TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the 
  new DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard 
  Baker, and Peter Adkison. 
  This game product contains no Open Game Content. No portion of this work may be reproduced in any 
  form without permission of Wizards of the Coast. To learn more about the Open Gaming License and the 
  d20 SYSTEM license, please visit www.wizards.com/d20 
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you 
  can sanction and run DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAWK, Living Greyhawk, D&D Rewards, RPGA, Player’s 
  Handbook, Dungeon Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, 
  in the US and other countries. This material is protected under the copyright laws of the United States of 
  America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited 
  without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction. Any 
  similarity to actual people, organizations, places, or events is purely coincidental. © 2008 Wizards of the 
  Coast, Inc. 
  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
   
  VTF8-02 
   
   
   
   
   
  Red Skies in the Morning 
   
  A One-Round Dungeons & Dragons
  ® Living Greyhawk™  
  VTF Metaregional Adventure 
   
   
  by Sean Kliethermes 
  Circle Reviewers: Tim Sech 
  Triad Reviewers: Kevin Elmore 
   
  Markessa the Red: Pirate, Slaver, the Scourge of the Nyr Dyv. For years, Markessa the Red has prowled the waters of the 
  Lake of Unknown Depths, harvesting slaves and menacing the Free Lands in the employ of her Slavelord masters. Now 
  you have been approached by a strange new ally bearing an even stranger request: “Help me save Markessa the Red.” Do 
  you have what it takes to invade Markessa’s secret lair and put an end to her evil, one way or another? A one-round VTF 
  Meta-Regional adventure set in the Free Lands of Dyvers, in the City of Dyvers and on the Nyr Dyv, for characters level 
  4-16 (APLs 6-16). 
   
   
  Resources for this adventure [and the authors of those works] include Complete Adventurer [Jesse Decker], Complete 
  Arcane [Richard Baker], Complete Warrior [Andy Collins, et al], DYV5-03 Dining with the Dragon [Kevin Elmore], 
  Libris Mortis [Andy Collins & Bruce R. Cordell], Magic Item Compendium [Andy Collins et al], Monster Manual III 
  [Greg Collins, et al Eds.], Slavers [Sean K. Reynolds & Chris Pramas], Spell Compendium [Matthew Senett, et al], 
  Stormwrack [Richard Baker et al] VTF6-03 Red on the Horizon [Joseph L. Selby], VTF6-06 The Earth Dragon Cometh 
  [Joseph L. Selby].
  
  VTF8-02 Red Skies in the Morning 
   
  Page 1 
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D
  ® campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL™ gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First, it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second, players and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2008.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com.  
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D rule books: Player’s Handbook, 
  Dungeon Master’s Guide, and the Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Refer to Appendix 1 for full 
  information on NPCs and monsters. For your 
  convenience, Appendix 1 is split by APL 
   
  Along with this adventure, you’ll find a RPGA 
  Session Tracking sheet. If you’re playing this adventure 
  as part of an RPGA-sanctioned event, complete and turn 
  in this sheet to your senior GM directly after play. You’ll 
  also find a LIVING GREYHAWK Adventure Record (AR). 
  You need one copy of this for each participating player. 
   
   LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1. Determine the character level for each of the PCs 
  participating in the adventure. 
  If PCs bring animals that have been trained for combat 
  (most likely dogs trained for war), other than those 
  brought by virtue of a class ability (such as animal 
  companions, familiars paladin’s mounts) or the 
  warhorse of a character with the Mounted Combat 
  feat, use the sidebar chart to determine the number 
  of levels you add to the sum of step one. Add each 
  character’s animals separately. A single PC may only 
  bring four or fewer animals of this type, and animals 
  with different CRs are added separately.  
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  Sum the results of step 1 and 2, and divide by the number 
  of characters playing in the adventure. Round to the 
  nearest whole number. 
  If you are running a table of six PCs, add one to that 
  average. 
  
   
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLs are given in even-numbered 
  increments. If the APL of your group falls on an odd 
  number, ask them before the adventure begins whether 
  they would like to play a harder or easier adventure. 
  Based on their choice, use either the higher or the lower 
  adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level 
  characters to reach the objectives. 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1st-level characters may find 
  the challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them and fight for them. 
   
  TIME UNITS AND UPKEEP 
  This is a standard one-round Core adventure, set in The 
  Free Lands of Dyvers and on the Nyr Dyv.  
   
  As of September 1, 2007, there is no Time Unit 
  cost to play the adventure portion of this module; 
  however, standard Time Unit costs still apply to 
  crafting, magic item creation, performing or other 
  non-adventure related activities or penalties. The cost 
  for Standard Upkeep is 12 gp for PCs whose home 
  region is located in the VTF, or 24 gp for out-of-
  metaregion characters. Both Rich Upkeep and Luxury 
  Upkeep cost 75 gp regardless of home region.  
   
  Characters that fail to pay at least Standard Upkeep 
  will retain temporary ability damage until the next 
  adventure, must buy new spell component pouches and 
  healer’s kits, and may suffer other in-game penalties (or 
  possibly gain in-game benefits) as may be detailed in this 
  adventure. 
   
  A character that does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild. If the character possesses four or more 
  ranks in the Survival skill and succeeds at a DC 20 
  Survival check, the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 blunt 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 
  Living Greyhawk Campaign Standards 7.1 
   
  ADVENTURE BACKGROUND 
  Many years ago, the evil Slavelord Markessa came up 
  with an ingenious plan. To ensure that her biddings 
  would be carried out by loyal followers and to sow 
  confusion amongst her enemies, she had a number of 
  young female elves kidnapped and then surgically altered 
  so that their appearances were identical to her own. 
  Brainwashed to believe that they were the original 
  Markessa and that the rest were merely clones, the 
  duplicates were put into positions of power and helped to 
  further the Slavelords’ villainous ambitions. Two such 
  Markessa clones were Markessa the Blue, the head of the 
  Slaver’s Guild in Dyvers, and Markessa the Red, the 
  Slavelord in charge of all operations in the Nyr Dyv 
  region. 
   
  Two years ago, Markessa the Blue was forced to 
  choose between following the orders of the Slavelords or 
  attempting to save her adopted home of Dyvers. She 
  chose the latter, and when she did so, it broke the 
  conditioning imposed on her by the original Markessa. 
  Regaining her memories, she swore revenge. She has 
  spent the last year researching a means to restore 
  memory to the other Markessas. When she is successful, 
  she intends to assemble them into a strike force and 
  make the original Markessa pay for crimes. Her first 
  target for reconditioning is her former superior, 
  Markessa the Red. 
   
  ADVENTURE SUMMARY 
   
  Introduction: Each PC is visited by a seagull bearing 
  a message from Markessa the Blue. The PCs are 
  instructed to go to a ship moored at a private pier at the 
  Dyvers docks. 
   
  Encounter One: Markessa the Blue has heard of the 
  PCs’ exploits, but wishes to test them to see if they are 
  talented enough to assist her on her dangerous mission. 
  Before blows can be exchanged, however, Markessa the 
  Blue reveals herself and admits that she has been 
  observing them and testing their resourcefulness and 
  bravery. 
   
  Encounter Two: Markessa the Blue explains her 
  strange history to the PCs and asks for their assistance in 
  administering a magical cure to Markessa the Red. 
  VTF8-02 Red Skies in the Morning 
   
  Page 2 
  
   
  Encounter Three: The PCs can use a variety of 
  means and connections to gather information about 
  Markessa the Red’s hideout. Their investigations produce 
  two promising leads: the name and likely location of a 
  sailor who reportedly sailed with Markessa the Red and 
  the apartment where a disguised Markessa the Red stays 
  in Dyvers when she has business in town. 
   
  Encounter 4: Ruja the Thief, Markessa the Red’s 
  alter ego, has an apartment over a confectionary shop in 
  Dyvers. The PCs explore this location, encountering a 
  dangerous trap, and may discover a number of important 
  documents. Included among them are plans to poison the 
  population of Dyvers, a number of maps showing slave 
  trade way stations, and a secret map revealing the 
  location of Slaver’s Cove. 
   
  Encounter Five: In search of a sailor reputed to 
  have sailed with Markessa the Red, the PCs investigate a 
  waterfront dive populated by the dregs of the dock 
  district. At the bar, a brawl breaks out. 
   
  Encounter Six: Before heading off to Slaver’s Cove, 
  the PCs are approached by representatives of a gentry 
  house that has suffered because of the deeds of Markessa 
  the Red. The PCs are encouraged to help the gentry 
  house take revenge on Markessa the Red and are offered 
  a reward to see to it that she doesn’t survive. 
   
  Encounter Seven: The PCs reach Slaver’s Cove. 
  Depending on how they infiltrate the location, they face 
  an encounter with a sea monster, undead slaves, or a 
  flying monster. After fighting their way past the 
  guardian(s), the PCs can explore the Cove. 
   
  Encounter Eight: The PCs penetrate the inner 
  sanctum of Markessa the Red and confront the Slave 
  Lord. There, they must use their wits and fighting skills 
  to subdue her enough to administer the magical 
  treatment. Conversely, they may try to kill her. 
  Conclusion: The PCs encounter the ramifications of 
  their success or failure in curing (or killing) Markessa the 
  Red.  
   
  PREPARATION FOR PLAY 
  DM Note: It is important to note if anyone in the party is 
  of a Dyvers regional meta-org. In particular you need to 
  know about members in: 
   
  • 
  The Alliance (Dyvers) 
  • 
  The Pack (Veluna) 
  • 
  The Family (Verbobonc) 
  • 
  The Tears of Marid (Tusmit) 
  • 
  The Brotherhood of Bashaarat (Tusmit) 
  • 
  The Dusk Lash (Zeif) 
  • 
  The Xanavade (Ket) 
  • 
  The Cour des Miracles (Ekbir) 
  • 
  The Dyvers Anti-Slavery League 
  • 
  Protégé of House Siggoran 
   
  Members of meta-regional thieves’ guilds (the first eight 
  groups listed above) have some advantages in gathering 
  information during this adventure. This is detailed in 
  Encounter Three. Members of the Dyvers Anti-Slavery 
  League gain some insight into the meaning of the maps 
  in Encounter Four. In addition, Protégés of House 
  Siggoran are pressured (in Encounter Six) to see to it that 
  Markessa the Red does not survive the adventure. 
   
  In addition, DMs should determine if PCs have any 
  of the following AR items from previous adventures: 
   
  • 
  Markessa the Red’s plumed hat (DYV5-3 Dining 
  with Dragons) 
  • 
  Failed (VTF6-03 Red on the Horizon) 
  • 
  Gave Sepp Daminov to Lieutenant Castle (VTF6-
  03 Red on the Horizon) 
  • 
  Double-Crossed Markessa the Red (VTF6-03 Red 
  on the Horizon) 
  • 
  Recommendation of Markessa the Blue (VTF6-06 
  The Earth Dragon Cometh) 
  • 
  Retribution of Markessa the Red (VTF6-06 The 
  Earth Dragon Cometh) 
   
  PCs that possess Markessa the Red’s plumed hat, Failed, 
  Gave Sepp Daminov to Lieutenant Castle, Double-
  Crossed Markessa the Red, or Retribution of Markessa 
  the Red, are targeted first and ruthlessly by Markessa the 
  Red during the PCs’ final combat with her in Encounter 
  Eight.  
   
  PCs who possess Recommendation of Markessa 
  the Blue receive special access on the AR item Gratitude 
  of Markessa the Blue from this adventure.  
   
  INTRODUCTION 
  Markessa the Blue contacts each PC or group of PCs by 
  sending a seagull bearing a scroll to where they are 
  staying.  
   
  Your adventures have brought you to the Free City of 
  Dyvers, on the shores of the Nyr Dyv. However, the 
  famed “Jewel of the Flanaess” may be in need of a 
  polish. With the Gnarley Forest largely fallen to the 
  advancing war horde of Turrosh Mak, refugees have 
  stretched the resources of the city to its limit. Crime 
  is on the rise as the Constabulary struggles to keep 
  the crowded populace in check. Fear and paranoia eat 
  away at the proud spirit of the port city, and many 
  citizens can be heard wondering aloud when the 
  invasion force will arrive 
  VTF8-02 Red Skies in the Morning 
   
  Page 3 
  
   
  Despite the ominous mood, the sky is cheerfully 
  bright and blue when you exit the door of your abode. 
  As you start off down the street, a large seagull alights 
  on the ground in front of you. You notice that it has a 
  scroll tied with a black ribbon tucked in its beak. It 
  peers at you intently, shaking its head up and down.  
   
  The bird lets a PC take the scroll from its mouth, after 
  which it flies off towards the harbor. Give the PC Player 
  Handout 1, which contains a cryptic offer of 
  employment and instructions to go to The True, a ship 
  moored at a private peer down at the docks. Note that 
  PCs who played VTF6-06 The Earth Dragon Cometh may 
  recognize The True as the name of the ship that Markessa 
  the Blue arranged a meeting on. DMs shouldn’t share this 
  information with the PCs unless they ask about it, 
  however.  
   
  1: TESTED 
  In this encounter, the PCs make their way to the meeting 
  place on The True, the ship that Markessa the Blue is 
  currently using as a home base. Along the way, the PCs 
  face a series of tests, engineered for them by Markessa 
  the Blue, who is receiving reports on how they handle 
  them.   
  Arriving at the pier indicated in the message 
  delivered to you, you see that a number of other 
  adventurers have received a similar invitation. 
   
  This would be a good opportunity for the PCs to 
  introduce themselves to each other. Once they are ready 
  to proceed, continue with the text below. 
   
  1A. THE SEA DOG 
  Ahead of you, an old man leans on a post, regarding 
  you with a contemptuous look. He is dressed in the 
  garb of a sailor, and his skin is leathery from years of 
  working the tops of ships sailing the lake. He holds 
  up a calloused hand as you approach. 
   
  “And just where in Xerbo’s good name do you 
  think you’re goin’, you worthless lubbers? This be a 
  private pier, and your sorry arses ain’t welcome!” 
   
  This old man is Hiram, Markessa the Blue’s first mate. 
  His job is to harass the PCs to see how they handle 
  themselves in a situation where Diplomacy or Bluffing 
  won’t work, but violence isn’t called for. The DM is 
  encouraged to be as insulting as possible to the PC, 
  mocking their looks, professions, heritage, etc. The old 
  man lets the PCs pass by with an amused glance and a 
  jerk of his thumb if they succeed on a DC (APL+10) 
  Intimidate check, or if they role play well, giving the old 
  man as good as he’s getting. He won’t move to physically 
  stop them if they just barrel past him, but he does berate 
  them all the way down the pier. 
   
  1B. THE ARTIFACT. 
  A group of dock workers are busy unloading carved 
  stone statues from a large crate. Suddenly, one of the 
  workers cries out as he loses his grip. The statue he 
  and another worker are holding slips and falls, 
  striking the wooden planks. Immediately, the air is 
  filled with a flash of bright, multicolored light. 
   
  The PCs need to make DC (½ APL+10) Will saves or be 
  dazed for 1d4 rounds. The stone statue is essentially 
  harmless, a bauble that Markessa the Blue encountered in 
  her travels and occasionally used for nefarious means. It 
  was originally created by a shyster to use in fake religious 
  ceremonies he orchestrated to bilk the gullible out of 
  money. When activated, it sends out the flash of light, 
  which is used to give the shyster’s associates the 
  opportunity to fleece the pockets of those participating in 
  the ceremonies. Once all the PCs have recovered, they 
  can continue down the dock to the waiting ship. PCs who 
  question the sailors about the statue are told (truthfully) 
  that they don’t know how it works, but they are taking it 
  to the captain of The True. Further inquires should be 
  directed at the captain. If asked about the statue later, 
  Markessa the Blue explains its history and admits that 
  she used it to test the PC. 
   
  1C. THE KIND OLD MAN 
  Ahead of you lies The True, the ship you were sent to 
  find. At the top of the gangplank is another old sailor 
  holding a scroll and directing the efforts of some 
  workers who are busy on-loading and off-loading 
  various boxes and crates. He smiles kindly at you as 
  you approach. “Can I help you?” he asks. 
   
  However the PCs explain their mission, the old man 
  pretends to be befuddled (a Bluff check at +15). 
   
  “I’m sorry, I don’t have any record of your 
  appointment. I’m afraid you’ll have to leave,” he 
  apologizes. 
   
  PCs may make a DC (APL+10) Bluff or Diplomacy check 
  to “convince” him to let them pass, and PCs should be 
  rewarded for good role playing. Again, they could simply 
  barrel their way past the old man. If they do so, however, 
  he shouts feebly at them, although this is ignored by the 
  other sailors in the vicinity. Should they succeed on their 
  checks, he tells them to head to the aft of the ship and go 
  down two flights of stairs to the main cargo area. If the 
  VTF8-02 Red Skies in the Morning 
   
  Page 4 
  
  PCs fail their checks but keep trying to talk their way past 
  him, he eventually relents and lets them pass with the 
  same information. 
   
  ID. LOOK OUT! 
  As you make your way across the crowded deck, a 
  warning shout comes from above. A heavy beam 
  loaded with sails comes swinging across the deck, its 
  front end trailing a busted rope. 
   
  PCs need to make a DC (APL+10) Reflex save to avoid 
  getting hit by the out-of-control beam Because the beam 
  is wrapped with sails, PCs who don’t make their saves 
  take 4d6 points of nonlethal damage. 
   
  After the beam finishes crashing across the deck, 
  concerned sailors rush to the PCs’ aid, checking to see 
  that they are all right. Helping them to their feet, they 
  point the PCs in the direction of the stairs.   
   
  One of the "helpful" sailors picks the pocket of one 
  of the PCs, trying to get one copper piece (or some other 
  trivial item).  His Sleight of Hand check is DC 12 + APL.  
  If he is caught, the other sailors apologize and lock him 
  up so he can be dealt with later. 
   
  IE. WHO’S HUNGRY? 
  As you make your way down the crowded stairwell, a 
  door bangs open ahead of you. A burly sailor with 
  watering eyes and a cook’s apron hurries past, his 
  hands full of a crate from which issues a nauseating 
  stench. “Out of me way,” he says, trying obviously not 
  to retch. “Found some bad beef in the stores.” 
   
  PCs can make a DC (APL+10) Fortitude save to avoid 
  becoming nauseated for 1d4 rounds. 
   
  1F. NONVIOLENCE 
  Finally, the PCs make their way into the main hold of the 
  ship. There, their final test awaits. 
   
  You stoop low and step through a hatch into the 
  ship’s main hold. This area is large and occupied by 
  many sailors. The floor of the deck above you is 
  nearly fifteen feet away. Boxes, barrels and crates are 
  stacked everywhere, leaving only a central space fully 
  unoccupied. As you make your way through the maze 
  of shipping goods, the sailors pause in their work to 
  regard you with impassive stares. You reach the 
  central area and a wordless signal seems to pass 
  among them. They draw wicked looking daggers and 
  sturdy belaying pins and gather to surround you.  
   
  Have the PCs position their figures on a battle map and 
  place a dozen figures surrounding them. Ask each PC 
  what he intends to do. If combat seems about to ensue, go 
  ahead and have the PCs roll initiative and feign rolling 
  initiative for the sailors. Just before the first PC formally 
  declares an action, read the following. 
   
  “Enough!” says a voice from the shadows. “I’ve seen 
  enough.” Stepping from behind a crate is an 
  attractive, dark-haired elf wearing black leggings, a 
  white blouse, and a black vest fully buttoned-up. 
   
  This is Markessa the Blue. PCs who have dealt with her 
  previously recognize her and note that her hair is not 
  colored and she is not wearing her trademark blue 
  clothes. PCs who have not met her before can identify 
  her with a DC 25 Knowledge (VTF) check. PCs who are 
  members of the Dyvers Alliance may make this roll 
  regardless of whether they have ranks in the skill and 
  receive a +5 bonus to the roll for each rank they have in 
  the organization beyond Dungeoneer. 
   
  The PCs can continue with the fight, if they wish. 
  The sailors do not disobey the orders of their captain, 
  however, and flee from the conflict. Markessa the Blue 
  orders the PCs to stop fighting, attempting to do so for 
  several rounds. If the PCs insist on combat, she flees as 
  well, and the adventure is over for them. If the PCs take 
  the hint, however, read the following: 
   
  The sailors glance at her, then at you, then turn back 
  to their work, ignoring you completely. Satisfied, the 
  elf turns on her heel and heads to another exit. “I’m 
  the one who sent for you. Follow me,” she says. With 
  that, she ducks through the hatch and exits the room.  
   
  All APLs 
   
  Markessa the Blue: female elven wizard 7/ wild 
  mage 10; hp 72.  
   
  Development: If the PCs are fed up, they can leave, but 
  this means the adventure is over for them. If the PCs 
  follow Markessa the Blue to her quarters, proceed to 
  Encounter Two. 
   
  2: MARKESSA THE BLUE’S 
  PLAN 
  In this encounter, Markessa the Blue explains her strange 
  history to the PCs and outlines her plan to restore 
  Markessa the Red’s memories.  
   
  The elven woman leads you out of the ship’s hold and 
  up a series of stairwells. The crew members who had 
  previously seemed ready to gut you on the spot turn 
  indifferently back to their work, not even sparing you 
  VTF8-02 Red Skies in the Morning 
   
  Page 5 
  
  a glance. After emerging onto the deck, you are led 
  down a short corridor to the captain’s quarters. The 
  elven woman unlocks the door with a key she 
  removes from her belt and then beckons you into the 
  room. She takes a seat behind a desk and gestures 
  towards some stools. 
   
  PCs that succeed on a DC 10 Spot check detect the 
  following: 
   
  As you glance around, you can’t help but notice that 
  the room, while well appointed, is free of any signs of 
  the occupant’s personality. The desk is sturdy and 
  functional, the large sea chest in the corner has 
  polished brass buckles and looks secure, and the bed, 
  while small, is neatly made and appears comfortable. 
  Yet nowhere do you see knick knacks, trophies, 
  artwork, or personal items that might give you a clue 
  as to what the occupant is like. It is almost as if the 
  room has been wiped of individuality. 
   
  Markessa begins to outline her plan. 
   
  The elven woman speaks. “My name is… my name 
  was…” She frowns. “For years now, I have been 
  known as ‘Markessa the Blue.’ As it turns out, that is 
  not who I am. I didn’t know it until recently, but 
  years ago, I was captured by the original Slavelord 
  Markessa. She magically brainwashed me and used 
  surgery to craft my body into an exact duplicate of 
  hers. For almost a decade, I’ve been doing her 
  bidding, serving as the head of the Slaver’s Guild of 
  Dyvers, confident that I was the original Markessa 
  and that all the other Markessas were merely clones 
  of me. There are other Markessas, you know. Some of 
  you have no doubt heard of the pirate Markessa the 
  Red? Maybe you’ve even met her? She, too, is a 
  duplicate of the original Markessa, as is Markessa the 
  Gold, Markessa the Black, and so on. All of us, pitiful 
  dupes, living lives that aren’t our own, committing 
  unspeakable acts, just to further the ambitions of an 
  amoral monster.” The elf’s features twist in fury. 
   
  “About two years, I was forced to make a choice 
  between supporting Dyvers, my adopted home, or 
  helping the Slavelords in a plot to hasten its fall. I 
  chose Dyvers. And when I did, something… broke. 
  Something inside of me. As I fled Dyvers, trying to 
  stay a step ahead of the agents of the Slavelords who 
  would have me killed for my betrayal, I began to 
  regain memories of my past life. I thought I was 
  going insane. Perhaps I was. In any case, I eventually 
  recovered all of my memories and remembered who I 
  was and what Markessa did to me. Now I want 
  revenge. 
   
  “I’ve spent the last year traveling Oerth, 
  consulting with some of the most brilliant mages and 
  healers. With their help, I’ve developed this.” She 
  puts a vial filled with green liquid on the table. “It’s a 
  potion that should counter the effects of Markessa’s 
  conditioning, 
  restoring 
  the 
  drinker’s 
  original 
  memories. My plan is to capture each of the 
  Markessas and administer this potion. Then we will 
  band together and make that vile woman, the original 
  Markessa, pay for her crimes. We’ll bring down the 
  entire Slavelord operation if we have to!” 
   
  This where the PCs come in. Markessa the Blue outlines 
  her plan. Feel free to read or paraphrase the following 
  points. 
   
  • 
  “My first target is Markessa the Red. I want 
  you to find her location and penetrate her 
  hideout. Once you have found her, I can 
  teleport to your location and help to subdue 
  her while you administer the potion.” 
   
  • 
  “Though I have worked with her for years. I 
  do not know where she has her personal base 
  of operations, although I know it is called 
  ‘Slaver’s Cove’. However I do have two leads 
  I can give you to help you track down her 
  location.” 
   
  • 
  “I have learned that when Markessa the Red 
  visits Dyvers, she sometimes does so in the 
  guise of a thief named Ruja. Ruja keeps an 
  apartment over a sweet shop in the city.” 
   
  • 
  “Very few sailors have actually visited her 
  hideout, but I’ve heard of one fool who brags 
  about it. He goes by the name of Marn 
  Briggs, and he hangs out in a waterfront dive 
  known as the Bilge. That place has a 
  dangerous reputation.” 
   
  • 
  I’ll give you a way to contact me once you 
  have the information we need. I can arrange 
  for The True to pick you up and take you to 
  Slaver’s Cove. Then I’ll stand by to wait for 
  your signal.” 
   
  The PCs may have additional questions for Markessa the 
  Blue. To answer them, you may read or paraphrase the 
  following sections. 
   
  VTF8-02 Red Skies in the Morning 
   
  Page 6 
  
  If the PCs ask why Markessa the Blue isn’t involving 
  herself in the investigation when she obviously has 
  connections and resources, she responds: 
   
  “Unfortunately, I can’t accompany you on these 
  investigations. Ever since I betrayed the Slavelords, 
  they have been trying to find me using magic and 
  more conventional means. I have to keep on the run, 
  or they’ll catch up to me and that will be the end of 
  my plan. 
   
  If the PCs inquire why Markessa the Blue doesn’t know 
  the location of Slaver’s Cove, she responds: 
   
  That’s actually not uncommon among the Slavelords. 
  It’s not necessarily a matter of trust; they just don’t 
  want anyone knowing too much about their 
  operations in case someone is captured and 
  interrogated by anti-slavery forces. 
   
  If the PCs ask about payment, Markessa responds: 
   
  “We’re looking to invade the lair of the most 
  notorious pirate to ever sail the Nyr Dyv. Don’t you 
  think there’s the chance we’ll find some booty? And if 
  that isn’t enough for you, you’ll be helping to put a 
  stop to an operation that is responsible for the deaths 
  and enslavement of thousands of people in this 
  region. And if THAT isn’t enough for you, then do it 
  for the reason I’m doing it: revenge!” 
   
  If the PCs ask about her previous life, Markessa the Blue’s 
  mouth draws into a hard line. A DC 10 Sense Motive 
  check reveals that she is very uncomfortable. 
   
  “That’s not something I’m prepared to discuss.” 
   
  She refuses to say anything more on the matter. 
   
  The PCs are instructed to come to this pier when they 
  have the information they need. They are to speak to 
  Hiram, the belligerent man from the first encounter 
  (Markessa the Blue’s first mate), and he contacts her to 
  come by and pick up the PCs. 
   
  Development: The PCs should have no motivation to 
  attack Markessa the Blue, as she is genuinely telling the 
  truth. Should they do so, assume that she successfully 
  teleports away (she has a contingency spell cast that 
  allows this). If the PCs have the information about 
  Markessa the Red, they can follow up on that, but they 
  receive no additional help from Markessa the Blue. 
   
  3: ASKING AROUND 
  It is entirely possible that the PCs may now wish to 
  gather information on any of the names or places 
  mentioned in Encounter 2. Alternatively, they may 
  return to this encounter at any time. 
   
  Gather Information or Knowledge (VTF) checks on 
  any of the following subjects reveal information based on 
  their roll. Knowledge checks must be made unaided. 
  Gather Information checks may be aided by all who wish 
  to participate; note that this takes 1d4+1 hours. Any 
  Gather Information checks made by a PC with at least 5 
  ranks in Knowledge (VTF) also receive +2 to their check. 
  Note that PCs may also substitute a Profession (Sailor) 
  roll for any of these checks.  
   
  PCs who are members of the Alliance, the Pack, the 
  Family, the Tears of Marid, the Brotherhood of Bashaarat, 
  the Dusk Lash, the Xanavade, or the Cour des Miracles 
  receive a +5 bonus to any of these rolls. PCs willing to 
  expend an Influence Point with any of these groups may 
  receive all of the information listed here. 
   
  Markessa the Blue 
  DC 20 
  • 
  Markessa the Blue is a pirate and a slaver who has 
  been active in the Dyvers area for many years. 
  DC 25 
  • 
  Markessa the Blue has not been seen around here for 
  a couple of years. 
  DC 30 
  • 
  Markessa the Blue is the head of the Slaver’s Guild in 
  Dyvers, which is a member of the Alliance. 
  DC 40 
  • 
  Markessa the Blue abandoned the Slaver’s Guild, 
  which subsequently fell, and she has been on the run 
  for the last two years. 
   
  Markessa the Red 
  DC 15 
  • 
  Markessa the Red is a notorious pirate and slaver 
  who has been plying the waters of the Nyr Dyv for 
  years. 
  DC 20 
  • 
  Markessa the Red’s first mate, Sepp Daminov, is 
  occasionally seen in Dyvers. 
  DC 30 
  • 
  Some adventurers have had run-ins with Markessa 
  the Red in recent years. She has generally had 
  honorable dealings with the PCs. 
  DC 40 
  • 
  Markessa the Red duped some unwitting PCs into 
  helping raise Mount Drachenkopf in the Gnarly 
  Forest. 
  VTF8-02 Red Skies in the Morning 
   
  Page 7 
  
   
  Marn Briggs 
  DC 25 
  • 
  Marn Briggs is a loudmouth, ill-tempered sailor with 
  a bad reputation. He is a violent drunk. Best steer 
  clear of him. 
  DC 30 
  • 
  Marn Briggs travels with some strange companions. 
  They have dark skin and wear beads and feathers in 
  their hair. It is rumored they come from the Amedio 
  Jungle. They are reputed to be skilled hand-to-hand 
  combatants. 
  DC 35 
  • 
  Marn Briggs worked for a time on a ship captained 
  by Markessa the Red. 
   
  The Bilge 
  DC 15 
  • 
  The Bilge is a filthy tavern located in the seedier 
  section of the Dyvers Dock District. It is huge, 
  converted from an old warehouse, and has a rickety 
  deck that extends out over the water. It is very 
  popular among the sailors because it’s tepid ale and 
  rot-gut rum is served dirt-cheap. 
  DC 20 
  • 
  The Bilge is a dangerous place. Fights are common, 
  and dead bodies occasionally turn up in the alleys 
  around it. The Constabulary generally ignores this, 
  however, because only the worst low-life scum go to 
  drink there. What’s the harm in a few of them 
  turning up dead, right? 
   
  Slaver’s Cove 
  DC 40 
  • 
  Markessa the Red’s hideout is called Slaver’s Cove. 
  No one knows where on the Nyr Dyv it is located. 
   
  Development: The next likely course of action for the 
  PCs is to investigate Ruja’s apartment or the Bilge. If they 
  go to the apartment, proceed to Encounter Four. If they 
  go to the Bilge, proceed to Encounter Five. Note that PCs 
  may return to this encounter at any point in the future if 
  they decide to ask around about the topics indicated.  
   
  4: SWEET TREATS 
  PCs that investigate Markessa the Red’s Dyvers hideout 
  find themselves in front of a small confectionary called 
  Sweet Dreams. PCs can role play with the shop’s owner, 
  Old Agnes and investigate the apartment above. To do so 
  successfully, they need to avoid a deadly trap and puzzle 
  out a way to read the “blank” maps that litter the desk.  
   
  Your investigations have taken you to Old Town, to 
  the location of a small confectionary shop. The sign 
  on the front door of the two-story building reads 
  “Sweet Dreams,” and there are an array of delectable-
  looking pastries and candies on display in the large 
  picture window. There doesn’t appear to be another 
  entrance to the upper level, although you can see 
  several windows on the second story. 
   
  Once one or more PCs have gone inside, read the 
  following: 
   
  A small bell rings as you open the front door. You 
  find yourself in a small foyer. Directly in front of you, 
  a set of stairs lead to the second floor. Immediately to 
  your left, an open door reveals the interior of the 
  shop. Delicious smells issue forth. You hear a voice 
  from within the shop. “Come in, come in. What can 
  Old Agnes do for you?” 
   
  PCs that follow the sound of the voice find themselves 
  inside the shop. 
   
  You find yourself standing amongst a bewildering 
  assortment of delicate baked gods and chocolates, all 
  decorated with intricate scrollwork made from 
  colorful icings. Amidst them stands an elderly half-
  elf, bent almost double with age. She smiles as your 
  gaze falls upon her wares. “Greetings! Can I interest 
  you in some pastries? Perhaps some marzipan or 
  honeycomb for your own baking?” she says. 
   
  This is Old Agnes, the proprietress of the shop and owner 
  of the building. It is she who rents the room above to 
  Markessa the Red in her guise as Ruja. Old Agnes is mild 
  and trusting, which is why Markessa chose her to rent 
  from. If the PCs pretend to be friends or associates of 
  Ruja’s, or if they can concoct a similarly benign story for 
  their interest in the girl, Old Agnes talks to them 
  willingly. If they divulge their true reason for being there 
  or imply that Ruja is actually someone else, or a bad 
  person, she shoos them out of the store and threatens to 
  call the watch. At that point, her attitude changes to 
  Unfriendly (it was previously Friendly), and it requires a 
  shift back to Friendly to resume a conversation with her.  
   
  PCs who ask for access to the room above need to 
  have a plausible reason for their entrance and succeed on 
  a DC (APL+ 10) Diplomacy or Bluff check to be given a 
  key. PCs who fail have to come back later, after the shop 
  closes. They need to succeed on a DC 20 Spot check to 
  avoid the local watch patrols and then get past the Good 
  Lock on the front door (a self-serving gift from Markessa 
  to Old Agnes). Thuggish PCs could always subdue Old 
  Agnes with force, something that is easily accomplished.  
  VTF8-02 Red Skies in the Morning 
   
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  Strong Wooden Door: 2 in. thick; hardness 5; hp 
  20; AC 5; Break DC 25. 
   
   
  Good Lock: hardness 15; hp 30; Open Lock DC 30. 
   
  Old Agnes should be role played as if she were someone’s 
  sweet old grandmother. She calls especially friendly PCs, 
  “Precious.” She also appears to have a particular fondness 
  for female elves. She can relate the following 
  information, depending on how the PCs interact with 
  her. 
   
  • 
  “Oh, that Ruja. Such a sweet young girl! She 
  uses too much eye makeup, though. Don’t 
  tell her I told you so. Now what was your 
  question? Oh yes, I’ve rented the room 
  upstairs to her for more than a decade. She 
  uses it when she comes into town. Not that 
  she does that very often. She only makes it 
  by a few times a year. Always pays a year in 
  advance, without fail, though, so I don’t 
  mind.”  
   
  • 
  “She’s a messenger, you know. Says her job 
  keeps her very busy, traveling all over the 
  Nyr Dyv. She said she’s even been to such 
  places as Greyhawk City! Can you imagine!” 
   
  • 
  “Ruja has been very good to me. Why, she 
  even bought me that lock for the front door. 
  She said you can never be too careful. She 
  also used her contacts with influential 
  people from the city to get me jobs providing 
  pastries and sweets for some of the gentry! 
  What a nice young lady! I truly owe her a 
  lot.” 
   
  If asked to describe Ruja, Old Agnes provides a 
  description that seems similar to that of Markessa the 
  Blue (or the Red, if the PCs have met her), but with some 
  key differences. In particular, her skin is described as 
  darker. 
   
  “What does she look like? Well, she’s a short elf with 
  delicate features, and her skin has a dark complexion. 
  She wears a lot of makeup around her eyes – I think 
  she thinks it makes her look more exotic – and on her 
  cheeks to show off her cheekbones – such lovely 
  cheekbones! Her hair is an auburn color and she 
  wears red leather armor. Why do you ask, anyway? 
   
  PCs that succeed on a DC 10 Disguise check know that 
  the features that differ are ones that could be altered with 
  the use of mundane disguises. 
   
  Once the PCs are ready to investigate the second 
  level, they find that the stairs end in front of a locked 
  wooden door. The lock is of high quality, so they may end 
  up having to break the door down. Because the door is 
  stout, this makes a lot of noise. 
   
   
  Strong Wooden Door: 2 in. thick; hardness 5; hp 
  20; AC 5; Break DC 25. 
   
   
  Good Lock: hardness 15; hp 30; Open Lock DC 30. 
   
  Once the PCs have bypassed the front door, read the 
  following description to them. 
   
  The room beyond the door is very spacious, perhaps 
  20 by 30 feet. A thick rug covers most of the center of 
  the room atop which is a simple wooden table with 
  two chairs pushed in. An unlit lantern hangs above 
  the table. Past the table is a neatly made bed set up 
  against the wall in a far corner. A large closed sea 
  chest is situated at its foot. A desk is in the corner 
  across from the bed, and its surface appears to be 
  covered in papers. Shelves line the walls near the 
  desk, many of which contain large bottles of a murky 
  liquid. 
   
  Have the PCs explain how they search the room. If any of 
  them mention that they advance across the room without 
  making Search checks of the rug itself, they set off a 
  magical trap. There is a command word to disarm the trap 
  (“marzipan”), but it is known only to Markessa the Red. 
   
  Trap: The rug is magically trapped so that any PC 
  walking on it or touching it sets it off. See the Encounter 
  map for the placement of the spell effects. Note that the 
  effect includes characters standing on the stairs. 
   
  APL 6 (EL 8)  
   
  Maximized Fireball Trap: CR 8; spell; proximity 
  trigger (alarm); automatic reset; spell effect (maximized 
  fireball, 8
  th-level wizard, 48 points fire, DC 20 Reflex Save 
  half damage); Search DC 28, Disable Device 28. 
   
  APL 8 (EL 10)  
   
  Maximized Fireball Trap: CR 10; spell; proximity 
  trigger (alarm); automatic reset; spell effect (maximized 
  fireball, 10
  th-level wizard, 60 points fire, DC 20 Reflex 
  Save half damage); Search DC 28, Disable Device 28. 
   
  VTF8-02 Red Skies in the Morning 
   
  Page 9 
  
  APL 10 (EL 12)  
   
  Empowered Maximized Fireball Trap: CR 12; 
  spell; proximity trigger (alarm); automatic reset; spell 
  effect (empowered maximized fireball, 8
  th-level wizard, 72 
  points fire, DC 20 Reflex Save half damage); Search DC 
  28, Disable Device 28. 
   
  APL 12 (EL 14)  
   
  Empowered Maximized Fireball Trap: CR 14; 
  spell; proximity trigger (alarm); automatic reset; spell 
  effect (empowered maximized fireball, 10
  th-level wizard, 
  90 points fire, DC 20 Reflex Save half damage); Search 
  DC 28, Disable Device 28. 
   
  APL 14 (EL 16) 
  This trap actually represents two traps that go off in a 
  specific order when a PC steps on the rug. First, an 
  Empowered Maximized fireball Trap goes off, followed 
  by an Empowered Maximized fireball Trap that deals cold 
  damage (via the Energy Substitution feat). Any Search 
  check is a single check for the entire area, revealing only 
  the traps that they would successfully find. Each trap 
  must be disabled individually. Setting off any trap 
  triggers all that have not been disabled.   
   
  Empowered Maximized Fireball Trap: CR 12; 
  spell; proximity trigger (alarm); automatic reset; spell 
  effect (empowered maximized fireball, 10
  th-level wizard, 
  90 points fire, DC 20 Reflex Save half damage); Search 
  DC 28, Disable Device 28. 
   
  Empowered Maximized Cold Fireball Trap: CR 
  12; spell; proximity trigger (alarm); automatic reset; spell 
  effect (empowered maximized fireball, 10
  th-level wizard, 
  90 points cold, DC 20 Reflex Save half damage); Search 
  DC 28, Disable Device 28. 
   
  APL 16 (EL 18)  
  This trap actually represents four traps that go off in a 
  specific order when a PC steps on the rug. First, an 
  Empowered Maximized fireball trap goes off, followed by 
  an Empowered Maximized fireball trap that deals cold 
  damage, followed by an Empowered Maximized fireball 
  trap that deals electricity damage, followed, finally, by an 
  Empowered Maximized fireball trap that deals acid 
  damage. These latter three traps were created with the aid 
  of the Energy Substitution feat. Any Search check is a 
  single check for the entire area, revealing only the traps 
  that they would successfully find. Each trap must be 
  disabled individually. Setting off any trap triggers all that 
  have not been disabled.   
   
  Empowered Maximized Fireball Trap: CR 12; 
  spell; proximity trigger (alarm); automatic reset; spell 
  effect (empowered maximized fireball, 10
  th-level wizard, 
  90 points fire, DC 20 Reflex Save half damage); Search 
  DC 28, Disable Device 28. 
   
  Empowered Maximized Cold Fireball Trap: CR 
  12; spell; proximity trigger (alarm); automatic reset; spell 
  effect (empowered maximized fireball, 10
  th-level wizard, 
  90 points cold, DC 20 Reflex Save half damage); Search 
  DC 28, Disable Device 28. 
   
  Empowered Maximized Electric Fireball Trap: CR 
  12; spell; proximity trigger (alarm); automatic reset; spell 
  effect (empowered maximized fireball, 10
  th-level wizard, 
  90 points electricity, DC 20 Reflex Save half damage); 
  Search DC 28, Disable Device 28. 
   
  Empowered Maximized Acid Fireball Trap: CR 12; 
  spell; proximity trigger (alarm); automatic reset; spell 
  effect (empowered maximized fireball, 8
  th-level wizard, 90 
  points acid, DC 20 Reflex Save half damage); Search DC 
  28, Disable Device 28. 
   
  Once the PCs have defeated the trap or survived the 
  attempt, they may search the rest of the room. 
  The bed contains no clues. The chest contains clothing 
  suitable for a female elf. A DC 20 Search check reveals a 
  Disguise Kit in a secret compartment in the bottom of 
  the chest. Among other things, it contains dark eye 
  makeup and a hemp dye that could be used to darken 
  skin. 
   
  If the PCs examine the desk area, read the following 
  to them. 
   
  The top of the desk is covered with large sheets of 
  what appear to be eel skin. Sketched onto the skins 
  are detailed–but ordinary—maps of the Nyr Dyv. 
  Underneath the skins is a metal tray, perhaps two feet 
  by two feet with a one-inch lip. Next to the tray is a 
  small, darkly colored glass bottle and several writing 
  implements. 
   
  PCs succeeding on a DC (APL + 12) Search check find a 
  secret drawer in the desk. This contains instructions for 
  poisoning the gentry and populace of Dyvers using 
  sweets from the shop below. Give the PCs Players 
  Handout 2. The small bottle contains a clear liquid with a 
  consistency slightly thicker than water. 
   
  If the PCs examine the shelves, read the following to 
  them. 
   
  The shelves contain mostly bottles. The smaller 
  bottles feature labels such as “talc,” “dye,” and other 
  innocuous substances. The large bottles are of similar 
  make, are unlabeled, and seem to contain a murky 
  liquid. A similar large bottle sitting on the windowsill 
  also contains the milky liquid, but there is a dark-
  green, kelp-like plant growing on the surface of the 
  water. It appears to be flourishing, and its tendrils 
  snake down towards the bottom of the bottle. 
  VTF8-02 Red Skies in the Morning 
   
  Page 10 
  
   
  PCs that examine the labeled bottles and make a DC 15 
  Craft (Alchemy) check determine that the bottles 
  themselves contain deadly poisons! Any PCs who 
  consume any of the poisons inside the bottle need to 
  make an appropriate saving throw or suffer the effects.  
  Roll randomly to determine which poison is ingested. 
   
   
  Striped toadstool: Ingested; Save DC 11; Initial 
  Damage 1 Wis; Secondary Damage 2d6 Wis and 1d4 Int. 
   
   
  Arsenic: Ingested; Save DC 13; Initial Damage 1 
  Con; Secondary Damage 1d8 Con. 
   
   
  Dark reaver powder: Ingested; Save DC 18; 2d6 
  Con; Secondary Damage 1d6 Con and 1d6 Str. 
   
   
  Wyvern poison: Injury; Save DC 17; Initial Damage 
  2d6 Con; Secondary Damage 2d6 Con. 
   
  More information on poisons can be found in the DMG 
  on page 297. 
   
  PCs that open up and examine the large bottles with 
  the murky liquid can identify them as containing 
  stagnant water. A DC 10 Profession (Sailor) check 
  confirms that the water is Nyr Dyv lake water. 
   
  PCs examining the plant in the bottle on the 
  windowsill can identify it with a DC 20 Knowledge 
  (Nature) or Forgery check, or a DC 15 Profession (Sailor) 
  check. The plant is, in fact, “Lake Weed,” a rare type of 
  freshwater kelp that grows only in the Nyr Dyv. It is 
  notable because it loses its coloration when removed 
  from lake water. Thus, it is prized by forgers and spies 
  because it can be used to make an excellent invisible ink. 
  When applied to a surface (usually a waterproof 
  substance like eel skin), the ink remains invisible until 
  submerged in Nyr Dyv lake water. The dark brown bottle 
  on the desk contains such an invisible ink and is worth 
  320 gp. 
   
  If the PCs put one of the eel skin maps in the tray 
  and pour lake water from a bottle over it, the invisible 
  markings on the map appear. The maps are, in fact, 
  covered with details about slaving raids, most of which 
  have already taken place. A few of them, however, are 
  scheduled for the future. PCs who are members of the 
  Dyvers Anti-Slavery League recognize the dates of past 
  raids, as do PCs who make a DC 15 Profession (Sailing) or 
  Knowledge (VTF) check. 
   
  The last sheet does not contain any slave raid data. 
  Instead, there is an “X” marked in the middle of a lonely 
  stretch of the coast of the Nyr Dyv. Next to the mark are 
  the letters “S.C.” (Slaver’s Cove). The map could be used 
  by any sailor to find the position of Markessa the Red’s 
  hideout. 
   
  Treasure: The PCs can gain the following treasure here: 
   
  All APLs: Loot 35; Total 35 gp. 
   
  Development: PCs who discover the secret location of 
  Markessa the Red’s hideout may elect to contact 
  Markessa the Blue. If they do so, proceed to Encounter 
  Six. If PCs wish to go The Bilge to see what else they can 
  learn, proceed to encounter Five.  
   
  5: PARTY TIME AT THE BILGE 
  The Bilge tavern is busy almost any time of the day. 
  Technically, it never closes, although most of the staff 
  goes home before dawn because most of the patrons have 
  passed out by then. The PCs should be encouraged to 
  visit it during its busy time, however, which would be 
  late afternoon through the wee hours of the morning.  
   
  The waterfront dive known as the Bilge can be heard 
  before it is spotted. As large as a small warehouse, it 
  sits at the edge of the harbor. Its patrons, some of the 
  filthiest and most disreputable sailors you have ever 
  seen, spill out the front door and into the street. The 
  noise of their drunken shouts and cackling assaults 
  your ears. As you get closer, you see that the building 
  features a large deck, currently crowded with patrons, 
  extending over the harbor. At some point in the past, 
  part of the rear of the facility must have collapsed 
  into the Nyr Dyv. Apparently, the owners simply 
  built a rickety deck over the portion that collapsed 
  and tacked up some tarps to close off the deck during 
  bad weather. 
   
  Once inside the place, you are overwhelmed by 
  the stench of bodies that have not taken a bath in 
  some time. Dim lanterns hang from ships’ wheels tied 
  to the ceiling by stout ropes. Their light reveal a 
  crowded interior and a makeshift bar consisting of 
  long planks resting atop empty ale barrels. The bar 
  occupies most of the wall opposite the deck. The tarps 
  have been pulled up, and the deck is crowded with 
  sailors as well. There are well-worn tables and chairs 
  scattered around the room and no visible wait staff. 
  The patrons seem to do most of their drinking 
  standing up and get their own refills from the bar. 
   
  PCs can eventually find Marn Briggs by asking around. 
   
  One of the more sober patrons points you in the 
  direction of the deck. There you find your quarry and 
  his companions leaning up against the railing, next to 
  another makeshift bar.  
   
  Marn Briggs is a grizzled-looking old sailor. His 
  head is shaved completely bald, and he squints as he 
  VTF8-02 Red Skies in the Morning 
   
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  glares in your direction. He wears canvas pants and a 
  black vest which is unbuttoned. A red sash is tied 
  around his waist, a curved dagger is thrust into his 
  belt, and gold earrings dangle from his ears. Standing 
  next to him are two dark-skinned, barefoot men 
  wearing white tunics. Each one has beads and 
  feathers woven into his hair, and their faces are of a 
  ruddy complexion with numerous scars. 
   
  Briggs eyes you as you approach. He sneers, 
  revealing several gold teeth. “And what in the nine 
  hells do you want?” he asks. 
   
  A DC 20 Knowledge (VTF) check identifies the two men 
  accompanying Briggs as Olmans from the Amedio 
  Jungle. 
   
  No matter what the PCs say to Briggs, he is 
  unimpressed and tells them to get lost. If the PCs persist, 
  he nods to his companions and then hurls a mug of ale at 
  the PCs, signaling the start of a fight. Within one round, 
  the entire bar is embroiled in the conflict. 
   
  CONDITIONS DURING THE BAR FIGHT 
  The dregs that inhabit the Bilge enjoy nothing more than 
  a good bar fight. As such, they engage in the melee with 
  wild abandon. This results in some unique conditions for 
  the battle. 
   
  • 
  Because of the sheer numbers of combatants moving 
  in and out of spaces around the PCs, All combatants 
  are considered flanked at all times, unless they 
  possess a special ability that doesn’t allow them to be 
  flanked. 
  • 
  PCs with a flair for swashbuckling can clamber atop 
  a table or one of the bars with a DC 5 Climb check or 
  a DC 10 Jump check. Doing so gives them a +1 bonus 
  to attack rolls. In addition, it allows PCs to grab one 
  of the ship’s wheels or one of the ropes tied to the 
  ceiling. PCs can then use these features to swing on. 
  This requires a DC 5 Jump check, followed by a DC 
  10 Balance check but allows the PC to add 10 feet to 
  any movement through the bar and a +5 bonus to 
  any Bull Rush checks. 
  • 
  There are lots of items handy for the PCs to use if 
  they wish to get into the spirit of the fight. As a free 
  action, any PC can grab a large wooden mug (a hand-
  keg, really) or a rickety wooden chair and use it as an 
  improvised weapon (at no attack penalty). The mugs 
  do 1d3 damage and the chairs do 1d4+1 damage. All 
  damage is nonlethal. Any time a mug or chair is 
  successfully used in an attack, it shatters. 
  • 
  PCs fighting on the deck may wish to try to Bull 
  Rush an opponent through the railing and into the 
  Nyr Dyv. Combatants falling into the Nyr Dyv must 
  make three successful DC 10 (calm water) Swim 
  checks to make it back to a dock. From there, it takes 
  another 5 rounds for the PC to make it back into the 
  fight. PCs with special movement modes (flight, 
  teleportation, etc.) may be able to rejoin the fight 
  quicker. Note that Briggs’s Olman companions 
  surely use these tactics on the PCs. 
  • 
  Each round after the first, a random PC is targeted by 
  a flying mug, lantern, piece of furniture, or 
  unfortunate bar patron. The DM should make an 
  attack versus the PC’s AC at  bonus of (APL+4). 
  Struck PCs take 1d4 nonlethal damage and must 
  make a Fortitude Save (DC=APL+10) or be stunned 
  for one round. 
  • 
  DMs who wish to interject even more chaos into the 
  fight can add any of the following encounters. Roll 
  randomly on a d10 or simply choose a new 
  encounter each round. 
   
  Roll 1-2 
  • 
  A sorcerer gets overly excited and casts a dazzling 
  spell. PCs need to make a DC (APL + 10) Will Save or 
  be dazed for one round. 
   
  Roll 3-4 
  • 
  A random PC gets caught up in a massive melee. The 
  DM should make a melee touch attack with a bonus 
  equal to the APL. If the attack (which doesn’t draw 
  an attack of opportunity) succeeds, the PC is drawn 
  into a grapple with four sailors. It requires a grapple 
  check at (APL+10) to escape. 
   
  Roll 5-6 
  • 
  A sailor falls backwards and gets his chest pierced by 
  the shattered leg of an overturned table. He is at -6 
  hp and dies in four rounds if not stabilized by a DC 
  15 Heal check or magical healing. To get to the 
  injured sailor, however, a PC must make a successful 
  Bull Rush or Tumble check at DC (APL + 10). 
   
  Roll 7-8 
  • 
  A lantern overturns and sets a wall on fire. The PCs 
  must spend three standard actions to put it out 
  (probably by pouring ale on it). If they don’t, well, 
  someone else does before the fire spreads. However, 
  the DM need not tell the PCs that. 
   
  Roll 9-10 
  • 
  A random PC is subject to a trip attempt by a sailor 
  hiding under a table. The attack is equal to (APL+4) 
  and doesn’t provoke an attack of opportunity. The 
  attacker receives a +8 total bonus to the subsequent 
  VTF8-02 Red Skies in the Morning 
   
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  opposed Strength check due to his high strength 
  and the conditions of the fight. 
   
  APL 6 (EL 8) 
   
  Marn Briggs: male human rogue 5; hp 20; Appendix 
  1. 
   
  Guyen and Xaks (2): male human monk 4/ rogue 1; 
  hp 27; Appendix 1. 
   
  APL 8 (EL 10) 
   
  Marn Briggs: male human rogue 7; hp 28; Appendix 
  1. 
   
  Guyen and Xaks (2): male human monk 4/ rogue 1 
  /drunken master 2; hp 39; Appendix 1. 
  APL 10 (EL 12) 
   
  Marn Briggs: male human rogue 9; hp 36; Appendix 
  1. 
   
  Guyen and Xaks (2): male human monk 4/ rogue 1 
  /drunken master 4; hp 60; Appendix 1. 
   
  APL 12 (EL 14) 
   
  Marn Briggs: male human rogue 11; hp 44; 
  Appendix 1. 
   
  Guyen and Xaks (2): male human monk 4/ rogue 1/ 
  drunken master 6; hp 74; Appendix 1. 
  APL 14 (EL 16) 
   
  Marn Briggs: male human rogue 13; hp 52; 
  Appendix 1. 
   
  Guyen and Xaks (2): male human monk 4/ rogue 1/ 
  drunken master 8; hp 88; Appendix 1. 
   
  APL 16 (EL 18) 
   
  Marn Briggs: male human rogue 15; hp 60; 
  Appendix 1. 
   
  Guyen and Xaks (2): male human monk 4/ rogue 1/ 
  drunken master 10; hp 102; Appendix 1. 
   
  Guyen and Xaks are monks with levels of drunken 
  master (at APL 8 and above) and have a variety of tricks to 
  employ. One of their favorites is to Disarm opponents 
  and then to toss the PC’s weapon into the crowd. If they 
  do that, the weapon is unrecoverable for the duration of 
  the fight due to the chaotic conditions involved 
  (although PCs can easily recover the weapon at the end of 
  the encounter). Another favorite tactic is to Bull Rush 
  PCs off the deck and into the harbor. Briggs doesn’t 
  bother with nonlethal attacks and draws his dagger at the 
  start of the fight. 
    
  Treasure: The PCs can gain the following treasure here: 
   
  All APLs: Loot 25 gp; Coin 10 gp; Total 35 gp. 
   
  Development: If beaten into submission, Marn Briggs 
  can relate the following information about Slaver’s Cove: 
   
  • 
  He can pinpoint the location as a hidden cove in a 
  desolate section of Nyr Dyv coastline. The 
  coordinates match those marked on the map from 
  Markessa the Red’s Dyvers hideout. 
  • 
  He describes the cove as roughly crescent shape and 
  mostly deserted. He says that as the slavers have 
  become more and more successful in the area, they 
  have created other bases, leaving this one primarily 
  as the personal residence of Markessa the Red. 
  • 
  There is supposed to be a sea monster guarding the 
  main (western) entrance to the cove. 
  • 
  There is another smaller entrance to the cove that 
  lies north of the main entrance. It consists of an 
  underwater passage that leads to a cave once used as 
  a “loo” by the slavers stationed there. However, no 
  one goes into that cave anymore. Briggs doesn’t 
  know why. 
  • 
  The southern part of the cove consists of the living 
  quarters of Markessa the Red and her first mate, 
  Lieutenant Sepp. Briggs has never been in this part 
  of the cove. 
  • 
  If asked, Briggs draws a crude map of the facility 
  (scribble something using DM Map 3 as a guideline; 
  Briggs is not a skilled cartographer). 
   
  PCs that discover the secret location of Markessa the 
  Red’s hideout may elect to contact Markessa the Blue. If 
  they do so, proceed to Encounter Six. If PCs wish to 
  investigate Ruja the Thief’s apartment, proceed to 
  Encounter Four.  
   
  6: THE DEATH WARRANT 
  The PCs should now have enough information to report 
  back to Markessa the Blue’s first mate. She sends word 
  that she intends to pick up the PCs the next day at Pier 13 
  and that they should rest up and gather any equipment 
  they think they might need to infiltrate the cove. As they 
  go about their business, they are approached by a young 
  lad bearing a message for them. 
   
  As you make your way through the crowded streets of 
  Dyvers, a young messenger boy steps out of the 
  throng, 
  blocking 
  your 
  path.  
  “Afternoon, Govnors,” he says. “I’ve been sent to ask 
  you to follow me to a meeting. Seems someone wants 
  to make you an offer he thinks is worth your while.” 
  The boy winks at you and waits expectantly. 
   
  The boy refuses to reveal anything else, other than that 
  he was hired to escort them to a sailing ship moored at 
  the dock. 
  VTF8-02 Red Skies in the Morning 
   
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  If the PCs accompany the boy, read the following: 
   
  The young page leads you through a number of side 
  streets and alleyways, making short work of your 
  journey to the docks. Once there, he points you in the 
  direction of a large sailing ship moored at a one of the 
  piers. “They’re waiting for you there,” he says, holding 
  out his hand for a tip. 
   
  After the PCs tip the boy (or not), they can continue 
  towards the ship. 
   
  The ship itself is big, larger than a standard sailing 
  ship. As you approach, you can see a name stenciled 
  on the stern, “The Scofflaw.” A sailor stationed on the 
  gangplank waves you aboard. Once on deck, you can’t 
  help but notice the unusual make-up of the ship’s 
  crew. Scurrying about the deck and climbing in the 
  rigging is the usual complement of sailors. However, 
  the rest of the crew appears to be groups of 
  adventurers of all types, many of whom look 
  distinctly out of place on a sailing ship.  
   
  You are led to a staff room in the aft of the ship. 
  Inside the room, a human with a serious expression 
  on his face sits expectantly at a table. He wears a suit 
  of mithral full plate, and his spear sits propped up in a 
  nearby corner. He gestures at the chairs in front of 
  him. “Sit,” he says brusquely.  
   
  This is Fawkes, Chief of Staff to Lord Peter Siggoran.  His 
  aim is to convince the PCs to see to it that Markessa the 
  Red doesn’t survive her encounter with the PCs. 
   
  The warrior sizes you up, then introduces himself. My 
  name is Fawkes,” he says, “and I work for the man 
  who owns this vessel. My employer is aware that you 
  are trying to track down Markessa the Red. He hopes 
  that you succeed and wants to offer you some 
  incentive. 
   
  “Markessa the Red is a menace to this city and to 
  all the good people who live around the Nyr Dyv. 
  She’s a threat that needs to be eliminated. We don’t 
  know why you’re looking for her, but if you find do 
  find her, we want you to kill her. She’s too dangerous 
  to let live.” He leans back in his chair, as if sizing you 
  up again. “You bring back evidence of her death, and 
  you’ll be rewarded for it. Handsomely, so to speak.” 
   
  The PCs may choose to reveal the story that Markessa the 
  Blue told about the brainwashing all the Markessas had 
  to suffer through. They may point out that, in this 
  circumstance, Markessa the Red might not be considered 
  responsible for her actions. If they do this and explain 
  what they are trying to do, Fawkes considers their story 
  thoughtfully for about a minute and then responds. 
   
  The serious man looks thoughtful. He leans back in 
  his chair again. “Nothing’s ever easy, is it? Look, your 
  story sounds a little crazy, and I don’t know if you can 
  trust this Markessa the Blue. But whether she was in 
  her right mind or not, Markessa the Red is 
  responsible for a lot of misery and death. She’s also a 
  real danger to this city and an asset to the Slavelords. 
  I think that if you get a chance to kill her, you’d be 
  crazy not to. You’d be heroes, and you’ll get a good 
  reward. No one would question your action. Don’t let 
  her get away. We might not ever have this chance 
  again.  
   
  “Besides,” he adds as an afterthought, “is it really 
  worth letting such a dangerous enemy go free with no 
  guarantee that Markessa the Blue’s plan will work?” 
   
  If asked about his employer, Fawkes refuses to name him. 
  However, PCs may make a DC 25 Knowledge Local 
  (VTF) to identify him as Lord Peter Siggoran, a Dyvers 
  gentry member who has reputedly had a run-in with 
  Markessa the Red in the past. 
   
  After the conversation has ended, Fawkes escorts the 
  PCs off of the ship, reminding them to stop by for their 
  reward if they succeed in killing Markessa the Red. If any 
  of the PCs are Protégés of House Siggoran, Fawkes holds 
  them back a moment. Once he has them alone, Fawkes 
  says that Lord Siggoran would be very impressed if 
  Markessa the Red did not survive their encounter.  
   
   
  Fawkes: male warmage 14; 59 hp. 
   
  Development: Whatever they decide to do about 
  Markessa the Red, the PCs’ next step is to travel to 
  Slaver’s Cove. They should be allowed to buy any supplies 
  they would normally have access to before they leave for 
  the Cove. 
   
   
  7: SLAVER’S COVE 
  Markessa the Blue’s ship picks up the PCs and takes them 
  to the general area of Slaver’s Cove. If the PCs do not 
  accept her aid and crew their own ship, modify the 
  description accordingly. 
   
  Your journey across the Nyr Dyv is swift and 
  uneventful. Markessa the Blue’s ship is crewed by 
  skillful sailors who go about their work efficiently, 
  and the weather is clear and mild, if a bit chilly. On 
  the night before you are scheduled to drop anchor 
  near the Cove, Markessa the Blue asks for your party 
  to join her in her cabin for a final strategy session. 
  VTF8-02 Red Skies in the Morning 
   
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  She shares some thoughts with you about the 
  impending conflict. 
   
  • 
  She explains that while her presence in the room 
  with Markessa the Red is necessary in order to 
  further throw her mentally off-balance, Markessa the 
  Blue must not engage her former superior in 
  combat. Doing so would most assuredly serve to 
  dispel any mental confusion Markessa the Red 
  would feel when confronted by the story of her past. 
  • 
  Markessa the Blue says that she can attempt to 
  reason with Markessa the Red, or a PC can do it if 
  the PCs think they would be better able to do so. If 
  so, Markessa the Blue shares the following 
  information she has learned about Markessa the 
  Red’s past: 
  o 
  Before her awful conversion, Markessa 
  the Red was a sylvan elf from Keoland 
  named “Tynley.” Markessa the Blue 
  encourages the PC designated as the 
  speaker to play up what her life must 
  have been like prior to being captured 
  by the original Markessa. 
  • 
  Markessa the Blue says she ought not to be the 
  person to try to administer the potion as it will likely 
  be perceived as a hostile action by Markessa the Red. 
  She offers the potion to a stout-looking PC who 
  might be able to succeed in a grapple if necessary. 
  • 
  Finally, Markessa the Blue instructs the PCs to curb 
  the lethality of their attacks. The plan (at least as far 
  as she knows) is to subdue Markessa the Red, not kill 
  her. 
   
  Along the way, the PCs need to decide how to enter the 
  cove. They essentially have three different options. They 
  can enter via the main cove, either by boat or by traveling 
  underwater. They can also attempt to enter via the 
  underwater tunnel and “The Loo” cavern to the north of 
  the main cove entrance. They could also fly or teleport 
  into the cove. Any way they choose, however, they need 
  to deal with a fearsome guardian or guardians. All of 
  these guardians know not to attack the slavers or regular 
  denizens of the cove. The PCs, unfortunately, do not fall 
  into those categories. 
   
  Markessa the Blue provides a launch from her ship 
  for their use. She also provides them a magical pearl. The 
  PCs are instructed to crush this pearl whenever they have 
  found Markessa’s lair and she teleports to their location 
  for the final encounter.  
   
  1: ENTERING VIA THE COVE. 
  PCs that choose to come in via launch have to contend 
  with the sea monster that makes its home at the entrance 
  to the harbor. DMs can have the monsters use tactics 
  suggested in the monster descriptions or it can attempt 
  the tactics below. The creature comes up underneath the 
  PCs’ boat and slams into its bottom. This requires the PCs 
  to make Balance checks versus the creature’s roll plus 
  Base Attack Bonus and Strength. PCs who fail the check 
  fall prone in the boat. PCs who fail by 5 or more points 
  fall off into the water, unless they have taken 
  extraordinary means to secure themselves (lashing 
  themselves in, for example). PCs that have fallen prone 
  are still subject to further Balance checks, as the boat is 
  rocking violently from the attacks. If no PCs have fallen 
  in after three attempts, the creature attacks the launch 
  directly, seeking to do enough damage to splinter it, thus 
  depositing all PCs into the water. 
   
   
  Launch: AC 3; hardness 5; 50 hp. 
   
  PCs may attack the creature while it is making its initial 
  three “unbalancing” attacks, or while it is attempting to 
  sink the boat. The launch can seat eight passengers, four 
  on each side, although one or more seats are likely taken 
  up by gear (including heavy armor, unless the PCs are 
  foolish enough to wear it). The creature rotates attacking 
  one side, then the other. PCs sitting on the side of an 
  attack may ready an attack on the creature as it comes 
  within striking distance under the boat. However, the 
  creature has cover due to side of the launch and the fact 
  that it is partially submerged. Thus, it does not suffer 
  attacks of opportunity as it moves from one side of the 
  boat to the other.  
   
  The monster ceases attacking the launch and focuses 
  on any PCs who fall into the water. PCs in the water must 
  succeed on DC 15 Swim checks (the water is rough near 
  the Cove). PCs in the square next to the launch can 
  attempt to climb into the boat (after making a successful 
  Swim check) by spending a full-round action and making 
  a DC 15 Climb check. Any PCs who are in the boat on the 
  side that the PC is attempting to climb up (a maximum of 
  three) can assist the PC with a Strength check to clamber 
  aboard. 
   
  PCs that enter the cove via swimming (DC 15 Swim 
  check) are attacked by the monster underwater. It comes 
  up upon the PCs from the direction of the cove, starting 
  at its charge range. 
   
  DMs should be familiar with the rules for swimming 
  (PHB, 84), drowning (DMG, 304), and fighting 
  underwater (DMG, 93). 
   
  APL 6 (EL 7) 
   
  Elasmosaurus: hp 111; Monster Manual 60. 
   
   
  APL 8 (EL 9) 
   
  Dire Shark: hp 147; Monster Manual 64. 
  VTF8-02 Red Skies in the Morning 
   
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  APL 10 (EL 11) 
   
  Dragon Eel: hp 161; see Appendix 1. 
   
  APL 12 (EL 13) 
   
  Scyllan: hp 184; ; see Appendix 1. 
   
  APL 14 (EL 14) 
   
  Siege Crab: hp 190; ; see Appendix 1. 
   
  APL 16 (EL 16) 
   
  Siege Crab (2): hp 191, 190; ; see Appendix 1. 
   
  2: TELEPORTING OR FLYING 
  PCs that enter the cove via magical means are in for a 
  nasty surprise. A flying monster makes its home in the 
  cliffs above the cove. It swoops down and attacks any PCs 
  who fly in or suddenly appear via teleport or dimension 
  door–type spells. 
   
  APL 6 (EL 7) 
   
  Dragonne: hp 76; Monster Manual 89. 
   
   
  APL 8 (EL 9) 
   
  Roc: hp 207; Monster Manual 215. 
   
  APL 10 (EL 11) 
   
  Cauchemar (nightmare): hp 172; Monster Manual 
  194. 
   
  APL 12 (EL 13) 
   
  Red Dragon, young adult: hp 218; Monster Manual 
  75. 
   
  APL 14 (EL 15) 
   
  Red Dragon, adult: hp 253; Monster Manual 75. 
   
  APL 16 (EL 16) 
   
  Black Dragon, old: hp 287 Monster Manual 70. 
   
  3: ENTERING VIA “THE LOO” 
   
  PCs who try to swim in via the Loo find the treacherous 
  underwater passageway difficult to navigate. Due to tidal 
  effects and the twisting nature of the passage, treat the 
  Swim DC as stormy water (DC 20). Five successful 
  checks are required to make it into the cavern. PCs who 
  fail a Swim check by 5 or more points are injured by 
  sharp coral and take 1 point of damage. They must also 
  make a DC 12 Fortitude save or contract Coral scratch. 
  Diseased PCs do not heal the hit point damage caused by 
  the coral injury until they recover from the disease or are 
  cured. 
   
   
  Coral Scratch: Injury; Save DC 12; Incubation 1d4 
  hours; Damage 1d3 Dex. 
   
  Once inside the passageway, PCs find that the location’s 
  history as a sewer and the lingering corruption of the 
  undead denizens in the cavern have resulted in a slimy, 
  diseased-ridden environment. PCs have to make 
  Fortitude saves to avoid contracting a nasty infection. 
   
   
  Sea Rot: Contact, Save DC 20, Incubation 1 day, 
  Damage 1d6 Con and 1d6 Str. When a character takes 
  damage from sea rot, he or she must succeed on another 
  save or 1 point of the ability damage becomes permanent 
  ability drain instead. 
   
  Infected PCs may have to purchase remove disease or 
  various restoration spells to remove these effects at the 
  end of the adventure. 
   
  The stench of this cavern threatens to take your 
  breath away. The cavern itself, while relatively large, 
  has an oppressive, claustrophobic feel. The sandy 
  floor leads down to a stagnant, scum-covered pool of 
  lake water. Slime covers most of the walls in here, and 
  some of it gives off a sickly green glow, bathing the 
  entire cavern in an unnatural phosphorescence. 
   
  PCs who emerge from the syrupy mess find some undead 
  have made the cavern their home. These undead are the 
  remains of slaves who were kept here as seamstresses 
  when the cove saw more active use. Each was hobbled by 
  having a leg cut off and replaced with a peg. Their lives 
  were miserable, and their deaths through disease and 
  neglect have left them with an unholy hatred of the 
  living. 
   
  A horrible gurgling moan and the clatter of stirred 
  bones is your only warning as undead monstrosities 
  emerge from the shadows and attack! 
   
  APL 6 (EL 7) 
   
  Ghasts (4): hp 30, 39, 29, 28; Monster Manual 118. 
   
   
  APL 8 (EL 9) 
  Before they died, the pitiful slaves who inhabited this 
  chamber contracted a number of terrible diseases. To 
  cover their gaping sores, they wore tight bandages. After 
  they succumbed to the harsh conditions, an evil priest 
  who worked for Markessa the Red was amused by their 
  condition and raised them as mummies. 
   
  Mummy (4): hp 56, 55, 55, 54; Monster Manual 190. 
   
  VTF8-02 Red Skies in the Morning 
   
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  APL 10 (EL 11) 
   
  Mohrg (3): hp 92, 91, 45; Monster Manual 189. 
   
  APL 12 (EL 13) 
   
  Drowned (4): hp 151, 150, 150, 149; Appendix 1. 
   
  APL 14 (EL 15) 
   
  Wheep (4): hp 59, 58, 58, 57; Appendix 1. 
   
  APL 16 (EL 17) 
   
  Wheep (8): hp 61, 60, 59, 58, 58, 57, 56, 55; Appendix 
  1. 
   
  Development: Once the PCs have passed the guardians, 
  they may explore the cove.  
   
  A. THE BEACH 
  Slaver’s Cove itself is roughly crescent-shaped and 
  consists of a beach area and a dock where perhaps two 
  caravel-sized ships could moor at any given time. 
  There are no ships stationed there right now, 
  however, and the beach is deserted. A few small 
  outbuildings stand against the cliff wall, and you can 
  see cave entrances to the south and north of the 
  beach. In the center of the beach is the huge skeleton 
  of some monstrous sea creature, its bones bleached 
  white by long exposure to the sun. The only other 
  curious thing is a small raft that has been dragged up 
  onto the beach. Two poles, each about five feet in 
  height are affixed to the raft. 
   
  PCs who examine the raft discover that its weathered 
  boards bear dark stains (a DC 10 Heal check identifies 
  this as blood) and that there are severed strands of roped 
  tied to the poles. This raft is, in fact, occasionally used to 
  feed the flying monster that patrols the cliffs above the 
  beach. Markessa ties a troublesome slave to the raft and 
  sends it floating out into the cove, tempting the monster 
  to fly down and snatch the slave up as a tasty meal. 
  Markessa feeds the sea monster by having an occasional 
  slave dropped off into the water.  
   
  The bones are the remains of a “Sea Boar” who used 
  to patrol the waters of the harbor. Sadly, this unique 
  monster lost a fight for territory when the current 
  denizen of the water moved in. A DC 20 Knowledge 
  (Nature) check reveals that the bones do not belong to a 
  normal lake creature. 
   
  PCs who examine the outbuildings discover the 
  following. 
   
  These buildings apparently once held living spaces 
  and supplies for a small garrison of slavers. Now they 
  appear to be falling into disuse. The cupboards and 
  closets are bare of supplies, and the simple bunks 
  stand empty, their straw mattresses moldering in the 
  damp air. 
   
  B. THE “LOO” (NORTH CAVERN) 
  Some PCs may have chosen to enter the cove by coming 
  through this area. In which case, they have already 
  defeated (or fled from) the undead who haunt this 
  unpleasant cavern. 
   
  The stench of this cavern nearly takes your breath 
  away. The cavern itself, while relatively large, has an 
  oppressive, claustrophobic feel. The sandy floor leads 
  down to a stagnant, scum-covered pool of lake water. 
  Slime covers most of the walls in here, and some of it 
  gives off a sickly green glow, bathing the entire 
  cavern in an unnatural phosphorescence. 
   
  If the PCs have not already defeated the undead that live 
  here, they are attacked.  
   
  A horrible gurgling moan and the clatter of stirred 
  bones is your only warning as undead monstrosities 
  emerge from the shadows and attack! 
   
  For information on the monsters which inhabit this 
  cavern, see above. Note that any PCs who enter the pool 
  of water have a chance of contracting sea rot. 
   
  7C. SOUTH CAVERNS 
  This area is where Markessa the Red and her lover, 
  Lieutenant Sepp Daminov, make their lair. It is divided 
  into a number of sections. 
   
  7C-1. Entrance area 
  The warm sand of the beach gives way to the cool 
  stone floor of this large cavern. While evidently 
  natural in origin, it has clearly been worked in certain 
  places where the cave floor has been smoothed and 
  natural crevices and alcoves hollowed out to make 
  rooms and niches for storage. Everburning torches 
  have been placed into sconces and light the way 
  deeper into the cavern. 
   
  7C-2. Stores 
  This storage area is sealed by a heavy wooden door that 
  fits snugly but is not locked. Inside is a well-stocked 
  larder, including a number of rare and luxury items. 
  There is enough food in here to feed over 200 people. 
  Due to the perishable nature of most of the food, it 
  wouldn’t make very good treasure for the PCs. They are 
  welcome to enjoy a fine feast if they survive the 
  adventure, however.  
  VTF8-02 Red Skies in the Morning 
   
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  The quality and quantity of the comestibles in this 
  storage room might rival that of the finest restaurant 
  in Dyvers. The room is filled with a staggering variety 
  of foodstuffs. Sacks and canisters hold mundane 
  items such as flour, rice, and beans, while wooden 
  shelves are stacked to overflowing with smoked meats 
  and sausages, exotic cheeses wrapped in wax, and 
  delicate fruits and vegetables sealed in bottles. 
  Containers of expensive spices line one wall. One 
  might guess that the contents of this room could feed 
  a medium-sized army. 
   
  Another door nearby leads to a “cellar” containing water 
  and other drinks. 
   
  This dry, cool stone room contains wooden racks 
  filled to overflowing with bottles of wine. Giant casks 
  of water and smaller casks of ale stacked in here as 
  well. 
   
  A look into a final storage room reveals basic supplies. 
  PCs can find just about anything from the equipment list 
  in the Player’s Handbook, except for alchemical and 
  special items. 
   
  This room is packed floor to ceiling with basic 
  supplies, many of which are of fine quality. Silk 
  blankets, sheets, and pillows are stacked in one 
  corner next to containers of lamp oil, rope, and 
  lumber. Boxes of other goods line wooden shelves. 
   
  PCs who make a DC 15 Appraise check determine that 
  the there is almost 2,500 gp worth of rare and exotic 
  wines, spices, and luxury items  to be found in these 
  rooms. 
   
  7C-3. Collapsed tunnel 
  Markessa the Red has had this section of tunnel collapsed 
  because it leads to another underwater entrance to the 
  cavern. It cannot be cleared without major excavation. 
   
  This tunnel is filled with rubble. It appears to be 
  impassable. 
   
  7C-4. Sepp Daminov’s Office 
  Markessa the Red’s first mate is also her lover. When not 
  out on a mission for Markessa the Red, Daminov lives in 
  the complex. This is Daminov’s private office, and it is 
  decorated to reflect his Rhennee heritage and the fact 
  that he underwent a gender switch. 
   
  This office features a nautical theme. One wall is 
  dominated by a large painted map of the Nyr Dyv, 
  beneath which is set a credenza strewn with nautical 
  charts. Hanging on another wall is an exotic-looking 
  weapon. A closed wardrobe is set in one corner and a 
  large desk occupies the center of the room. An odd-
  looking paperweight holds down a number of 
  documents on the desk. 
   
  The weapon on the wall is a masterwork Darkha, a 
  traditional Rhenee weapon. PCs who open up the 
  wardrobe find it filled with a variety of outfits, including 
  traditional sailor garb and colorful Rhenee dresses. 
  Interestingly, all of the outfits are cut for someone of the 
  same approximate size. This is clothing from before and 
  after Sepp Daminov’s gender change. A Knowledge 
  (VTF) check of DC 30 lets the PC remember that Sepp 
  Daminov used to be female before undergoing a gender 
  change during a reincarnation. 
   
  PCs who examine the paperweight discover it to be a 
  mummified human hand with a silver cap where the 
  wrist would be. PCs that succeed on a DC 15 Heal check 
  can identify it as originally belonging to a male. Sepp 
  Daminov was regularly beaten by her Rhenee husband 
  before she began working for the Slavelords. Once she 
  attained some degree of power, she had her husband’s 
  barge attacked, and he was sold down the river. Before he 
  was sent away, however, she had the hand that used to 
  beat her cut off and preserved. Daminov takes a perverse 
  thrill in keeping it within sight. Those who beat the 
  Knowledge check above by 5 or more can also recall this 
  fact.  
   
  The papers on the desk and the nautical charts all 
  bear evidence of slaver activity and would be valuable if 
  turned over to authorities. 
   
  7C-5. Markessa’s the Red’s chamber. 
  Markessa the Red is not expecting an ambush and should 
  be busily working within her lair unless the PCs have 
  been especially noisy while investigating the South 
  Cavern (activity outside the South Cavern would not 
  draw her attention, as she can’t hear it from her lair deep 
  within the rock caverns). 
   
  Treasure: The PCs can gain the following treasure here 
  (including luxury items found in the storage areas and 
  items found in Sepp Daminov’s office). 
   
  All APLs: Loot 250 gp; Coin 10 gp; Total 260 gp. 
   
  Development: At this point, unless the PCs have some 
  other thing they wish to do here, play should proceed to 
  Encounter Eight. 
   
  VTF8-02 Red Skies in the Morning 
   
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  8: THE FINAL CONFLICT 
  This encounter details the PCs' meeting with Markessa 
  the Red and the inevitable fight that occurs as a result. 
   
  Note: This is the real Markessa the Red, a high-level 
  NPC opponent with many resources at her disposal. 
  She is intended to be a powerful foe that the PCs have 
  to struggle to overcome. It is imperative that DMs 
  thoroughly read this section in order to understand 
  her tactics and the limitations that are imposed on 
  Markessa at lower APLs. 
   
  PCs who continue down the tunnel eventually find that 
  it is closed off by a masonry wall with a stout wooden 
  door set in its middle. Secure in her lair, Markessa has 
  been careless, and the door is not locked. 
   
  The tunnel continues deeper into the complex, and 
  you feel you must be nearing your conflict with the 
  notorious pirate and slaver. Ahead of you, a masonry 
  wall closes off the tunnel. A thick-looking wooden 
  door is set into the wall. 
   
  Here it would be appropriate for the DM to remind PCs 
  that they were asked to crush the pearl and summon 
  Markessa the Blue, if they want. When she arrives, she 
  tells the PCs that they are to await her signal before 
  beginning any kind of violence. She explicitly reminds 
  the PCs that someone among them needs to talk to 
  Markessa the Red in order to put her off-balance first. 
   
  If the PCs do not wish to involve Markessa the Blue, 
  then modify the box text accordingly. 
   
  Once the PCs are ready, they may enter the chamber. 
   
  The wooden door opens onto a large natural chamber 
  lit by a number of everburning torches. The front half 
  of the cavern consists of a dry stone floor. A desk sits 
  along one wall, and a wardrobe occupies another. The 
  back half of the cavern is a pool of fresh-smelling lake 
  water. Suspended over the pool is a wooden platform 
  help up by several strong planks. A series of stepping 
  stones and a ladder lead up to the platform and a 
  legless bed sits atop it. Sitting comfortably on the 
  edge of the bed is a short female elf with fair skin and 
  red-golden hair. She looks up, startled, as you enter 
  the chamber. 
   
  This is Markessa the Red. PCs that have had dealings 
  with her before immediately recognize her. Otherwise, 
  perceptive PCs notice that her body and facial features do 
  look identical to those of Markessa the Blue, minus 
  differences in hair coloring. Otherwise, she stands up, 
  stares quizzically at Markessa the Blue, then adopts a 
  hateful look and proceeds to talk to Blue as if Red were a 
  superior berating an employee. 
   
  The fair-skinned elf sneers. “You traitorous bitch. 
  How dare you come here and bring this scum into my 
  chamber! I should disembowel you where you stand!” 
   
  If the party wishes to have Markessa the Blue do the 
  talking, read or paraphrase the following text. If the party 
  has decided that a PC should do the talking, use the text 
  below as a guide in describing Markessa the Red’s 
  reaction to the PC’s words. Have the PCs make a Bluff or 
  Diplomacy check as appropriate, although unless the PC 
  really botches the roll AND displays poor role playing, it 
  shouldn’t affect Markessa the Red’s behavior in this 
  encounter. If they do blow it, however, see below. 
   
  Markessa the Blue returns her gaze, appearing 
  nonplussed. She steps forward and raises both empty 
  hands. “Those are harsh words, sister,” she says. “Is 
  that any way to treat someone who has suffered the 
  same degradations and humiliations that you have? Is 
  that the way you would treat your sister? Is it… 
  Tynley?” 
   
  Markessa the Red seems about to give a cutting 
  return, then stops short, looks around in confusion, 
  then turns a wide-eyed gaze to Markessa the Blue. 
  “Wait…” 
  she 
  says.  
  “What did you call me?” 
   
  Markessa the Blue smiles encouragingly. “Tynley. 
  Don’t you remember, Tynley? Don’t you remember 
  Keoland? Don’t you remember the forests, Tynley? 
  The sun on your face, the leaves under your feet? 
  Don’t you remember sleeping in the cool shade of oak 
  trees and dancing under the stars? Don’t you 
  remember the time before she took you, when you 
  had friends and family and your life wasn’t ruled by 
  cruelty and misery? Don’t you remember Tynley?” 
   
  Markessa the Red blinks furiously, her eyes as 
  wide as saucers. She looks at Markessa the Blue, then 
  at your party, then around the room, seemingly 
  noticing her surroundings for the first time. Her 
  mouth opens and closes as she tries to make words. 
  Then she grimaces in pain, putting her hands to her 
  head as if trying to keep her brain inside her skull. 
  Giving an anguished cry, tears begin to roll down her 
  face. 
   
  At this point, PCs might well think it is time to attempt 
  to administer the potion. Markessa the Blue, if present, 
  thinks so and indicates to the PCs that they should do so. 
  Before that can happen, however, Markessa the Red has a 
  gear to throw into the works.  
   
  VTF8-02 Red Skies in the Morning 
   
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  With astonishing quickness, Markessa the Red, leaps 
  to her feet and points at Markessa the Blue. Her eyes 
  gleam with madness. “Liar!” she screams. “Liar.” 
  White lightning erupts from her fingertips, striking 
  Markessa the Blue squarely in the chest. Markessa the 
  Blue looks surprised for a moment, then falls over 
  backwards. Immediately, magical light surrounds her 
  body and then it is teleported away.  
   
  Markessa the Red moves her hand to point at the 
  remainder of your party. “You’re all liars!” she 
  screams. 
   
  The PCs should roll initiative. Combat has begun. 
  Markessa the Blue is not dead but is unconscious, and her 
  contingency spell has been activated. She arrives back on 
  the deck of her ship, is healed by her crew and returns. 
  Unfortunately for the PCs, this does not occur until after 
  the combat with Markessa the Red is concluded, one way 
  or the other. 
   
  If Markessa the Blue was not present, or if the PCs 
  botched their role-playing encounter with Markessa the 
  Red, DMs should still have her suffer the debilitating 
  effects listed in the Appendix, as appropriate for the APL 
  of the party. However, DMs should play her as less 
  confused. She is much more likely to cast spells for 
  maximum lethality, for instance, right from the 
  beginning of the combat. 
   
  DMs should refer to the Appendix for instructions 
  on running Markessa the Red. 
   
  PCs who wish to ascend to Markessa the Red’s bed 
  platform need to make a simple Climb check of DC 5. 
   
  APLs 6 - 14 (EL varies) 
   
  Markessa the Red: female elven wizard 7/ wild 
  mage 10; hp 72.  
   
  APL 16 (EL 19) 
   
  Markessa the Red: female elven wizard 7/ wild 
  mage 10; hp 72.  
   
  Earth Elemental, Elder (3): hp 228; Monster 
  Manual 98. 
   
  Development: PCs who defeat or kill Markessa the Red 
  have accomplished their mission and should refer to the 
  appropriate Conclusion. PCs can also flee via magical 
  means or by running back to the launch. In her addled 
  state, Markessa the Red is more interested in securing 
  herself than in giving chase, although she eventually 
  follows the PCs if they take too long in leaving her cove. 
  However, the PCs face the consequences of her wrath in 
  the future (see the appropriate entry on the AR). 
   
  After the combat, the PCs may search Markessa’s 
  private chamber and her body. A DC 20 Search check 
  reveals a staggering amount of treasure. Refer to the 
  Booty! entry on the AR for details. 
   
  If any of the PCs died in the attack on Markessa the 
  Red and had to be left behind when the PCs fled (or if 
  there is a TPK at the table), Markessa the Blue is able to 
  teleport into the lair to retrieve enough of the body for a 
  resurrection spell to be cast. If she is prevented from 
  doing so, however, no recovery of the body is possible as 
  Markessa the Red sees to it that the body is incinerated. 
   
  CONCLUSION 
  If the PCs manage to administer the potion to Markessa 
  the Red, read the following section. 
   
  A few minutes after the combat ends, Markessa the 
  Blue teleports back into the room, looking somewhat 
  worse for wear. She walks over to Markessa the Red's 
  prone form, checks her vital signs, and then turns to 
  you with a smile. “Nice job,” she says. “I see I hired 
  the right people after all.” 
   
  Markessa the Blue takes possession of Markessa 
  the Red, promising to help her though the transition 
  from slaver to avenger. “It won’t be easy on her,” she 
  says, "but the payback will help.” She returns you to 
  Dyvers, and your share of the booty you found in 
  Markessa the Red’s lair is enough to wash away any 
  lingering doubts you may have. 
   
  Some weeks later, you begin hearing disturbing 
  rumors circulating among the sailors of Dyvers. 
  Apparently, a number of merchant and navy ships 
  have been attacked by pirate ships bearing red sails. 
  Each time, all but one member of the crew, even ones 
  who surrender, have been slaughtered. The one left 
  alive is always told to bring a message to the City of 
  Dyvers. Sepp Daminov, former lieutenant to and 
  lover of Markessa the Red, has declared war on 
  Dyvers. 
   
  If the PCs kill Markessa the Red, read the following 
  section. 
   
  A few minutes after the combat ends, Markessa the 
  Blue teleports back into the room, looking somewhat 
  worse for wear. She walks over to Markessa the Red’s 
  prone form, checks her vital signs, then turns to you, 
  her face tight with fury. “I told you not to kill her!” 
  she shouts. “You’ve just made my job a lot harder.” 
  Taking her body in her arms, she turns to you a final 
  time. “Find your own way back,” she says, and 
  teleports out of the room. 
   
  After making your way back to Dyvers, you are 
  rewarded handsomely by House Siggoran, and your 
  share of the booty you found in Markessa the Red’s 
  VTF8-02 Red Skies in the Morning 
   
  Page 20 
  
  lair is enough to wash away any lingering doubts you 
  may have about killing Markessa the Red. 
   
  Some weeks later, you begin hearing disturbing 
  rumors circulating among the sailors of Dyvers. 
  Apparently, a number of merchant and navy ships 
  have been attacked by pirate ships bearing red sails. 
  Each time, all but one member of the crew, even ones 
  who surrender, have been slaughtered. The one left 
  alive is always told to bring a message to the City of 
  Dyvers. Sepp Daminov, former lieutenant to and 
  lover of Markessa the Red, has declared war on 
  Dyvers. 
   
  If the PCs fled from Markessa the Red, read the following 
  section;  
   
  Surprisingly, you seem to have survived. However, 
  the threat of Markessa the Red has not been 
  eliminated. Markessa the Blue is not able to offer you 
  any help and leaves the area to continue her quest for 
  revenge. One may have to wonder what sort of 
  revenge Markessa the Red may have on those who 
  wronged her. 
   
  CAMPAIGN CONSEQUENCES 
  PCs who recover slaving documents from Ruja’s 
  apartment or from Sepp Daminov’s office and turn them 
  over to the proper authorities receive the AR item, 
  Influence Point: Dyvers Anti-Slavery League. 
   
  PCs who had to flee from Markessa the Red receive the 
  AR item, Hell Hath No Fury…:  
   
  PCs who successfully administer the potion to Markessa 
  the Red receive the AR reward, Gratitude of Markessa 
  the Blue, Booty! and A Sailor's Greatest Treasure.  
  Furthermore, those PCs who have Retribution of 
  Markessa the Red from VTF 6-06 Red on the Horizon 
  receive the AR item, Reunited. 
   
  PCs who kill Markessa the Red receive the AR reward, 
  Gratitude of House Siggoran, Booty! and A Sailor's 
  Greatest Treasure. 
   
  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. 
   
  4: Sweet Treats 
  Bypass or survive the trap 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
  APL 10  
  360 XP 
  APL 12 
  420 XP 
  APL 14  
  480 XP 
  APL 16 
  540 XP 
   
  5: Party Time at the Bilge 
  Defeat Marn Briggs and his cronies 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
  APL 10  
  360 XP 
  APL 12 
  420 XP 
  APL 14  
  480 XP 
  APL 16 
  540 XP 
   
  7: Slaver’s Cove 
  Defeat the guardian monsters 
  APL 6  
  210 XP 
  APL 8  
  270 XP 
  APL 10  
  330 XP 
  APL 12 
  390 XP 
  APL 14  
  450 XP 
  APL 16 
  510 XP 
   
  4: The Final Conflict 
  Defeat Markessa the Red in combat 
  APL 6  
  270 XP 
  APL 8  
  330 XP 
  APL 10  
  390 XP 
  APL 12 
  450 XP 
  APL 14  
  510 XP 
  APL 16 
  570 XP 
   
  Story Award 
  Administer the potion or kill Markessa the Red 
  APL 6  
  180 XP 
  APL 8  
  240 XP 
  APL 10  
  300 XP 
  APL 12 
  360 XP 
  APL 14  
  420 XP 
  APL 16 
  480 XP 
   
  Total Possible Experience 
  APL 6  
  900 XP 
  APL 8  
  1,125 XP 
  APL 10  
  1,350 XP 
  APL 12  
  1,575 XP 
  VTF8-02 Red Skies in the Morning 
   
  Page 21 
  
  APL 14  
  1,800 XP 
  APL 16  
  2,025 XP 
   
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions. Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters cannot 
  take the time to loot the bodies, they do not gain this 
  gold. If you feel it is reasonable that characters can go 
  back to loot the bodies, and those bodies are there (i.e., 
  not carted off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters may 
  return to retrieve loot. If the characters do not loot the 
  body, the gold piece value for the loot is subtracted from 
  the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a 
  round or so. If for some reason, they pass up this treasure, 
  the coin total is subtracted from the encounter totals 
  given below. 
   
  Next, the magic items are listed. Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure. Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it. Other times they may 
  attempt to use the item blindly. If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the 
  item is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in 
  the GP Gained field of the adventure certificate.  
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items.  
   
  4: Sweet Treats 
   
  All APLs: Loot 35 gp; Total 35 gp 
   
  5: Party Time at the Bilge 
   
  All APLs: Loot 25 gp; Coin 10 gp; Total 35 gp 
   
  7: Slaver’s Cove 
   
  All APLs: Loot 250 gp; Coin 10 gp; Total 250 gp. 
   
  8: The Final Conflict 
   
  APLs 6-12: Magic 214 gp; +1 acidic burst dagger (692 
  gp), amulet of health (1,333 gp), Axe of the Sea Reavers 
  (860 gp), boots of swift passage (417 gp), cloak of 
  charisma (1,333 gp) 
  corsair’s eyepatch (250 gp), decanter of endless water (750 
  gp), folding boat (600 gp), gloves of dexterity (1,333 gp), 
  hammersphere (125 gp), headband of intellect (1,333 gp), 
  Heward’s handy haversack (167 gp), horn of Valhalla 
  (4,167 gp), iron flask (14,167), Living Chain (360 gp), 
  mask of lies (375 gp), pearl of the sirens (1,275 gp), potion 
  of cure serious wounds x2 (63 gp each), Rapier of 
  Desperate Measures ( 777 gp), , ring of protection +3 
  (1,500 gp), Rod of Surprises (500 gp), survival pouch (275 
  gp), The Fist (584 gp), vest of resistance (750 gp); Total 
  34,049 gp. 
   
  APLs 14 and 16: As above plus ring of freedom 
  of movement (3,333 gp); Total 37,382 gp. 
   
  Treasure Cap 
  APL 6  
  900 gp 
  APL 8  
  1,300 gp 
  APL 10  
  2,300 gp 
  APL 12  
  3,300 gp 
  APL 14  
  6,600 gp 
  APL 16  
  9,900 gp 
   
   
  Total Possible Treasure 
  APL 6  
  900 gp 
  APL 8  
  1,300 gp 
  APL 10  
  2,300 gp 
  APL 12  
  3,300 gp 
  APL 14  
  6,600 gp 
  APL 16  
  9,900 gp 
   
  ADVENTURE RECORD ITEMS 
  Influence Point: Dyvers Anti-Slavery League 
   
  Hell Hath No Fury…: You attacked Markessa the Red 
  and didn’t finish the job. Each day that you begin in the 
  Free City of Dyvers, you awaken Fatigued, as either her 
  minions’ harangue you or the fear of retribution weighs 
  heavily on you. 
   
  Gratitude of Markessa the Blue: You have helped 
  Markessa the Blue in her quest for revenge, and she is 
  grateful. She still has contacts amongst the Dyvers 
  Alliance and is willing to put in a good word on your 
  behalf. This counts as a named influence point. 
  VTF8-02 Red Skies in the Morning 
   
  Page 22 
  
  Furthermore, you gain meta-regional access to the 
  following weapon enhancements from the MIC: Aquatic, 
  Desiccating, Everbright, Fleshgrinding, Illuminating, 
  Metalline, 
  Slow 
  Burst, 
  and 
  Vanishing. 
  Each 
  enhancement may be accessed only once. Finally, PCs 
  with the Recommendation of Markessa the Blue (from 
  VTF6-06 The Earth Dragon Cometh) receive meta-
  regional access to all of the items listed on the AR 
  (instead of Adventure access). 
   
  Gratitude of House Siggoran: As you and the heads of 
  House Siggoran know, revenge is a dish best served cold. 
  You have participated in the execution of Markessa the 
  Red, and the Siggorans are grateful. You have earned an 
  influence point with the Smuggler’s Guild of the Dyvers 
  Alliance which counts as a named influence point. 
  Furthermore, you gain meta-regional access to the 
  following weapon enhancements from the MIC: 
  Blurstrike, 
  Deadly 
  Precision, 
  Eager, 
  Hideaway, 
  Magebane, Parrying, Shadowstrike, and Warning. Each 
  enhancement may be accessed only once. Finally, 
  Protégés of House Siggoran receive 5 affiliation score 
  points.   
   
  A Sailor’s Greatest Treasure: The sailors of the Nyr Dyv 
  have heard word of your brave accomplishment and they 
  wish to thank you for ending this threat to their lives and 
  livelihood. You are gifted with an everfull mug (from the 
  MIC) at no cost to you. This item is worth 200 gp and 
  may be kept or sold as you wish. 
   
  Booty! You receive a share of Markessa’s the Red’s ill-
  gotten loot. Expend this reward to cover half of the 
  purchase cost of an item you have access to, as well as 4 
  TUs for the time it takes to recover the cost, up to a total 
  value of 500 gp times the APL of this AR. Cross off this 
  reward once used. 
   
  Reunited: In 596, Markessa kidnapped your family and 
  sold them into slavery (Retribution of Markessa the 
  Red [VTF6-06]). With her restoration, affected NPC 
  children, spouses, siblings, or cohorts are restored to your 
  care. 
   
  ITEM ACCESS 
  All APLs 
  +1 acidic burst dagger (Adventure; MIC; 8,302 gp.) 
  Axe of the Sea Reavers (Adventure; MIC; 10,320 gp.) 
  Boots of swift passage (Adventure; MIC; 5,000 gp.) 
  Corsair’s eyepatch (Adventure; MIC; 3,000 gp.) 
  Hammersphere (Adventure; MIC; 1,500 gp.) 
  Ring of freedom of movement (Adventure; DMG) 
  Decanter of endless water (Adventure; DMG) 
  Folding boat (Adventure; DMG) 
  Living Chain (Adventure; MIC; 4,325 gp.) 
  Mask of lies (Adventure; MIC; 4,500 gp.) 
  Pearl of the sirens (Adventure; DMG) 
  Rapier of Desperate Measures (Adventure; MIC; 9,320 
  gp.) 
  Rod of Surprises (Adventure; MIC; 6,000 gp.) 
  Survival pouch (Adventure; MIC; 3,300 gp.) 
  The Fist (Adventure; MIC; 7,005 gp.) 
  VTF8-02 Red Skies in the Morning 
   
  Page 23 
  
  VTF8-02 Red Skies in the Morning 
   
  Page 24 
  APPENDIX 1: ALL APLS
  Note: Markessa the Red is a dangerous 
  opponent. PCs should face a significant 
  challenge in taking her down, but this should not 
  be impossible. It is imperative that DMs read 
  and thoroughly understand this section before 
  attempting to run a combat involving her. 
   
  8: THE FINAL CONFLICT 
   
   
   
  M AR K E S S A T H E  R E D 
  CR  17   
  Female elf wizard 7/ wild mage 10 
  CE Medium humanoid 
  Init +3; Senses Listen +1, Spot +1 
  Languages Common, Elven Draconic, Orc, Sylvan, 
  Goblin 
  AC 22, touch 16, flat-footed 19 
  hp 72 (16 HD);  
  Immune magic sleep effects, confusion and insanity 
  spells and effects 
  Fort 
  +10, 
  Ref 
  +14, 
  Will 
  +13 
  (+15 
  against 
  enchantment) 
  Speed 30 ft. in mage armor, greater (6 squares), base 
  movement 30 ft., fly 30 ft (overland flight), swim 60 
  ft. (pearl of the sirens) 
  Melee +1 acidic burst dagger +9/+4 (1d4+1+ 1d6 acid 
  (+1d10 acid on critical hit) 
  Ranged +1 acidic burst dagger +9/+4 (1d4+1+ 1d6 
  acid (+1d10 acid on critical hit) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +8/+3; Grp +8 
  Special Actions Wildstrike 
  Combat Gear potion of cure serious wounds x2 
  Wizard Spells Prepared (CL 17th): 
   9th— meteor swarm (DC 26)  
   8th— avascular mass* (DC 25), horrid wilting (DC 
  25) 
   7th— limited wish, submerge ship*, solipsism* DC 
  24), transfix* (DC 24) 
   6th— acid storm* (DC 23), disintegrate (DC 23),  
  dispel magic, greater, extract water elemental* 
  (DC 23), suggestion, mass (DC 23) 
   5th—contingent energy resistance�, dominate 
  person (DC 22), indomitability*�, overland flight, 
  teleport  
   4th— charm monster (DC 21), dimension door, 
  invisibility, greater, orb of force* (+11 ranged 
  touch), polymorph 
   3rd— dispel magic, fireball x2 (DC 20), mage 
  armor, 
  greater*�, 
  manyjaws* 
  (DC 
  20), 
  suggestion (DC 18) 
   2nd— blindness/deafness (DC 19), desiccating 
  bubble* (DC 19), Melf’s acid arrow (+11 ranged 
  touch), mirror image, rainbow beam* (+11 ranged 
  touch), scorching ray (+11 ranged touch) 
   1st—color spray (DC 18), magic missile x2, lesser 
  orb of acid* (+ 11 ranged touch), reduce person 
  (DC 18), unseen servant� 
   0— caltrops, detect magic, prestidigitation, ray of 
  frost (+11 ranged touch) 
  �Already cast 
  Abilities Str 10, Dex 16, Con 14, Int 24, Wis 13, Cha 
  18  
  SQ Wild Magic, Random Deflector, Student of Chaos, 
  Chaotic Mind, Reckless Dweomer 
  Feats Combat Casting, Persuasive, Quicken Spell, 
  Scribe Scroll, Sudden Empower*, Sudden Extend*, 
  Sudden Maximize*, Sudden Quicken*, Sudden 
  Silent*, Sudden Still* 
  Skills Bluff +16, Concentration +16, Intimidate +14, 
  Knowledge (Arcana) +20, Knowledge (Geography) 
  +15, Knowledge (Local:VTF) +19, Profession: 
  Sailor +15, Spellcraft +20 
  Possessions combat gear plus decanter of endless 
  water, folding boat, mask of lies*, pearl of the 
  sirens, survival pouch, +1 acidic burst dagger, 
  amulet of health +4, boots of swift passage*, cloak 
  of charisma +4, corsair’s eyepatch*, gloves of 
  dexterity +4, hammersphere*, headband of intellect 
  +4, Heward’s handy haversack, horn of Valhalla*, 
  iron flask, ring of freedom of movement (APL 14 
  and 16 only), ring of protection +3, vest of 
  resistance +3 
  Chaotic Mind (Su): When a wild mage reaches 6th 
  level, the power of chaos infuses her mind. She 
  gains immunity to confusion and insanity spells and 
  effects, and she is shielded by a continuous 
  nondetection effect (as the spell). 
  Random Deflector (Su): At 2nd level and higher a 
  wild mage has the ability to protect herself from 
  certain attacks with this ability. Using this ability is 
  an immediate action. When activated, the random 
  deflector lasts until the beginning of the wild 
  mage’s next turn. The random deflector redirects 
  ranged 
  attacks, 
  ranged 
  touch 
  attacks, 
  and 
  individually targeted spells (spells designating the 
  wild mage as the sole target, but not area spells 
  striking an area in which she happens to be the 
  sole target) so that they instead attack or affect a 
  random target within 20 feet of the wild mage. A 
  wild mage includes herself and her allies among 
  the possible new targets. Any creature targeted by 
  a deflected attack is attacked or affected normally, 
  so an attack roll is made normally against the new 
  target’s AC, the new target receives a saving throw 
  if a spell or effect allows one, and so on. A wild 
  mage can use this ability once per day at 2nd level, 
  two times per day at 5th level, and three times per 
  day at 8th level. 
  Reckless Dweomer (Su): At 9th level and higher, a 
  wild mage knows how to spontaneously convert her 
  own spell energy into random, unpredictable 
  results. As a standard action, she can eliminate a 
  prepared spell or spell slot of at least 1st level to 
  create an effect similar to that of activating a rod of 
  wonder. The character’s student of chaos ability 
  (see below) applies when she uses her reckless 
  dweomer ability. See page 237 of the DMG for 
  details on the rod of wonder. 
  
  Student of Chaos (Ex): Whenever a wild mage of 3rd 
  level or higher uses a magic item that offers a 
  randomly determined effect (such as a bag of tricks 
  or rod of wonder), she can roll twice and choose 
  between the two results. If a random roll is made 
  only once to determine the nature or contents of a 
  device (for example, a robe of useful items or an 
  iron flask), a wild mage gains no special 
  advantage. 
  Wild Magic: A wild mage casts spells differently from 
  any other arcane spellcaster. She reduces her 
  caster level by 3 for all spells she casts from now 
  on. However, each time she casts a spell, her use 
  of wild magic adds 1d6 to her adjusted caster level. 
  Wildstrike (Sp): At 10th level, a wild mage gains the 
  ability to make a wildstrike once per day. A 
  wildstrike affects a single creature within 60 feet, 
  surrounding the creature in an aura of shimmering 
  rainbow colors for 2d6 rounds. Spell resistance 
  applies, but the target receives no saving throw. 
  When a wildsrike is in effect there is a 50% chance 
  each time the affected creature casts a spell or 
  uses a spell-like ability that its intended action fails. 
  Instead, the creature rolls as if it had activated a 
  rod of wonder (see page 237 of the DMG).  
  * see Appendix 2: New Rules Items 
   
  Running Markessa the Red: As a 17
  th level 
  wizard/wild mage, Markessa the Red is a significant 
  threat at all APLs. However, she is temporarily addled 
  from the revelation that Markessa the Blue forced 
  upon her. Therefore, at all APLs lower than 14, her 
  combat effectiveness and her ability to cast her spells is 
  reduced for a limited time. How this reduction in her 
  abilities plays out is discussed in detail below. Please 
  refer to the appropriate APL section for details. At 
  APLs 14 and 16, characters face her at “full strength.”  
    
  General Guidelines Because of her addled state, 
  Markessa the Red is not initially as coldly calculating 
  and ruthless as she would be under normal 
  circumstances. She may not make the most optimal 
  spell choices at all times during early rounds of the 
  combat. For example, during a given phase, she may 
  target a single individual with a spell, when the use of 
  an area-affect spell would be more devastating to more 
  PCs. Again, this condition is only temporary. As the 
  fight continues and her mind clears (thanks, in part, to 
  her wild mage’s familiarity with chaotic effects), she 
  becomes more dangerous. DMs are encouraged to use 
  their best judgment in selecting Markessa the Red’s 
  actions based upon how long the combat has gone on 
  and the general effectiveness of the PCs. If the PCs are 
  doing particularly well against her, for example, her 
  mind clears a lot faster! As Markessa the Red’s mental 
  acuity improves and as she regains spells, the DM is 
  encouraged to “clue in” the PCs to this fact, effectively 
  giving them the message that they are on a clock. No 
  Spot or Sense Motive roll is necessary for PCs to 
  receive this information. DMs may say things like, 
  “After she cast that spell, her eyes seemed a bit 
  more focused,” for example. 
   
  Note that PCs who have the Markessa the Red’s 
  plumed hat, Failed, Gave Sepp Daminov to 
  Lieutenant Castle, Double-Crossed Markessa the 
  Red, or Retribution of Markessa the Red AR items is 
  targeted by Markessa the Red in preference over other 
  PCs. Even in her addled state, she is aware that these 
  PCs have done her wrong by her in the past.  
   
  The potion PCs who manage to incapacitate 
  Markessa the Red can administer the potion that 
  Markessa the Blue gave them. This causes her to emit a 
  horrible shriek and renders her unconscious in one 
  round. Thus, she has one round’s worth of actions to 
  perform, assuming that she is in a position to take any 
  actions. For a PC to administer the potion, Markessa 
  must be helpless (i.e., unconscious or under some type 
  of hold person or paralysis effect). The potion can also 
  be administered if Markessa the Red is grappled and 
  pinned. The PC grappling her can administer the 
  potion if he or she has it in her hand or another PC can 
  do it from outside the grapple. Note that Markessa the 
  Red has dimension door memorized and can escape 
  the grapple if she can get the spell off. 
   
  Contingencies Although Markessa the Red was 
  not expecting a fight today, being a paranoid Slavelord, 
  she has cast a number of protective spells on herself. 
  Her contingent energy resistance goes off the first 
  time she suffers energy damage, granting her 
  resistance 10 to that type of damage for the rest of the 
  combat. She has also previously cast a contingency 
  spell on herself that sets off a stoneskin spell when she 
  takes 
  regular 
  damage. 
  Finally 
  she 
  has 
  cast 
  indomitability on herself. This leaves her with 1 hp 
  after the first time she takes an attack that would 
  normally reduce her to below 1 hp Furthermore, 
  Markessa the Red has cast overland flight and mage 
  armor, greater, on herself this morning. These spell 
  effects are already figured into her stat block. See the 
  spell descriptions for more details. 
   
  Fleeing the combat Markessa the Red is not 
  stupid and, even in her addled state, flees the combat if 
  it gets too dangerous for her. If she is reduced to less 
  than 10 hp, she teleports  to one of her safe houses 
  along the Nyr Dyv (not the one in Dyvers), a location 
  she knows very well. If she is prevented from 
  teleporting for some reason, she draws her pearl of the 
  sirens from a pocket and dives into the pool of water 
  beneath her bed platform. Using the pearl she swims 
  through a secret tunnel (Search DC 35, due to the fact 
  that it is underwater). The tunnel emerges from a 
  hidden exit outside the coves. Once out on the lake, 
  VTF8-02 Red Skies in the Morning 
   
  Page 25 
  
  Markessa the Red activates her folding boat and casts 
  submerge ship on it, allowing her to escape 
  underwater. 
   
  Feats Note that Markessa the Red has access to a 
  variety of “Sudden” feats which she can apply to spells 
  spontaneously during combat. 
   
  Wild Mage special abilities DMs are reminded to 
  familiarize themselves with the special abilities that 
  Wild Mages have access to, particularly Wild Magic, 
  Wildstrike, and Random Deflector. 
   
  Movement during combat Markessa the Red has 
  already cast overland flight on herself and thus enjoys a 
  fly speed of 30. She has no interest in getting into 
  hand-to-hand combat and uses this movement mode to 
  keep away from the PCs. Note that her use of a pearl of 
  the sirens gives her a swim speed of 60 and the ability 
  to cast spells and take actions normally underwater. 
   
  General tactics Markessa the Red is confused and 
  enraged by this intrusion into her sanctum. Her 
  normal reaction to armed adventurers bursting into 
  her chamber would likely be to flee and to take 
  revenge another day. However, her addled state has 
  made her a bit reckless, and she is willing to stay in the 
  fight  longer than she normally would. She is not 
  oblivious to the danger she faces, however, and seeks to 
  summon some allies during the first round of combat 
  using a magic item in her possession. See the 
  individual APL descriptions for more details. After 
  summoning allies, she flies around the room (the 
  ceiling is 30 feet high) and casts spells at the PCs. If the 
  fight is generally going her way, she tends to favor 
  spells that incapacitate PCs so that she can take 
  revenge on (i.e., torture) them later. If the fight is 
  going against her, she does not hesitate to use deadly 
  spells. Note that she has a fondness for manipulating 
  PCs and tends to enjoy casting spells such as 
  suggestion and dominate person. She has also been 
  itching to try out her new extract water elemental 
  spell. Markessa the Red is not above casting 
  invisibility, greater, to further annoy the PCs. 
   
  APL 6 At this APL, Markessa the Red’s addled state 
  gives her a -4 penalty to attack rolls, saving throws, skill 
  checks, ability checks, and armor class. Note that this 
  penalty is NOT figured into her stat block – DMs must 
  apply these numbers themselves. This penalty 
  disappears in eight rounds, when she regains access to 
  her 9
  th level spell. During the course of the combat, the 
  following conditions apply. At this APL, Markessa did 
  not have a chance to cast overland flight or her 
  contingency stoneskin spell, nor does she think to cast 
  them. 
   
  Rounds 1, 2 & 3 During these rounds, Markessa 
  the Red has access only to Level 4 spells and below and 
  is treated as a 7
  th level  caster. In the first round, she 
  activates her brass horn of Valhalla to summon 1d3+1 
  level three barbarians to aid her in the fight. DMs 
  should use the statistics for an NPC barbarian found on 
  page 112-113 in the Dungeon Master’s Guide. 
   
  Round 4 Markessa the Red regains access to her 
  Level 5 spells and is treated as an 9
  th level caster. 
   
  Round 5 Markessa the Red regains access to her 
  Level 6 spells and is treated as an 11
  th level caster. 
   
  Round 6 Markessa the Red regains access to her 
  Level 7 spells and is treated as a 13
  th level caster.  
   
  Round 7 Markessa the Red regains access to her 
  Level 8 spells and is treated as a 15
  th level caster. 
   
  Round 8 Markessa the Red regains access to her 
  Level 9 spells and is at her full caster level of 17. Hello, 
  meteor swarm! (Lower level PCs probably ought to flee 
  at this point.) 
   
  APL 8 At this APL, Markessa the Red’s addled state 
  gives her a -4 penalty to attack rolls, saving throws, skill 
  checks, ability checks, and armor class. Note that this 
  penalty is NOT figured into her stat block – DMs must 
  apply these numbers themselves. This penalty 
  disappears in six rounds, when she regains access to 
  her 9
  th level spell. During the course of the combat, the 
  following conditions apply. At this APL, Markessa did 
  not have a chance to cast overland flight, nor does she 
  think to cast it. 
   
  Rounds 1 & 2 During these rounds, Markessa the 
  Red has access only to Level 5 spells and below and is 
  treated as a 9
  th level caster. In the first round, she 
  activates her brass horn of Valhalla to summon 1d3+1 
  level three barbarians to aid her in the fight. DMs 
  should use the statistics for an NPC barbarian found on 
  page 112-113 in the Dungeon Master’s Guide 
   
  Round 3 Markessa the Red regains access to her 
  Level 6 spells and is treated as an 11
  th level caster. 
   
  Round 4 Markessa the Red regains access to her 
  Level 7 spells and is treated as a 13
  th level caster. 
   
  Round 5 Markessa the Red regains access to her 
  Level 8 spells and is treated as a 15
  th level caster. 
   
  Round 6 Markessa the Red regains access to her 
  Level 9 spells and is at her full caster level of 17. Hello, 
  meteor swarm! (PCs probably ought to flee at this 
  point.) 
   
  APL 10 At this APL, Markessa the Red’s addled state 
  renders her shaken. (-2 penalty to attack rolls, saving 
  throws, skill checks, and ability checks). She also 
  suffers a -2 penalty to her armor class. Note that this 
  penalty is NOT figured into her stat block – DMs must 
  apply these numbers themselves. These penalties 
  disappear in four rounds, when she regains access to 
  VTF8-02 Red Skies in the Morning 
   
  Page 26 
  
  VTF8-02 Red Skies in the Morning 
   
  Page 27 
  her 9
  th level spell. During the course of the combat, the 
  following conditions apply. 
   
  Round 1 During this round, Markessa the Red has 
  access only to Level 6 spells and below and is treated as 
  a 11
  th level caster. She activates her iron flask to release 
  a Barbed Devil (Monster Manual 54) to fight for her. 
  Note that this devil was gated in before being 
  imprisoned in the iron flask and may attempt to use its 
  summon baatezu ability if the DM so desires. 
   
  Round 2 Markessa the Red regains access to her 
  Level 7 spells and is treated as a 13
  th level  caster. 
   
  Round 3 Markessa the Red regains access to her 
  Level 8 spells and is treated as a 15
  th level  caster. 
   
  Round 4 Markessa the Red regains access to her 
  Level 9 spells and is at her full caster level of 17. Hello, 
  meteor swarm! 
   
   
  APL 12 At this APL, Markessa the Red’s addled state 
  renders her shaken. (-2 penalty to attack rolls, saving 
  throws, skill checks, and ability checks). She also 
  suffers a -2 penalty to her armor class. Note that this 
  penalty is NOT figured into her stat block – DMs must 
  apply these numbers themselves. These penalties 
  disappear in three rounds, when she regains access to 
  her 9
  th level spell. During the course of the combat, the 
  following conditions apply. 
   
  Round 1 During this round, Markessa the Red has 
  access only to Level 7 spells and below and is treated as 
  a 13
  th level caster.  She activates her iron flask to release 
  an Ice Devil (Monster Manual 56) to fight for her. Note 
  that this devil was gated in before being imprisoned in 
  the iron flask and may attempt to use its summon 
  baatezu ability if the DM so desires.  
   
  Round 2 Markessa the Red regains access to her 
  Level 8 spells and is treated as a 15
  th level caster. 
   
  Round 3 Markessa the Red regains access to her 
  Level 9 spells and is at her full caster level of 17. Hello, 
  meteor swarm! 
   
  APL 14 At this APL, Markessa the Red’s addled state 
  has disappeared immediately.  
   
  Round 1 During this round, Markessa the Red has 
  access only to Level 8 spells and below and is treated as 
  a 15
  th level caster.  She activates her iron flask to release 
  a Nalfeshnee (Monster Manual 45) to fight for her. 
  Note that this devil was gated in before being 
  imprisoned in the iron flask and may attempt to use its 
  summon tanar’ri ability if the DM so desires... 
   
  Round 2 Markessa the Red regains access to her 
  Level 9 spells and is at her full caster level of 17. Hello, 
  meteor swarm! 
   
  APL 16 At this APL, Markessa the Red’s addled state 
  has disappeared immediately. In addition, Markessa 
  calls upon some allies that are waiting, merged into the 
  rock walls. These three Elder Earth Elementals serve 
  her unquestioningly and are gifts from the Earth 
  Dragon high priests that she works with. 
   
  Round 1 During this round, Markessa the Red 
  activates her iron flask to release a Marilith (Monster 
  Manual 44) demon to fight for her. Note that this 
  demon was gated in before being imprisoned in the 
  iron flask and may attempt to use its summon tanar’ri 
  ability if the DM so desires... 
   
   
  
  APL 6 
  5: PARTY TIME AT THE BILGE 
   
   
  G U Y E N  AN D  X AK S 
  CR  5 
  Male human monk 4/rogue 1 
  LE Medium Humanoid (human) 
  Init +2; Senses Listen +2, Spot +2 
  Languages Olman  
  AC 14 (+2 Dex, +2 Wis), touch 14, flat-footed 12 
  hp 27 (5 HD) 
  Fort +6, Ref +8, Will +6 (+8 vs. enchantments), 
  Speed 40 ft. 
  Melee unarmed +7 (1d8+4) or flurry of blows +5/+5 
  (1d8+4) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +7 
  Atk Options Disarm (+7). Sneak Attack (+1d6 
  damage) Stunning Fist 4/day (Fort Save DC 14 or 
  opponent is stunned),  
  Abilities Str 18, Dex 14, Con 11, Int 8, Wis 14, Cha 8  
  SQ Evasion, Trapfinding, fast movement, ki strike, 
  slow fall, still mind 
  Feats Combat Reflexes, Dodge, Great Fortitude, 
  Improved Disarm, Improved Unarmed Strike, 
  Stunning Fist  
  Skills 
  Balance 
  +10, 
  Climb 
  +12, 
  Jump 
  +12, 
  Profession: Sailor +10. Tumble +10, Swim +8 
   
  M ARN B R I G G S 
  CR  5 
  Male human rogue 5 
  NE Medium Humanoid (human) 
  Init +4; Senses Listen +8, Spot +8 
  Languages Common, Olman  
  AC 14, touch 14, flat-footed 10 
  hp 20 (5 HD) 
  Fort +1, Ref +8 (+9 vs. traps), Will +1 
  Speed 30 ft. 
  Melee masterwork dagger +8 (1d4+2) 
  Ranged masterwork dagger +8 (1d4+2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +5 
  Atk Options Sneak Attack (+3d6) 
  Abilities Str 14, Dex 19, Con 10, Int 10, Wis 10, Cha 
  8 
  SQ Evasion, Trapfinding, Trap Sense +1, Uncanny 
  Dodge 
  Feats Combat Expertise, Dodge, Weapon Finesse 
  Skills Balance +12, Climb +10 Escape Artist +12, 
  Jump +10, Listen +8, Profession: Sailor +8, Spot 
  +8, Tumble +12, Use Rope. +6 
  Possessions masterwork dagger 
    
  VTF8-02 Red Skies in the Morning 
   
  Page 28 
  
  APL 8 
  5: PARTY TIME AT THE BILGE 
   
   
  G U Y E N  AN D  X AK S 
  CR  7 
  Male human monk 4/rogue 1/drunken master 2 
  LE Medium Humanoid (human) 
  Init +2; Senses Listen +2, Spot +2 
  Languages Common, Olman  
  AC 14 (+2 Dex, +2 Wis), touch 14, flat-footed 12 
  hp 39 (7 HD) 
  Fort +9, Ref +11 Will +6 (+8 vs. enchantments), 
  Speed 40 ft. 
  Melee unarmed +8 (1d8+4) or flurry of blows +6/+6 
  (1d8+4) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +8 
  Atk Options Bull Rush (+8), Disarm (+8), Improvised 
  Weapons (+1d4 to unarmed attack damage), 
  Sneak Attack (+1d6 damage), Stagger, Stunning 
  Fist 4/day (Fort Save DC 14 or opponent is 
  stunned). 
  Abilities Str 18, Dex 14, Con 11, Int 8, Wis 14, Cha 8  
  SQ Evasion, Trapfinding, 
  Feats Combat Reflexes, Dodge, Great Fortitude, 
  Improved Bull Rush, Improved Disarm, Improved 
  Unarmed Strike, Stunning Fist  
  Skills 
  Balance 
  +12, 
  Climb 
  +14, 
  Jump 
  +14, 
  Profession: Sailor +12. Tumble +12, Swim +8 
  Drink Like A Demon (Ex): A drunken master can 
  consume a container of alcohol as a move action. 
  Each container reduces his Wis and Int by 2, but 
  increases his Str and Con by 2 (maximum 2 
  drinks). Each bonus lasts 5 rounds)  
  Fist of Iron: +1d6 damage to an unarmed attack. 
  Counts as a use of Stunning Fist for the day. 
  Improvised Weapons (Ex): A drunken master can 
  use improvised weapons that do damage as an 
  unarmed strike plus 1d4 points.  
  Stagger (Ex): When a drunken master charges, it 
  need not be in a straight line. If a drunken master 
  succeeds on a DC 15 Tumble check, charges do 
  not provoke attacks of opportunity. 
   
  M ARN B R I G G S 
  CR  7 
  Male human rogue  7 
  NE Medium Humanoid (human) 
  Init +4; Senses Listen +10, Spot +10 
  Languages Common, Olman  
  AC 14, touch 14, flat-footed 10 
  hp 28 (7 HD) 
  Fort +2, Ref +9 (+11 vs. traps), Will +2 
  Speed 30 ft. 
  Melee masterwork dagger +10 (1d4+2) 
  Ranged masterwork dagger +10 (1d4+2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +7 
  Atk Options Sneak Attack (+4d6) 
  Combat Gear masterwork dagger 
  Abilities Str 14, Dex 19, Con 10, Int 10, Wis 10, Cha 
  8 
  SQ Evasion, Trapfinding, Trap Sense +2, Uncanny 
  Dodge 
  Feats Combat Expertise, Dodge, Mobility, Weapon 
  Finesse 
  Skills Balance +14, Climb +12 Escape Artist +14, 
  Jump +12, Listen +10, Profession: Sailor +10, Spot 
  +10, Tumble +14, Use Rope +8 
  Possessions masterwork dagger 
  VTF8-02 Red Skies in the Morning 
   
  Page 29 
  
  APL 10 
  5: PARTY TIME AT THE BILGE 
   
   
  G U Y E N  AN D  X AK S 
  CR  9 
  Male human monk 4/rogue 1/drunken master 4 
  LE Medium Humanoid (human) 
  Init +2; Senses Listen +2, Spot +2 
  Languages Common, Olman  
  AC 15 (+2 Dex, +2 Wis, +1 AC bonus), touch 15, flat-
  footed 13 
  hp 60 (9 HD) 
  Fort +11, Ref +12 Will +7 (+9 vs. enchantments), 
  Speed 40 ft. 
  Melee unarmed +10/+5 (1d8+4) or flurry of blows 
  +8/+8 (1d8+4) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +8 
  Atk Options Bull Rush (+8), Disarm (+8) Improved 
  Improvised Weapons, Improvised Weapons (+1d4 
  to unarmed attack damage), Power Attack, Sneak 
  Attack (+1d6 damage), Stagger, Stunning Fist 
  5/day (Fort Save DC 14 or opponent is stunned),  
  Abilities Str 18, Dex 14, Con 12, Int 8, Wis 14, Cha 8  
  SQ Evasion, Trapfinding, Swaying Waist 
  Feats Combat Reflexes, Dodge, Great Fortitude, 
  Improved Bull Rush, Improved Disarm, Improved 
  Unarmed Strike, Power Attack, Stunning Fist  
  Skills 
  Balance 
  +14, 
  Climb 
  +16, 
  Jump 
  +16, 
  Profession: Sailor +14. Tumble +14, Swim +8 
  Drink Like A Demon (Ex): A drunken master can 
  consume a container of alcohol as a move action. 
  Each container reduces his Wis and Int by 2, but 
  increases his Str and Con by 2 (maximum 4 
  drinks). Each bonus and penalty lasts 7 rounds)  
  Fist of Iron: +1d6 damage to an unarmed attack. 
  Counts as a use of Stunning Fist for the day. 
  Improved Improvised Weapons (Ex): Long objects 
  can be used as reach weapons, objects with many 
  protrusions can be used to provide a +2 bonus to 
  disarm attempts, and large objects with broad, flat 
  surfaces (such as tables) can be improvised to be 
  tower shields.  
  Improvised Weapons (Ex): A drunken master can 
  use improvised weapons that do damage as an 
  unarmed strike plus 1d4 points.  
  Stagger (Ex): When a drunken master charges, it 
  need not be in a straight line. If a drunken master 
  succeeds on a DC 15 Tumble check, charges do 
  not provoke attacks of opportunity. 
  Swaying Waist (Ex): +2 AC versus one designated 
  opponent each turn 
   
  M ARN B R I G G S 
  CR  9 
  Male human rogue  9 
  NE Medium Humanoid (human) 
  Init +5; Senses Listen +12, Spot +12 
  Languages Common, Olman  
  AC 15, touch 15, flat-footed 10 
  hp 36 (9 HD) 
  Fort +3, Ref +11 (+14 vs. traps), Will +3 
  Speed 30 ft. 
  Melee masterwork dagger +12/+7 (1d4+2) 
  Ranged masterwork dagger +12 (1d4+2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6/+1; Grp +8 
  Atk Options Sneak Attack (+5d6), Staggering Strike 
  Combat Gear masterwork dagger 
  Abilities Str 14, Dex 20, Con 10, Int 10, Wis 10, Cha 
  8 
  SQ Evasion, Improved Uncanny Dodge, Trapfinding, 
  Trap Sense +3, Uncanny Dodge 
  Feats Combat Expertise, Dodge, Mobility, Staggering 
  Strike*, Weapon Finesse 
  Skills Balance +17, Climb +14 Escape Artist +17, 
  Jump +14, Listen +12, Profession: Sailor +12, Spot 
  +12, Tumble +17, Use Rope. +11 
  Staggering Strike: If your opponent takes damage 
  from a melee sneak attack, he is also staggered for 
  one round, unless he receives a DC 15 Heal check 
  or magical healing. A Fortitude Save negates (DC 
  = Damage dealt by the attack) this effect. 
  Possessions masterwork dagger 
  * see Appendix 2: New Rules Items 
   
  7: SLAVER’S COVE 
   
   
   
  D R AG O N  E E L 
  CR  11 
  NE Large Dragon (Aquatic) 
  Init +4; Senses Listen +18, Spot +18 
  Languages Aquan, Draconic  
  AC 27 (-1 size, +18 natural), touch 9, flat-footed 27 
  hp 161 (14 HD);  DR 5/adamantine  
  Immune magic sleep effects and paralysis 
  Fort +14, Ref +9, Will +10 
  Speed 20 ft. (4 squares), swim 60 ft.; 
  Melee Bite +21 (4d8+12 or Powerful Charge 4d8+12 
  plus 2d6 
  Space 10 ft.; Reach 15 ft. 
  Base Atk +14; Grp +26 
  Atk Options Improved grab, swallow whole 
  Abilities Str 26, Dex 11, Con 21, Int 8, Wis 12, Cha 
  13  
  SQ Blindsense 30 ft., darkvision 60 ft., low-light vision, 
  keen sense 
  Feats 
  Cleave, 
  Improved 
  Bull 
  Rush, 
  Improved 
  Initiative, Improved Sunder, Power Attack, Powerful 
  Charge 
  Skills  Bluff +18, Hide +13, Listen +18, Sense Motive 
  +18, Spot +18, Swim +16 
  Improved Grab (Ex) To use this ability, a dragon eel 
  must hit with its bite attack. It can then attempt to 
  start a grapple as a free action without provoking 
  attacks of opportunity. If it wins the grapple check, 
  it establishes a hold and can attempt to swallow the 
  foe the following round (see below). 
  VTF8-02 Red Skies in the Morning 
   
  Page 30 
  
  Swallow Whole (Ex) A dragon eel can try to swallow 
  a grabbed opponent of Medium or smaller size by 
  making a successful grapple check. Once inside, 
  the opponent takes 1d8+8 points of crushing 
  damage plus 8 points of acid damage per round 
  from the dragon eel’s gizzard. A swallowed 
  creature can cut its way out by using a light 
  slashing or piercing weapon to deal 25 points of 
  damage to the gizzard (AC 17). Once the creature 
  exits, muscular action closes the hole; another 
  swallowed opponent must cut its own way out. A 
  Large dragon eel’s interior can hold 2 Medium, 8 
  Small, 32 Tiny, 128 Diminutive, or 512 Fine 
  opponents 
  Blindsense  (Ex) A dragon eel can locate creatures 
  underwater within 30 feet by nonvisual means. 
  Opponents the dragon eel can’t actually see still 
  have total concealment against the dragon eel. 
  This ability works only when the dragon eel is 
  underwater. 
  Keen Sense (Ex):  A dragon eel can notice creatures 
  by scent within 180 feet and detect blood in the 
  water up to a mile away. 
  Skills: A dragon eel has a +8 racial bonus on any 
  Swim check to avoid a hazard. It can always choose 
  to take 10 on a Swim check, even if distracted or 
  endangered. It can use the run action while 
  swimming, provided it swims in a straight line. 
   
  Silvery scales glisten on the muscular flanks of this 
  long, narrow creature. A powerful jagged beak snaps 
  beneath frighteningly intelligent eyes. Pairs of small 
  fins tipped with hooks march down its belly, while a 
  frilled fin runs the full length of its back. 
   
  The only redeeming quality of the terrible dragon eel 
  is that it can’t stand to be near another dragon eel 
  except when mating or raising young. One dragon eel 
  can easily put a hole in the side of a sailing vessel, 
  devouring the crew at its leisure after the vessel sinks. 
  In groups they could destroy entire navies. Captains 
  have been known to negotiate with dragon eels for 
  safe passage of their ships, but dragon eels are 
  reputed to be great liars and some crews who thought 
  they were safe have vanished without a trace. 
   
  A dragon eel is usually about 20 feet long and 
  weighs about 1,000 pounds. 
   
  Combat: A dragon eel prefers to attack ships by 
  charging them, ramming holes in their sides beneath 
  the waterline in an attempt to sink them. If an 
  opponent is too large to swallow, a dragon eel 
  attempts to grapple and then submerge with its foe, 
  drowning. 
   
   
  VTF8-02 Red Skies in the Morning 
   
  Page 31 
  
  VTF8-02 Red Skies in the Morning 
   
  Page 32 
  APL 12 
  5: PARTY TIME AT THE BILGE 
   
   
  G U Y E N  AN D  X AK S 
  CR  11 
  Male human monk 4/rogue 1/drunken master 6 
  LE Medium Humanoid (human) 
  Init +2; Senses Listen +2, Spot +2 
  Languages Common, Olman  
  AC 15 (+2 Dex, +2 Wis, +1 AC bonus), touch 15, flat-
  footed 13 
  hp 74 (11 HD) 
  Fort +12, Ref +13 Will +8 (+10 vs. enchantments), 
  Speed 40 ft. 
  Melee unarmed +11/+6 (1d8+4) or flurry of blows 
  +9/+9 (1d8+4) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +7/+2; Grp +9 
  Atk Options Bull Rush (+8), Disarm (+8). Feint (-1) 
  Greater Improvised Weapons (+1d8 to unarmed 
  attack damage, Improved Improvised Weapons, 
  Power Attack, Sneak Attack (+1d6 damage), 
  Stagger, Stunning Fist 4/day (Fort Save DC 14 or 
  opponent is stunned),  
  Abilities Str 18, Dex 14, Con 12, Int 8, Wis 14, Cha 8  
  SQ Evasion, Trapfinding, Swaying Waist 
  Feats Combat Reflexes, Dodge, Great Fortitude, 
  Improvised Bull Rush, Improved Disarm, Improved 
  Feint, Improved Unarmed Strike, Power Attack, 
  Stunning Fist  
  Skills 
  Balance 
  +16, 
  Climb 
  +18, 
  Jump 
  +18, 
  Profession: Sailor +16. Tumble +16, Swim +8 
  Drink Like A Demon (Ex): A drunken master can 
  consume a container of alcohol as a move action. 
  Each container reduces his Wis and Int by 2, but 
  increases his Str and Con by 2 (maximum 6 
  drinks). Each bonus and penalty lasts 9 rounds)  
  Fist of Iron: +1d6 damage to an unarmed attack. 
  Counts as a use of Stunning Fist for the day. 
  Greater Improvised Weapons (Ex): A drunken 
  master can use improvised weapons that do 
  damage as an unarmed strike plus 1d8 points.  
  Improved Improvised Weapons (Ex): Long objects 
  can be used as reach weapons, objects with many 
  protrusions can be used to provide a +2 bonus to 
  disarm attempts, and large objects with broad, flat 
  surfaces (such as tables) can be improvised to be 
  tower shields.  
  Stagger (Ex): When a drunken master charges, it 
  need not be in a straight line. If a drunken master 
  succeeds on a DC 15 Tumble check, charges do 
  not provoke attacks of opportunity. 
  Swaying Waist (Ex): +2 AC versus one designated 
  opponent each turn 
   
  M ARN B R I G G S 
  CR  11 
  Male human rogue  11 
  NE Medium Humanoid (human) 
  Init +5; Senses Listen +14, Spot +14 
  Languages Common, Olman  
  AC 15, touch 15, flat-footed 10 
  hp 44 (11 HD) 
  Fort +3, Ref +12 (+15 vs. traps), Will +3 
  Speed 30 ft. 
  Melee masterwork dagger +14/+9 (1d4+2) 
  Ranged masterwork dagger +14 (1d4+2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +8/+3; Grp +10 
  Atk Options Crippling Strike, Sneak Attack (+6d6), 
  Staggering Strike 
  Combat Gear masterwork dagger 
  Abilities Str 14, Dex 20, Con 10, Int 10, Wis 10, Cha 
  8 
  SQ Evasion, Improved Uncanny Dodge, Trapfinding, 
  Trap Sense +3, Uncanny Dodge 
  Feats Combat Expertise, Dodge, Mobility, Staggering 
  Strike*, Weapon Finesse 
  Skills Balance +19, Climb +16 Escape Artist +19, 
  Jump +16, Listen +14, Profession: Sailor +14, Spot 
  +14, Tumble +19, Use Rope. +13 
  Possessions masterwork dagger 
  Crippling Strike: An opponent damaged by the 
  Rogue’s Sneak Attack takes 2 points of Str 
  damage. 
  * see Appendix 2: New Rules Items 
   
  7: SLAVER’S COVE 
   
   
   
  S C Y L L AN 
  CR  13 
  LE Huge Outsider (Aquatic, Native) 
  Init +7; Senses Listen +24, Spot +24 
  Languages Aquan, Infernal  
  AC 29 (-2 size, +3 Dex, +18 natural), touch 1, flat-
  footed 26 
  hp 184 (16 HD); DR 10/magic and silver 
  SR 27 
  Fort +17, Ref +13, Will +15 
  Speed Swim 50 ft.(10 squares) 
  Melee 4 tentacles +25 melee (1d8+11 and 2 claws 
  +23 melee (2d6+5) 
  Space 15 ft.; Reach 15 ft. (30 ft. with tentacle) 
  Base Atk +16; Grp +35 
  Atk Options Constrict 1d8+11, control water, frightful 
  noise, improved grab, swallow whole 
  Abilities Str 33, Dex 17, Con 25, Int 8, Wis 20, Cha 6  
  SQ darkvision 60 ft. 
  Feats Ability Focus (frightful noise), Improved 
  Initiative, 
  Improved 
  Natural 
  Attack 
  (claw), 
  Multiattack, 
  Swim-By-Attack, 
  Weapon 
  Focus 
  (tentacle)  
  Skills 
  Hide 
  +14, 
  Intimidate 
  +17, 
  Jump 
  +38, 
  Knowledge (nature) +20, Listen +24, Spot + 24. 
  Survival +26, Swim +19 
  Constrict (Ex) A scyllan deals 1d8+11 points of 
  damage with a successful grapple check made with 
  a claw 
  Control Water (Sp) 1/hour, caster level 16th 
  
   
  Frightful Noise (Su) A Scyllan produces a 
  wailing sound by blowing air through the comb like 
  growth on its head. This horrible racket is unsettling to 
  nearby creatures. The scyllan activates its frightful 
  noise as a move action and can end it anytime as a 
  free action. Creatures within 100 feet of the scyllan 
  are subject to the effect if they have fewer HD than 
  the scyllan. A potentially affected creature that 
  succeeds on a DC 18 Will save is immune to that 
  scyllan’s frightful noise for 24 hours. On a failure, 
  creatures with 4 or fewer HD become panicked for 
  2d6 rounds and those with 5 or more HD become 
  shaken for 2d6 rounds. Scyllans are unaffected by the 
  frightful noise of other scyllans. Frightful noise is a 
  sonic, mind-affecting compulsion. The save DC is 
  Charisma-based and includes a +2 bonus from the 
  Ability Focus feat. 
   
  Improve Grab (Ex): To use this ability, a scyllan 
  must hit with a tentacle attack. It can then attempt to 
  start a grapple as a free action without provoking 
  attacks of opportunity. If it wins the grapple check, it 
  establishes a hold and can transfer the grabbed 
  creature to a claw as a free action or attempt to 
  swallow it whole. A scyllan that transfers a creature to 
  its claw can constrict 
   
  Swallow Whole (Ex): A scyllan can try to 
  swallow a grabbed opponent by making a successful 
  grapple check. Once inside, the opponent takes 
  2d8+16 points of crushing damage plus 2d6 points of 
  acid damage per round. A swallowed creature can cut 
  its way out using a light slashing or piercing weapon 
  to deal 25 points of damage to the maw (AC 17). 
  Once the creatures exits, muscular action closes the 
  hole, another swallowed opponent must cut its own 
  way out. A Huge scyllan’s maw holds 2 Large, 8 
  Medium, 32 Small, 128 Tiny, or 512 Diminutive or 
  smaller opponents. 
   
  Skills: A scyllan has a +8 racial bonus on any 
  Swim check to perform some special action or avoid a 
  hazard. It can always choose to take 10 on a Swim 
  check, even if distracted or endangered. It can use 
  the run action while swimming, provided it swims in a 
  straight line. 
   
  A monstrous creature rises from the black water, its 
  upper body a mass of lashing tentacles surrounding 
  two fearsome claws. A toothy maw gapes in its 
  fishlike head.  
  Scyllans are descendants of the fabulous Scylla, an 
  ancient fiendish sea monster (some say archdevil) 
  with six snaky heads. Today, these lesser fiends 
  primarily inhabit the frozen ocean of Stygia in the Nine 
  Hells of Baator, but many have adapted to the 
  relatively mild oceans of the Material Plane. A typical 
  scyllan Is about 20 feet tall and weighs around 10,000 
  pounds.  
  Combat: Once a ship has come within reach, a scyllan 
  begins to utter its frightful noise to make the harvest 
  easier. A scyllan that has grabbed prey can either 
  transfer it to its massive crushing claws or gulp it 
  down. Scyllans prefer to soften up larger prey with the 
  claws first before eating it, but they swallow human-
  sized creatures without a thought. 
   
  D R O W N E D 
  CR  9 
  CE Medium Undead 
  Init +5; Senses Listen +14, Spot +19 
  Languages Common, Abyssal  
  AC 19 (+1 Dex, +8 natural), touch 11, flat-footed 18 
  hp 150 (20 HD); fast healing 5  
  Fort +6 Ref +9, Will +12 
  Speed 30 ft. (6 squares), swim 30 ft. 
  Melee 2 Slams +12 melee (1d8+12) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +10; Grp +17 
  Atk Options Drowning aura 
  Abilities Str 25, Dex 13, Con -, Int 9, Wis 10, Cha 12  
  SQ darkvision 60 ft., undead traits, unholy toughness 
  Feats Alertness, Cleave, Great Cleave, Improved 
  Initiative, Improved natural Attack (slam), Lightning 
  Reflexes, Power Attack  
  Skills Hide +20, Listen +14, Move Silently +20, Sport 
  +18, Swim +18 
   
  Drowning Aura (Su) A drowned gives off a 30-
  foot emanation of suffocating drowning, imbuing its 
  surroundings with a water glint and deadly threat for 
  creatures that breath. All breathing creatures within 30 
  feet of a drowned are treated as if beneath water in 
  terms of being able to breath. The drowning aura 
  accelerates the process of drowning. Normally a 
  creature can hold its breath for a number of rounds 
  equal to twice its Constitution score before it begins to 
  drown. Within the drowning aura, a creature can only 
  hold its breath if it makes a DC 10 Constitution check 
  every round. Each round, the DC increases by 1. 
  When the character finally fails its Constitution check, 
  it begins to drown. In the first round, it falls 
  unconscious (0 hit points). In the following round, it 
  drops to -1 hit points and is dying. In the third round, if 
  still in the drowning aura, it drowns. 
   
  Unholy Toughness (Ex) A drowned gains a 
  bonus to its hit points equal to its Charisma modifier x 
  Hit Dice. 
   
  Skills  A drowned has a +9 racial bonus on any 
  Swim check to perform some special action or avoid a 
  hazard. It can always take 10 on a Swim check, even 
  if distracted or endangered. It can use the run action 
  while swimming, provided it swims in a straight line. 
   
  This animated corpse is sopping wet, as if it just 
  crawled from the water. The air around is thick and 
  cloying, exuding the essences of the corpse’s watery 
  grave.  
   
  The drowned lost their lives in the watery deep. The 
  evidence of their gasping death always saturates their 
  clothing and flesh and fills the air around them. 
   
  Many 
  drowned 
  came 
  to 
  their 
  current 
  circumstances when their ships went down at sea with 
  all hands. Others, more ancient, first arose when their 
  island homes sank beneath the waves ages ago, 
  drowning all. A drowned stands between 5-1/2 and 6-
  VTF8-02 Red Skies in the Morning 
   
  Page 33 
  
  1/2 feet tall and weights between 120 and 210 
  pounds. 
  Combat: A drowned slams its foes with sodden limbs, 
  but more worrisome is its terrible drowning aura. A 
  drowned normally attacks using its Power Attack feat, 
  taking a -5 penalty on its attack rolls and gaining a +5 
  bonus on damage rolls.  
  VTF8-02 Red Skies in the Morning 
   
  Page 34 
  
  VTF8-02 Red Skies in the Morning 
   
  Page 35 
  APL 14 
  5: PARTY TIME AT THE BILGE 
   
   
  G U Y E N  AN D  X AK S 
  CR  13 
  Male human monk 4/rogue 1/drunken master 8 
  LE Medium Humanoid (human) 
  Init +2; Senses Listen +2, Spot +2 
  Languages Common, Olman  
  AC 15 (+2 Dex, +2 Wis, +1 AC bonus), touch 15, flat-
  footed 13 
  hp 88 (13 HD) 
  Fort +13, Ref +14 Will +8 (+10 vs. enchantments), 
  Speed 40 ft. 
  Melee unarmed +13/+8 (1d8+4) or flurry of blows 
  +11/+11 (1d8+4) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +9/+4; Grp +15 
  Atk Options Bull Rush (+8), Disarm (+8). Feint (-1) 
  Flying Kick (+1d12 damage on a charge), Greater 
  Improvised Weapons (+1d8 to unarmed attack 
  damage),  Improved Grapple, Improved Improvised 
  Weapons, Power Attack, Sneak Attack (+1d6 
  damage), Stagger, Stunning Fist 6/day (Fort Save 
  DC 14 or opponent is stunned) 
  Abilities Str 19, Dex 14, Con 12, Int 8, Wis 14, Cha 8  
  SQ 
  Evasion, 
  Trapfinding, 
  Swaying 
  Waist, 
  For 
  Medicinal Purposes (3/day) 
  Feats Combat Reflexes, Dodge, Flying Kick*, Great 
  Fortitude, Improved Bull Rush, Improved Disarm, 
  Improved Feint, Improved Grapple, Improved 
  Unarmed Strike, Power Attack, Stunning Fist  
  Skills 
  Balance 
  +18, 
  Climb 
  +20, 
  Jump 
  +20, 
  Profession: Sailor +18. Tumble +18, Swim +8 
  Drink Like A Demon (Ex): A drunken master can 
  consume a container of alcohol as a move action. 
  Each container reduces his Wis and Int by 2, but 
  increases his Str and Con by 2 (maximum 8 
  drinks). Each bonus and penalty lasts 11 rounds)  
  Fist of Iron: +1d6 damage to an unarmed attack. 
  Counts as a use of Stunning Fist for the day. 
  For Medicinal Purposes (Sp):  A drunken master 
  can convert a previously consumed container of 
  alcohol to a potion of cure moderate wounds. This 
  ends the ability bonus granted by that consumed 
  container. This ability can be used 3 time per day. 
  Greater Improvised Weapons (Ex): A drunken 
  master can use improvised weapons that do 
  damage as an unarmed strike plus 1d8 points.  
  Improved Improvised Weapons (Ex): Long objects 
  can be used as reach weapons, objects with many 
  protrusions can be used to provide a +2 bonus to 
  disarm attempts, and large objects with broad, flat 
  surfaces (such as tables) can be improvised to be 
  tower shields.  
  Stagger (Ex): When a drunken master charges, it 
  need not be in a straight line. If a drunken master 
  succeeds on a DC 15 Tumble check, charges do 
  not provoke attacks of opportunity. 
  Swaying Waist (Ex): +2 AC versus one designated 
  opponent each turn 
  * see Appendix 2: New Rules Items 
   
  M ARN B R I G G S 
  CR  13 
  Male human rogue  13 
  NE Medium Humanoid (human) 
  Init +5; Senses Listen +16, Spot +16 
  Languages Common, Olman  
  AC 15, touch 15, flat-footed 10 
  hp 52 (13 HD) 
  Fort +4, Ref +13 (+17 vs. traps), Will +4 
  Speed 30 ft. 
  Melee masterwork dagger +15/+10 (1d4+2) 
  Ranged masterwork dagger +15 (1d4+2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +9/+4; Grp +12 
  Atk Options Crippling Strike, Sneak Attack (+6d6), 
  Staggering Strike 
  Combat Gear masterwork dagger 
  Abilities Str 14, Dex 21, Con 10, Int 10, Wis 10, Cha 
  8 
  SQ Evasion, Improved Uncanny Dodge, Trapfinding, 
  Trap Sense +4, Uncanny Dodge 
  Feats Combat Expertise, Dodge, Mobility, Spring 
  Attack,  Staggering Strike*, Weapon Finesse 
  Skills Balance +19, Climb +16 Escape Artist +19, 
  Jump +16, Listen +14, Profession: Sailor +14, Spot 
  +14, Tumble +19, Use Rope. +13 
  Possessions masterwork dagger 
  Crippling Strike: An opponent damaged by the 
  Rogue’s Sneak Attack takes 2 points of Str 
  damage. 
  * see Appendix 2: New Rules Items 
   
  7: SLAVER’S COVE 
   
   
   
  S I E G E  C RAB 
  CR  14 
  N Gargantuan Vermin (Aquatic) 
  Init -2; Senses Listen +0, Spot +0 
  AC 37 (-4 size, -2 Dex, +23 natural, +10 deflection), 
  touch 10, flat-footed 37 
  hp 190 (20 HD); DR 15/adamantine 
  Fort +25, Ref +12, Will +14 
  Speed 90 ft. (12 squares), swim 60 ft.; 
  Melee 4 claws +21 melee (2d6+10) 
  Space 20 ft.; Reach 15 ft. 
  Base Atk +15; Grp +37 
  Atk Options Constrict 2d6+10, improved grab, 
  trample 2d6+15 
  Abilities Str 30, Dex 6, Con 21, Int -, Wis 10, Cha 2  
  SQ Amphibious, darkvision 60 ft., force carapace, 
  shielded compartment, vermin traits 
  Feats Cleave, Great Cleave, Power Attack 
  Skills  Swim +18 
   
  Constrict (Ex) A siege crab deals automatic claw 
  damage on a successful grapple check. 
   
  Improved Grab (Ex) To use this ability, a siege 
  crab must hit an opponent at least three sizes smaller 
  
  than itself with a claw attack. It can then attempt to 
  start a grapple as a free action without provoking 
  attacks of opportunity. If it wins the grapple check, it 
  establishes a hold and can constrict on subsequent 
  rounds. (A siege crab can grapple foes of larger size 
  than indicated above, but not without provoking 
  attacks of opportunity. 
   
  Trample (Ex) Reflex half DC 30. The save DC is 
  Strength-based 
   
  Force Carapace (Su) The runes inscribed in a 
  siege crab’s shell project a force around the creature 
  at all times. While its force carapace is active, a crab 
  gains a +10 deflection bonus to Armor Class, a +8 
  resistance bonus on all saving throws, and immunity 
  to magic missile spells and effects. All creatures riding 
  within the crab’s compartment gain the same benefits 
  with regard to attacks originating outside the crab. 
  The physical attacks of incorporeal creatures cannot 
  bypass the force carapace, nor can such creatures 
  pass through the crab’s shell to enter or exit the inner 
  chamber. 
  The 
  siege 
  crab’s 
  claw 
  attacks 
  are 
  considered force effects and can strike incorporeal 
  creatures normally while the force carapace is in 
  effect. The force carapace is essentially a magic item 
  crafted from the shell of the living creature. A dispel 
  magic effect targeting a siege crab can suppress its 
  force carapace for 1d4 rounds. Mordenkainen’s 
  disjunction or any other effect that destroys magic 
  items can permanently dispel a carapace (CL 17th ) 
   
  Shielded Compartment (Ex): Much of the 
  interior tissue of a siege crab has been surgically 
  removed and replaced with a sealed compartment for 
  passengers or cargo. The compartment is accessed 
  by a ventral hatch and is air-and watertight. Water-
  breathing creatures using a siege crab can flood the 
  compartment with seawater, while air-breathing 
  creatures keep the chamber filled with air. The 
  passenger space is about 10 feet by 10 feet; it can 
  hold 1 Large creature or 4 Medium or Small creatures. 
   
  Skills A siege crab has a +8 racial bonus on any 
  Swim check to perform some special action or avoid a 
  hazard. It can always choose to take 10 on a Swim 
  check, even if distracted or endangered. It can use 
  the run action while swimming provided it swims n a 
  straight line. 
   
  This massive crablike creature has four large pincers 
  and six segmented legs. Its bright blue shell is 
  covered with strange, glowing runes, and a round 
  hatch is visible on the crustacean’s underbelly.  
   
  The siege crab is a titanic crustacean that has been 
  warped into a living amphibious war machine by 
  powerful magic and skilled surgery. A siege crab is 20 
  feet in diameter, stands 15 feet tall, and weighs over 
  30 tons 
   
  W H E E P 
  CR  11 
  LE Medium Undead 
  Init +2; Senses Listen +8, Spot +8 
  Languages Common  
  AC 29 (+2 Dex, +12 natural, +5 deflection), touch 17, 
  flat-footed 27 
  hp 58 (9 HD); fast healing 10; DR 5/magic and 
  piercing  
  Resist +4 turn resistance 
  Fort +8 Ref +10, Will +13 
  Speed 30 ft.(6 squares); 
  Melee 2 claws +16 melee (1d8 +11 plus poison tears) 
  and bite +13 melee (1d6+5 plus poison tears) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +11 
  Atk Options Weeping dirge, poison tears 
  Abilities Str 33, Dex 15, Con --, Int 6, Wis 14, Cha 20  
  SQ Blindsight 60 ft., darkvision 60 ft., undead traits, 
  unholy grace,  
  Feats Dodge, Mobility, Multiattack, Weapon Focus 
  (claws)  
  Skills  Hide +8, Listen +8, Move Silently +8, Spot +8 
   
  Poison Tears (Ex): The poison tears that 
  continually pour from a wheep’s empty eyes are 
  actually an injury poison that coats the creature’s 
  claws and fills its mouth. Whenever a wheep 
  succeeds on a claw or bite attack, its foe is subject to 
  the poison – injury Fortitude DC 19, initial and 
  secondary damage 1d6 Con. The save DC is 
  Charisma-based. After an hour, the poisonous bile 
  decomposes and evaporates, losing all efficacy  
   
  Unholy Grace (Su): A wheep adds its Charisma 
  modifier as a bonus on all its saving throws and as a 
  deflection bonus to its Armor Class (already figured 
  into the statistics above). 
   
  Wheeping Dirge (Su): When it chooses (which is 
  almost always, unless moving silently), a wheep can 
  spend a free action round crying and blubbering. All 
  who hear the wheep’s awful, grave-born sorrow must 
  make DC 19 Will saves or be shaken for the duration 
  of the encounter. Once a particular creature saves 
  against a wheep’s dirge, that creature cannot be 
  affected again by the same wheep for 24 hours. This 
  is a sonic effect. The save is Charisma-based.  
    
  The empty orbs of this wizened corpse leak a vile, 
  black ichor that streaks the creature’s face and body, 
  coating its clawed limbs. As the ichor runs into the 
  creature’s mouth, it bubbles and pops, so that its 
  constant wailing emerges as a gurgling keen. 
   
  Wheeps are undead servants of more powerful 
  unloving lords, usually serving as bodyguards but 
  sometimes sent on missions to procure from guarded 
  cemeteries the remains of particularly powerful and 
  trusted figures. Their average size belies a powerful 
  undead strength, fueled by their undying sorrow. 
   
  Eyeless, a wheep is in constant pain, sniffling and 
  crying aloud unless it is trying to hide or move silently. 
  From its hollow eye sockets, a wheep continuously 
  produces a poison with the appearance of black bile. 
  It is easy to track wheeps that have passed through 
  an area in the last hour because they leave behind a 
  trail of their poisonous tears. After an hour, the bile 
  decomposes and evaporates. 
  VTF8-02 Red Skies in the Morning 
   
  Page 36 
  
   
  A wheep stands nearly 6 feet tall and weighs 
  about 200 pounds.  
  VTF8-02 Red Skies in the Morning 
   
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  VTF8-02 Red Skies in the Morning 
   
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  APL 16 
  5: PARTY TIME AT THE BILGE 
   
   
  G U Y E N  AN D  X AK S 
  CR  15 
  Male human monk 4/rogue 1/drunken master 10 
  LE Medium Humanoid (human) 
  Init +2; Senses Listen +2, Spot +2 
  Languages Common, Olman  
  AC 16 (+2 Dex, +2 Wis, +2 AC bonus), touch 16, flat-
  footed 16 
  hp 102 (15 HD) 
  Fort +14, Ref +15 Will +9 (+11 vs. enchantments), 
  Speed 40 ft. 
  Melee unarmed +14/+9 (1d8+4) or flurry of blows 
  +12/+12 (1d8+4) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +10/+5; Grp +16 
  Atk Options Bull Rush (+8), Breath of Flame (3d12 
  fire damage in 20-foot cone, DC 21 Reflex Save for 
  half) Corkscrew Rush, Disarm (+8). Feint (-1) Fists 
  of Iron (+1d6 damage), Flying Kick (+1d12 damage 
  on a charge), Improved Grapple, Improved 
  Improvised Weapons, Power Attack, Sneak Attack 
  (+1d6 damage), Stagger, Stunning Fist 9/day (Fort 
  Save DC 14 or opponent is stunned), Superior 
  Improvised Weapons (+1d12 to unarmed attack 
  damage) 
  Abilities Str 19, Dex 14, Con 12, Int 8, Wis 14, Cha 8  
  SQ 
  Evasion, 
  For 
  Medicinal 
  Purposes 
  (3/day), 
  Trapfinding, Swaying Waist,  
  Feats Combat Reflexes, Dodge, Fists of Iron, Flying 
  Kick*, Great Fortitude, Improved Bull Rush, 
  Improved 
  Disarm, 
  Improved 
  Feint, 
  Improved 
  Unarmed Strike, Power Attack, Stunning Fist  
  Skills 
  Balance 
  +20, 
  Climb 
  +22, 
  Jump 
  +22, 
  Profession: Sailor +20. Tumble +20, Swim +8 
  Breath of Flame (Sp): A drunken master can ignite 
  some of the alcohol within his body and spew it 
  forth from his mouth as a free action, dealing 3d12 
  points of fire damage in a 20-foot cone (DC 21 
  Reflex Save for half damage).  This ends the ability 
  bonus granted by a consumed container of alcohol. 
  Corkscrew Rush (Ex): While charging, in addition to 
  dealing normal damage, the drunken master can 
  initiate a bull rush without provoking an attack of 
  opportunity. If successful, the opponent must make 
  a DC 22 Will save or be stunned. 
  Drink Like A Demon (Ex): A drunken master can 
  consume a container of alcohol as a move action. 
  Each container reduces his Wis and Int by 2, but 
  increases his Str and Con by 2 (maximum 10 
  drinks). Each bonus and penalty lasts 13 rounds)  
  Fist of Iron: +1d6 damage to an unarmed attack. 
  Counts as a use of Stunning Fist for the day. 
  For Medicinal Purposes (Sp):  A drunken master 
  can convert a previously consumed container of 
  alcohol to a potion of cure moderate wounds. This 
  ends the ability bonus granted by that consumed 
  container. This ability can be used 3 time per day. 
  Superior Improvised Weapons (Ex): A drunken 
  master can use improvised weapons that do 
  damage as an unarmed strike plus 1d12 points.  
  Improved Improvised Weapons (Ex): Long objects 
  can be used as reach weapons, objects with many 
  protrusions can be used to provide a +2 bonus to 
  disarm attempts, and large objects with broad, flat 
  surfaces (such as tables) can be improvised to be 
  tower shields.  
  Stagger (Ex): When a drunken master charges, it 
  need not be in a straight line. If a drunken master 
  succeeds on a DC 15 Tumble check, charges do 
  not provoke attacks of opportunity. 
  Swaying Waist (Ex): +2 AC versus one designated 
  opponent each turn 
  * see Appendix 2: New Rules Items 
   
  M ARN B R I G G S 
  CR  15 
  Male human rogue  15 
  NE Medium Humanoid (human) 
  Init +5; Senses Listen +18, Spot +18 
  Languages Common, Olman  
  AC 15, touch 15, flat-footed 10 
  hp 60 (15 HD) 
  Fort +5, Ref +14 (+19 vs. traps), Will +5 
  Speed 30 ft. 
  Melee masterwork dagger +17/+12/+7 (1d4+2) 
  Ranged masterwork dagger +17 (1d4+2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +11; Grp +13 
  Atk Options Crippling Strike, Improved Bull Rush, 
  Sneak Attack (+6d6), Staggering Strike 
  Combat Gear masterwork dagger 
  Abilities Str 14, Dex 21, Con 10, Int 10, Wis 10, Cha 
  8 
  SQ Evasion, Improved Uncanny Dodge, Trapfinding, 
  Trap Sense +5, Uncanny Dodge 
  Feats Combat Expertise, Dodge, Improved Bull Rush, 
  Mobility, Spring Attack, Staggering Strike*, Weapon 
  Finesse 
  Skills Balance +21, Climb +18 Escape Artist +21, 
  Jump +18, Listen +16, Profession: Sailor +16, Spot 
  +16, Tumble +21, Use Rope +15 
  Possessions masterwork dagger 
  Crippling Strike: An opponent damaged by the 
  Rogue’s Sneak Attack takes 2 points of Str 
  damage. 
  * see Appendix 2: New Rules Items 
   
  7: SLAVER’S COVE 
   
   
   
  S I E G E  C RAB 
  CR  14 
  N Gargantuan Vermin (Aquatic) 
  Init -2; Senses Listen +0, Spot +0 
  AC 37 (-4 size, -2 Dex, +23 natural, +10 deflection), 
  touch 10, flat-footed 37 
  hp 190 (20 HD); DR 15/adamantine 
  Fort +25, Ref +12, Will +14 
  
  Speed 90 ft. (12 squares), swim 60 ft.; 
  Melee 4 claws +21 melee (2d6+10) 
  Space 20 ft.; Reach 15 ft. 
  Base Atk +15; Grp +37 
  Atk Options Constrict 2d6+10, improved grab, 
  trample 2d6+15 
  Abilities Str 30, Dex 6, Con 21, Int -, Wis 10, Cha 2  
  SQ Amphibious, darkvision 60 ft., force carapace, 
  shielded compartment, vermin traits 
  Feats Cleave, Great Cleave, Power Attack 
  Skills  Swim +18 
   
  Constrict (Ex) A siege crab deals automatic claw 
  damage on a successful grapple check. 
   
  Improved Grab (Ex) To use this ability, a siege 
  crab must hit an opponent at least three sizes smaller 
  than itself with a claw attack. It can then attempt to 
  start a grapple as a free action without provoking 
  attacks of opportunity. If it wins the grapple check, it 
  establishes a hold and can constrict on subsequent 
  rounds. (A siege crab can grapple foes of larger size 
  than indicated above, but not without provoking 
  attacks of opportunity. 
   
  Trample (Ex) Reflex half DC 30. The save DC is 
  Strength-based 
   
  Force Carapace (Su) The runes inscribed in a 
  siege crab’s shell project a force around the creature 
  at all times. While its force carapace is active, a crab 
  gains a +10 deflection bonus to Armor Class, a +8 
  resistance bonus on all saving throws, and immunity 
  to magic missile spells and effects. All creatures riding 
  within the crab’s compartment gain the same benefits 
  with regard to attacks originating outside the crab. 
  The physical attacks of incorporeal creatures cannot 
  bypass the force carapace, nor can such creatures 
  pass through the crab’s shell to enter or exit the inner 
  chamber. 
  The 
  siege 
  crab’s 
  claw 
  attacks 
  are 
  considered force effects and can strike incorporeal 
  creatures normally while the force carapace is in 
  effect. The force carapace is essentially a magic item 
  crafted from the shell of the living creature. A dispel 
  magic effect targeting a siege crab can suppress its 
  force carapace for 1d4 rounds. Mordenkainen’s 
  disjunction or any other effect that destroys magic 
  items can permanently dispel a carapace (CL 17th ) 
   
  Shielded Compartment (Ex): Much of the 
  interior tissue of a siege crab has been surgically 
  removed and replaced with a sealed compartment for 
  passengers or cargo. The compartment is accessed 
  by a ventral hatch and is air-and watertight. Water-
  breathing creatures using a siege crab can flood the 
  compartment with seawater, while air-breathing 
  creatures keep the chamber filled with air. The 
  passenger space is about 10 feet by 10 feet; it can 
  hold 1 Large creature or 4 Medium or Small creatures. 
   
  Skills A siege crab has a +8 racial bonus on any 
  Swim check to perform some special action or avoid a 
  hazard. It can always choose to take 10 on a Swim 
  check, even if distracted or endangered. It can use 
  the run action while swimming provided it swims n a 
  straight line. 
   
  This massive crablike creatures has four large pincers 
  and six segmented legs. It’s bright blue shell is 
  covered with strange, glowing runes, and a round 
  hatch is visible on the crustacean’s underbelly.  
   
  The siege crab is a titanic crustacean that has been 
  warped into a living amphibious war machine by 
  powerful magic and skilled surgery. A siege crab is 20 
  feet in diameter, stands 15 feet tall, and weighs over 
  30 tons 
   
  W H E E P 
  CR  11 
  LE Medium Undead 
  Init +2; Senses Listen +8, Spot +8 
  Languages Common  
  AC 29 (+2 Dex, +12 natural, +5 deflection), touch 17, 
  flat-footed 27 
  hp 58 (9 HD); fast healing 10; DR 5/magic and 
  piercing  
  Resist +4 turn resistance 
  Fort +8 Ref +10, Will +13 
  Speed 30 ft.(6 squares); 
  Melee 2 claws +16 melee (1d8 +11 plus poison tears) 
  and bite +13 melee (1d6+5 plus poison tears) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +11 
  Atk Options Weeping dirge, poison tears 
  Abilities Str 33, Dex 15, Con --, Int 6, Wis 14, Cha 20  
  SQ Blindsight 60 ft., darkvision 60 ft., undead traits, 
  unholy grace,  
  Feats Dodge, Mobility, Multiattack, Weapon Focus 
  (claws)  
  Skills  Hide +8, Listen +8, Move Silently +8, Spot +8 
   
  Poison Tears (Ex): The poison tears that 
  continually pour from a wheep’s empty eyes are 
  actually an injury poison that coats the creature’s 
  claws and fills its mouth. Whenever a wheep 
  succeeds on a claw or bite attack, its foe is subject to 
  the poison – injury Fortitude DC 19, initial and 
  secondary damage 1d6 Con. The save DC is 
  Charisma-based. After an hour, the poisonous bile 
  decomposes and evaporates, losing all efficacy  
   
  Unholy Grace (Su): A wheep adds its Charisma 
  modifier as a bonus on all its saving throws and as a 
  deflection bonus to its Armor Class (already figured 
  into the statistics above). 
   
  Wheeping Dirge (Su): When it chooses (which is 
  almost always, unless moving silently), a wheep can 
  spend a free action round crying and blubbering. All 
  who hear the wheep’s awful, grave-born sorrow must 
  make DC 19 Will saves or be shaken for the duration 
  of the encounter. Once a particular creature saves 
  against a wheep’s dirge, that creature cannot be 
  affected again by the same wheep for 24 hours. This 
  is a sonic effect. The save is Charisma-based.  
    
  The empty orbs of this wizened corpse leak a vile, 
  black ichor that streaks the creature’s face and body, 
  coating its clawed limbs. As the ichor runs into the 
  creature’s mouth, it bubbles and pops, so that its 
  constant wailing emerges as a gurgling keen. 
  VTF8-02 Red Skies in the Morning 
   
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  VTF8-02 Red Skies in the Morning 
   
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  Wheeps are undead servants of more powerful 
  unloving lords, usually serving as bodyguards but 
  sometimes sent on missions to procure from guarded 
  cemeteries the remains of particularly powerful and 
  trusted figures. Their average size belies a powerful 
  undead strength, fueled by their undying sorrow. 
   
  Eyeless, a wheep is in constant pain, sniffling and 
  crying aloud unless it is trying to hide or move silently. 
  From its hollow eye sockets, a wheep continuously 
  produces a poison with the appearance of black bile. 
  It is easy to track wheeps that have passed through 
  an area in the last hour because they leave behind a 
  trail of their poisonous tears. After an hour, the bile 
  decomposes and evaporates. 
   
  A wheep stands nearly 6 feet tall and weighs 
  about 200 pounds.  
   
   
  
  APPENDIX 2: NEW RULES ITEMS 
  FEATS 
  Extra Stunning [General] 
  You gain extra stunning attacks. 
   
  Prerequisite: Stunning Fist, base attack bonus +2 
   
  Benefit: You gain the ability to make three extra 
  stunning attacks per day. 
   
  Special: You can gain this feat multiple times. Its 
  effects stack. 
   
  Source:  Complete Warrior 98. 
   
  Fists of Iron [General] 
  You have learned the secrets of imbuing your unarmed 
  attacks with extra force. 
   
  Prerequisites: 
  Improved 
  Unarmed 
  Strike, 
  Stunning Fist, base attack bonus +2. 
   
  Benefit: Declare that you are using this feat before 
  you make an attack roll (thus, a missed attack roll ruins 
  the attempt). You deal an extra 1d6 points of damage 
  when you make a successful unarmed attack. Each 
  attempt counts as one of your uses of the Stunning Fist 
  for the day. 
   
  Source:  Complete Warrior 98 
   
  Flying Kick [General] 
  You literally leap into battle, dealing devastating 
  damage. 
   
  Prerequisite: Str 13, Jump 4 ranks, Improved 
  Unarmed Strike, Power Attack 
   
  Benefit: When fighting unarmed and using the 
  charge action, you deal an extra 1d12 points of damage 
  with your unarmed attack. 
   
  Source: Complete Warrior 99. 
   
  Staggering Strike [General] 
  You can deliver a wound that hampers an opponent’s 
  movement. 
   
  Prerequisite: Base attack bonus +6, sneak attack. 
   
  Benefit: If you deal damage with a melee sneak 
  attack, you can also deliver a wound that limits your 
  foe’s mobility. For 1 round (or until the target is the 
  beneficiary of a DC 15 Heal check or any magical 
  healing that restores at least 1 hit point, whichever 
  comes first), your target is treated as if it were 
  staggered, even if its nonlethal damage doesn’t exactly 
  equal its current hit points. A target can resist this 
  effect by making a successful Fortitude save (DC equal 
  to damage dealt). Multiple staggering strikes on the 
  same creature do not stack. This feat has no effect on 
  creatures not subject to sneak attack damage. 
   
  Source: Complete Adventurer 112. 
   
  Sudden Empower [Metamagic] 
  You can cast a spell to greater effect without special 
  preparation. 
   
  Prerequisite: Any metamagic feat 
   
  Benefit: Once per day you can apply the effect of 
  the Empower feat to any spell you cast without 
  increasing the level of the spell or specially preparing it 
  ahead of time. 
   
  Source: Complete Arcane 83. 
   
  Sudden Extend [Metamagic] 
  You can make a spell last longer than normal without 
  special preparation. 
   
  Prerequisite: Any metamagic feat 
   
  Benefit: Once per day you can apply the effect of 
  the Extend feat to any spell you cast without increasing 
  the level of the spell or specially preparing it ahead of 
  time. 
   
  Source: Complete Arcane  83. 
   
  Sudden Maximize [Metamagic] 
  You can cast a spell to maximum effect without special 
  preparation. 
   
  Prerequisite: Any metamagic feat 
   
  Benefit: Once per day you can apply the effect of 
  the Maximize feat to any spell you cast without 
  increasing the level of the spell or specially preparing it 
  ahead of time. You can still use Maximize Spell 
  normally if you have it. 
   
  Source: Complete Arcane  83. 
   
  Sudden Quicken [Metamagic] 
  You can cast a spell with a moment’s thought without 
  special preparation. 
   
  Prerequisites: Quicken Spell, Sudden Empower, 
  Sudden Extend, Sudden Maximize, Sudden Silent, 
  Sudden Still. 
  Benefit: Once per day you can apply the effect of 
  the Quicken Spell feat to any spell you cast without 
  increasing the level of the spell or specially preparing it 
  ahead of time. You can still use Quicken Spell if you 
  have it. 
   
  Source: Complete Arcane 83. 
   
  Sudden Still [Metamagic] 
  You can cast a spell without gestures or special 
  preparation. 
   
   
  Benefit: Once per day you can apply the effect of 
  the Still Spell feat to any spell you cast without 
  VTF8-02 Red Skies in the Morning 
   
  Page 41 
  
  increasing the level of the spell or specially preparing it 
  ahead of time. You can still use Still Spell if you have it. 
   
  Source: Complete Arcane 83. 
   
  Sudden Widen [Metamagic] 
  You can increase a spell’s area without special 
  preparation. 
   
   
  Prerequisite: Any metamagic feat 
   
  Benefit: Once per day you can apply the effect of 
  the Widen Spell feat to any spell you cast without 
  increasing the level of the spell or specially preparing it 
  ahead of time. You can still use Widen Spell normally 
  if you have it. 
   
  Source: Complete Arcane 83. 
   
  MAGIC ITEMS 
  Acidic Burst 
  {Synergy} 
  Price: +1 bonus 
  Property: Weapon 
  Caster Level: 12
  th 
  Aura: Strong (DC 21) conjuration 
  Activation: Standard; (command) and – 
  Synergy Prerequisite: Corrosive 
   
  An acidic burst weapon functions as a corrosive 
  weapon. 
   
  In addition, the weapon automatically showers an 
  opponent with acid upon a successful critical hit, 
  dealing extra acid damage as set out on the table below. 
  This acid does not harm you or any creature other than 
  the target. This is a continuous effect and requires no 
  activation. Even if the weapon has not been activated 
  to deal the extra 1d6 points of acid damage that comes 
  from the corrosive property, the weapon still deals its 
  extra acid damage on a successful critical hit. 
   
  Critical Multiplier – Extra acid damage 
  X2 – 1d10 
  X3 – 2d10 
  X3 – 3d10 
   
   
  Projectile weapons bestow this property upon 
  their ammunition. 
   
  Prerequisites: Craft Magic Arms and Armor, Melf’s 
  acid arrow. 
   
  Cost to Create: Varies 
   
  Source: Magic Item Compendium 28  
   
  Boots of Swift Passage 
  Price (Item Level): 5,000 gp (9
  th) 
  Body Slot: Feet 
  Caster Level: 7th 
  Aura: Moderate; (DC 18) conjuration 
  Activation: Move (command) 
  Weight: -- 1 lb. 
   
  When activated, boots of swift passage teleport you up 
  to 20 feet in any direction with no chance of error. 
   
  You must have line of sight and line of effect to 
  your destination to use the boots. You can’t use the 
  boots to move into a space occupied by another 
  creature, nor can you teleport into a solid object; if you 
  attempt to do so, the boot’s activation is wasted. You 
  can bring along objects weighing up to your maximum 
  load, but you can’t bring another creature with you. 
   
  Boots of swift passage functions a total of five 
  times per day. 
   
  Prerequisites: Craft Wondrous Item, dimension 
  door. 
   
  Cost to Create: 2,500 gp, 200 XP, 5 days 
   
  Source: Magic Item Compendium 78 
   
  Corsair’s Eyepatch 
  Price (Item Level): 3,000 gp (7
  th) 
  Body Slot: Face 
  Caster Level: 3rd 
  Aura: Faint; (DC 16) divination 
  Activation: Swift (command) 
  Weight: -- 
   
  Despite its name, the improved visual acuity provided 
  by a corsair’s eyepatch is equally useful to landlubbers. 
  Wearing this eyepatch has no negative impact on your 
  eyesight – I appears completely transparent to you. 
  While you wear a corsair’s eyepatch over your left eye, 
  activating it grants you the ability to see invisibility (as 
  the spell) for 1 round. While you wear it over your 
  right eye, activating it grants you the benefit of the 
  Blind-Fight feat for 1 minute. Move the eyepatch from 
  one eye to another requires a move action that doesn’t 
  provoke attacks of opportunity. 
   
  A corsair’s eyepatch functions a total of three 
  times per day. 
   
  Prerequisites: 
  Craft 
  Wondrous 
  Item, 
  see 
  invisibility. 
   
  Cost to Create: 1,500 gp, 120 XP, 3 days 
   
  Source: Magic Item Compendium 90 
   
  Corrosive 
  Price: +1 bonus 
  Property: Weapon 
  Caster Level: 10
  th 
  Aura: Moderate; (DC 20) conjuration 
  Activation: Standard (command) 
   
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  When activated a corrosive weapon is sheathed in acid. 
  The acid does not harm you as long as you have the 
  weapon in hand. The effect persists until you speak a 
  second command word. A weapon that has this 
  property deals an extra 1d6 points of acid damage on a 
  successful hit.  
   
  Projectile weapons bestow this property upon 
  their ammunition. 
   
  Prerequisites: Craft Magic Arms and Armor, acid 
  fog, acid storm (SC 7), Melf’s acid arrow, or storm of 
  vengeance. 
   
  Cost to Create: Varies 
   
  Source: Magic Item Compendium 31  
   
  Hammersphere 
  Price (Item Level): 1,500 gp (5
  th) 
  Body Slot: -- (held) 
  Caster Level: 7th 
  Aura: Moderate; (DC 18) transmutation 
  Activation: Standard (command) 
  Weight: ½ lb. 
   
  Once per day, when held aloft and activated, this 
  sphere conjures forth a giant hammer. This hammer 
  functions as a spiritual weapon except that it deals 3d6 
  points of damage on a successful hit you do not have to 
  concentrate on the hammer or keep the sphere aloft 
  when it attacks. 
   
  Prerequisites: Craft Wondrous Item, greater magic 
  weapon, spiritual weapon. 
   
  Cost to Create: 750 gp, 600 XP, 2 days 
   
  Source: Magic Item Compendium 161 
   
  Mask of Lies 
  Price (Item Level): 4,500 gp (9
  th) 
  Body Slot: Face 
  Caster Level: 5th 
  Aura: Faint; (DC 17) abjuration 
  Activation: -- and swift (mental) 
  Weight: 1 lb. 
   
  While wearing this mask, you gain a +5 competence 
  bonus on Bluff checks you’re your alignment is 
  disguised as if by an undetectable alignment spell. This 
  is a continuous effect and requires no activation. 
   
  When you activate the mask, you can alter your 
  appearance as if by the disguise self spell. This ability 
  functions three times per day.  
   
  Prerequisites: Craft Wondrous Item, disguise self, 
  undetectable alignment. 
   
  Cost to Create: 1,500 gp, 120 XP, 3 days 
   
  Source: Magic Item Compendium 115 
   
  Survival Pouch 
  Price (Item Level): 3,300 gp (8
  th) 
  Body Slot: -- (held) 
  Caster Level: 9th 
  Aura: Moderate; (DC 19) conjuration 
  Activation: Standard (manipulation) 
  Weight: 5 lb. 
  Five times per day, you can reach into a survival pouch 
  and retrieve your choice of one of the following items. 
  You can draw out the same item five times in one day, 
  draw out five different items, or produce any 
  combination of up to five items. 
   
  Each item lasts for 8 hours or until indicated 
  below, whichever comes first. 
  • 
  Trail rations for one Medium creature for one day 
  • 
  Two gallons of water in a waterskin. The waterskin 
  disappears if it is emptied completely. 
  • 
  Tend and two bedrolls sized for Medium 
  creatures. 
  • 
  A 50-foot hempen rope. 
  • 
  A shovel. 
  • 
  A campfire (about 2 feet square). The fire can be 
  left to burn, or it can be pulled apart to produce 
  eight lit torches. Each removed torch lasts for 1 
  hour and reduces the remaining burning time of 
  the campfire by 1 hour. If the fire is extinguished, 
  the unburnt portion vanishes. 
  • 
  A composite shortbow (+1 Str bonus) and quiver 
  of 20 arrows. The bow disappears 1 round after the 
  last arrow has been drawn from the quiver. 
  • 
  A mule with a bit, bridle, saddle, and saddlebags 
  (treat as a summoned creature, except that it will 
  not fight for you). 
   
  Prerequisites: Craft Wondrous Item, major 
  creation. 
   
  Cost to Create: 1,650 gp, 132 XP, 4 days 
   
  Source: Magic Item Compendium 187 
   
  SPELLS 
  Acid Storm 
  Conjuration (Creation) [Acid] 
  Level: Sorcerer/Wizard 6 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft. / level) 
  Area: Cylinder (20-ft. radius, 20-ft. high) 
  Duration: Instantaneous 
  Saving Throw: Reflex half 
  Spell Resistance: No 
   
  Acid raid deals 1d6 points of acid damage per caster 
  level (maximum 15d6) to each creature in the area. 
  Material Component: A flask of acid (10 gp). 
  VTF8-02 Red Skies in the Morning 
   
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  Avascular Mass 
  Necromancy [Death, Evil] 
  Level: Deathbound 8, sorcerer/wizard 8 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft. /2 level) 
  Effect: ray 
  Duration: See text 
  Saving Throw: Fortitude partial and Reflex negates; 
  see text 
  Spell Resistance: Yes 
   
  You must succeed a ranged touch with the ray to strike 
  a target. If the attack is successful, the subject looses 
  half its hit points (rounded down) and is stunned for 
  one round. On a successful Fortitude saving throw, the 
  subject is not stunned. Oozes and plants are not 
  affected by this spell.  
   
  The avascular mass instantaneously erupts from 
  the subject and must be anchored to at least two 
  opposed points—such as the floor and ceiling or 
  opposite walls—or else the mass collapses and has no 
  effect. Creatures caught within a 20-foot-radius 
  avascular mass become entangled. The original target 
  of the spell is automatically entangled. Because the 
  avascular mass is magically animate and gradually 
  tightens those it holds, an entangled character who 
  attempts to cast a spell must make a DC 25 
  Concentration check or lose the spell.  
   
  Anyone within 20 feet of the primary target when 
  the spell is cast must make a Reflex save. If this save 
  succeeds, the creature is not caught in the avascular 
  mass is free and to act, though moving might be a 
  problem (see below). If this save fails, the creature is 
  stuck. A stuck creature can break loose by spending 1 
  round and succeeding on a DC 20 Strength check or a 
  DC 25 Escape Artist check. Once loose (either from 
  making the initial Reflex save or a later Strength check 
  or Escape Artist check), a creature can progress 
  through the writhing blood vessels very slowly. Each 
  round devoted to moving allows the creature to make a 
  new Strength check or Escape Artist check. The 
  creature moves 5 feet for each full 5 points by which 
  the check results exceeds 10. 
   
  If you have at least 5 feet of avascular mass 
  between you and an opponent, it provides cover. If you 
  have at least 20 feet of avascular mass between you, it 
  provides total cover.  
   
  The avascular mass of entangling tissue persists for 
  1 round per caster level. When the duration elapses, 
  the blood vessel mass becomes so much limp, decaying 
  tissue.  
   
  Caltrops 
  Conjuration (Creation) 
  Level: Sorcerer/wizard 0 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 level) 
  Area: see text 
  Duration: 1 round/level 
  Saving Throw: None 
  Spell Resistance: No 
   
  A caltrops spell covers one 5-foot-by-5-foot square with 
  caltrops. Every time a creature moves into an area 
  covered by caltrops or spends a round fighting while 
  standing in such an area, it might step on one. The 
  caltrops make one attack roll (+0 melee) against the 
  creature. For this attack, the target’s shield and 
  deflection bonuses do not count, nor does its armor 
  bonus for armor worn. A target wearing shoes or other 
  footwear gains a +2 armor bonus to Armor Class 
  (which does count) It the caltrops succeed on the 
  attack , the creature has stepped on one. 
   
  A successful attack by a caltrop deals 1 point of 
  damage. If the target is Small, Medium, or Large, its 
  land speed is reduced by one-half because of the injury. 
  This movement penalty lasts for 24 hours, until the 
  creature is successfully treated with a DC 15 Heal 
  check, or until it receives at least 1 point of magical 
  healing. A charging or running creature must 
  immediately stop if it steps on a caltrop. A creature 
  moving at half speed or slower can pick its way 
  through the bed of caltrops with no trouble. 
   
  The DM DMs the effectiveness of the caltrops 
  against unusual opponents or opponents outside of the 
  size range given above. A giant centipede, for example, 
  can scramble among the caltrops with no chance of 
  hurting itself, and a fire giant wearing thick , massive 
  boots might be immune to their attacks.  
   
  For every two caster levels beyond 1
  st, you can 
  affect an additional 5-foot-by-5-foot square, and the 
  caltrops’ attack bonus increases by 1. Thus, you affect 
  two squares at 3
  rd level (+1 melee), three at 5
  th level (+2 
  melee), four at 7
  th level (+3 melee), and a maximum of 
  five at 9
  th level or higher (+4 melee maximum). 
   
  Multiple caltrops spells (or mundane caltrops) 
  occupying the same space have no additional effect. 
   
  Contingent Energy Resistance 
  Abjuration 
  Level: Cleric 4, druid 4, sorcerer/wizard 5 
  Components: V,S,M 
  Casting Time: 1 minute 
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  Duration: 1 hour/level 
  The spell functions similarly to contingency (PH 213), 
  but with a more limited scope. While contingent 
  energy resistance is in effect, if you are dealt damage 
  associated with one of the five types of energy (acid, 
  cold, electricity, fire or sonic), the spell automatically 
  grants you resistance 10 against that type of energy for 
  up to 10 minutes against that type of energy for up to 
  10 minutes per caster level, or until the remainder of 
  the spell duration, just as if it were under the effects of 
  a resist energy spell of the appropriate type. 
   
  Once the energy type against by a particular 
  casting of this spell is determined, it can’t be changed. 
  You can’t have more than one contingent energy 
  resistance in effect on yourself at the same time—if 
  you cast the spell a second time while an earlier casting 
  is still in effect, the earlier spell automatically expires.  
   
  The energy resistance granted by this spell does 
  not stack with similar benefits against the same energy 
  type (such as from the resist energy spell). However, it 
  is possible to be simultaneously under the effect of 
  resist energy(fire) and contingent energy resistance 
  (electricity), or any other two such spells that protect 
  against different types of energy.  
   
  Material Component: An oyster shell. 
  Source: Spell Compendium 52 
   
  Desiccating Bubble 
  Necromancy 
  Level: Sorcerer/wizard 2 
  Components: S,M/DF 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Effect: 3-ft.-radius sphere of air  
  Duration: 1 round/level 
  Saving Throw: Reflex negates 
  Spell Resistance: Yes 
   
  A globe of supernaturally dry air roll in whatever 
  direction you point and engulfs those it strikes. It 
  moves 30 feet per round and can leap up to 30 feet to 
  strike a target. If it enters a space with a  creature, it 
  stops moving for the round and deals 2d4 points of 
  damage as it evaporates moister from the subject. (The 
  subject can negate this damage with a successful Reflex 
  save.) Oozes, creatures composed of water (such as 
  water elementals), and creatures with the aquatic 
  subtype take 2d6 points of damage. 
   
  The bubble moves as long as you actively direct it 
  (a move action for you); otherwise, it merely stays at 
  rest. The surface of the bubble has a spongy yielding 
  consistency (similar to that of a soap bubble, but not 
  fragile and allowing objects to pass through it without 
  affecting the spell) and so does not cause damage 
  except by absorbing moisture. It cannot batter down 
  large obstacles. The bubble winks out if it exceeds  the 
  spell’s range.  
   
  Arcane Material Component: A tiny bag or 
  bladder filled with air, and a sprinkle of dust. 
   
  Source: Spell Compendium 64 
   
  Extract Water Elemental 
  Transmutation [Water] 
  Level: Druid 6, sorcerer/wizard 6 
  Components: V,S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. +5 ft./2 levels) 
  Target: One living creature 
  Duration: Instantaneous 
  Saving Throw: Fortitude half 
  Spell Resistance: Yes 
   
  This brutal spell causes the targeted creature to 
  dehydrate horribly as the moister in its body if forcibly 
  extracted through its eyes, nostrils, mouth, and pores. 
  This deals 1d6 points of damage per caster level 
  (maximum of 20d6), or half damage on a successful 
  Fortitude save. If the target creature is slain by this 
  spell, the extracted moister is transformed into a water 
  elemental of a size equal to the slain creature (up to 
  Huge). The water elemental is under your control, as if 
  you summoned it, and disappears after 1 minute.  
   
  The spell has no effect on living creatures with the 
  fire subtype. 
  Source: Spell Compendium 86 
   
  Indomitability 
  Abjuration 
  Level: Sorcerer/Wizard 5 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: 1 minute/level or until discharged 
  Saving Throw: None (harmless) 
  Spell Resistance: Yes (harmless) 
   
   
   
  The indomitability spell protects its recipient from 
  the first incapacitating attack the creature suffers 
  during the spell’s duration. An incapacitating attack is 
  one that would reduce the recipient to fewer than 1 hit 
  point. The attack must be one that deals damage; the 
  indomitability spell offers no protection from 
  nondamaging effects or attacks that kill or destroy 
  without dealing any damage, such as death effects. 
  VTF8-02 Red Skies in the Morning 
   
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  Regardless of how much damage the attack deals, the 
  recipient of the indomitability spell takes only enough 
  damage to be reduced to 1 hp. The remaining damage 
  from the attack is ignored. Once the spell protects the 
  subject in this manner, the spell is discharged. 
  Source: Spell Compendium 121 
   
  Mage Armor, Greater 
  Conjuration (Creation) [Force] 
  Level: Sorcerer/wizard 3 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: 1 hour/level (D) 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: No 
   
  This spell functions like mage armor, except that 
  its tangible field of force provides a +6 armor bonus to 
  Armor Class. 
   
  Material Component: A tiny platinum shield 
  worth 25 gp. 
  Reference: Spell Compendium 136. 
   
  Orb of Acid, Lesser 
  Conjuration (Creation) [Acid] 
  Level: Sorcerer/wizard 1, warmage 1 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: One orb of acid 
  Duration: Instantaneous 
  Saving Throw: Fortitude partial 
  Spell Resistance: No 
  An orb of acid about 2 inches across shots from your 
  palm at its target, dealing 1d8 points of damage. You 
  must succeed on a ranged touch attack to hit your 
  target. 
   
  For every two caster levels beyond 1st, your orb 
  deals an additional 1d8 points of damage: 2d8 at 3rd 
  level, 3d8 at 5th level, 4d8 at 7th level, and the 
  maximum of 5d8 at 9th level or higher. 
  Source: Spell Compendium 150 
   
  Orb of Force 
  Conjuration (Creation) [Force] 
  Level: Sorcerer/wizard 4, warmage 4 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: One orb of force 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: No 
   
  You create a globe of force 3 inches across, which 
  streaks from your palm toward your target. You must 
  succeed on a ranged touch attack to hit the target. The 
  orb deals 1d6 points of damage per caster level 
  (maximum 10d6) 
  Source: Spell Compendium 151 
   
  Manyjaws 
  Evocation [Force] 
  Level: Sorcerer/wizard 3 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Effect: One pair of disembodied jaws, flying jaws per 
  caster level (maximum 10 pairs) 
  Duration: Concentration, up to 3 rounds 
  Saving Throw: See text 
  Spell Resistance: Yes 
   
  When you cast this spell, you summon several pairs of 
  mystical, disembodied jaws that fly about and attack 
  your foes. These pairs of jaws can be commanded to 
  attack separate targets, or multiple pairs can be sent to 
  attack a single foe. The jaws originate at your location 
  and fly out to attack their targets, moving at a fly speed 
  of 40 feet with perfect maneuverability. You can 
  redirect the jaws as you desire as a standard action.  
   
  Each round on your action, each pair of jaws 
  automatically hits its target and deals 1d6 points of 
  damage, or half that amount with a successful Reflex 
  save. A creature targeted by multiple pairs of jaws in a 
  single round makes only one savings throw, with 
  success halving the total damage.  
   
  Material Component: A pair of teeth. 
  Source: Spell Compendium 138 
   
  Rainbow Beam 
  Evocation [Light] 
  Level: Sorcerer/wizard 2 
  Components: V,S,F 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft. / 2 levels) 
  Effect: Ray 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: Yes 
   
  You must succeed on a ranged touch attack with the 
  ray to strike a target. If you hit, the subject is dazzled 
  for 1 minute. The spell also deals 1d12 points of 
  damage per three caster levels (maximum 5d12). A 
  rainbow beam deals a random type of damage as 
  VTF8-02 Red Skies in the Morning 
   
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  determined by the following table. If two types of 
  energy are indicated, rainbow beam deals half its 
  damage from each type of energy indicated. Creatures 
  apply energy resistance separately to each type of 
  damage. 
  1d8 
  Color  
  Damage Type 
  1 
  Red 
  Fire 
  2 
  Orange 
  Acid 
  3 
  Yellow 
  Electricity 
  4 
  Green 
  Poison 
  5 
  Blue 
  Cold 
  6 
  Indigo 
  Sonic 
  7 
  Violet 
  Force  
  8 
  Multihue
  d 
  roll twice (ignoring any further 
  results of 8) 
   
   
  Focus: A small clear gem or crystal prism worth at 
  least 10 gp. 
  Source: Spell Compendium 165 
   
  Solipsism 
  Illusion (Phantasm) [Mind-effecting] 
  Level: Sorcerer/wizard 7 
  Components: V 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft. / level) 
  Target: One creature 
  Duration: 1 round/level 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
   
  You manipulate the senses of one creature so that it 
  perceives itself to be the only real creature in all of 
  existence and everything around it to be merely an 
  illusion. 
   
  If the target fails its save, it is convinced of the 
  unreality of every situation it might encounter. It takes 
  no actions, not even purely mental actions, and instead 
  watches the world around it with bemusement. The 
  subject becomes effectively helpless and takes no steps 
  to defend itself from any threat, since it considers any 
  hostile action merely another illusion.  
  Source: Spell Compendium 194 
   
  Submerge Ship 
  Evocation [Water] 
  Level: Sorcerer/wizard 7 
  Components: V, S, F 
  Casting Time: 10 minutes 
  Range: Touch 
  Target: Ship touched 
  Duration: 1 hour/level 
  Saving Throw: None 
  Spell Resistance: No 
   
  You grant the ship touched a swim speed of 60 feet and 
  the ability to move beneath the surface of the water. 
  You can control the ship’s speed and direction as a free 
  action. All interior spaces of the ship remain dry even 
  if a doorway or porthole is open while the ship is 
  underwater. Any creature aboard the ship when the 
  spell is cast can move about the ship with ease 
  (including climbing and jumping) as if it were afloat on 
  a calm sea. Such creatures can breathe water for the 
  duration of the spell as long as they remain within 10 
  feet of the ship. External forces, such as a storm or an 
  angry dragon, can still jostle the ship and cause it to 
  shake and possibly knock passengers and objects from 
  it, but nothing falls from the ship as a result of your 
  direction of its movement.  
   
  You can transfer control of the ship to another 
  individual by giving that individual the miniature 
  rudder you used as a focus to cast the spell. If the focus 
  is ever lost or becomes unattended, the spell’s duration 
  expires. 
   
  Once the spell ends (either because the duration 
  expired, the focus was lost or became unattended, or 
  the magic was successfully dispelled), the magic 
  lingers for 1 additional round per caster level. During 
  this time, the ship ascends toward the water’s surface at 
  a rate of 60 feet per round.  If the ship is still 
  underwater when this additional time runs out, it 
  immediately sinks, and its passengers risk drowning.  
   
  Focus: A miniature wooden rudder inlaid with 
  silver, worth 2,500 gp. 
  Source: Spell Compendium 211 
   
  Transfix 
  Enchantment (Compulsion) [Mind-Affecting] 
  Level: Sorcerer/wizard 7 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: Medium (100 ft. + 10 ft./level) 
  Area: 10-ft.-radius emanation centered on a point in 
  space 
  Duration: 1 hour/level 
  Saving Throw: Will negates; see text 
  Spell Resistance: Yes 
   
  This spell causes any Medium or smaller humanoids 
  within the area of the spell to become paralyzed. When 
  casting the spell, you must specify a condition that will 
  end it (“Wait here until the dragon arrives”), even if 
  that condition can never feasibly be met (“Stay here 
  until the sun shines at night”). Subjects in the area that 
  fail their saves immediately become aware of the 
  VTF8-02 Red Skies in the Morning 
   
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  condition, but they cannot communicate it due to their 
  paralyzed state (although someone could use a spell 
  such as detect thoughts to ascertain the condition). For 
  every hour the creatures are transfixed before the 
  condition is met, they are allowed another saving 
  throw to break free of the spell’s effect.  
   
  As long as the spell operates, any Medium or 
  smaller humanoid that enters its area must make a 
  successful saving throw or become transfixed with the 
  same exit conditions (they too become aware of the 
  exit conditions on becoming transfixed). Likewise, any 
  creatures removed from the area are freed from the 
  spell’s effect.  
   
  An affected creature that is attacked gains a new 
  saving throw to break free of the enchantment. 
   
  Material Component: A drop of pine resin. 
  Source: Spell Compendium 222 
   
   
   
  VTF8-02 Red Skies in the Morning 
   
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  DM’S MAP 1 
  Ruja the Thief's hideout 
   
   
   
   
  VTF8-02 Red Skies in the Morning 
   
  Page 49 
  
  DM’S MAP 2 
  The Bilge Tavern 
   
   
   
   
  VTF8-02 Red Skies in the Morning 
   
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  DM’S MAP 3 
  Slaver's Cove 
   
   
   
   
  VTF8-02 Red Skies in the Morning 
   
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  DM’S MAP 4 
  Markessa the Red's chamber 
   
   
   
   
  VTF8-02 Red Skies in the Morning 
   
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  PLAYER HANDOUT 1 
  Untying the black ribbon and opening the scroll reveals the following message written in an even script: 
   
   
   
   
   
   
   
   
   
  I have heard of your talents and 
  wish to discuss an employment opportunity 
  with you. Meet me tomorrow at noon on the 
  sailing ship The True, pier 13. I think you 
  will find my offer worth your time. 
  VTF8-02 Red Skies in the Morning 
   
  Page 53 
  
  VTF8-02 Red Skies in the Morning 
   
  Page 54 
  PLAYER HANDOUT 2 
  The following scribbled notes were found in a secret compartment in the desk in Ruja the Thief’s apartment: 
   
   
  Dark Reaver Powder would be ideal in the pastries, 
  but the chemical structure breaks down when baked. 
  Arsenic, while not an ideal choice because of its 
  lesser degree of lethality, does stand up to the 
  baking process. Use it in the batter. 
   
  It might be amusing to lace some of the 
  less 
  expensive 
  candies 
  with 
  Striped 
  Toadstool. If used prior to invasion, the 
  erratic behavior it would instill in the 
  general populace could help destabilize 
  the city. Idea: Encourage Agnes to set up 
  a booth of “Free” candies in the market to 
  promote her wares. 
   
  !!! – Use Dark Reaver 
  Powder in the icing!  
  No heat = no reduction in lethality. 
   
  Wyvern poison is normally 
  administered via stinger, 
  but is known to be a 
  hardy substance. Consider 
  testing it out in the 
  batter. 
  Better 
  than 
  arsenic. 
   
  Obtained a small amount of Sekolah’s Judgment. 
  Worked exceptionally well on the slaves. The nausea 
  it precipitated prior to death makes it especially 
  well-suited 
  for 
  the 
  gentry 
  council 
  chambers. 
  Problem: Expensive. Need to test its durability 
  before investing and find a more reliable (and 
  cheaper) source.  
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Meta-Region The Velverdyva Trade Route/598/Normal Scenarios/VTF8-02 - Red Skies in the Morning (APL 6-14)/VTF8-02 - Red Skies in the Morning.pdf