TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS 
  game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any 
  form without permission of the author.  To learn more about the Open Gaming License and the d20 
  system license, please visit www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the 
  Coast, Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS 
  RESERVED. This scenario is intended for tournament use only and may not be reproduced without 
  approval of the RPGA Network.  
   
  ULP5-01 
   
   
   
   
   
   
  Storms Over the Azure Sea 
   
  A One-Round D&D LIVING GREYHAWK®  
  Principality of Ulek Regional Adventure 
  Version 1.0 
   
  by Craig Ballock 
   
   
   
   
  The Azure Sea has become increasingly more dangerous to travel these past months.  Many of the 
  vessels departing from the port city of Gryrax never return and trade from the cities along the Sea of 
  Gearnat has dwindled dramatically.  Are these disappearances caused by some new, strange evil lurking 
  beneath the waters of the Azure Sea or the normal hazards of sea travel?  A Principality of Ulek regional 
  adventure for APLs 2-10. 
   
   
  
  ULP5-01 Storms Over the Azure Sea 
   
  Page 2 
  Introduction 
  This is an RPGA® Network scenario for the 
  Dungeons & Dragons® game. A four-hour time 
  block has been allocated for each round of this 
  scenario, but the actual playing time will be closer 
  to three and a half hours. The rest of the time is 
  spent in preparation before game play, and 
  scoring after the game. The following guidelines 
  are here to help you with both the preparation and 
  voting segment of the game. Read this page 
  carefully so that you know and can communicate 
  to your players the special aspects of playing an 
  RPGA scenario.  
  Preparation  
   
   
   
   
  First you should print this scenario. This scenario 
  was created to support double-sided printing, but 
  printing it single sided will work as well. There is 
  enough room along the inside margin to bind the 
  adventure, if you desire.  
  Read this entire adventure at least once before 
  you run your game. Be sure to familiarize yourself 
  with any special rules, spells, or equipment 
  presented in the adventure. It may help to 
  highlight particularly important passages.  
  When you run an RPGA D&D adventure we 
  assume that you have access to the following 
  books: the Player’s Handbook, the Dungeon 
  Master’s Guide, and the Monster Manual. We also 
  assume that you have a set of dice (at least one 
  d4, d6, d8, d10, d12, and d20), some scrap paper, 
  a pencil, an RPGA table tracking form, and your 
  sense of fun. It is also a good idea to have a way 
  to track movement during combat. This can be as 
  simple as a pad of graph paper and a pencil, as 
  handy as a vinyl grid map and chits, or as 
  elaborate as resin dungeon walls and miniatures. 
  Instruct the players either to prepare their 
  characters now, or wait until you read the 
  introduction, depending on the requirements of the 
  scenario as described in the introduction.  
  Keep in mind that you must have at least four 
  players (not counting the DM), for the game 
  session to be a sanctioned RPGA event. As well, 
  you 
  cannot 
  have 
  more 
  than 
  six 
  players 
  participating in the game. 
  Once you are ready to play, it is handy to instruct 
  each player to place a nametag in front of him or 
  her. The tag should have the player’s name at the 
  bottom, and the character’s name, race, and 
  gender at the top. This makes it easier for the 
  players (and the DM) to keep track of who is 
  playing which character. 
  The players are free to use the game rules to 
  learn 
  about 
  equipment 
  and 
  weapons 
  their 
  characters are carrying. That said, you as the DM 
  can bar the use of even core rulebooks during 
  certain times of play. For example, the players are 
  not free to consult the Dungeon Master’s Guide 
  when confronted with a trap or hazard, or the 
  Monster Manual when confronted with a monster.  
  Some of the text in this scenario is written so that 
  you may present it as written to the players, while 
  other text is for your eyes only. Text for the 
  players will be in gray boxes. It’s strongly 
  recommended that you paraphrase the player text 
  instead of reading it aloud. Some of this text is 
  general and must be adapted to the specific 
  situation or to actions of the player characters. 
  This is a LIVING GREYHAWK Adventure.  As a 
  LIVING adventure it is expected that players bring 
  their own characters with them.  If players do not 
  have a LIVING GREYHAWK character generated, 
  get a copy of the current LIVING GREYHAWK 
  character generation guidelines, and a character 
  sheet from your convention coordinator or the 
  RPGA Web site, and then have any players 
  without a character create one.  Once all players 
  have a LIVING GREYHAWK character, play can 
  begin. 
  Along with the other materials that you are 
  assumed to have in order to run a D&D game, it is 
  also recommended that you have a copy of the 
  LIVING GREYHAWK Gazetteer. 
  Living Greyhawk Levels of Play  
   
  Because players bring their own characters to 
  LIVING GREYHAWK games, this adventure’s 
  challenges are proportioned to the average 
  character level of the PCs participating in the 
  adventure. To determine the Average Party Level 
  (APL): 
  1. Determine the character level for each of the 
  PCs participating in the adventure. 
  2. If PCs bring animals that have been trained 
  for combat (most likely being war horses, 
  dogs trained for war), other than those brought 
  by virtue of a class ability (i.e. animal 
  companions, familiars paladin’s mounts, etc) 
  use the sidebar chart to determine the number 
  of levels you add to the sum above. Add each 
  character’s animals separately. A single PC 
  may only bring four or fewer animals of this 
  
  ULP5-01 Storms Over the Azure Sea 
   
  Page 3 
  # 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 
  type, and animals with different CRs are 
  added separately. 
   
   
   
   
   
   
   
   
   
   
   
   
   
  3. Sum the results of 1 and 2, and divide by the 
  number 
  of 
  characters 
  playing 
  in 
  the 
  adventure.  Round to the nearest whole 
  number. 
  4. If you are running a table of six PCs, add one 
  to that average. 
  By following these four steps, you will have 
  determined the APL. Throughout this adventure, 
  APLs categorize the level of challenge the PCs 
  will face. APLS are given in even-numbered 
  increments. If the APL of your group falls on an 
  odd number, ask them before the adventure 
  begins whether they would like to play a harder or 
  easier adventure. Based on their choice, use 
  either the higher or the lower adjacent APL. 
  APL also affects the amount of experience you 
  may gain at the end of the adventure. If your 
  character is three character levels or more either 
  higher or lower than the APL this adventure is 
  being played at, that character will receive only 
  half of the experience points awarded for the 
  adventure. This simulates the face that either your 
  character was not as challenged as normal, or 
  relied on help by higher-level characters to reach 
  the objectives. 
  Note: 
  LIVING 
  GREYHAWK 
  adventures 
  are 
  designed for APL 2 and higher. Four or 
  sometimes even five 1st-level characters may find 
  difficulty with the challenges in a LIVING 
  GREYHAWK adventure. If your group is APL 1 
  there are two things that you can do to help even 
  the score. 
  1. Attempt to create a table of six 1st-level 
  characters, or try to enlist higher-level 
  characters to play at that table. 
  2. Advise characters to buy riding dogs to help 
  protect them, and fight for them. All riding 
  dogs are considered trained to attack. PCs 
  who want their dogs to attack must succeed at 
  a Handle Animal or Charisma check (DC 10). 
  Failure indicates that the animal will not attack 
  that round. This is a move action (spoken 
  command) that may be attempted each round. 
  If an animal loses half or more hp in a single 
  round it flees, unless another check is 
  successful. 
  Time Units and Upkeep  
   
   
  This is a standard one-round Regional adventure, 
  set in the Principality of Ulek.  Characters native 
  to the Principality of Ulek pay one Time Unit per 
  round, all others pay two Time Units per round.  
  Adventurer’s Standard Upkeep costs 12gp per 
  Time Unit.  Rich Upkeep costs 50gp per Time 
  Unit.  Luxury Upkeep costs 100gp per Time Unit. 
   
  
  ULP5-01 Storms Over the Azure Sea 
   
  Page 4 
  Adventure Background 
  The Azure Sea, never a kind mistress, has 
  become increasingly more dangerous to travel 
  these past months.  Many of the vessels departing 
  from the port city of Gryrax never return and trade 
  from the cities along the Sea of Gearnat has 
  dwindled dramatically.  Those vessels that do 
  make it into port safely bring tales of pirates, 
  strange sea creatures, and storms with clouds the 
  color of blood.  The Royal Navy has sent out ships 
  to 
  discover 
  the 
  source 
  of 
  these 
  strange 
  occurrences but have been unable to get any real 
  answers.  The only clue the Royal Navy has is that 
  only those ships passing within a day’s travel of 
  the Pomarj coastline have gone missing.  This has 
  led many to believe that Turrosh Mak is behind 
  these attacks, although no one has seen anything 
  to indicate his involvement. 
  The Royal Navy has posted warnings throughout 
  the dock regions, advising captains to take their 
  vessels away from the coastline when traveling 
  through the dangerous sector.  These precautions 
  have helped reduce the number of missing 
  vessels considerably but many merchants are 
  complaining about the added expense and time it 
  takes to deliver their merchandise.  The strange 
  disappearances are the talk of the town and the 
  powerful merchants of the city are putting 
  pressure on the government to get something 
  done about the threat. 
  As suspected, but not yet proven, Turrosh Mak, 
  via the Slavers, is behind the attacks and 
  disappearances of the many vessels trying to sail 
  along the Pomarj coastline.  Betrayed by his 
  second in command, the creature known only as 
  the Warlord, Turrosh Mak fears that the foul 
  dwarves that continually plague his flank may yet 
  discover his plans for the great city of Greyhawk.  
  Planning to transport many of his troops by sea, 
  Turrosh Mak has begun building a large fleet of 
  ships the likes of which Oerth has not seen in 
  many ages.   
  In an effort to keep his fleet secret, Turrosh Mak 
  has recruited many of the pirate captains and foul 
  sea creatures of the Azure Sea to destroy any 
  vessel that comes too close to the shores of the 
  Pomarj.  In return for this protection Mak has 
  provided the pirates safe harbor in the coast cities 
  of the Pomarj and has also allowed them to keep 
  two thirds of the booty they recover from any ship 
  destroyed.  The Slavers get to keep the remaining 
  third of the captured booty along with any 
  captured slaves.  So far the plan has been 
  working flawlessly, the dwarves of the Principality 
  of Ulek have no idea the fleet is being built and 
  Turrosh Mak is gaining some much-needed 
  revenues from the looted ships. 
  One pirate captain, Larigan Crown, an extremely 
  charismatic individual with a quick wit and tongue, 
  has done exceedingly well with these new 
  arrangements.  Hiring a corrupt Druid of Procan, 
  Crown has been using his pet druid to summon 
  storms and lightning to cripple the unknowing 
  ships before boarding and looting the vessels.  
  The burning ships can be seen leagues away 
  casting a blood red hue upon the summoned 
  storm clouds.  Crown has taken more vessels than 
  any other pirate with this innovative method and it 
  is whispered that Turrosh Mak himself has grown 
  to favor him and has offered him the leadership of 
  the new fleet when it is finally built. 
  Adventure Summary 
  Those PCs who are members of the Royal Navy 
  or Royal Army begin the adventure in the Royal 
  Navy’s Main Headquarters in Gryrax.  They are 
  briefed on the situation and given orders to report 
  to a merchant vessel that will be traveling into the 
  dangerous sector where they will be working 
  undercover as hired guards.  Their objectives are 
  threefold; to gather any information on any 
  hostiles in the area, determine the source of these 
  attacks on merchant vessels and if possible, 
  eliminate them.  The ship they are traveling on is 
  to leave the next morning and once the PCs are 
  finished asking questions they are dismissed. 
  Those PCs who are not members of the Royal 
  Navy or Royal Army begin the adventure in the 
  Drowning Dragon one of the larger taverns 
  located in the Gryrax dock district.  A Captain 
  Barlos Woodrow, the same captain that the Royal 
  Navy is working with, approaches the PCs and 
  offers them work as guards on his ship for his next 
  voyage.  Captain Barlos answers any questions 
  the PCs have and then, if they accept, gives them 
  directions to his vessel and inform them they are 
  casting off at dawn tomorrow. 
  At dusk on the third day Larigan Crown attacks the 
  PC’s vessel.  Crown uses his normal tactics of 
  summoning a storm to destroy the merchant 
  vessel’s masts rendering it immobile.  He is 
  piloting a captured Royal Navy warship that he 
  has named Bloodwave, and his crew is disguised 
  as Royal Navy crewmen.  Crown tries to bring the 
  ships abreast of each other in order to engage the 
  
  ULP5-01 Storms Over the Azure Sea 
   
  Page 5 
  PCs in melee combat.  Crown is trying to capture 
  as many slaves as possible so he has ordered his 
  crew to use saps to deal subdual damage. 
  Regardless of which crew wins the battle, the 
  merchant vessel has been crippled and now 
  needs to be towed by Crown’s ship.  Later that 
  evening the ships are attacked again, but this time 
  by a raiding party of Sahuagin who observed the 
  battle between the two ships and are hoping to 
  take advantage of the crippled vessels.  During 
  the battle the Sahuagin puncture the hull of the 
  pirate vessel forcing the PCs to beach the vessels 
  now that both of the ships are crippled.  If Crown 
  is alive he suggests a sea cave he knows about to 
  wait out the storm that is still raging from the first 
  attack. 
  Within the cave, Barlos first has the PCs 
  scavenge a shipwreck in the cave for materials to 
  help repair the broken mast and damaged hull.  
  During their search the PCs come upon the ghost 
  of Jeradon Bluebill, the late captain of the ship 
  wrecked upon the cave’s beach.  Bluebill is not 
  hostile but very absent minded, so absent minded 
  that he forgot where he buried his treasure and 
  has remained after his death until he can find it.  
  The PCs can help Bluebill find his treasure and if 
  they are successful he rewards them for their 
  efforts.  Before the PCs retire for the night, Barlos 
  tells them of a nest of eggs some of his men 
  found while they were scavenging for supplies. 
  In the morning the PCs wake up to screams for 
  help coming from the nest of eggs.  What the PCs 
  find are two crewmembers who hoped to have 
  some eggs for breakfast surrounded by sea 
  crocodiles protecting their young. 
  By midday the repairs are done and Captain 
  Barlos is ready to return back to Gryrax since the 
  repairs aren’t secure enough to continue the 
  voyage.  After a day of good sailing one of 
  Barlos’s men informs him of a strange S.O.S. 
  signal originating from the shore.  If the PCs 
  investigate they find a halfling scout of the Royal 
  Army whose scouting party has been captured.  
  He informs the PCs that the rest of his party is 
  being held a short distance inland by a party of 
  Pomarj cavalry and begs them for their help. 
  The rest of the voyage passes quietly and the 
  Royal Navy is very grateful for all the PCs help, 
  especially if they managed to bring back Larigan 
  Crown and save the captured scouting party.  
  NOTE: This adventure counts as a Royal Army 
  and Royal Navy mission. 
  Introduction 
  There are two possible introductions available to 
  the PCs.  The first is for those PCs who are 
  members of the Principality of Ulek Royal Army or 
  Royal Navy and the second is for those PCs who 
  are not members.  Read each introduction 
  separately and have those players whose PCs are 
  not participating in the introduction step away from 
  the table until it is time for their introduction.  The 
  following is the introduction for military PCs only. 
  The aid at the desk in front of you, a young 
  halfling petty officer, quickly scans your 
  orders to report to a Commander Squidin 
  Goodhull and escorts you to the commander’s 
  office.  The office is covered in nautical 
  memorabilia 
  and 
  maps 
  detailing 
  the 
  Principality of Ulek coastline.  Barely visible 
  behind a stack of paperwork is Commander 
  Squidin, an older halfling with dark beady 
  eyes, deeply suntanned skin and a gray, 
  receding hairline.  Looking up from his work 
  he asks for your patience in a voice honed 
  from years of command, “Belay there a 
  moment while I finish this.”  Scanning over the 
  last of what looks to be a supply list he signs 
  the document and pushes it to the side turning 
  his attention back to you, “So you must be the 
  mates I requested.  Well, don’t just stand 
  there, what be your names and ranks?” 
  Commander Squidin is a stern halfling who has 
  spent the best years of his life on board a ship 
  until promoted into a desk job.  He listens to the 
  PCs introductions then asks them to be at ease 
  pointing to the chairs in front of his desk. 
  “I expect your commanders informed you what 
  you were getting yourselves into?  No?  
  Probably 
  best, 
  we 
  don’t 
  need anymore 
  deserters,” says Squidin with a smile that 
  wrinkles his leathery face.  “If you haven’t 
  already heard we have been losing an 
  alarming amount of civilian and military 
  vessels traveling within a day’s sail of the 
  Pomarj coastline.”  Motioning to a large map 
  behind him the commander continues, “We 
  have sent multiple small scouting vessels but 
  have been unable to attain any solid evidence 
  on what is behind these disappearances.  The 
  local merchant guild has been pressuring the 
  higher ups and they want something done 
  now.  That is where you come in.”  Passing 
  out a rolled document containing your orders, 
  Squidin continues, “Your mission is threefold; 
  
  ULP5-01 Storms Over the Azure Sea 
   
  Page 6 
  to gather any information on any hostiles in 
  the area, determine the source of these attacks 
  on merchant vessels and if possible, eliminate 
  them.  You will be traveling on a civilian 
  merchant vessel captained by Captain Barlos 
  Woodrow, a good friend of mine.  He has been 
  hired by a local merchant to deliver some time 
  sensitive goods and needs to travel through 
  the dangerous sector in order to deliver these 
  goods on time.  You will be traveling 
  undercover as extra guards; you will follow 
  Barlos’s orders as if they were mine and will 
  report back to me on your return.  Remember 
  we need information not corpses.  Try to 
  capture anyone who might have important 
  information.  Any questions?” 
  Commander Squidin has the following additional 
  information if the PCs ask: 
  • 
  Captain Barlos Woodrow’s vessel is the 
  Dancing Wave and leaves at dawn 
  tomorrow from Dock Eleven. 
  • 
  There are local rumors of sea monsters, 
  pirates, and storms with minds of their 
  own but the Royal Navy has been unable 
  to confirm anything. 
  • 
  Captain Barlos is hiring other guards in 
  addition to those the Royal Navy provides. 
  • 
  Captain 
  Barlos 
  is 
  transporting 
  time 
  sensitive produce and a large shipment of 
  silver to Hardby. 
  • 
  The Royal Navy has sent ships of their 
  own to investigate these disappearances 
  but they have either gone missing or 
  returned with little information. 
  • 
  The Royal Navy provides any supplies 
  needed for the voyage but everything but 
  the perishables must be returned at the 
  end of the mission. 
   
  The following introduction is for PCs who are not 
  members of the Royal Navy or Royal Army. 
  The storm outside can barely be heard above 
  the rowdy patrons who have also chosen to 
  wait out the rain in the Drowning Dragon 
  rather than return to their homes in the storm. 
   Located in the dock district of the great port 
  city, Gryrax, the smell of fish and tar clings to 
  everything and everyone.  The tavern is 
  packed and you are lucky to have found a spot 
  on one of the long tables in the common 
  room.  The tavern maid, a human woman with 
  an ample bosom and a pretty smile, greets you 
  and asks for your order.  
  The tavern maid’s name is Tella and she happily 
  gossips with any of the PCs who are so inclined.  
  Her favorite topic is the increasing number of 
  disappearing vessels and gladly relates her own 
  ideas on what is causing the disappearances (all 
  of which are untrue).  She also asks the PCs of 
  their adventures until the stern stare of the 
  bartender draws her away to the other patrons.  
  With the distraction of the tavern maid gone the 
  PCs may want to take this opportunity to introduce 
  themselves to their fellow tablemates.  When the 
  PCs are finished continue with the following. 
  With a lull in the conversation you take a quick 
  look out the window to check on the storm 
  outside and notice a short, stocky, bearded 
  man drinking ale and paying too much 
  attention to your table.  Aware that he has 
  attracted your attention, he makes his way 
  through the crowd to your table.  With a smile 
  the man introduces himself, “By Osprem it is 
  as if the Azure herself has turned upside-down 
  and is falling back upon us.  My name is 
  Barlos Woodrow, Captain of the Dancing Wave 
  and I couldn’t help but overhear your 
  conversation concerning the disappearing 
  ships.” 
  Barlos goes on to explain that he has been paid a 
  hefty sum to travel through the dangerous sector 
  and although he doesn’t believe in any of this sea 
  creature nonsense he does believe in pirates and 
  wishes to higher on some extra protection for this 
  voyage.  He is willing to pay each of the PCs 25 
  gold forges (gp).  Barlos reveals any of the 
  knowledge that Commander Squidin knows but 
  does not inform the PCs that he is working with 
  the Royal Navy.  If any of the PCs wish to ask 
  around about Captain Barlos Woodrow they 
  discover that he is a well-respected captain who is 
  known to be both fair and honest.  When the PCs 
  are done asking questions Barlos wishes them all 
  a peaceful rest and remind them the boat leaves 
  at dawn from Dock Eleven. 
  Captain Barlos Woodrow: Male Human Exp10; 
  hp 60; see Appendix. 
  Encounter One: Dock Eleven 
  Waking before the sun rises, you make your 
  way through the throng of fishermen and 
  sailors milling around the docks completing 
  
  ULP5-01 Storms Over the Azure Sea 
   
  Page 7 
  their morning business.  For such an early 
  hour the docks are already alive and many of 
  the busy sailors are happy to give directions 
  to Dock Eleven and the Dancing Wave. 
  Finally arriving at your destination you are 
  immediately spotted by Captain Barlos, “Well 
  met my friends, welcome to my love, the 
  Dancing Wave.”  Barlos points to a 75-foot-
  long, double-masted sailing vessel with an 
  elevated stern and forecastle.  “Osprem has 
  promised me a safe journey and strong winds, 
  so lets not lie about and give her a chance to 
  change her mind.  Ask any of the crew on deck 
  where to stow your cargo, we will be casting 
  off in moments.”  With that he rushes off to 
  greet the dock master who has come to check 
  over Barlos’s cargo. 
  If any of the PCs try to bring any animals on board 
  of size large or greater they are informed that 
  there is no room for the creature and that it needs 
  to be left behind.  The Dancing Wave is a sailing 
  ship and is 75 feet long and 20 feet wide with two 
  masts.  One of the sailors on board shows the 
  PCs to their cubbies where they are to sleep and 
  store their gear.  This is a good point for any PCs 
  who have not met to be introduced.  There are 
  twenty crewmembers but extra dockhands are 
  about loading the cargo.  Little time passes before 
  the ship casts off and the journey is on its way. 
  Once the ship has cleared the harbor and the sails 
  have been set Captain Barlos approaches the 
  PCs.  He informs the PCs that they have little 
  duties other than keeping watch and defending the 
  vessel if they are attacked, but they are welcome 
  to give the crew a hand.  He also informs the PCs 
  that the journey should take several weeks to 
  reach Hardby with good winds and no problems.  
  He then leaves the PCs to get used to the ship.  
  At this point have the PCs determine a watch 
  schedule for the voyage. 
  Encounter Two: Red Storms 
  It is dusk on the third day of the voyage with 
  little excitement so far.  Captain Barlos has 
  kept the ship as close to the shore as possible 
  without risking the reefs in order to make 
  good time.  Watching the last of the sunset, 
  the peaceful song of the sea is disturbed as 
  the lookout calls out, “Storm off the port 
  bow!”  The crew around you reacts instantly 
  beginning to tie off lines and store lose 
  objects.  One of the sailors passing by yells 
  out, “Landlubbers best get below deck or tie 
  yourself to something, it’s going to get nasty 
  by the looks of it!”  As if in confirmation of the 
  sailor’s words a bolt of lightning streaks down 
  from the sky toppling the main mast.  Thunder 
  peals from the sky and the winds begin to pick 
  up.  Captain Barlos’ voice can be heard 
  roaring above the sound of the storm, “All 
  hands on deck! Tie off those lines!  You 
  landlubbers cut that mast free before it pulls 
  us under.  Faster mates or we’ll all be 
  swimming in a moment!” 
  Sequence of Events 
  • 
  -30 minutes: Galric Conchal’s sea eagle 
  animal companion spots the Dancing Wave 
  and begins to fly back to the Bloodwave to 
  alert 
  Captain 
  Larigan 
  Crown 
  of 
  the 
  oncoming prey. 
  • 
  -20 minutes: The sea eagle arrives at the 
  Bloodwave and Galric begins casting control 
  weather 
  from 
  a 
  scroll 
  to 
  create 
  a 
  thunderstorm.  The Bloodwave raises its 
  sails and lowers its oars and begins to close 
  on the merchant vessel. 
  • 
  -10 minutes: Galric finishes casting control 
  weather and wild shapes into an eagle to fly 
  over to the merchant vessel while the storm 
  manifests. 
  • 
  Present: 
  The 
  thunderstorm 
  completely 
  manifests over a 3-mile radius.  Galric 
  arrives at the merchant vessel and casts call 
  lightning to destroy the main mast of the 
  merchant vessel.  A round later Galric 
  destroys the second mast of the merchant 
  vessel with another bolt of lightning and flies 
  back to the Bloodwave. 
  • 
  +2 Minutes: The Bloodwave comes into 
  view and the lookout shouts out to Captain 
  Barlos that a Royal Navy Coastal Cutter is 
  approaching. 
  • 
  +3 Minutes:  The Bloodwave pulls up 
  alongside the Dancing Wave and the pirates 
  begin to board and close in melee with the 
  PCs. 
  Have the PCs roll initiatives as they battle the 
  raging thunderstorm.  If any of the PCs are within 
  5 feet of the main or second mast when it is hit by 
  lightning they take 3d10 points of damage from 
  the lightning, Reflex save for half (DC 15).  The 
  thunderstorm reduces visibility ranges by half 
  
  ULP5-01 Storms Over the Azure Sea 
   
  Page 8 
  imposing a –4 penalty on Spot and Search checks 
  and a –6 penalty on Listen checks and ranged 
  weapon attacks.  Any unprotected flames are 
  extinguished and protected flames have a 50% 
  chance of extinguishing.  The winds are moderate 
  but nothing the seasoned crew can’t handle. The 
  PCs, although, must make Balance checks (DC 
  10) to keep from falling over from the waves 
  unless they have 5 ranks in the skill Profession 
  (sailor) or are hanging onto something solid.  If a 
  PC fails the check they are knocked over against 
  the railing of the ship and must make a Reflex 
  save (DC 15) to keep from being washed 
  overboard.   
  Although the second mast breaks cleanly from the 
  vessel, the main mast is not completely broken 
  from the vessel and threatens to capsize the 
  Dancing Wave.  The PCs have 2 minutes to cut 
  the main mast from the ship before it pulls the 
  vessel under.  Six inches of wood must be cut 
  before the weight of the mast causes it to break 
  free from the ship.  The mast has a hardness of 5 
  and 60 hit points.  Once all the PCs are safe from 
  being washed overboard and the main mast has 
  been broken free continue with the following box 
  text.  If the PCs fail to cut the main mast free it’s 
  weight causes the vessel to capsize throwing the 
  PCs and the crew into the ocean.  The water is 
  stormy requiring a Swim check (DC 20) to move 
  through, if the check is failed by 5 or more the PC 
  is pulled underwater.  The PCs have to stay afloat 
  for one minute before the pirate vessel reaches 
  them.  Once the Bloodwave reaches the PCs, 
  Captain Barlos immediately surrenders to the 
  pirate captain in order to save himself and the 
  crew from the ocean. 
  Rain is pouring down upon the deck and 
  waves are crashing against the side of the 
  ship.  The Dancing Wave lives up to its name, 
  dancing from wave top to wave top, managing 
  to stay afloat with its broken mast.  One of the 
  crewmen calls out, “Ship off the port bow!”  
  Captain Barlos takes the spyglass from his 
  second mate and looks for himself and then 
  waves you over.  “Well it seems luck hasn’t 
  completely left us, that is a Royal Navy Coastal 
  Cutter, and she looks to be heading our way!  
  Keep your eyes pealed and your weapons 
  close at hand, I don’t like the feel of this 
  storm.”  
  The ship is the Bloodwave, a Royal Navy warship 
  that was captured by Captain Larigan Crown who 
  now uses it to get close to the crippled vessels 
  before he boards them.  The Bloodwave is crewed 
  by Crown’s pirates who are dressed as Royal 
  Navy members.  The PCs need to make a Spot 
  check (DC 20) in order to get a good look at 
  Crown’s crew, this should include distance 
  modifiers and the –4 penalty to Spot checks from 
  the storm. If a PC makes the Spot check, then a 
  Sense Motive check (DC 20) or Profession (sailor) 
  (DC 15) is needed to figure out that Crown’s crew 
  isn’t acting like Royal Navy men.  Once the boats 
  are abreast of each other continue with the 
  following unless the PCs have begun to attack 
  Crown’s crew. 
  As the Royal Navy Coastal Cutter comes 
  abreast of the Dancing Wave, Captain Barlos’s 
  crew lets out a cheer.  A blonde, male human 
  shouts over the noise of the storm, “My name 
  is Captain Larigan Crown.  We noticed the fire 
  from that lightning strike and turned about to 
  see if you could use some help.  We are going 
  to pull up alongside of you so some of my 
  men can get aboard to help.  The two vessels 
  should steady each other enough so we can 
  board and help you ride out this storm.” 
  Roll a Sense Motive check (DC 20) for any Royal 
  Navy or Army PCs to determine if they notice that 
  Larigan Crown is no Royal Navy Captain.  If the 
  PCs fail their checks, Crown’s men lower planks to 
  board the merchant vessel.  Balance checks are 
  no longer required once the ships have been 
  pulled together.  Crown’s crew is under orders to 
  capture as many slaves as possible and use their 
  saps to deal subdual damage.  Once the first 
  wave of five men are aboard Crown raises his 
  black pirate flag and urges his crew to battle from 
  his ship, sending them across the water to the 
  other vessel. 
  The first round of combat Crown raises his black 
  pirate flag giving his crew a +2 moral attack bonus 
  for 10 rounds.  Each round five more of Crown’s 
  crew cross onto the merchant vessel to join the 
  combat.  Ten men from Captain Barlos’ crew aid 
  the PCs in defending the ship.  If after 10 rounds 
  the PCs have not succeeded in killing Crown or 
  getting 
  him 
  to 
  surrender, 
  Captain 
  Barlos 
  surrenders his ship and order the PCs to quit 
  fighting. 
  If any fires are caused by spells, the driving rains 
  quickly extinguish them.  Galric does not provide 
  any support during the conflict for fear of harming 
  Crown’s crew.  If Galric feels threatened in any 
  way he flies off to leave Crown to his own fate, he 
  is not getting paid enough to risk his neck.  If the 
  PCs are overcome by Crown’s crew he takes them 
  
  ULP5-01 Storms Over the Azure Sea 
   
  Page 9 
  captive and places them in the hold of his ship 
  until he reaches port to sell them as slaves. 
  Crown does not participate in the combat 
  believing it to be beneath him but mainly because 
  he is a very big coward.  When only three of 
  Crown’s crew are left alive he surrenders before 
  being slain.  Crown has valuable information on a 
  secret fleet of ships Turrosh Mak is building and 
  tells the PCs this to ensure his safety.  Captain 
  Barlos gets his crew to secure the damaged 
  merchant vessel so that the pirate vessel can tow 
  it back to Gryrax to repair the mast, as he will not 
  leave his ship behind and they can no longer 
  reach their destination in time with the damaged 
  ship in tow. 
  If the PCs are captured, the crew and the PCs are 
  knocked unconscious and taken below deck and 
  placed in chains.  Crown secures the damaged 
  merchant vessel so that the pirate vessel can tow 
  it back to the Pomarj port city, Blue, to sell the 
  cargo and vessel along with the crew. 
  All APLs  
  Woodrow’s Crewmen (10): Male Human Exp1; 
  hp 8 each; see Appendix. 
  Galric Conchal: Male Human Drd8; hp 54; see 
  Appendix. 
  Larigan Crown: Male Human Rog4/Ftr1/DrdPir8; 
  hp 71; see Appendix. 
  APL 2 (EL 4) 
  Crown’s Crewmen (9): Male Human Rog1; hp 8 
  each; see Appendix. 
  APL 4 (EL 6) 
  Crown’s Crewmen (13): Male Human Rog1; hp 8 
  each; see Appendix. 
  APL 6 (EL 8) 
  Crown’s Crewmen (9): Male Human Ftr2/Rog1; 
  hp 26 each; see Appendix. 
  APL 8 (EL 10) 
  Crown’s Crewmen (13): Male Human Ftr2/Rog1; 
  hp 26 each; see Appendix. 
  APL 10 (EL 12) 
  Crown’s Crewmen (13): Male Human Ftr4/Rog1; 
  hp 44 each; see Appendix. 
  Encounter Three: Netted in 
  the Dark 
  Proceed with the first text below if the PCs were 
  successful in defending the Dancing Wave; 
  otherwise proceed to the second text. 
  Captain Barlos and his crew have struggled 
  into the night towing the two vessels through 
  the raging storm back towards Gryrax.  At the 
  helm of the pirate vessel Captain Barlos 
  confers with his second mate.  His words are 
  carried away as soon as he speaks them but it 
  is plain that the two are having some 
  disagreement on whether to continue sailing 
  into the storm.  The argument is settled 
  quickly and the second mate makes his way 
  over to your group.  “Captain says we are to 
  rest now while the winds have died down.  
  With the rain this bad we are likely to run off 
  course onto a reef.”  The second mate moves 
  to another group of sailors to deliver the 
  message and soon most of the crew has gone 
  below deck to escape the rains.  You are left to 
  suffer the rains while you keep watch.  It is 
  going to be a long night.  
  Have the PCs determine where they are located 
  on the ship while keeping watch.  Emerging from 
  the cold waters of the Azure Sea a party of 
  Sahuagin rangers quietly slip aboard the lead ship 
  bearing nets and tridents.  Having witnessed the 
  battle between the two crews the Sahuagin have 
  waited until the cover of night before taking 
  advantage of the crippled ships.    
  The rain from the thunderstorm reduces visibility 
  ranges by half imposing a –4 penalty on Spot, 
  Search, and Listen checks and ranged weapon 
  attacks.  The winds have died down so balance 
  checks are not necessary.  Any unprotected 
  flames are extinguished and protected flames 
  have a 50% chance of extinguishing. 
   
  Proceed with the first text below if the PCs were 
  not successful in defending the Dancing Wave: 
  Woken by the loud pounding in your head, 
  you groggily try to gather your bearings.  
  Reaching to rub the knot in the back of your 
  
  ULP5-01 Storms Over the Azure Sea 
   
  Page 10 
  skull you find your arms can’t move and 
  looking down you are surprised to see 
  manacles on your wrist.  You notice your 
  friends coming to the same realization when 
  you discover that the pounding that woke you 
  wasn’t in your head but rather, from the 
  bottom of the ship across from you.  Screams 
  of men dying can be heard coming from the 
  deck above and with a final thud the boards at 
  your feet splinter and water begins to gush 
  into the ship.  The hold is wreathed in 
  darkness as the lone lantern in the hold 
  topples into the rising water.  Your fate seems 
  sealed as you listen to the sailors around you 
  praying and the screams of men dying above 
  deck when suddenly, a tall human wearing 
  once fine clothing bursts into the hold with a 
  torch.  Glaring at your group the man yells in a 
  panic, “You have two choices now, either I 
  leave you to drown chained to this ship or I 
  free you and you get on deck and kill those 
  creatures!  What will it be?” 
  Larigan Crown’s crew has all been slain by the 
  Sahuagin above deck and his final option is 
  releasing his captured slaves to defend him.  
  Crown is a coward at heart and promises the PCs 
  anything if they agree to only go above deck and 
  kill the Sahuagin. 
  Combat Tactics: Any PCs on watch can make 
  opposed checks to see if they notice the dark 
  shapes slipping over the prow of the ship.   
  For APLs 4-10, each of the Sahuagin is wielding 
  nets that they toss on the first person they 
  encounter on the decks.  If a PC is entangled in 
  the net they must make an opposed Strength 
  check each round they are entangled against the 
  shark companions who are attached to the other 
  end of the rope who drag anyone trapped in them 
  into the ocean if they fail their check.   
  Also on the first round, one of the sharks begins 
  hammering against the hull of the pirate ship 
  where it was recently repaired.  In three rounds 
  the pirate ship’s hull is punctured and water starts 
  to flood the cargo hold.  Once all the Sahuagin are 
  slain the sharks cease their attack.   
  If the PCs are not in control of the ship when it is 
  attacked they find all of Crown’s crew slain and 
  half of the Sahuagin party slain.  The PCs are all 
  at half health, all of the damage being subdual 
  from the first attack.  If the PCs slay the remaining 
  Sahuagin they find themselves now in control of 
  the vessels. 
  Once the Sahuagin threat has been eliminated the 
  PCs are left with two severely damaged ships 
  now.  The hole in the pirate vessel is severe but if 
  the PCs act quickly they can beach the vessels 
  before the pirate ship sinks and brings the 
  merchant vessel with it.   
  Captain Barlos admits that he doesn’t know these 
  waters well enough to risk the shallow shoals 
  along this coast in a storm and recommends 
  asking Captain Crown to take the helm.  Crown 
  readily agrees, hoping to make the PCs see how 
  useful he is, so they don’t send him overboard.  
  Crown has another agenda though; he tells the 
  PCs he knows of a sea cave near their location 
  where they can get out of the storm and where 
  there is also an old shipwreck that they can use to 
  repair the mast of the merchant vessel.  What he 
  doesn’t tell the PCs is that the shipwreck’s former 
  captain, who was killed by his own crew when he 
  couldn’t remember where he buried their treasure, 
  still haunts the cave, endlessly searching for his 
  buried treasure. 
  If Crown was killed in the first encounter, Captain 
  Barlos searches along the coast for a safe place 
  to beach the ship and escape the storm.  It takes 
  longer to do this without the help of Crown so the 
  PCs have to make a Fortitude save (DC 15) 
  against becoming fatigued by the onslaught of the 
  storm unless they have 5 ranks in Profession 
  (Sailor). 
  APL 2 (EL 4) 
  Sahuagin (2): hp 14 each; see Monster Manual. 
  APL 4 (EL 6) 
  Sahuagin (2): hp 14 each; see Monster Manual*. 
  Large Shark (2): hp 47 each; see Monster 
  Manual. 
  APL 6 (EL 8) 
  Sahuagin Ranger (3): Male Sahuagin Rgr2; hp 
  33 each; see Appendix. 
  Large Shark (3): hp 47 each; see Monster 
  Manual. 
  APL 8 (EL 10) 
  Sahuagin Ranger (4): Male Sahuagin Rgr2; hp 
  33 each; see Appendix. 
  
  ULP5-01 Storms Over the Azure Sea 
   
  Page 11 
  Huge Shark (4): hp 75 each; see Monster 
  Manual. 
  APL 10 (EL 12) 
  Sahuagin Ranger (6): Male Sahuagin Rgr4; hp 
  50 each; see Appendix. 
  Huge Shark (6): hp 75 each; see Monster 
  Manual. 
  * Substitute the feat Great Fortitude with Exotic 
  Weapon 
  Proficiency 
  (net) 
  and 
  include 
  an 
  additional attack ranged +3 (net). 
  Encounter Four: The Devil’s 
  Throat 
  After what seems to be years battling the 
  storm, the entrance to a large sea cave looms 
  out of the darkness ahead. A flash of lightning 
  illuminates the dark opening reveling the cave 
  mouth’s unsettling resemblance to the horned 
  head of a devil.  Passing through what would 
  be the devil’s throat the crew lets out a sigh of 
  relief as you leave the storm outside.  Torches 
  are lit in the dark cave as the crew quickly 
  works to beach the two crippled vessels.  
  Peering deeper into the darkness of the cave 
  the skeleton of an old shipwreck can be made 
  out.  Turning to make this discovery known to 
  the captain, you are surprised to see him at 
  your side, “I see you have noticed that wreck.  
  I need you all to explore the back of this cave 
  to make sure we be the only inhabitants 
  waiting out this bloody storm and to search 
  the ship wreckage for any supplies that could 
  help repair the vessels.”  With that said 
  Captain Barlos turns back to organizing the 
  crew, leaving you to your task. 
  As the PCs approach the shipwreck have them 
  make a Listen check (DC 10) to hear the sound of 
  digging and someone singing around the corner of 
  a large rock that is supporting the broken vessel.  
  As they round the corner the PCs are greeted by 
  the strange sight of an elderly looking man 
  wearing extremely out dated garments and 
  wielding a shovel, he seems oblivious to the PCs 
  and is in a large hole that he has dug.  In fact, as 
  the PCs take a closer look into the depths of the 
  cave they notice what looks to be hundreds of 
  holes that have been dug in the sand. 
  This strange figure is the ghost of Jeradon Bluebill 
  the late captain of the Green Parrot, the ship 
  wrecked upon the cave’s beach.  Bluebill’s tale is 
  a sad one.  In life he lived to a ripe old age for a 
  pirate, the problem was that Bluebill’s memory got 
  worse each year until the day he could no longer 
  remember where he buried his crew’s amassed 
  treasure.  His crew was not happy when he told 
  them the bad news and killed the old pirate where 
  he stood.  Unfortunately for his crew the old 
  inhabitants of this cave, a pride of sea lions killed 
  the crew before they could discover the location of 
  the treasure either.  Since his death Bluebill has 
  haunted this cave looking for his treasure so that 
  he can rest in peace.  
  When the PCs get his attention Bluebill turns 
  around, startled, letting out a frightful moan in 
  surprise.  Have the PCs make a Will save (DC 20) 
  against the frightful moan.  Bluebill takes no 
  aggressive actions other than this.  He is not an 
  evil ghost unless someone threatens to steal his 
  treasure, he is as forgetful as he was in life and 
  sometimes forgets he is even a ghost.  If the PCs 
  do not attack him he asks their forgiveness telling 
  them they startled him.  If prompted Bluebill tells 
  the PCs his tale, he continually loses train of 
  thought and wanders off singing the tune below 
  unless the PCs keep his attention.  Bluebill asks 
  the PCs if they have seen his treasure all the 
  while singing the riddle to its location while the 
  PCs are talking.  Jeradon was a great bard in life 
  and if the PCs ask him of the song he says he 
  can’t remember the title but would gladly sing it to 
  them if they wish. 
   
  Me loot be hidden down the devils throat, 
   
  Twenty paces south of the rocky goat.  
   
  Then thirty more towards the setting sun. 
   
  Don’t tire now, you’re almost done. 
   
  It lays beneath the waves each night, 
   
  To reappear with dawn’s first light.  
  The riddle is relatively simple, the mouth of the 
  cave is carved in the shape of a devil’s head, the 
  rocky goat is a stone shaped like a goat on the 
  beach, turn west in the direction of the setting sun 
  and the treasure is covered by water when the tide 
  rises at night and is uncovered when the tide goes 
  down in the morning.  Inside the chest are piles of 
  gold and gems.  The total value of this treasure is 
  equal to the maximum gold allowable per APL. 
  Bluebill thanks the PCs for finding his treasure for 
  him and asks them if he can please have it so that 
  he can finally rest.  If the PCs agree he gives the 
  PCs a magical item (elemental gem [water]) from 
  
  ULP5-01 Storms Over the Azure Sea 
   
  Page 12 
  the chest in thanks, then disappears with his 
  treasure.  If the PCs do not agree he curses them 
  all and the PCs receive the Curse of Bluebill as 
  listed on the Adventure Record (AR) of this 
  scenario if they do not make the Will save (DC 
  20) and then he disappears along with the 
  treasure. 
  If the PCs inform Captain Barlos or his crew about 
  Bluebill they confirm the tale of Captain Bluebill 
  but admit that they had no idea that this was the 
  cave where he buried his treasure and warn the 
  PCs against stealing his treasure because it is 
  cursed.  If the PCs confront Crown about Bluebill 
  he denies knowing the ghost was here, once the 
  PCs find out he is lying Crown grudgingly admits 
  to trying trick the PCs. 
  With Jeradon Bluebill gone the PCs can search 
  the shipwreck for supplies.  Amazingly, in the 
  wreckage is some pitch to fix the hole in the hull 
  of the pirate vessel and some tools and rope to 
  reinforce the broken mast.  Once the PCs make 
  their way back to the landing sight to report the 
  good news, Captain Barlos waves them over with 
  a look of concern.  Captain Barlos informs the 
  PCs that some of his men have found some 
  strange tracks near the waterline, along the north 
  wall of the cave, and asks the PCs if they could 
  take a look. 
  Jeradon Bluebill: Male Ghost (Human Suel) 
  Brd9; hp 68; see Appendix. 
  Encounter Five: Breakfast 
  Following the ten-foot wide strip of beach that runs 
  along the northern face of the cave the PCs find 
  the tracks.  When the PCs arrive at the beach 
  they find what appears to be draglines from a 
  dingy.  Have the PCs make a Knowledge: Nature 
  check (DC 15) to figure out that these are not 
  marks from a boat but rather crocodile slides 
  made from crocodiles sliding into and out of the 
  water.  If none of the PCs have these skills then a 
  Profession: Sailor check (DC 15) reveals that no 
  boat made these marks.   
  Have the PCs also make a Spot check (DC 15) to 
  notice the other slide marks on the small section 
  of beach separated from the portion the PCs are 
  on now by twenty feet of water.  If the PCs make 
  their way over to this small beach a Search check 
  (DC 15) revels that something is buried in the 
  sand under a small mound.  If the PCs dig this up 
  they find a clutch of crocodile eggs that are near 
  too hatching, a Knowledge: Nature check (DC 15) 
  reveals that these are crocodile eggs.   
  These are the nests of a group of giant sea 
  crocodiles.  The creatures are out hunting during 
  the night but return during the day.  There is 
  nothing the PCs can do now except destroy the 
  eggs now, if they want, and tell Captain Barlos 
  what they found.  Once the PCs settle for the 
  night, continue with the following: 
  Your sleep is interrupted by the sounds of 
  screaming coming from the beach line where 
  you found the strange tracks.  Men around you 
  are waking up and pointing in the direction of 
  the screams but no one is going to help.  
  Looking to see what is causing this chaos you 
  can see why no one is moving.  Over on the 
  peninsula on the north cave wall are two 
  sailors trapped by a giant crocodile that seems 
  to have plans for breakfast. 
  Two sailors from Captain Barlos’ crew made their 
  way to the nest in the morning hoping to find some 
  eggs for breakfast.  Unfortunately, before they 
  made their way back the giant sea crocodiles 
  returned and are quickly moving to attack the 
  sailors in order to save their eggs. 
  The crocodiles are only trying to defend their 
  nests, if the PCs can manage to get the sailors 
  away from the nests without harming the 
  crocodiles then they do not follow them.  But, if 
  any of the PCs destroyed any of the crocodile 
  eggs during the night then the crocodiles follow 
  them anywhere and no amount of animal empathy 
  can calm them down. 
  By noon the storm has blown itself out and the two 
  vessels have been repaired as well as can be 
  expected.  Captain Barlos suggests they make 
  their way back to the capital city of Gryrax, staying 
  close to the shore incase they need to beach 
  again if one of the boat’s repairs fails. 
  APL 2 (EL 4) 
  Giant Crocodile (1): hp 63 each; see Monster 
  Manual. 
  APL 4 (EL 6) 
  Giant Crocodile (2): hp 63 each; see Monster 
  Manual. 
  
  ULP5-01 Storms Over the Azure Sea 
   
  Page 13 
  APL 6 (EL 8) 
  Giant Crocodile (4): hp 63 each; see Monster 
  Manual. 
  APL 8 (EL 10) 
  Advanced Giant Crocodile (4): hp 117 each; see 
  Appendix. 
  APL 10 (EL 12) 
  Advanced Giant Crocodile (8): hp 117 each; see 
  Appendix. 
  Encounter Six: Friends In 
  Need (Optional) 
  The sailing has been excellent since you left 
  the Devil’s Throat earlier that day.  Captain 
  Barlos has promised to be back in the port of 
  Gryrax in three days time.  Sailing along the 
  Pomarj coastline the crew has been on alert 
  for signs of any more pirates.  The sound of 
  the waves and the heat of the sun are 
  threatening to lull you to sleep while on watch 
  when a flash of light from the coast catches 
  your eye.  Not trusting your eyes you catch a 
  sailor passing by and ask if he sees anything, 
  “Aye, looks to be some soul be flashing S.O.S. 
   I’ll go alert the Captain!” 
  If the PCs wish to investigate Captain Barlos waits 
  for them to return telling them to take the dinghy.  
  When the PCs reach shore a halfling greets them 
  and helps pull the dinghy ashore.  He wastes no 
  time introducing himself as Fishar Eastwind, a 
  Corporal in the scout division of the Royal Army.  
  He explains that his team was ambushed on a 
  reconnaissance mission by a group of Pomarj 
  Cavalry.  Last time Fishar checked his mates were 
  still alive.  The cavalry unit is camped about an 
  hour from here and is keeping his friends to be 
  questioned from the looks of it.  Fishar begs the 
  PCs to help him save his friends telling them that 
  there weren’t that many in the unit and the only 
  reason they were captured was because they were 
  taken by surprise. 
  Fishar cannot explain the details of his unit's 
  mission but can tell the PCs that they gathered 
  some very important reconnaissance that needs to 
  reach the Royal Army.  Fishar’s unit also 
  managed to map a number of Turosh Mak’s 
  military bases but the maps were captured along 
  with his fellow scouts.  His group was made up of 
  two other male halflings, a male human and a 
  female human. 
  Inform the PCs that rescuing the captured scouts 
  is an optional encounter, which will request in the 
  expenditure of double Time Units (TUs) and they 
  can decline to help with no penalty to experience 
  or gold.  
  If the PCs agree to help, they travel an hour when 
  they spot the encampment.  In the center of the 
  camp the prisoners are chained together and 
  attached to a stake in the ground.  The goblins (or 
  hobgoblins at higher APLs) are waiting here for a 
  runner to retrieve the prisoners so they can be 
  taken to an interrogator to get what they know out 
  of them before they are killed.  They are not 
  expecting an attack but they have set up camp in 
  a large open glade to make it difficult for anyone 
  to find cover to hide.  The glade is roughly circular 
  with a diameter of 200 feet.  When attacked the 
  goblins (or hobgoblins) mount their worgs and do 
  ride by attacks on the PCs until their worg is killed. 
   Once the PCs save the scouts, they ask to go 
  back to the capital city of Gryrax with the PCs so 
  they can report what they learned. 
  APL 2 (EL 5) 
  Young Goblin Cavalry (2): Ftr1; hp 9 each; see 
  Appendix. 
  Worg (2): hp 36 each; see Monster Manual. 
  APL 4 (EL 7) 
  Goblin Cavalry (3): Ftr2; hp 18 each; see 
  Appendix. 
  Worg (3): hp 36 each; see Monster Manual. 
  APL 6 (EL 9) 
  Goblin Cavalry (6): Ftr2; hp 20 each; see 
  Appendix. 
  Worg (6): hp 36 each; see Monster Manual. 
  APL 8 (EL 11) 
  Hobgoblin Cavalry (4): Ftr6; hp 59 each; see 
  Appendix. 
  Advanced Worg (4): hp 126 each; see Appendix. 
  APL 10 (EL 13) 
  Hobgoblin Cavalry (8): Ftr6; hp 59 each; see 
  Appendix. 
  
  ULP5-01 Storms Over the Azure Sea 
   
  Page 14 
  Advanced Worg (8): hp 126 each; see Appendix. 
  Conclusion 
  As promised by Captain Barlos, it is only three 
  more days of easy sailing when you spot the 
  bustling docks of the city of Gryrax.  There is 
  certainly more to these storms and pirates 
  than just the common dangers of sea travel.  
  But one thing is sure, perhaps you should take 
  caravan duty from now on, at least you can’t 
  drown on the road. 
   
  Continue with the following, if the PCs managed 
  to capture Captain Larigan Crown: 
  Escorting your prisoner off the Dancing Wave 
  and making your farewells with Captain Barlos 
  and his crew you quickly find a group of Royal 
  Navy men to help escort Larigan Crown to the 
  proper officials.  You are asked to also report 
  to the Office of the Admiralty to be debriefed 
  on the events of your travels and interactions 
  with Larigan Crown.  As Crown is manacled 
  and escorted away he turns to your group with 
  a wretched smile, “Until we meet again, I 
  promise I won’t forget you.”  After your 
  debriefing you are offered the thanks of the 
  Royal Navy, which is incredibly pleased with 
  your prisoner and the information he can 
  provide. 
  Non-Royal Navy PCs earn the Recommendation 
  for the Principality of Ulek Royal Navy, while Royal 
  Navy PCs earn the Commendation for the 
  Principality of Ulek Royal Navy. 
   
  Continue with the following text if the PCs 
  managed to rescue the Royal Army scouts. 
  Corporal Fishar Eastwind thanks your group 
  for their valiant efforts on his behalf.  He 
  promises to make sure the Royal Army is 
  aware of your part in the intelligence his 
  scouting party was able to retrieve and offers 
  to buy you all a drink later when he is off duty. 
  Non-Royal Army PCs earn the Recommendation 
  for the Principality of Ulek Royal Army, while 
  Royal Navy PCs earn the Commendation for the 
  Principality of Ulek Royal Army. 
  The End 
  Experience Point Summary 
  To award experience for this adventure, add up 
  the values for the objectives accomplished. Then 
  assign the experience award.  Award the total 
  value (objectives plus roleplaying) to each 
  character. 
  Encounter Two: Red Storms 
  Defend the Dancing Wave from Captain Larigan 
  Crown and his crew. 
   
  APL 2 – 120 xp. 
   
  APL 4 – 180 xp. 
   
  APL 6 – 240 xp. 
   
  APL 8 – 300 xp. 
   
  APL 10 – 360 xp. 
  Encounter Three: Netted in the Dark 
  Defeat the Sahuagin raiders. 
   
  APL 2 – 120 xp. 
   
  APL 4 – 180 xp. 
   
  APL 6 – 240 xp. 
   
  APL 8 – 300 xp. 
   
  APL 10 – 360 xp. 
  Encounter Five: Breakfast 
  Rescue the trapped crewmembers from the giant 
  crocodiles. 
   
  APL 2 – 120 xp. 
   
  APL 4 – 180 xp. 
   
  APL 6 – 240 xp. 
   
  APL 8 – 300 xp. 
   
  APL 10 – 360 xp. 
  Discretionary Roleplaying Award 
  Judge may allocate up to the following for good 
  role-playing 
   
   
  APL 2 – 90 xp. 
   
  APL 4 – 135 xp. 
   
  APL 6 – 180 xp. 
   
  APL 8 – 225 xp. 
   
  APL 10 – 270 xp. 
  
  ULP5-01 Storms Over the Azure Sea 
   
  Page 15 
  Total Possible Experience (w/o optional 
  encounter) 
   
  APL 2 – 450 xp. 
   
  APL 4 – 675 xp. 
   
  APL 6 – 900 xp. 
   
  APL 8 – 1125 xp. 
   
  APL 10 – 1350 xp. 
   
  Encounter Six: Friends in Need (Optional) 
  Rescue the captured Royal Army scouts. 
   
  APL 2 – 150 xp. 
   
  APL 4 – 210 xp. 
   
  APL 6 – 270 xp. 
   
  APL 8 – 330 xp. 
   
  APL 10 – 390 xp. 
  Total Possible Experience (with optional 
  encounter) 
   
  APL 2 – 600 xp. 
   
  APL 4 – 885 xp. 
   
  APL 6 – 1170 xp. 
   
  APL 8 – 1455 xp. 
   
  APL 10 – 1740 xp. 
  Treasure Summary 
  During an adventure, characters come upon 
  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.  In the case of potions, they 
  may use Spellcraft to identify them.  Other times 
  they may attempt to use the item blindly.  If the 
  magic item is consumable (a potion, scroll, magic 
  bolts, etc.) and the item is used before the end of 
  the adventure, its total is subtracted from the 
  adventure totals below. 
  Once 
  you 
  have 
  subtracted 
  the 
  value for 
  unclaimed treasure from each encounter add it up 
  and that is the number of gold pieces a characters 
  total and coin value increase at the end of the 
  adventure.  Write the total in the GP Gained field 
  of the adventure certificate.  Because this is a 
  Regional 
  scenario, 
  characters 
  may 
  spend 
  additional Time Units to practice professions or 
  create items immediately after the adventure so 
  this total may be modified by other circumstances. 
  L:  Looted gear from enemy 
  C:  Coin, Gems, Jewelry, and other valuables 
  M:  Magic Items (sell value) 
  Introduction 
   
  APL 2: L: 0 gp; C: 25 gp; M: 0 gp. 
   
  APL 4: L: 0 gp; C: 25 gp; M: 0 gp. 
   
  APL 6: L: 0 gp; C: 25 gp; M: 0 gp. 
   
  APL 8: L: 0 gp; C: 25 gp; M: 0 gp. 
   
  APL 10: L: 0 gp; C: 25 gp; M: 0 gp. 
  Encounter Two: Red Storms 
   
  APL 2: L: 47 gp; C: 0 gp; M: +1 mithral shirt 
  +1 (175 gp); +1 rapier (193 gp); +1 short sword 
  (193 gp); cloak of resistance +1 (83 gp); eyes of 
  the eagle (208 gp); gloves of dexterity +2 (333 gp); 
  pearl of the sirines (1275 gp). 
  
  ULP5-01 Storms Over the Azure Sea 
   
  Page 16 
   
  APL 4: L: 58 gp; C: 0 gp; M: +1 mithral shirt 
  +1 (175 gp); +1 rapier (193 gp); +1 short sword 
  (193 gp); cloak of resistance +1 (83 gp); eyes of 
  the eagle (208 gp); gloves of dexterity +2 (333 gp); 
  pearl of the sirines (1275 gp). 
  APL 6: L: 254 gp; C: 0 gp; M: +1 mithral shirt 
  +1 (175 gp); +1 rapier (193 gp); +1 short sword 
  (193 gp); 9 +1 studded leather armor (98 gp 
  each); cloak of resistance +1 (83 gp); eyes of the 
  eagle (208 gp); gloves of dexterity +2 (333 gp); 
  pearl of the sirines (1275 gp). 
  APL 8: L: 366 gp; C: 0 gp; M: +1 mithral shirt 
  +1 (175 gp); +1 rapier (193 gp); +1 short sword 
  (193 gp); 13 +1 studded leather armor (98 gp 
  each); cloak of resistance +1 (83 gp); eyes of the 
  eagle (208 gp); gloves of dexterity +2 (333 gp); 
  pearl of the sirines (1275 gp). 
  APL 10: L: 366 gp; C: 0 gp; M: +1 mithral shirt 
  +1 (175 gp); +1 rapier (193 gp); +1 short sword 
  (193 gp); 13 +2 studded leather armor (348 gp 
  each); cloak of resistance +1 (83 gp); eyes of the 
  eagle (208 gp); gloves of dexterity +2 (333 gp); 
  pearl of the sirines (1275 gp). 
  Encounter Three: Netted in the Dark 
   
  APL 2: L: 11 gp; C: 0 gp; M: 0 gp. 
   
  APL 4: L: 14 gp; C: 0 gp; M: 0 gp. 
   
  APL 6: L: 128 gp; C: 0 gp; M: 3 wand of 
  charm animal (63 gp each). 
   
  APL 8: L: 170 gp; C: 0 gp; M: 4 wand of 
  charm animal (63 gp each). 
   
  APL 10: L: 255 gp; C: 0 gp; M: 6 amulet of 
  natural armor +1 (167 gp each); wand 6 wand of 
  charm animal (63 gp each). 
  Encounter 4: The Devil's Throat 
   
  APL 2: L: 0 gp; C: 0 gp; M: elemental gem 
  [water] (188 gp). 
   
  APL 4: L: 0 gp; C: 0 gp; M: elemental gem 
  [water] (188 gp). 
   
  APL 6: L: 0 gp; C: 0 gp; M: elemental gem 
  [water] (188 gp). 
   
  APL 8: L: 0 gp; C: 0 gp; M: elemental gem 
  [water] (188 gp). 
   
  APL 10: L: 0 gp; C: 0 gp; M: water elemental 
  [gem] (188 gp). 
  Total Possible Treasure (Maximum Reward 
  Allowed) (w/o optional encounter) 
   
  APL 2: L: 50 gp; C: 25 gp; M: 2648 gp; – 
  Total: 2723 gp (450 gp). 
   
  APL 4: L: 72 gp; C: 25 gp; M: 2648 gp; – 
  Total: 2745 gp (650 gp). 
   
  APL 6: L: 382 gp; C: 25 gp; M: 3719 gp; – 
  Total: 4126 gp (900 gp). 
   
  APL 8: L: 536 gp; C: 25 gp; M: 4174 gp; – 
  Total: 4735 gp (1300 gp). 
   
  APL 10: L: 621 gp; C: 25 gp; M: 8552 gp; – 
  Total: 9198 gp (2300 gp). 
   
  Encounter 6: Friends in Need (Optional) 
   
  APL 2: L: 71 gp; C: 0 gp; M: 2 potion of cure 
  moderate wounds (25 gp each). 
   
  APL 4: L: 82 gp; C: 0 gp; M: 3 +1 chain shirt 
  (104 gp each); 3 potion of cure moderate wounds 
  (25 gp each). 
   
  APL 6: L: 164 gp; C: 0 gp; M: 6 +1 chain shirt 
  (104 gp each); 6 potion of cure moderate wounds 
  (25 gp each). 
   
  APL 8: L: 194 gp; C: 0 gp; M: 4 vest of escape 
  (433 gp each). 
   
  APL 10: L: 388 gp; C: 0 gp; M: 8 vest of 
  escape (433 gp each). 
  Total Possible Treasure (Maximum Reward 
  Allowed) (with optional encounter) 
   
  APL 2: L: 121 gp; C: 25 gp; M: 2698 gp; – 
  Total: 2844 gp (675 gp). 
   
  APL 4: L: 154 gp; C: 25 gp; M: 3035 gp; – 
  Total: 3214 gp (975 gp). 
   
  APL 6: L: 546 gp; C: 25 gp; M: 4493 gp; – 
  Total: 5064 gp (1350 gp). 
   
  APL 8: L: 730 gp; C: 25 gp; M: 5906 gp; – 
  Total: 6661 gp (1950 gp). 
   
  APL 10: L: 1009 gp; C: 25 gp; M: 12016 gp; – 
  Total: 13050 gp (3450 gp). 
   
  
  ULP5-01 Storms Over the Azure Sea 
   
  Page 17 
  Items for the Adventure 
  Record 
  Special 
  Recommendation for the Principality of Ulek 
  Royal Navy 
  Commander Squidin Goodhull has given you his 
  personal recommendation to join the Royal Navy, 
  for your aid in the capture of the infamous Pirate 
  Larigan Crown. 
   
  Commendation for the Principality of Ulek Royal 
  Navy 
  Commander Squidin Goodhull has given you his 
  personal commendation for the Royal Navy, for 
  your aid in the capture of the infamous Pirate 
  Larigan Crown. He also grants you access 
  (Frequency: Regional) to the following items: ring 
  of swimming and triton shell (without air)A&EG.  
  Only current members in good standing may earn 
  this commendation. 
   
  Recommendation for the Principality of Ulek 
  Royal Army 
  You have received a recommendation to join the 
  Royal Army, for your aid in the rescue of Corporal 
  Fishar Eastwind and his scouting party. 
   
  Commendation for the Principality of Ulek Royal 
  Army 
  You have received a commendation for the Royal 
  Army, for your aid in the rescue of Corporal Fishar 
  Eastwind and his scouting party.  The use of this 
  commendation will appear in future scenarios or 
  meta-organization 
  documentation. 
   
  This 
  commendation 
  also 
  grants 
  you 
  access 
  (Frequency: Regional) to the following items: ring 
  of sustenance and unguent of timelessness.  Only 
  current members in good standing may earn this 
  commendation. 
   
  Curse of the Pirate Captain Jeradon Bluebill 
  The ghost of the Pirate Jeradon Bluebill has 
  cursed you for refusing to return to him his lost 
  treasure.  You have been cursed to suffer the 
  same memory lapses as Bluebill suffered in life.  
  Until this curse is removed you suffer the affects 
  of a lesser confusion spell on the first round of 
  every combat.  This curse can be removed by the 
  normal means (remove curse, break enchantment, 
  limited wish, miracle, or wish spell), except that a 
  remove curse will only be effective if the caster is 
  9th level or higher. 
   
  Item Access 
  APL 2-4 
  � +1 mithral shirt (adventure, DMG) 
  � eyes of the eagle (adventure, DMG) 
  � pearl of the sirines (adventure, DMG) 
  � elemental gem [water] (adventure, DMG) 
  APL 6 (all items from APL 2, 4 plus): 
  � wand of charm animal (adventure, DMG) 
  APL 8 (all items from APL 2, 4, 6 plus): 
  � vest of escape (adventure, DMG) 
  APL 10 (all items from APL 2-4, 6-8 plus): 
  � +2 studded leather armor (adventure, 
  DMG) 
   
   
   
  
  ULP5-01 Storms Over the Azure Sea 
   
  Page 18 
  Appendix 1: NPCs 
   
  Introduction 
  All APLs 
  Captain Barlos Woodrow: Human Exp10; CR 
  9; 
  Medium-size 
  humanoid 
  (human); 
  HD 
  10d6+20; hp 60; Init +7; Spd 30 ft.; AC 19, 
  touch 13, flat-footed 16 (+3 Dex, +6 armor); 
  Base Atk +7/+2; Grp +7; Atk +12 melee 
  (1d4+2/19-20, dagger); Full Atk +12/+7 melee 
  (1d4+2/19-20, dagger); Space/Reach 5 ft./5 ft.; 
  AL LN; SV Fort +7, Ref  +6, Will +7; Str 10, Dex 
  16, Con 14, Int 12, Wis 10, Cha 14. 
   
  Skills and Feats: Appraise +9, Balance +11, 
  Climb 
  +5, 
  Diplomacy 
  +12, 
  Knowledge 
  (geography) +8, Profession (sailor) +12, Sense 
  Motive +10, Spot +15, Swim +7, Use Rope +11; 
  Alertness, Great Fortitude, Improved Initiative, 
  Negotiator, Weapon Finesse (dagger). 
   
  Possessions: 
  +3 
  studded 
  leather, 
  +2 
  dagger. 
  Encounter Two 
  All APLs  
  Galric Conchal: Human Drd8; CR 8; Medium-
  size humanoid (human); HD 8d8+8; hp 54; Init 
  +3; Spd 30 ft.; AC 18, touch 13, flat-footed 15 
  (+3 Dex, +5 armor); Base Atk +6/+1; Grp +6; 
  Atk +7 melee (1d8/x3, spear); Full Atk +7/+2 
  melee (1d8/x3, spear); Space/Reach 5 ft./5 ft.; 
  SA animal companion (eagle), nature sense, 
  resist nature’s lure, trackless step, wild empathy, 
  wild shape (3/day) (large), woodland stride; AL 
  N; SV Fort +7, Ref +7, Will +11; Str 10, Dex 16, 
  Con 12, Int 10, Wis 20, Cha 8. 
   
  Skills and Feats: Concentration +11, Handle 
  Animal +9, Listen +10, Spot +15, Survival +12, 
  Swim +10; Combat Casting, Lightning Reflexes, 
  Natural Spell, Swim like a FishCD. 
   
  Spells Prepared (6/6/4/4/3; save DC 15 + 
  spell level): 0 – create water, cure minor 
  wounds, detect magic, know direction, light, 
  mending; 1st – camouflageCD, endure elements, 
  fairie fire, hawkeyeCD, obscuring mist, speak 
  with animals; 2nd – barkskin, fog cloud, gust of 
  wind, warp wood; 3rd – call lightning, sleet storm, 
  standing waveCD, water breathing; 4th – control 
  water, flame strike, freedom of movement. 
   
  Possessions: 
  masterwork 
  hide 
  armor, 
  periapt of wisdom +2, ring of feather falling, 
  masterwork spear, 2 divine scrolls of control 
  weather. 
  Captain 
  Larigan 
  Crown: 
  Human 
  Rog4/Ftr1/Dread Pirate8; CR 13; Medium-size 
  humanoid (human); HD 4d6+1d10+8d6+13; hp 
  71; Init +5; Spd 30 ft.; AC 20, touch 15, flat-
  footed 15 (+5 Dex, +5 armor); Base Atk 
  +12/+7/+2; Grp +12; Atk +18 melee (1d6+1/18-
  20, 
  rapier); 
  Full 
  Atk 
  +18/+13/+8 
  melee 
  (1d6+1/18-20, rapier) or +16/+11/+8 melee 
  (1d6+1/18-20, rapier) and +11 melee (1d6+1/19-
  20, short sword); Space/Reach 5 ft./5 ft.; SA 
  concealed weapon attack, sneak attack +2d6; 
  SQ come about, evasion, fearsome reputation 
  +6, hoist the black flag, rope swing, shifting 
  deck, trap sense +1, trapfinding, uncanny 
  dodge, wind at your back; AL CN; SV Fort +7, 
  Ref +16, Will +6; Str 10, Dex 20, Con 12, Int 13, 
  Wis 10, Cha 14. 
   
  Skills and Feats: Appraise +10, Balance 
  +16, Bluff +12, Climb +7, Diplomacy +14, 
  Disguise +9, Escape Artist +15, Forgery +9, 
  Gather Information +9, Hide +10, Intimidate 
  +17, Knowledge (local) +6, Listen +5, Move 
  Silently 10, Profession (sailor) +10, Sense 
  Motive +5, Sleight of Hand +12, Spot +10, 
  Swim +5, Tumble +13, Use Rope +12; Combat 
  Expertise, Dodge, Iron Will, Persuasive, Quick 
  Draw, Spring Attack, Weapon Finesse (rapier). 
   
  Possessions: +1 mithral shirt, +1 rapier, +1 
  short sword, gloves of dexterity +2, cloak of 
  resistance +1, eyes of the eagle, pearl of the 
  sirines. 
  Woodrow’s Crewmen (10): Male Human Exp1; 
  CR 1/2; Medium-size humanoid (human); HD 
  1d6+5; hp 8 each; Init +3; Spd 30 ft.; AC 15, 
  touch 13, flat-footed 12 (+3 Dex, +2 armor); 
  Base Atk +0; Grp +2; Atk +2 melee (1d6+2, 
  club) or +3 ranged (1d8/19-20, light crossbow); 
  Full Atk +2 melee (1d6+2, club) or +3 ranged 
  (1d8/19-20, light crossbow); Space/Reach 5 ft./5 
  ft.; AL NG; SV Fort +2, Ref +3, Will +2; Str 14, 
  Dex 16, Con 14, Int 12, Wis 10, Cha 8. 
   
  Skills and Feats: Balance +7, Climb +6, 
  Profession (sailor) +4, Spot +4, Survival +4, 
  Swim +6, Tumble +7, Use Rope +7; Dodge, 
  Toughness. 
  
  ULP5-01 Storms Over the Azure Sea 
   
  Page 19 
   
  Possessions: leather armor, club, light 
  crossbow, bolts (10). 
  APL 2 & 4 
  Crown’s Crewmen: Male Human Rog1; CR 1; 
  Medium-size humanoid (human); HD 1d6+5; hp 
  8 each; Init +7; Spd 30 ft.; AC 16, touch 13, flat-
  footed 13 (+3 Dex, +3 armor); Base Atk +0; Grp 
  +2; Atk +2 melee (1d6+2, sap) or +3 ranged 
  (1d8/19-20, light crossbow); Full Atk +2 melee 
  (1d6+2, sap) or +3 ranged (1d8/19-20, light 
  crossbow); Space/Reach 5 ft./5 ft.; SA sneak 
  attack +1d6; SQ trapfinding; AL CN; SV Fort +2, 
  Ref +5, Will +0; Str 14, Dex 16, Con 14, Int 12, 
  Wis 10, Cha 8. 
   
  Skills and Feats: Balance +7, Climb +6, 
  Escape Artist +7, Profession (sailor) +4, Spot 
  +4, Survival +4, Swim +6, Tumble +7, Use 
  Rope +7; Improved Initiative, Toughness. 
   
  Possessions: studded leather armor, sap, 
  light crossbow, bolts (10). 
  APL 6 & 8 
  Crown’s Crewmen: Male Human Ftr2/Rog1; 
  CR 3; Medium-size humanoid (human); HD 
  1d6+2d10+9; hp 26 each; Init +7; Spd 30 ft.; AC 
  17, touch 13, flat-footed 14 (+3 Dex, +4 armor); 
  Base Atk +2; Grp +4; Atk +7 melee (1d6+2, sap) 
  or +5 ranged (1d8/19-20, light crossbow); Full 
  Atk +7 melee (1d6+2, sap) or +5 ranged 
  (1d8/19-20, light crossbow); Space/Reach 5 ft./5 
  ft.; SA sneak attack +1d6; SQ trapfinding; AL 
  CN; SV Fort +5, Ref +5, Will +2; Str 14, Dex 16, 
  Con 14, Int 12, Wis 10, Cha 8. 
   
  Skills and Feats: Balance +9, Climb +8, 
  Escape Artist +9, Jump +9, Profession (sailor) 
  +5, Spot +4, Survival +4, Swim +7, Tumble 
  +10, Use Rope +8; Improved Initiative, Iron 
  Will, Toughness, Weapon Focus (sap), Weapon 
  Finesse (sap). 
   
  Possessions: +1 studded leather armor, 
  masterwork sap, light crossbow, bolts (10). 
  APL 10 
  Crown’s Crewmen: Male Human Ftr4/Rog1; 
  CR 5; Medium-size humanoid (human); HD 
  1d6+4d10+13; hp 44 each; Init +7; Spd 30 ft.; 
  AC 18, touch 13, flat-footed 15 (+3 Dex, +5 
  armor); Base Atk +4; Grp +6; Atk +9 melee 
  (1d6+4, sap) or +7 ranged (1d8/19-20, light 
  crossbow); Full Atk +9 melee (1d6+4, sap) or +7 
  ranged 
  (1d8/19-20, 
  light 
  crossbow); 
  Space/Reach 5 ft./5 ft.; SA sneak attack +1d6; 
  SQ trapfinding; AL CN; SV Fort +6, Ref +6, Will 
  +3; Str 14, Dex 17, Con 14, Int 12, Wis 10, Cha 
  8. 
   
  Skills and Feats: Balance +9, Climb +8, 
  Escape Artist +10, Jump +9, Profession (sailor) 
  +5, Spot +5, Survival +4, Swim +9, Tumble 
  +11, Use Rope +8; Improved Initiative, Iron 
  Will, Toughness, Weapon Focus (sap), Weapon 
  Finesse (sap), Weapon Specialization (sap). 
   
  Possessions: +2 studded leather armor, 
  masterwork sap, light crossbow, bolts (10). 
  Encounter Three 
  APL 6 & 8 
  Sahuagin Ranger: Male Sahuagin Rgr2; CR 4; 
  Medium monstrous humanoid (aquatic); HD 
  4d8+12; hp 33; Init +2; Spd 30 ft., swim 60 ft.; 
  AC 20, touch 12, flat-footed 18 (+2 Dex, +3 
  armor, +5 natural); Base Atk +4; Grp +8; Atk +8 
  melee (1d4+4, talon) or +9 melee (1d8+4, 
  trident) or +6 ranged (net); Full Atk +9 melee 
  (1d8+4, trident) and +8 melee (1d4+2, bite) or 
  +8 melee (1d4+4, 2 talons) and +6 melee 
  (1d4+2, bite) or +6 ranged (net); Space/Reach 5 
  ft./5 ft.; SA blood frenzy, combat style (two-
  weapon fighting), favored enemy (dwarves +2), 
  rake (+6 melee, 1d4+2); SQ blindsense 30 ft., 
  darkvision 60 ft., speak with sharks, water 
  dependent, wild empathy; AL LE; SV Fort +8, 
  Ref +8, Will +6; Str 18, Dex 14, Con 16, Int 12, 
  Wis 17, Cha 9. 
   
  Skills and Feats: Handle Animal +4 (+10 
  with sharks), Hide +9 (+13 underwater), Listen 
  +9 
  (+13 
  underwater), 
  Move 
  Silently 
  +7, 
  Profession (hunter) +5 (+9 within 50 miles of 
  home), Ride +5, Spot +9 (+13 underwater), 
  Survival +3 (+9 within 50 miles of home); Exotic 
  Weapon Proficiency (net), Great Fortitude, 
  Multiattack, Track, Two-Weapon Fighting,  
   
  Possessions: 
  masterwork 
  trident, 
  masterwork studded leather, net, wand of charm 
  animal. 
  APL 10 
  Sahuagin Ranger: Male Sahuagin Rgr4; CR 6; 
  Medium monstrous humanoid (aquatic); HD 
  6d8+18; hp 50; Init +6; Spd 30 ft., swim 60 ft.; 
  AC 21, touch 12, flat-footed 19 (+2 Dex, +3 
  armor, +6 natural); Base Atk +6/+1; Grp +10; 
  Atk +10 melee (1d4+4, talon) or +11 melee 
  (1d8+4, trident) or +8 ranged (net); Full Atk 
  +11/+6 melee (1d8+4, trident) and +10 melee 
  
  ULP5-01 Storms Over the Azure Sea 
   
  Page 20 
  (1d4+2, bite) or +10 melee (1d4+4, 2 talons) 
  and +8 melee (1d4+2, bite) or +8 ranged (net); 
  Space/Reach 5 ft./5 ft.; SA blood frenzy, 
  combat style (two-weapon fighting), favored 
  enemy (dwarves +2), rake (+8 melee, 1d4+2); 
  SQ blindsense 30 ft., darkvision 60 ft., speak 
  with sharks, water dependent, wild empathy; AL 
  LE; SV Fort +9, Ref +9, Will +7; Str 18, Dex 14, 
  Con 16, Int 12, Wis 17, Cha 9. 
   
  Skills and Feats: Handle Animal +4 (+10 
  with sharks), Hide +11 (+13 underwater), Listen 
  +11 (+13 underwater), Move Silently +11, 
  Profession (hunter) +6 (+9 within 50 miles of 
  home), Ride +6, Spot +11 (+13 underwater), 
  Survival +5 (+9 within 50 miles of home); Great 
  Fortitude, 
  Multiattack, 
  Track, 
  Two-Weapon 
  Fighting, Exotic Weapon Proficiency (net), 
  Endurance, Improved Initiative. 
   
  Spells Prepared (1; save DC 13 + spell 
  level): 1st – longstrider. 
   
  Possessions: 
  masterwork 
  trident, 
  masterwork studded leather, net, amulet of 
  natural armor +1, wand of charm animal. 
  Encounter Four 
  All APLs 
  Jeradon Bluebill: Male Ghost (Human Suel) 
  Brd 9; CR 11; Medium undead (augmented 
  humanoid) (incorporeal); HD 9d12; hp 68; Init 
  +7; Spd fly 30 ft. (perfect); AC 19, touch 19, flat-
  footed 16 or AC 17, touch 13, flat-footed 14; 
  Base Atk +6/+1; Grp +7; Atk +9 melee or +7 
  against ethereal foes (1d6 or 1d6+1, incorporeal 
  touch) or +10 melee (1d6+1, rapier); Full Atk 
  +9/+4 melee or +7/+2 against ethereal foes (1d6 
  or 1d6+1, incorporeal touch) or +10/+5 melee 
  (1d6+1, rapier); Space/Reach 5 ft./5 ft.; SA 
  bardic music (countersong, fascinate, inspire 
  courage +2, inspire competence, suggestion, 
  inspire greatness), bardic knowledge, corrupting 
  touch, 
  frightful 
  moan, 
  malevolence, 
  manifestation; SQ darkvision 60 ft., incorporeal 
  traits, rejuvenation, +4 turn resistance, undead 
  traits; AL CN; SV Fort +3, Ref +9, Will +6; Str 
  12, Dex 16, Con -, Int 10, Wis 10, Cha 22. 
   
  Skills and Feats: Appraise +12, Balance 
  +15, Bluff +18, Concentration +12, Hide +17, 
  Listen +14, Move silently +9, Perform (sing) 
  +21, Search +8, Spot +8, Swim +7; Combat 
  Casting, 
  Improved 
  Initiative, 
  Spell 
  Focus 
  (enchantment), Skill Focus (perform), Weapon 
  Finesse (rapier). 
   
  Frightful Moan: All living creatures within a 
  30-foot spread must succeed on a Will save 
  (DC 20) or become panicked for 2d4 rounds. A 
  creature that successfully saves against this 
  effect cannot be affected by the same ghost’s 
  moan for 24 hours. 
   
  Spells Known (3/5/5/3; save DC 16 + spell 
  level): 0 – detect magic, ghost sound, know 
  direction, light, read magic, summon instrument; 
  1st –animate rope, charm person, disguise self, 
  Tasha’s hideous laughter; 2nd – darkness, 
  glitterdust, silence, sound burst; 3rd – confusion, 
  fear, glibness. 
   
  Possessions: masterwork studded leather 
  armor, masterwork rapier, buckler. 
  Encounter Five 
  APL 8 & 10 
  Advanced Giant Crocodile: CR 6; Huge 
  animal; HD 13d8+52; hp 117 each; Init +1; Spd 
  20 ft., swim 30 ft.; AC 16, touch 9, flat-footed 15 
  (-2 size, +1 Dex, +7 natural); Base Atk +9; Grp 
  +25; Atk +15 melee (2d8+12, bite) or +15 melee 
  (1d12+12, tail slap); Full Atk +15 melee 
  (2d8+12, bite) or +15 melee (1d12+12, tail 
  slap); Space/Reach 15 ft./10 ft.; SA improved 
  grab; SQ hold breath, low-light vision; AL N; SV 
  Fort +12, Ref +9, Will +7; Str 27, Dex 12, Con 
  19, Int 1, Wis 12, Cha 2. 
   
  Skills and Feats: Hide +3*, Listen +7, Spot 
  +7, Swim +16; Alertness, Endurance, Iron Will, 
  Power Attack, Skill Focus (Hide). 
   
  * A crocodile gains a +4 racial bonus on 
  Hide checks when in the water.  Further, a 
  crocodile can lie in the water with only its eyes 
  and nostrils showing, gaining a +10 cover bonus 
  on Hide checks. 
  Encounter Six 
  APL 2 
  Young Goblin Cavalry: Male Goblin Ftr1; CR 
  1; Small humanoid (goblinoid); HD 1d10+2; hp 9 
  each; Init +4; Spd 30 ft.; AC 20, touch 15, flat-
  footed 16 (+1 size, +4 Dex, +4 armor, +1 
  shield); Base Atk +1; Grp -2; Atk +4 melee 
  (1d6+1/x3, small lance) or +2 melee (1d6+1/19-
  20, small longsword); Full Atk +4 melee 
  (1d6+1/x3, small lance) or +2 melee (1d6+1/19-
  20, small longsword); Space/Reach 5 ft./5 ft.; 
  SQ darkvision 60 ft.; AL NE; SV Fort +4, Ref 
  
  ULP5-01 Storms Over the Azure Sea 
   
  Page 21 
  +4, Will +0; Str 12, Dex 18, Con 14, Int 10, Wis 
  10, Cha 8. 
   
  Skills and Feats: Handle Animal +3, Hide 
  +8, Move Silently +8, Ride +12; Mounted 
  Combat, Ride-By Attack. 
   
  Possessions: chain shirt, light wooden 
  shield, 
  masterwork 
  small 
  lance, 
  small 
  longsword, potion of cure moderate wounds. 
  APL 4 & 6 
  Goblin Cavalry: Male Goblin Ftr2; CR 2; Small 
  humanoid (goblinoid); HD 2d10+4; hp 18 each; 
  Init +4; Spd 30 ft.; AC 21, touch 15, flat-footed 
  17; Base Atk +2; Grp -1; Atk +5 melee 
  (1d6+1/x3, small lance) or +4 melee (1d6+1/19-
  20, small longsword); Full Atk +5 melee 
  (1d6+1/x3, small lance) or +4 melee (1d6+1/19-
  20, small longsword); Space/Reach 5 ft./5 ft.; 
  SQ Darkvision 60 ft.; AL NE; SV Fort +5, Ref 
  +4, Will +0; Str 12, Dex 18, Con 14, Int 10, Wis 
  10, Cha 8. 
   
  Skills and Feats: Handle Animal +4, Hide 
  +8, Move Silently +8, Ride +13; Mounted 
  Combat, Ride-By Attack, Spirited Charge. 
   
  Possessions: +1 chain shirt, light wooden 
  shield, 
  masterwork 
  small 
  lance, 
  small 
  longsword, potion of cure moderate wounds. 
  APL 8 & 10 
  Hobgoblin Cavalry: Male Hobgoblin Ftr6; CR 
  6; Medium humanoid (goblinoid); HD 6d10+18; 
  hp 59 each; Init +4; Spd 30 ft.; AC 20, touch 14, 
  flat-footed 16; Base Atk +6/+1; Grp +8; Atk +10 
  melee 
  (1d8+4/x3, 
  lance) 
  or 
  +8 
  melee 
  (1d8+2/19-20, longsword); Full Atk +10/+5 
  (1d8+4/x3, lance) or +8/+3 melee (1d8+2/19-20, 
  longsword); 
  Space/Reach 
  5 
  ft./5 
  ft.; 
  SQ 
  Darkvision 60 ft.; AL NE; SV Fort +8, Ref +6, 
  Will +4; Str 14, Dex 18, Con 16, Int 10, Wis 10, 
  Cha 10. 
   
  Skills and Feats: Escape Artist +9, Handle 
  Animal +9, Move Silently +8, Ride +16; Iron 
  Will, Mounted Combat, Ride-By Attack, Skill 
  Focus (Ride), Spirited Charge, Weapon Focus 
  (lance), Weapon Specialization (lance). 
   
  Possessions: masterwork chain shirt, heavy 
  wooden shield, masterwork lance, longsword, 
  vest of escape. 
  Advanced Worg: CR 7; Large magical beast; 
  HD 12d10+48; hp 126 each; Init +1; Spd 50 ft.; 
  AC 18, touch 10, flat-footed 17 (-1 size, +1 Dex, 
  +4 armor, +4 natural); Base Atk +12, Grp +23; 
  Atk +19 melee (1d6+10, bite); Full Atk +19 
  melee (1d6+10, bite); Space/Reach 10 ft./10 ft.; 
  SA trip; SQ darkvision 60 ft., low-light visions, 
  scent; AL NE; SV Fort +12, Ref +9, Will +8; Str 
  25, Dex 13, Con 19, Int 6, Wis 14, Cha 10. 
   
  Skills and Feats: Hide -1, Listen +6, Move 
  Silently +1, Spot +14, Survival +2 (+6 tracking 
  by scent); Alertness, Combat Reflexes, Iron 
  Will, Track, Weapon Focus (bite). 
   
  Possessions: exotic military saddle, chain 
  barding. 
   
   
  
  ULP5-01 Storms Over the Azure Sea 
   
  Page 22 
  Appendix 2: Ship Configurations 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Dancing Wave 
   
  Bloodwave 
   
  
  ULP5-01 Storms Over the Azure Sea 
   
  Page 23 
   
  Appendix 3: The Devil’s Throat Sea Cave Map 
   
  SW 
  N 
  * 
  X 
  N 
  Legend 
  ٭ - Rock shaped like a goat 
  N – Crocodile Nests 
  X – Buried Treasure 
  SW – Shipwreck 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Principality of Ulek/595/Normal Scenarios/ULP5-01 - Storms Over the Azure Sea (APL 2-10)/ULP5-01 - Storms Over the Azure Sea.pdf