
  and must be returned at the end of the adventure. 
  The PC’s receive their assignment at mid-morning. 
   The merfolk have already been starving for three 
  days (See Dungeon Master’s Guide, pg 304, 
  Starvation).  Determine what sort of pace the PC’s 
  wish to set (See Dungeon Master’s Guide, pg 164, 
  Overland Movement) as they travel to the oasis.  If 
  the PC’s take too long to get to the oasis (over 
  seven days at APL 2, over six days at APL 4, over 
  five days at APL 6), the merfolk have starved to 
  death and the adventure ends. 
   
  Read aloud or paraphrase: 
  The lands in Zeif near the sea are quite fertile.  
  Fields of golden wheat ripple beside olive 
  plantations.  Patches of purple eggplant grow 
  near almond and fig trees. 
  As one travels away from the coast, the 
  character of the land changes.  Vast prairies of 
  tall green grass spread out as far as the eye 
  can see.  Shepherds vigilantly tend flocks of 
  goats and sheep. 
  Further inland, the prairies give way to 
  steppes.  The grass becomes shorter and 
  sparser.  In the distance a herd of wild horses 
  gallops past, pursued by a pack of wolves. 
  After several days’ hard riding, the Oasis of 
  Barashal is a welcome sight.  A small farming 
  village surrounds the oasis.  Shallow channels 
  irrigate the crops in the nearby fields.  Beyond 
  the oasis lies a large manor house. 
  Approaching the oasis, you spot several 
  Baklunish people, in the garb of servants, 
  sitting by the shore.  An older man has waded 
  partway 
  into 
  the 
  water 
  with 
  his 
  arms 
  submerged beneath the surface. 
  Getting closer, you see three figures under 
  water.  Though their upper torsos are 
  humanoid, their lower halves are shaped like a 
  fishtail.  The old man appears to be ministering 
  to them. 
  The aged man finally notices your arrival.  
  “Istus be praised!  These poor merfolk would 
  not have lasted much longer!  Kian, inform the 
  Dey that help has arrived!” 
   
  Hafez bin Dinyar al-Barashal, the Dey’s 
  physician: Baklunish male, Exp 5 (Heal +9, 
  Profession (Herbalist) +9, Craft (Alchemy) +9).  
  See Dungeon Master’s Guide, pg 109. 
  Here is what Hafez knows: 
  • 
  The 
  merfolk 
  became 
  suddenly 
  ill 
  after 
  attending a dinner party at the Dey’s Ulu 
  Kamara (Grand House). 
  • 
  The merfolk were unable to breathe air.  Only 
  three of the merfolk survived after Hafez 
  figured out to immerse them in water.  Hafez 
  is ashamed that he did not think of it soon 
  enough to save the other merfolk. 
  • 
  It was initially believed that the merfolk were 
  suffering from food poisoning.  However, the 
  
  ZEF6-01 Out of Water 
   
  Page 6 
  Dey himself and several other members of the 
  household ate the same food without ill effect. 
  • 
  The three surviving merfolk began showing 
  signs of recovery four days after being 
  afflicted.  However, they immediately relapsed. 
   If asked for more details, Hafez will recall that 
  the merfolk relapsed after being fed some 
  simple bulgur wheat porridge (cracked wheat, 
  goat’s milk, cinnamon). 
   
  Muran Dey ibn Selim al-Barashal arrives at the 
  oasis a short while after the PC’s.  Read aloud or 
  paraphrase: 
  A small group of people emerges from the 
  manor house.  At the head of the procession is 
  a middle aged Baklunish man dressed in a fine 
  white dishdasha and matching wizar.  He 
  wears an immaculate white turban set with a 
  small ruby in its center.  Flanking him on either 
  side are a pair bodyguards wearing chain 
  shirts and bearing scimitars.  A handful of 
  servants trail behind, bearing jugs of wine and 
  trays 
  laden 
  with 
  roast 
  lamb, 
  figs 
  and 
  couscous. 
  When they arrive at the oasis, the man garbed 
  in white speaks.  “Welcome, welcome, honored 
  visitors.  I am Muran Dey ibn Selim al-Barashal, 
  your humble host.  I trust that you have 
  brought good news from the Daughter of the 
  Oasis.  My guests are in dire need of her care.” 
   
  Muran Dey ibn Selim al-Barashal: Baklunish 
  male, Ari 8.  See Dungeon Master’s Guide, pg 
  108. 
  PC’s that make a Sense Motive check, DC 15, will 
  realize that the Dey is genuinely embarrassed by 
  the condition of his merfolk guests. 
   
  The merfolk’s affliction is cause by a racial allergy 
  to cinnamon.  It causes their throats to swell, 
  making it impossible to breathe air, eat or speak.  
  Both the meal and the porridge had cinnamon in it. 
   If the neutralize poison potions are administered 
  to the merfolk, the swelling will immediately 
  decrease. 
  Characters that make a Heal check, DC 15 will 
  determine that the merfolk’s symptoms are 
  consistent with being poisoned.  Ironically, the 
  detect poison spell will not register, since 
  cinnamon is not poisonous to the PC’s. 
  Characters that make a Gather Information check, 
  DC 20, will determine that cinnamon was the only 
  ingredient common between the two meals.  
  Characters that make a Knowledge (Local) or 
  Bardic Knowledge check, DC 20, can recall a 
  similar occurrence happening in the past and the 
  cause of the problem. 
  Once the merfolk are cured, the PC’s will gain the 
  Favor of the Church of Geshtai. The merfolk will 
  be ravenously hungry after their ordeal. 
   
  Read aloud or paraphrase: 
  When the merfolk come to the surface to eat, 
  you have a chance to get a better look at them. 
  The lower half of all three is a fishtail, covered 
  in silvery scales. There are two males and a 
  female. 
  The first male, the largest of the three, has a 
  powerful, muscular build.  His olive-green hair 
  is cropped short.  A strange series of small 
  circular scars forms a diagonal strip along his 
  chest and right arm.  He wears an exotic armor 
  made from thick seashells.  A large turtle shell 
  is strapped to his left arm.  Despite his obvious 
  hunger, he serves the first portion of the food 
  to the female. 
  The female has a lithe, shapely figure.  Her 
  long luxurious jade-green hair hangs down to 
  her waist.  She wears a chemise formed from 
  dozens of strands of tiny cobalt blue seashells. 
   A strand of pearls hangs from her neck. She 
  eyes you shyly, clearly embarrassed by the 
  pace of her consumption. 
  The second male has a lean build.  His sea-
  green hair hangs loosely at his shoulders.  He 
  wears a shirt made out of fine fish netting, 
  decorated with brightly colored coral.  A large 
  conch shell hangs at his waist.  Between bites, 
  he tries to speak to you.  However, due to the 
  food in his mouth and the soreness of his 
  throat, little is said. He ponders for a moment, 
  and then his eyes brighten.  He holds out his 
  palm and makes writing motions upon it with 
  his fingertip. 
   
  Shallah bint Sovorn al-Ghayar: Female Merfolk 
  Ari 5.  See Appendix One. 
  Fahloy bin Gahbul al-Ghayar: Male Merfolk Brd 
  5.  See Appendix One. 
  
  ZEF6-01 Out of Water 
   
  Page 7 
  Burlay bin Bealef al-Ghayar: Male Merfolk War 
  5.  See Appendix One. 
  The merfolk will be unable to speak effectively 
  until the following day.  However they will attempt 
  to communicate non-verbally with the PC’s.  If a 
  writing implement is supplied, Fahloy will write out 
  short answers to questions (six words or less).  He 
  will also make gestures where appropriate. 
   
  What are your names? 
  Writes “Fahloy.  Shallah.  Burlay.”  Points to a 
  name, then to the corresponding merfolk. 
   
  What happened to you? 
  Writes “Ate food.  Could not breathe.” 
   
  What happened to the other merfolk? 
  Writes “Died”.  A DC 14 Sense Motive check will 
  reveal that Shallah is still quite upset about the 
  death of her traveling companions. 
   
  Why do you travel to Zeir-I-Zeif? 
  Writes “Ghayar tribute for Sultan”.  Points to 
  wagon containing tribute.  A DC 14 Sense Motive 
  check will reveal that Shallah is also involved 
  somehow. 
   
  Why do you travel by land? 
  Writes “Enemy underwater.  None on land.” 
   
  If the PC’s have not yet figured out the cinnamon 
  allergy, Burlay will consume an item of food with 
  cinnamon in it and suffer a minor relapse. Once 
  the PC’s have solved the mystery of the food 
  allergy, they will gain the Favor of Muran Dey ibn 
  Selim al-Barashal. 
   
  Read aloud or paraphrase: 
  The following day, Fahloy come to speak with 
  your group.  His voice is still a bit rough, but 
  clearly better than yesterday.  He speaks.  “I 
  and my companions are most grateful to you 
  for your timely assistance. I have a proposal 
  that you might find interesting.  Due to the 
  demise of …”  Fahloy’s voice breaks.  He 
  clenches his fist for a moment, takes a deep 
  breath and continues. “Due to the demise of 
  our escort, we are in need of guardians for our 
  journey to Zeir-I-Zeif. If you choose to 
  accompany us, we shall give you an item of 
  your choice from our collection of treasures 
  from the deep.” 
   
  If the PC’s accept Fahloy’s proposal, preparations 
  begin for immediate departure.  The merfolk will 
  have recovered sufficiently to begin traveling once 
  again. 
   
  Muran Dey is most grateful for the assistance that 
  the PC’s have provided.  As his thanks, he allows 
  the PC’s to keep the three potions of cure disease, 
  as well as the loan of the horses acquired in 
  Encounter One for the remainder of the adventure. 
   
  Read aloud or paraphrase: 
  The merfolk convoy consists of three wagons, 
  each pulled by a pair of draft oxen, driven by a 
  Baklunish teamster. 
  The first wagon carries a huge wooden tub, 
  filled with salty water.  The merfolk ride upon 
  this wagon, frequently bathing to keep their 
  skin moist. 
  The second wagon contains an assortment of 
  dire clamshells, each affixed with a sturdy lock 
  cunningly fashioned from stone.  The wagon 
  also contains the merfolk’s food supplies and 
  several barrels of sea salt. 
  The third wagon, which used to contain a 
  second 
  tub 
  of 
  saltwater, 
  now 
  has 
  the 
  unenviable duty of returning the deceased 
  merfolk to the Gulf of Ghayar for burial at sea. 
  The surviving merfolk gaze somberly as their 
  fellows are loaded for their final journey.  
  Fahloy 
  places 
  his 
  hand 
  upon 
  Shallah’s 
  shoulder and says quietly, “We have far to 
  travel and little time to get there.  We must go.” 
  The caravan departs the Oasis of Barashal with 
  little fanfare.  Even the Dey seems solemn as 
  he wishes Istus’ blessings upon you for your 
  journey. 
  
  ZEF6-01 Out of Water 
   
  Page 8 
  Encounter Two: Heavy is the 
  Burden 
  Read aloud or paraphrase: 
  The first day of travel with the merfolk is quiet. 
  Shallah is withdrawn and Burlay seems 
  suspicious of the surface dwellers.  Only 
  Fahloy has made any effort at small talk, and 
  that was without much enthusiasm.  The 
  feeling of grief is almost palpable. 
   
  Give the PC’s an opportunity to lighten the mood.  
  Any serious attempts to be friendly, entertaining or 
  jovial will bring out the merfolk’s fun-loving true 
  nature. 
   
  Read aloud or paraphrase: 
  Once the dam of sorrow is broken, the merfolk 
  become much more outgoing and playful.  
  Shallah’s laughter is as musical as it is 
  infectious. Fahloy plays a song upon his 
  conch shell that is both haunting and beautiful. 
   Even Burlay turns out to have a wry sense of 
  humor. 
  The merfolk seem quite curious about the lives 
  that surface dwellers live.  Even the minor 
  details serve to amuse or fascinate them. 
   
  If the PC’s are interested and time permits, feel 
  free to role-play this encounter as you see fit. 
  Encounter Three: Paynim 
  Raiders 
  Read aloud or paraphrase: 
  The following day dawns bright and clear.  Low 
  rolling hills, dotted with scrub brush, break up 
  the surface of the plain.  Occasional gusts of 
  wind kick up dust devils across your path. 
   
  The Paynims are hidden behind a distant hill 
  located at the caravan’s right rear flank.  They will 
  come riding out at full speed, attempting to catch 
  the caravan by surprise. 
  Have the PC’s make a Spot check, DC 10.  Any 
  PC’s who make the check may act in the surprise 
  round. The encounter begins at a distance equal 
  to 60 feet plus 10 feet for every point the highest 
  Spot check beat the DC. 
  If all of the PC’s fail the Spot check, the Paynims 
  get a surprise round and the encounter starts at 
  60 feet. 
   
  Read aloud or paraphrase: 
  Riding hard towards you is a group of Paynim 
  raiders. They wear dark flowing robes over 
  studded leather and wield composite short 
  bows. 
   
  APL 2 – (CR 1 x 3 = EL 4) 
  3 x Paynim Raider – War 1 + Light Riding Horse 
  (See Appendix Two) 
  APL 4 – (CR 2 x 4 = EL 6) 
  4 x Paynim Raider – Ftr 1 + Light Riding Horse 
  (See Appendix Three) 
  APL 6 – (CR 4 x 4 = EL 8) 
  4 x Paynim Raider – Ftr 3 + Light Warhorse (See 
  Appendix Four) 
   
  Motivation: The raiders have traveled north from 
  the land of the Paynims in search of Zeifan 
  caravans.  They attacked the first caravan they 
  came across, the very one that the PC’s are 
  escorting.  The raiders think that the wagons must 
  contain valuable goods (which they do). 
  Tactics: The raiders will ride in circles around the 
  wagons, firing their short bows at the defenders.  
  The raiders will attempt to stay at least 60 ft away 
  from the nearest PC.  The raiders will spread out, 
  thus mitigating area of effect spells.  The raiders 
  will use their mounts as cover (see Player’s 
  Handbook, pg 80) as necessary. If there is a 
  significant gap in the defenses, a raider will 
  attempt to grab a small container of valuables from 
  one of the wagons. 
  Exit Conditions: If the Paynims have been 
  seriously hurt (all but one of them killed, 
  incapacitated or below 10% HP), the survivors will 
  flee the combat.  If the Paynims acquire a 
  significant amount of treasure (from the PC’s or 
  the Merfolk), they will leave. 
   
  
  ZEF6-01 Out of Water 
   
  Page 9 
  Encounter Four: Barakhat 
  Read aloud or paraphrase: 
  At long last the caravan arrives at the tent city 
  of Barakhat. This is the stronghold of the 
  Spahi 
  knights. 
  Scores 
  of 
  Spahi 
  cavalry 
  practice combat maneuvers outside of the city 
  limits. Entire tribes of Paynim mercenaries, 
  paid for by the Sultan’s coin, live in Barakhat. 
  It is said that there is a horse for every man, 
  woman and child in the city, and it is easy to 
  see why. 
  The few permanent structures, such as the 
  Temple of Mouqol and the Sheik’s Palace, are 
  surrounded by their own walls and guard 
  towers.  Adjacent to these structures are a 
  haphazard, colorful collection of tents, al arish, 
  pavilions and lean-tos.  Stables, blacksmiths 
  and horse merchants are liberally sprinkled 
  throughout. 
  The streets are an ever-shifting maze, at times 
  barely wide enough to allow two horses to 
  pass by. Navigating this labyrinth has sorely 
  tested your teamster’s skill and patience. The 
  situation is made worse by the crowd of 
  people curious to see the merfolk. While 
  swerving to avoid a Spahi foot patrol, one of 
  the wagon wheels drives up over a sturdy tent 
  peg, causing the tub of salt water to tilt 
  suddenly to the side.  The resulting cascade of 
  water manages to thoroughly douse the Spahi 
  patrol. Shallah finds the state of affairs to be 
  very amusing and lets loose a melodic laugh.  
  The Spahi soldiers fail to see the humor and 
  approach the wagon angrily. 
   
  The Spahis perceive that their honor is at stake. 
  They will angrily demand an apology from Shallah. 
  One will even grab her by the arm. Burlay will 
  move to protect Shallah. Unless the PC’s 
  intervene, this 
  will 
  escalate 
  into non-lethal 
  violence. 
  If the PC’s try to smooth things over, they can 
  make a Bluff, Diplomacy or Intimidate check, DC 
  15.  The PC’s only get one chance to succeed and 
  they are unable to Take 10. If the PC’s are 
  successful, the Spahis will leave without violence. 
  If the PC’s are not successful, the Spahis decide 
  to teach the PC’s a lesson in manners. The PC’s 
  can make a Sense Motive check, DC 10. Those 
  that make the check can act in the surprise round. 
  The Spahis will use the surprise round to draw 
  their saps. 
   
  APL 2 – (CR 1 x 4 = 5 – 1 Non-lethal  = EL 4) 
  4 x Spahi Soldier – Ftr 1 (See Appendix Two) 
  APL 4 – (CR 3 x 4 = 7 – 1 Non-lethal  = EL 6) 
  4 x Spahi Soldier – Ftr 3 (See Appendix Three) 
  APL 6 – (CR 5 x 4 = 9 – 1 Non-lethal  = EL 8) 
  4 x Spahi Soldier – Ftr 5 (See Appendix Four) 
   
  Motivation: The Spahi soldiers’ honor is at stake. 
  They will teach the PC’s a lesson in manners.  
  They have no desire to kill the PC’s, merely beat 
  them into submission.    
  Tactics: The Spahi soldiers will use non-lethal 
  attacks against the PC’s. PC’s that do lethal 
  damage will be attacked in kind.  The soldiers are 
  intelligent, experienced warriors and will use 
  advanced 
  maneuvers 
  (flank, 
  disarm, 
  etc) 
  whenever practical. 
  Exit Conditions: The Spahi soldiers will back 
  down 
  if 
  three 
  of 
  them 
  are 
  unconscious, 
  incapacitated or dead. 
   
  If the PC’s get into a fight with the Spahi’s, they 
  will gain the Minor Enmity of the Spahis.  Any PC’s 
  that use lethal force against the Spahis will gain 
  the Criminal Brand. 
   
  Encounter Five: Kemer al-
  Kader 
  Read aloud or paraphrase: 
  In the distant past, before the Invoked 
  Devastation, the mighty Khijar River carved a 
  deep groove within the Oerth. The Baklunish 
  Empire built several stone bridges across the 
  gorge. However, only this one survived the 
  Devastation intact, allowing a multitude of 
  Baklunish refugees to cross safely to the east. 
   For that reason, this bridge is known as 
  Kemer al-Kader, the Arch of Fate. 
  Since the Invoked Devastation, the Wadi Khijar 
  has dried up, becoming nothing more that an 
  arid, rocky streambed for most of the year.  It 
  
  ZEF6-01 Out of Water 
   
  Page 10 
  is only during the rainy season that the river 
  flows and even then it is at a fraction of its 
  former glory. 
  The land on either side of the Wadi Khijar is 
  dominated by tall grass.  There is a clearing 
  near the bridge that looks like it has been used 
  as a campsite by previous travelers. It is here 
  that the caravan stops for the night. 
  Preparations 
  for 
  the 
  evening 
  meal 
  are 
  interrupted by the sound of strange laughter 
  coming from the grass.  Several others join the 
  inhuman chortle.  They sound like they are 
  getting closer. 
   
  The PC’s can make a Knowledge (Nature) check, 
  DC 12, to recognize the laughter as coming from a 
  hyena. 
  The PC’s will have 3 rounds to prepare before the 
  hyenas attack.  It is assumed the PC’s are still 
  wearing their armor.  Rustling of the grass and the 
  occasional burst of laughter will allow the PC’s to 
  know the approximate direction and distance to 
  their foes. 
  Due to the twilight conditions, the entire area is 
  considered 
  to 
  have 
  shadowy 
  illumination.  
  Characters with low-light vision can operate 
  without penalty. 
  The grass provides 20% concealment per 5 ft.  It 
  does not hinder movement. 
   
  APL 2 - (CR 1 x 4 = 5 – 1 Advanced Warning  = 
  EL 4) 
  4 x Hyena – CR 1 (See Monster Manual, page 
  274) 
  APL 4 - (CR 1 x 8 = 7 – 1 Advanced Warning  = 
  EL 6) 
  8 x Hyena – CR 1 (See Monster Manual, page 
  274) 
  APL 6 - (CR 3 x 8 = 9 – 1 Advanced Warning  = 
  EL 8) 
  8 x Advanced Hyena – CR 3 (See Appendix Four) 
   
  Motivation: The hyenas are hungry for fresh 
  meat.  
  Tactics: The hyenas will approach the PC’s from 
  downwind.  The will stay concealed in the tall 
  grass until they are ready to strike. 
  Exit Conditions: Any hyena that gets a large 
  chunk 
  of 
  meat 
  (including 
  unconscious/dead 
  characters) will drag it away from the combat to 
  devour at the hyena’s leisure.  Any hyena below 
  25% hit points will flee the combat. 
  Encounter Six: Shallah’s Fate 
  Read aloud or paraphrase: 
  As the sun begins to set, the caravan arrives at 
  the small village of Ordu.  Despite the size of 
  the town, the local inn, known as the Altin 
  Geyik, does a brisk business.  Traders and 
  Uruzaries, emissaries and pilgrims, all have 
  their reasons for traveling to and from the 
  grand metropolis of Zeir-I-Zeif.  Though the 
  capital lies a day’s travel away, the glow of the 
  distant city lights remain visible in the 
  darkening night sky. 
  Inside the inn, a troupe of performers, known 
  as an Oyun Kol, set the stage for their 
  specialty of shadow puppetry.  A large white 
  sheet is hung across the stage.  A minor 
  cantrip from the lead performer creates a 
  bright light behind the cloth.  Using their 
  hands and other props, the entertainers cast 
  shadowy images upon the sheet.  The lead 
  performer stands in front of the sheet and 
  begins telling a tale, illustrated by the 
  silhouettes. 
  The story is a classic Zeifan tragedy.  A 
  beautiful young woman is betrothed to her true 
  love.  Through misfortune, she is forced into 
  the Sultan’s Harem in order to sustain her 
  family’s honor.  Forever denied her heart’s 
  desire, yet unable to leave her gilded cage for 
  the sake of her family, she is slowly driven 
  mad.  At the poignant conclusion of the tale, 
  she takes her own life in a fit of despair and 
  her family’s honor is forever ruined. 
   
  The PC’s will notice that Shallah exits the inn 
  abruptly at the conclusion of the play.  PC’s that 
  make a Spot or Sense Motive check, DC 15, will 
  notice that Shallah was crying when she left. 
  If the PC’s follow Shallah, they will find her looking 
  longingly to the west, away from Zeir-I-Zeif. 
  If asked what is wrong, Shallah, will at first reply 
  that nothing is wrong, that she was merely moved 
  by the story.  A Sense Motive check, DC 14, will 
  reveal that Shallah is not being honest.  A 
  Diplomacy check, DC 20, will convince Shallah to 
  
  ZEF6-01 Out of Water 
   
  Page 11 
  reveal 
  her 
  misgivings 
  about 
  becoming 
  an 
  odalisque for the Sultan.  She will tell the PC’s 
  about the series of events leading to her fate (See 
  Adventure Background). 
  If the PC’s failed to get the full story from Shallah, 
  they may still learn the truth from Burlay.  While he 
  is reluctant to share the details with the surface 
  dwellers, he is also concerned about Shallah’s 
  happiness.  A Diplomacy check, DC 15, will 
  convince Burlay to relay the details about 
  Shallah’s fate. 
  Once the PC’s have learned about Shallah’s fate, 
  they have a number of options available to them.  
  Each character, as an individual, can choose one 
  of the following options. 
  • 
  Remain unaware of the situation or choose to 
  do nothing.  The character will gain no favors 
  and no enmities. 
  • 
  Attempt to cheer up Shallah.  A Diplomacy or 
  Perform check, DC 20, will suffice.  If 
  successful, the character will gain Shallah’s 
  Token. 
  • 
  Encourage 
  Shallah 
  to 
  abandon 
  her 
  responsibilities.  A Bluff, Diplomacy or 
  Intimidate check, DC 30, will convince Shallah 
  to seek out her freedom at the expense of her 
  people.  The character will gain Shallah’s 
  Token and the Enmity of Mer-Sheik Sovorn al-
  Ghayar. 
  • 
  Offer to take Shallah’s place.  The character 
  will gain Shallah’s Token, the Favor of Mer-
  Sheik Sovorn al-Ghayar and Retainer of the 
  Sultan. The character will also participate in 
  Encounter Eight. 
  • 
  Pull some strings.  If the PC expends one 
  favor of the Sultan of Zeif or any three other 
  Zeif regional favors, the PC will gain Shallah’s 
  Token and the Favor of Mer-Sheik Sovorn al-
  Ghayar.  
  Encounter Seven: Zeir-I-Zeif 
  Read aloud or paraphrase: 
  Ah, Zeir-I-Zeif, jewel of the west.  
  Eighteen miles of blue granite walls surround 
  Zeir-I-Zeif.  They are named the Sultana’s 
  Girdle, in honor of Ismuyin the Wise who 
  ordered their construction.  Ten grand gates, 
  each 
  bedecked 
  with 
  their 
  own 
  unique 
  patterned mosaic, lead into the metropolis. It is 
  said that a man could wander these streets for 
  his entire life and still not see all the splendors 
  that this city has to offer. 
  Zeir-I-Zeif is broken into a multitude of smaller 
  neighborhoods. 
  Many 
  of 
  these 
  districts 
  correspond to Baklunish tribes of old and still 
  cling to their unique heritage. Nestled amongst 
  the Baklunish districts is the Orcish precinct, 
  Halfling parish, Oerdian quarter, Dwarven 
  ward, Elvish community, Gnomish borough 
  and Flan enclave. Even the Sueloise maintain a 
  presence within the city limits. 
  The heart of the city is the High Bedestan.  It is 
  simultaneously the grand bazaar, the core 
  temple of Mouqol and the central headquarters 
  of the Mouqollad Consortium.  It is said that 
  anything can be had here for the right price. 
  Indeed, a fortune of the Sultan’s coin changes 
  hands here every day. 
  The soul of the city is Zeir Imaret. It serves as 
  the center of worship for the Exalted Faith of 
  Al’Akbar in Zeif.  Zeir Imaret provides a 
  hospital for the sick, a school for the ignorant 
  and a hostel for the needy. It is said that the 
  people who have been aided number greater 
  than the sands upon the shore. Certainly, a 
  plenitude of kindnesses is given out every day. 
  The will of the city is the Palace of Peh’reen.  It 
  encompasses the royal residence, the center 
  of government and the private academy. It is 
  said that nothing happens in Zeif without the 
  consent of the Sultan. Without a doubt, a 
  staggering number of messengers, diplomats 
  and nobility enter into its gilded halls. 
  It is here, at the massive bronze gates of the 
  palace, that your journey ends. As the merfolk 
  await their escort inside, Fahloy pulls out an 
  intricate stone key and proceeds to open each 
  of the dire clamshells.  He smiles and says, 
  “Thank you for your assistance my friends.  
  We could not have made it here without your 
  help. As we agreed, you can have any one item 
  from our treasure that you wish.” 
  Inside the dire clamshells is a stunning 
  assortment of wealth from the sea.  Delicate 
  phosphorescent seashells, lustrous pearls, 
  bottles of multi-colored squid ink, and exotic 
  coral artwork lie within. 
   
  The PC’s must make an Appraise check.  No 
  retries.  The PC’s may Aid Another or Take 10 if 
  
  ZEF6-01 Out of Water 
   
  Page 12 
  they wish. Compare the highest result to the 
  following table: 
  • 
  DC 9 or less – “I know a guy at the bazaar 
  who would pay top dollar for Merfolk coral art. 
  More valuable than pearls he said.” – 100 GP 
  per player 
  • 
  DC 10 – “Pearls are valuable. Everyone 
  knows that” – 200 GP per player 
  • 
  DC 15 – “Those shells are exquisite.  They 
  should fetch a pretty sum.” – 400 GP per 
  player 
  • 
  DC 20 – “Do you have any idea how hard it is 
  to get green squid ink?  The wizards will go 
  crazy for this.” – 800 GP per player 
   
  Encounter Eight (Optional): 
  Audience with the Sultan 
  This encounter only takes place for those 
  characters that offer to take Shallah’s place. 
  Read aloud or paraphrase: 
  Later that very day you receive a summons to 
  the Sultan’s court.  It demands your presence 
  in the Palace of Peh’reen after the fourth 
  prayer of the day. 
   
  Determine if the PC wishes to keep this 
  appointment.  Ask if they would like to make any 
  special preparations.  They are going to see the 
  Sultan after all. 
   
  Read aloud or paraphrase: 
  Arriving at the palace, you are led inside by a 
  pair of stout Uruzaries.  However, you are not 
  led to the throne room as you might expect.  
  Instead, you are taken to an inner courtyard, 
  dominated by a grand marble fountain.  There 
  is a distinct smell of seawater coming from the 
  fountain.  Forming a perimeter around the 
  outside edge of the courtyard are a dozen 
  Uruzary warriors gazing stoically towards the 
  center.  Sitting upon soft cushions at the 
  fountain’s edge is none other than Sultan 
  Murad himself.  He is regally attired in silks 
  dyed an indigo hue and cloth spun of gold.  A 
  fist sized chrysoberyl cat's eye adorns his silk 
  turban.  Seated beside him, inside the fountain, 
  is Fahloy. 
  Sultan Murad stands majestically as you are 
  brought forward.  He gazes upon you coolly, 
  and then begins to speak. 
  “The merfolk delegate tells me that you wish to 
  take the place of the mer-sheik’s daughter as 
  my tribute from the merfolk of Ghayar.  Is this 
  true?” 
   
  Allow the PC to affirm their intent. 
   
  If the PC is male,  
  “Very well, we can find use for another 
  eunuch.” 
   
  If the PC is female,  
  “Very well, we can find use for another 
  concubine.” 
   
  Pause dramatically, allowing the player to sweat a 
  little. 
   
  A slight smile plays across the Sultan’s lips. 
  “From what I have been told about your 
  exploits, you would be of much greater service 
  to me outside these walls.  All that I ask is an 
  oath of loyalty to your Sultan.” 
   
  Give the PC an opportunity to swear their 
  allegiance.  If they do so, the character must join 
  the “Loyalty to the Sultan” meta-org 
   
  “And so the tribute is paid in full.  The entire 
  Ghayar delegation may return to their lands 
  with the Sultan’s blessing.  You have my leave 
  to go.” 
  Fahloy gives you a nod and a smile as you are 
  escorted outside the courtyard. 
   
  
  ZEF6-01 Out of Water 
   
  Page 13 
  Conclusion 
  The next day, you receive an invitation to meet 
  with Fahloy upon the shores of the Dramidj. 
   
  Determine if the PC’s wish to keep this 
  appointment. 
   
  Read aloud or paraphrase: 
  As you approach the water’s edge, Fahloy’s 
  head and shoulders emerge from the brine.  He 
  quickly swims to the shoreline to greet you. 
  “Well met my friends.  I have a proposal on 
  behalf of the Merfolk of Ghayar that I think may 
  interest you.  During our journey it became 
  apparent the advantages of having allies that 
  are familiar with the ways of surface life.  If you 
  would agree to become a representative for my 
  people, we would be happy to supply you with 
  exotic treasures from the deep as well as our 
  gratitude.  What say you to this?” 
   
  If the PC’s agree, they gain the Retainer of the 
  Merfolk of Ghayar. 
   
  The End 
   
  Experience Point Summary 
  To award experience for this adventure, add up 
  the values for the objectives accomplished. Then 
  assign the experience award.  Award the total 
  value (objectives plus roleplaying) to each 
  character. 
  Encounter Three 
  Defeat or drive off the Paynim Raiders: 
   
  APL2 120 XP 
   
  APL4 180 XP 
   
  APL6 240 XP 
  Encounter Four 
  Successful diplomacy or defeat the Spahis: 
   
  APL2 120 XP 
   
  APL4 180 XP 
   
  APL6 240 XP 
  Encounter Five 
  Defeat or drive off the Hyena pack: 
   
  APL2 120 XP 
   
  APL4 180 XP 
   
  APL6 240 XP 
  Story Award 
  Get the merfolk caravan to Zeir-I-Zeif intact: 
   
  APL2 60 XP 
   
  APL4 90 XP 
   
  APL6 120 XP 
  Discretionary roleplaying award 
  Note: Any characters that volunteer to take 
  Shallah’s place automatically gain the RP award.  
  Other characters have to earn the award through 
  good role-playing 
   
  APL2 30 XP 
   
  APL4 45 XP 
   
  APL6 60 XP 
  Total possible experience: 
   
  APL2 450 XP 
   
  APL4 675 XP 
   
  APL6 900 XP 
  Treasure Summary 
  During 
  an 
  adventure, 
  characters 
  encounter 
  treasure, usually finding it in the possession of their 
  foes.  Every encounter that features treasure has a 
  “treasure” section within the encounter description, 
  giving information about the loot, coins, and magic 
  items that make up the encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions.  Looting the bodies takes at 
  least 10 minutes per every 5 enemies, and if the 
  characters cannot take the time to loot the bodies, 
  they do not gain this gold.  If you feel it is 
  reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted 
  off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters 
  may return to retrieve loot.  If the characters do not 
  loot the body, the gold piece value for the loot is 
  subtracted from the encounter totals given below. 
  
  ZEF6-01 Out of Water 
   
  Page 14 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A 
  normal adventuring party can usually gather this 
  wealth in a round or so.  If for some reason, they 
  pass up this treasure, the coin total is subtracted 
  from the encounter totals given below. 
   
  Next, the magic items are listed.  Magic item 
  treasure is the hardest to adjudicate, because they 
  are varied and because characters may want to use 
  them during the adventure.  Many times characters 
  must cast identify, analyze dweomer or similar spell 
  to determine what the item does and how to 
  activate it.  Other times they may attempt to use the 
  item blindly.  If the magic item is consumable (a 
  potion, scroll, magic bolts, etc.) and the item is used 
  before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for 
  unclaimed treasure from each encounter add it up 
  and that is the number of gold pieces a characters 
  total and coin value increase at the end of the 
  adventure.  Write the total in the GP Gained field of 
  the adventure certificate.  Because this is a 
  Regional scenario, characters may spend additional 
  Time Units to practice professions or create items 
  immediately after the adventure so this total may be 
  modified by other circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, 
  Jewelry, and other valuables; M = Magic Items. 
  Encounter One:  Oasis of Barashal 
   
  All APL’s: L: 0 gp; C: 0 gp; M: 187 gp – 3 x 
  Potion of Remove Disease (187 gp each) 
  Encounter Three:  Paynim Raiders 
   
  APL 2: L: 69 gp; C: 6 gp; M: 0 gp 
   
  APL 4: L: 311 gp; C: 32 gp; M: 0 gp 
   
  APL 6: L: 178 gp; C: 16 gp; M: 1589 gp – 4 x 
  +1 studded leather (385 gp each), 4 x +1 buckler 
  (388 gp each), 4 x +1 composite short bow (+1 
  Str) (816 gp each) 
  Encounter Seven:  Zeir-I-Zeif 
   
  Coral artwork: C: 100 gp 
   
  Pearls: C: 200 gp 
   
  Sea Shells: C: 400 gp 
   
  Squid Ink: C: 800 gp 
  Total Possible Treasure 
  Note: 
  The 
  maximum 
  treasure 
  available 
  is 
  significantly affected by the results of Encounter 
  Seven. 
   
  APL 2: L: 69 gp; C: 806 gp; M: 187 gp  - Total: 
  1062 gp (capped at 450 gp *) 
  APL 4: L: 311 gp; C: 832 gp; M: 187 gp  - Total: 
  1330 gp (capped at 650 gp *) 
  APL 6: L: 178 gp; C: 816 gp; M: 1776 gp  - Total: 
  2770 gp (capped at 900 gp *) 
   
  * Beware those wily merchants of the Mouqollad 
  Consortium 
  Items for the Adventure 
  Record 
   
  Favor of the Church of Geshtai 
  [ ] Members of the Church of Geshtai meta-org 
  gain access to all items below marked with a (*). 
   
  Favor of Muran Dey ibn Selim al-Barashal 
  [ ] Muran Dey is very influential within the Timar of 
  Barashal.  As such, this favor may be used with 
  any government official within the Timar of 
  Barashal. 
   
  Minor Enmity of the Spahi 
  [ ] The character got into a fight with the Spahi. 
  The character receives a –1 circumstance penalty 
  to all social dealings with the Spahi.  This enmity 
  may be removed by expending a favor with the 
  Spahi or by gaining a minor enmity with the 
  Uruzaries. 
   
  Criminal Brand 
  [ ] The character has used lethal force against an 
  a Spahi.  The character gains a permanent –2 
  circumstance penalty to all social dealings with 
  lawful authorities in Zeif.  This penalty stacks with 
  other criminal brands. 
   
  
  ZEF6-01 Out of Water 
   
  Page 15 
  Shallah’s Token 
  [ ] The character was kind to Shallah.  As a token 
  of her gratitude, she gives the character a 
  beautiful, cobalt-blue spiral seashell. 
   
  Retainer of the Sultan 
  [ ] The character took Shallah’s place in the 
  Sultan’s service. The character must enroll in the 
  “Loyalty to the Sultan” meta-org.  If the character 
  ever leaves the meta-org, they lose the favor of 
  Mer-Sheik Sovorn al-Ghayar and instead gain his 
  enmity. 
   
  Favor of Mer-Sheik Sovorn al-Ghayar 
  [ ] For freeing his daughter from the Sultan’s 
  service, the mer-sheik is eternally grateful.  The 
  character receives free Luxury lifestyle in any 
  adventure that takes place in the Gulf of Ghayar. 
   
  Enmity of Mer-Sheik Sovorn al-Ghayar 
  [ ] The character has sullied diplomatic relations 
  between the Ghayar Merfolk and the Sultanate of 
  Zeif. The character gains a –2 circumstance 
  penalty to all social dealings with merfolk from the 
  Gulf of Ghayar.  This enmity can be removed by 
  expending a favor with Sovorn or the Ghayar 
  Merfolk. 
   
  Retainer of the Ghayar Merfolk 
  [ ] The character has promised to aid the merfolk 
  in the future as is needed.  The character gains 
  access to all items below marked with a (#). 
   
  Merfolk Heavy Crossbow 
  The merfolk construct crossbows out of shell and 
  coral that fire bolts fashioned from blowfish spines. 
  50 gp; Sml 1d8; Med 1d10; Crit 19-20/x2; Rng Inc 
  120 (air) / 30 (water); wt 8 lb; piercing 
   
  Item Access 
  APL 2: 
  • 
  (#) Turtle Shell Buckler (Regional; Player’s 
  Handbook; 15 gp)  
  • 
  (#) 
  Shell Armour (Regional; Arms and 
  Equipment Guide; 25 gp) 
  • 
  (#) Merfolk Heavy Crossbow (Regional; See 
  Above; 50 gp) 
  • 
  (#) Coral Armour (Regional; Arms and 
  Equipment Guide; 225 gp) 
  • 
  (*) Decanter of Endless Water (Regional; 
  Dungeon Master’s Guide; 9000 gp) 
   
  APL 4 (all of APL 2 plus the following): 
  • 
  (#) Ring of Swimming (Regional; Dungeon 
  Master’s Guide; 2500 gp)  
  • 
  (#) Cloak of the Manta Ray (Regional; 
  Dungeon Master’s Guide; 7200 gp) 
  • 
  (#) Bottle of Air (Regional; Dungeon Master’s 
  Guide; 7250 gp) 
   
  APL 6 (all of APL's 2-4 plus the following): 
  • 
  (#) 
  Necklace 
  of 
  Adaptation 
  (Regional; 
  Dungeon Master’s Guide; 9000 gp) 
  • 
  (#) Ring of Swimming, Improved (Regional; 
  Dungeon Master’s Guide; 10,000 gp) 
  • 
  (#) Trident of Warning (Regional; Dungeon 
  Master’s Guide; 10,115 gp) 
   
  
  ZEF6-01 Out of Water 
   
  Page 16 
  Appendix One – All APL’s
  Shallah 
  bint 
  Sovorn 
  al-Ghayar: 
  Female 
  Merfolk Ari 5; CR 4; Medium Humanoid 
  (Aquatic); HD 5d8+5; hp 33; Init +1; Spd 5 ft, 
  Swim 50 ft; AC 11 (+1 Dex), touch 11, flat-footed 
  10; Base Atk +3; Grp +3; Atk: non-combatant; 
  Full Atk: non-combatant; SQ Amphibious; AL 
  NG; SV Fort +2, Ref +2, Will +5; Str 10, Dex 12, 
  Con 12, Int 14, Wis 12, Cha 18 
   
  Skills and Feats: Speak Ancient Baklunish, 
  Aquan, 
  Common, 
  Elven; 
  Diplomacy 
  +12, 
  Knowledge (nobility) +10, Perform (sing) +12, 
  Listen +11, Spot +11, Swim +8; Alertness, 
  Dodge 
   
  Possessions: Merfolk noble’s outfit 
  Amphibious (Ex): Merfolk can breathe both air 
  and water. 
   
  Fahloy bin Gahbul al-Ghayar: Male Merfolk 
  Brd 5; CR 5; Medium Humanoid (Aquatic); HD 
  5d6+10; hp 32; Init +2; Spd 5 ft, Swim 50 ft; AC 
  12 (+2 Dex), touch 12, flat-footed 10; Base Atk 
  +3; Grp +4; Atk: +4 melee [1d6+1, bone rapier]; 
  Full Atk: +4 melee [1d6+1, bone rapier]; SQ 
  Amphibious, Bardic Music, Bardic Knowledge; 
  AL N; SV Fort +3, Ref +6, Will +4; Str 12, Dex 
  14, Con 14, Int 12, Wis 10, Cha 16 
   
  Skills and Feats: Speak Ancient Baklunish, 
  Aquan, Common; Diplomacy +11, Knowledge 
  (Local) +9, Knowledge (Nobility) +9, Perform 
  (Conch Shell) +11, Sense Motive +8, Swim +5; 
  Alertness, Eschew Materials 
   
  Possessions: Merfolk courtier’s outfit, conch 
  shell, bone rapier 
  Amphibious (Ex): Merfolk can breathe both air 
  and water. 
  Spells Known (3/4/2; base DC = 13 + spell 
  level): 0—[dancing lights, know direction, mage 
  hand, message, prestidigitation, read magic]; 
  1st—[alarm, cure light wounds, remove fear, 
  unseen 
  servant]; 
  2nd—[alter 
  self, 
  animal 
  messenger, tongues]. 
   
  Burlay bin Bealef al-Ghayar: Male Merfolk War 
  5; CR 5; Medium Humanoid (Aquatic); HD 
  5d8+15; hp 43; Init +2; Spd 5 ft, Swim 35 ft; AC 
  15 (+1 Dex, +3 shell armor, +1 buckler), touch 
  11, flat-footed 14; Base Atk +5; Grp +8; Atk: +10 
  melee [1d8+3, trident] or +6 ranged [1d10, 
  heavy crossbow]; Full Atk: +10 melee [1d8+3, 
  trident] or +6 ranged [1d10, heavy crossbow]; 
  SQ Amphibious; AL LN; SV Fort +7, Ref +2, Will 
  +2; Str 16, Dex 12, Con 16, Int 10, Wis 12, Cha 
  10 
   
  Skills and Feats: Speak Aquan, Common; 
  Listen +5, Spot +5, Swim +11; Alertness, 
  Weapon Focus (trident) 
   
  Possessions: Merfolk traveler’s outfit, mw 
  shell armor (A&EG), mw turtle shell buckler, mw 
  trident, heavy crossbow, 20 bolts 
  Amphibious (Ex): Merfolk can breathe both air 
  and water. 
   
  Light Riding Horse: CR ½; Large Animal; HD 
  3d8+6; hp 19; Init +1; Spd 60 ft; AC 13 (-1 size, 
  +1 Dex, +3 natural), touch 10, flat-footed 12; 
  Base Atk +2; Grp +8; Atk -2 melee (1d4+1, 
  hoof); Full Atk -2 melee (1d4+1, 2 hoofs); 
  Space/Reach: 10ft./5 ft.; SQ Lowlight Vision, 
  Scent; AL N; SV Fort +5, Ref +4, Will +2; Str 14, 
  Dex 13, Con 15, Int 2, Wis 12, Cha 6 
   
  Skills and Feats: Listen +4, Spot +4; 
  Endurance, Run 
   
  Light Warhorse: CR 1; Large Animal; HD 
  3d8+9; hp 22; Init +1; Spd 60 ft; AC 14 (-1 size, 
  +1 Dex, +4 natural), touch 10, flat-footed 13; 
  Base Atk +2; Grp +9; Atk +4 melee (1d4+3, 
  hoof); Full Atk +4 melee (1d4+3, 2 hoofs) and –1 
  melee (1d3+1, bite); Space/Reach: 10ft./5 ft.; 
  SQ Lowlight Vision, Scent; AL N; SV Fort +6, 
  Ref +4, Will +2; Str 16, Dex 13, Con 17, Int 2, 
  Wis 13, Cha 6 
   
  Skills and Feats: Listen +4, Spot +4; 
  Endurance, Run 
  
  ZEF6-01 Out of Water 
   
  Page 17 
  Appendix Two – APL 2
  Encounter Three  
   
   
   
  Paynim Raider: Male Baklunish War 1; CR ½; 
  Medium Humanoid (Human); HD 1d8+1; hp 9; 
  Init +1; Spd 30 ft; AC 15 (+1 Dex, +3 studded 
  leather, +1 buckler), touch 11, flat-footed 14; 
  Base Atk +1; Grp +1; Atk: +2 ranged (1d6, short 
  bow) or +1 melee (1d6, scimitar); Full Atk: +2 
  ranged (1d6, short bow) or +1 melee (1d6, 
  scimitar); AL NE; SV Fort +3, Ref +1, Will -1; Str 
  11, Dex 13, Con 12, Int 10, Wis 8, Cha 9 
   
  Skills and Feats: Speak Common; Craft 
  (Bowyer/Fletcher) +1, Knowledge (Local) +1, 
  Ride 
  +5, 
  Survival 
  +3; 
  Mounted 
  Archery, 
  Mounted Combat 
   
  Possessions: 
  traveler’s 
  outfit, 
  studded 
  leather, buckler, composite short bow, 20 
  arrows, scimitar, dagger, wooden holy symbol of 
  Istus, light riding horse, military saddle, bit & 
  bridle, saddlebags, bedroll, blanket, waterskin, 5 
  days rations, 5 days horse feed, 6 gp in 
  assorted coinage 
  Encounter Four 
   
   
   
   
  Spahi Soldier: Male Baklunish Ftr 1; CR 1; 
  Medium Humanoid (Human); HD 1d10+2; hp 12; 
  Init +1; Spd 20 ft; AC 17 (+1 Dex, +5 
  breastplate, +1 shield), touch 11, flat-footed 16; 
  Base Atk +1; Grp +3; Atk: +3 melee (1d6+2 non-
  lethal, sap) or +4 melee (1d6+2, scimitar); Full 
  Atk: +3 melee (1d6+2 non-lethal, sap) or +4 
  melee (1d6+2, scimitar); AL LN; SV Fort +4, Ref 
  +1, Will -1; Str 15, Dex 12, Con 14, Int 13, Wis 
  8, Cha 10  
   
  Skills and Feats: Speak Ancient Baklunish, 
  Common; Handle Animal +4, Knowledge (local) 
  +2, Knowledge (nobility) +2, Profession (soldier) 
  +1, Ride +5; Mounted Combat, Ride-By Attack, 
  Weapon Focus (scimitar) 
   
  Possessions: Spahi uniform, breastplate, 
  small steel shield, scimitar, sap, kukri, 25 gp in 
  assorted coinage 
  
  ZEF6-01 Out of Water 
   
  Page 18 
  Appendix Three – APL 4
  Encounter Three  
   
   
   
  Paynim Raider: Male Baklunish Ftr 1; CR 1; 
  Medium Humanoid (Human); HD 1d10+2; hp 12; 
  Init +2; Spd 30 ft; AC 16 (+2 Dex, +3 studded 
  leather, +1 buckler), touch 12, flat-footed 14; 
  Base Atk +1; Grp +2; Atk: +5 ranged (1d6+1, 
  short bow) or +2 melee (1d6+1, scimitar); Full 
  Atk: +5 ranged (1d6+1, short bow) or +2 melee 
  (1d6+1, scimitar); AL NE; SV Fort +4, Ref +2, 
  Will -1; Str 13, Dex 15, Con 14, Int 12, Wis 8, 
  Cha 10 
   
  Skills 
  and 
  Feats: 
  Speak 
  Baklunish, 
  Common; Craft (Bowyer/Fletcher) +2, Intimidate 
  +4, Knowledge (Local) +2, Ride +5, Survival +3; 
  Mounted Archery, Mounted Combat, Weapon 
  Focus (short bow) 
   
  Possessions: traveler’s outfit, mw studded 
  leather, mw buckler, mw composite short bow 
  (+1 Str), 40 arrows, scimitar, dagger, wooden 
  holy symbol of Istus, light riding horse, military 
  saddle, bit & bridle, saddlebags, bedroll, blanket, 
  waterskin, 5 days rations, 5 days horse feed, 31 
  gp in assorted coinage 
  Encounter Four 
   
   
   
   
  Spahi Soldier: Male Baklunish Ftr 3; CR 3; 
  Medium Humanoid (Human); HD 3d10+6; hp 28; 
  Init +1; Spd 20 ft; AC 17 (+1 Dex, +5 
  breastplate, +1 shield), touch 11, flat-footed 16; 
  Base Atk +3; Grp +5; Atk: +5 melee (1d6+2 non-
  lethal, sap) or +7 melee (1d6+2, scimitar); Full 
  Atk: +5 melee (1d6+2 non-lethal, sap) or +7 
  melee (1d6+2, scimitar); AL LN; SV Fort +5, Ref 
  +2, Will +0; Str 15, Dex 12, Con 14, Int 13, Wis 
  8, Cha 10  
   
  Skills and Feats: Speak Ancient Baklunish, 
  Common; Handle Animal +6, Knowledge (local) 
  +2, Knowledge (nobility) +3, Profession (soldier) 
  +2, Ride +7; Combat Expertise, Improved 
  Disarm, Mounted Combat, Ride-By Attack, 
  Weapon Focus (scimitar) 
   
  Possessions: 
  Spahi 
  uniform, 
  mw 
  breastplate, mw small steel shield, mw scimitar, 
  sap, kukri, 50 gp in assorted coinage 
  
  ZEF6-01 Out of Water 
   
  Page 19 
  Appendix Four – APL 6
  Encounter Three  
   
   
   
  Paynim Raider: Male Baklunish Ftr 3; CR 3; 
  Medium Humanoid (Human); HD 3d10+6; hp 28; 
  Init +2; Spd 30 ft; AC 18 (+2 Dex, +4 studded 
  leather, +2 buckler), touch 12, flat-footed 16; 
  Base Atk +3; Grp +4; Atk: +7 ranged (1d6+2, 
  short bow) or +5 melee (1d6+1, scimitar); Full 
  Atk: +7 ranged (1d6+2, short bow) or +5 melee 
  (1d6+1, scimitar); AL NE; SV Fort +5, Ref +3, 
  Will +0; Str 13, Dex 15, Con 14, Int 12, Wis 8, 
  Cha 10 
   
  Skills 
  and 
  Feats: 
  Speak 
  Baklunish, 
  Common; Craft (Bowyer/Fletcher) +2, Intimidate 
  +6, Knowledge (Local) +3, Ride +7, Survival +4; 
  Mounted Archery, Mounted Combat, Point Blank 
  Shot, Weapon Focus (short bow) 
   
  Possessions: traveler’s outfit, +1 studded 
  leather, +1 buckler, +1 composite short bow (+1 
  Str), 40 arrows, mw scimitar, dagger, wooden 
  holy symbol of Istus, light war horse, military 
  saddle, bit & bridle, saddlebags, bedroll, blanket, 
  waterskin, 5 days rations, 5 days horse feed, 17 
  gp in assorted coinage 
   
  Encounter Four 
   
   
   
   
  Spahi Soldier: Male Baklunish Ftr 5; CR 5; 
  Medium Humanoid (Human); HD 5d10+10; hp 
  44; Init +1; Spd 20 ft; AC 19 (+1 Dex, +6 
  breastplate, +2 shield), touch 11, flat-footed 18; 
  Base Atk +5; Grp +8; Atk: +9 melee (1d6+3 non-
  lethal, sap) or +10 melee (1d6+6, scimitar); Full 
  Atk: +9 melee (1d6+3 non-lethal, sap) or +10 
  melee (1d6+6, scimitar); AL LN; SV Fort +6, Ref 
  +2, Will +0; Str 16, Dex 12, Con 14, Int 13, Wis 
  8, Cha 10  
   
  Skills and Feats: Speak Ancient Baklunish, 
  Common; Handle Animal +8, Knowledge (local) 
  +3, Knowledge (nobility) +3, Profession (soldier) 
  +3, Ride +9; Combat Expertise, Improved 
  Disarm, Mounted Combat, Ride-By Attack, 
  Weapon 
  Focus 
  (scimitar), 
  Weapon 
  Specialization (scimitar) 
   
  Possessions: Spahi uniform, +1 breastplate, 
  +1 small steel shield, +1 scimitar, mw sap, mw 
  kukri, 100 gp in assorted coinage 
   
  Encounter Five 
   
   
   
   
  Advanced Hyena: Large Animal; CR 3; HD 
  5d8+20; hp 43; Init +1; Spd 50 ft; AC 15 (-1 size, 
  +1 Dex, +5 natural), touch 10, flat-footed 14; 
  BAB/Grp: +3/+13; Atk: +8 melee (1d8+6 + Trip, 
  Bite); Full Atk: +8 melee (1d8+6 + Trip, Bite); 
  Space/Reach: 10ft./5 ft.; SA Trip; SQ Lowlight 
  Vision, Scent; AL N; SV Fort +8, Ref +5, Will +2; 
  Str 22, Dex 13, Con 19, Int 2, Wis 13, Cha 6  
   
  Skills and Feats: Hide +0 (+4 in tall grass), 
  Listen +7, Spot +5; Alertness, Improved Natural 
  Armor 
  Trip (Ex): An advanced hyena that hits with its 
  bite attack can attempt to trip the opponent (+10 
  check modifier) as a free action without making 
  a touch attack or provoking an attack of 
  opportunity.  If the attempt fails, the opponent 
  cannot react to trip the advanced hyena 
   
  
  ZEF6-01 Out of Water 
   
  Page 20 
  Judge Aid #1 – Merfolk Caravan Route 
   
  
  ZEF6-01 Out of Water 
   
  Page 21 
  Judge Aid #2 – Paynim Raider Map 
   
   
   
   
    
   
   
   
  
  ZEF6-01 Out of Water 
   
  Page 22 
  Judge Aid #3 – Barakhat Map 
   
   
   
   
   
   
   
   
   
  
  ZEF6-01 Out of Water 
   
  Page 23 
  Judge Aid #4 - Kemer al-Kader Map 
   
   
   
   
   
   
   
   
  
  ZEF6-01 Out of Water 
   
  Page 24 
  Player Handout #1 – Map of Zeif 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Zeif/596/Normal Scenarios/ZEF6-01 - Out of Water (APL 2-6)/ZEF6-01 - Out of Water.pdf