TEXT: 1
  Return to Freeport
  A Storm of Sails 
  Chapter V
  
  1
  Return to Freeport
  A Storm of Sails 
  Chapter V
  T
  he slavers of Mazin prepare to invade Freeport. 
  These div-led people of elemental blood sail 
  from a city far to the south, too far away for 
  Freeport’s pirate fleet to reach Mazin itself when 
  the cities were at war long ago. Now seeking revenge for 
  their defeat in that ancient conflict, a Mazini fleet sails 
  to establish a supply port in Hangnail and then sail on to 
  conquer Freeport and enslave all survivors in both ports.
  Adventure BAckground
  Mazin remembers its defeat at the hand of Sea Lord 
  Caxton after a decade-long war. Its leaders were 
  humiliated and its fleet was left in flames after the famous 
  Battle of Burning Torches. Caxton forced the Mazini 
  to pay substantial reparations and to free all surviving 
  Freeport citizens that they had enslaved. Since then, 
  Mazin’s ageless div leaders and their magically skilled 
  servants first brooded and then worked to develop the 
  perfect means of revenge. That means has already been 
  glimpsed by the saviors of Hangnail: a small fleet of 
  elemental baghlahs harnessing the powers of elementals 
  to exceed the abilities of mundane vessels.
  At the start of this adventure, the heroes have control 
  of at least the magical Mazin ship the Eth Abaddon, 
  and have marshaled a fleet of their own, composed of 
  buccaneers, freebooters, and pirates hungry for glory 
  or protective of their freedom (as detailed in Return 
  to Freeport 4: The Freebooter’s City). This fleet is now 
  ready to sail against the known threat of an oncoming 
  Mazini invasion armada before it can reach Freeport. 
  Intelligence gleaned from previous adventures reveal 
  that the enemy force will mass on the island of Hangnail 
  before continuing to conquer Freeport, and so it is there 
  that the admiral of the new fleet plans to make a stand. 
  The adventure assumes that Jacob Lydon is the admiral, 
  although it’s possible for this role to be taken on by 
  Mean-Wallace, Edward Cooper, or Sabiha Carrington. 
  Other clues have hinted at a truth yet unrevealed: one of 
  the counselors of Freeport is working for the Mazini to 
  line his own pockets. This yet-unknown agent, Nathan 
  Grymes, has deployed measures to trip up and slay the 
  PCs at their most vulnerable moments.
  AdvAncement trAck
  A Storm of Sails assumes the heroes start out as 10th-level 
  characters and advance using fast progression. If they are 
  not yet 10th level, adding random encounters to the first 
  part of the adventure should easily allow them to reach 
  that point. Before they confront the main Mazini fleet, 
  they should reach 11th level.
  
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  Chapter V 
  A Storm of Sails
  SourceS & StAt BlockS
  This adventure assumes you are familiar with the rules in 
  the Pathfinder Roleplaying Game Core Rulebook and Freeport 
  City of Adventure (often indicated as FCA when indicating 
  the source of a monster or NPC), and the NPCs and ships 
  mentioned in the previous Return to Freeport adventures. 
  Feats, spells, and items from these books don’t normally 
  have notes regarding their source. Rules referenced from 
  other rulebooks (including the Pathfinder Roleplaying Game 
  Bestiary and its successors and follow-up books to the 
  Pathfinder Roleplaying Game Core Rulebook) do generally 
  reference their source, to make it easy for the GM to find 
  them when needed. In particular most monsters and many 
  NPCs don’t include their full stat block in the adventure 
  text, so the GM should find them and prepare to run combat 
  including them (easily done with many online sources if 
  a print rulebook is unavailable). Some creatures also have 
  a simple template applied, and the GM is encouraged to 
  make any needed adjustments before running encounters 
  with such creatures.
  There is also a fair amount of potential vehicular combat 
  in this adventure. The adventure assumes battles between 
  sailing ships are handled as opposing skill checks (with 
  modifiers for various crews, captains, and circumstances, 
  see Running Combat in the Fleet), combined with 
  small-scale battles where the PCs and their actions have 
  a significant impact on the outcome of larger battles. 
  However, the GM may check out the vehicle rules in 
  Pathfinder Roleplaying Game Ultimate Combat if running 
  this adventure for players who enjoy that extra level of 
  detail and complexity. It is left to the GM to decide if 
  a specific group of players will enjoy handing ship-to-
  ship combat using the vehicle rules, or if those are too 
  detailed and cumbersome to keep a swashbuckling tone 
  throughout the adventure. 
  running comBAt  
  in the Fleet
  This adventure does not assume the use of full naval 
  combat rules. Ships do use the hit points, AC, and weapons 
  defined in the vehicle rules in Pathfinder Roleplaying 
  Game Ultimate Combat. Unless noted otherwise, ships in 
  the navy will be spread out too far for more than three to 
  engage at once (generally, the party’s ship and one or two 
  others). The admiral does not have a strong preference 
  and is willing to allow the PCs to choose which ships or 
  captains should stay nearby. 
  During naval engagements, the GM is encouraged to 
  simply describe occasional moments of excitement from 
  neighboring ships without rolling for any ships except 
  those engaged with the same enemy ship as the party. 
  Even if other ships need help, or come to support the 
  PCs, it takes several minutes for such maneuvers to 
  bring them in range, and encounters rarely last that long. 
  However the conflict the PCs are directly involved in 
  goes, the broader conflict of ships in the same encounter 
  follows. If the PCs win, their allies win. If they lose, they 
  and their allies are all forced to flee, regroup, and try 
  again later.
  nAvAl engAgement ruleS
  This adventure assumes that rather than use the Full 
  Vehicle Rules from Chapter Four of Pathfinder Roleplaying 
  Game Ultimate Combat, conflicts between ships will be 
  handled using these simplified naval engagement rules. If 
  the GM and players prefer using the Full Vehicle Rules 
  that’s certainly an option, in which case these simplified 
  rules can be ignored. The basic idea behind these rules 
  is to make skill checks to determine the range between 
  opposing fleets, and then a few rounds of standard 
  combat, and repeat the process until a victor emerges or 
  one side flees.
  nAvAl comBAt checkS
  When there is a possibility of ships engaging, each side 
  must make a Naval Combat check. This is most commonly 
  a Profession (sailor) check made by the commander of 
  each fleet (or by a character assigned the task by the fleet 
  commander, though doing this on a regular basis may 
  cause crews to wonder why the fleet commander is in 
  charge at all).
  A character may substitute a Diplomacy check (to 
  coordinate the crews of various ships to work effectively 
  together), Knowledge (history or nobility) (to call upon 
  ancient tactics or famous maneuvers used by well-known 
  commanders), Fly (adapting aerial tactics to sea ships), 
  or Ride (adapting cavalry tactics to sea ships) in place 
  of Profession (sailor), but doing so causes the check 
  to be at a -5 penalty. A character may also attempt to 
  use Intimidate to cow a fleet into performing well, but 
  not only is this check at a -5 penalty, each time such a 
  check fails using it again with the same fleet the penalty 
  increases by -5 (to -10, -15, and so on) until a successful 
  fleet engagement resets the check, and if any such check 
  ever results in a negative total result, the crew of the 
  ships involved mutiny.
  
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  A Storm of Sails 
  Chapter V
  A single additional character may attempt to aid 
  another to grant a +2 bonus to the Naval Combat check 
  if the character can succeed at a DC 10 professional 
  (sailor) check (or a DC 15 check for another appropriate 
  skill). Any spell or ability that affects skill checks (such as 
  guidance, or some bardic performances) can also modify 
  Naval Combat checks.
  A ship may attempt to make its own Naval Combat 
  check, rather than use the fleet check, such as if a badly 
  damaged ship wishes to escape. It takes a -5 penalty to this 
  check for not having the advantage of maneuvering with 
  the fleet. Note that its range is tracked only in comparison 
  to the enemy fleet—these simplified rules aren’t designed 
  to track more than two sides in a battle.
  rAngeS
  Whichever fleet has the highest Naval Combat check 
  decides if the range between ships increases, or decreases. 
  The fleet ranges are Extreme (1,000 feet or more, out of 
  range of all weapons and effects), Long (400-999 feet, 
  and assumed to be within the range of any long range 
  spell), Medium (100-399 feet, and assumed to be within 
  the range of any medium range spell), Close (25-99 feet, 
  and assumed to be within range of any close range spell), 
  and Boarding (ships are closer than 25 feet, and crew can 
  swing or jump from one deck to another). Normally ships 
  are spotted at Extreme range, unless conditions (such as 
  fog or hiding behind a small island) determine otherwise. 
  If a ship at Extreme range successfully increases its range, 
  it has escaped the combat.
  nAvAl comBAt optionS
  Once it has been determined what range the two fleets 
  are at, five normal rounds of combat occur.
  Attacks with siege weapons (such as the Eth Abbadon’s 
  ballistas) can only target opposing ships or creatures of 
  Huge or larger size. At Medium and Long range, area 
  spells can also only affect ships or creatures of Huge or 
  larger size.
  After five rounds, another Naval Combat check is made 
  to determine relative distances. This process continues 
  until all ships on one side are destroyed, surrender, 
  or flee. If two ships are in Close range and have crews 
  moving back and forth between the vessels, any Naval 
  Combat check made to increase range takes a -5 penalty. 
  If the ships do move to medium range, it’s assumed any 
  characters on an opposing ship’s deck that are conscious 
  and mobile can make it back to their own ship.
  
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  Chapter V 
  A Storm of Sails
  modiFierS
  Various modifiers and maneuvers can affect the player’s 
  Naval Combat checks. In addition to those listed below, 
  some modifiers may come from what allied ships the PCs 
  choose to have alongside the Eth Abaddon.
  Adventure SummAry
  The party’s first challenge in setting sail is to get acquainted 
  with the crew and reacquainted with the ship, including 
  potentially finding sabotage laid by their unknown 
  enemy within Freeport. Admiral Lydon is open to doing 
  a little more recruiting in Libertyville; if the party does 
  not do so, he takes them directly to Hangnail. Along the 
  way, the party is scouted by enemy ships who share the 
  Eth Abaddon’s prodigious speed and maneuverability. 
  Catching the scout ships is the only way to prevent the 
  Mazini fleet from being aware of the Freeport ships 
  headed toward them. At Hangnail, the group encounters 
  a terrible dragon and undead left behind by the Mazini. 
  Once there, the party must intercept the enemy fleet 
  before they enter Hangnail’s extraplanar realm in two 
  waves, culminating in a sneak attack to eliminate the 
  enemy’s leadership and devastating artillery. With the 
  Mazini fleet scattered, Freeport is saved and the party can 
  turn its attention to discovering who has been hindering 
  them and helping the Mazini all this time.
  on the high SeAS
  This adventure takes the party across a treacherous span 
  of ocean to a place called Pride’s Perch, where treacherous 
  islands protect the entrance to the extraplanar harbor of 
  Hangnail. If you wish to add danger to this adventure 
  or to help the party gain levels, roll on the Random 
  Sea Encounter table. The party should be at least 10th 
  high SeAS encounterS
  d% roll
  Result
  Avg. CR
  Source
  1-5
  1 dragon turtle
  9
  B1
  6-10
  1 galvo
  9
  B4
  11-15
  1 living mirage
  9
  B5
  16-20
  2 oceanids
  9
  B4
  21-25
  1 sargassum fiend
  9
  B3
  26-30
  1 ghawwas (div)
  10
  B3
  31-35
  1d6+6 kapoacinths 
  (gargoyle variant)
  10
  B1
  36-40
  1 nereid
  10
  B2
  46-47
  1 injured and angry sea 
  serpent with half hp 
  remaining
  10
  B1
  48-52
  1 siyokoy
  10
  B3
  53-57
  1 whale
  10
  B2
  58-67
  3d4 sea drakes
  11
  B2
  68-72
  2 galvos
  11
  B4
  73-78
  2 sargassum fiends
  11
  B3
  79-80
  1 injured and angry sea 
  serpent with 75% hp 
  remaining
  11
  B1
  81-83
  1 clockwork leviathan 
  patrolling a sea route 
  for pirates
  12
  B3
  84-86
  1 adult sea dragon 
  (imperial) patrolling a 
  sea route for pirates
  12
  B3
  87-89
  2 ghawwas (div)
  12
  B3
  90-91
  1 aquatic worm (purple 
  worm variant)
  12
  B1
  92
  1 angry sea serpent
  12
  B1
  93-95
  2 siyokoys
  12
  B3
  96-98
  2 whales
  12
  B2
  99-00
  1 blue whale
  12
  B5
  nAvAl comBAt check modiFierS
  Condition
  Modifier
  You have fewer ships than the opposing fleet*
  -5
  All of your ships have a lower base speed than the opposing fleet
  -5
  You wish to change the range for only some of enemy ships (such as closing in with 
  one ship, while leaving the others at extreme range)
  -2 per ship excluded 
  from the range change
  Half or more of your ships are at less than 50% of their maximum hit points
  -5
  You have 150% or more as many ships as the opposing fleet*
  +5 
  * Only ships of Gargantuan or larger size count for this purpose, unless both fleets lack ships of that size, in which 
  case only the largest ships count for this purpose. Ships that have taken half or more of their hit points do not 
  count toward this number. Allied creatures of the same size (normally gargantuan) or larger able to swim or fly 
  and make attacks are also treated as ships for these calculations.
  
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  A Storm of Sails 
  Chapter V
  level before reaching Pride’s Perch. This table presents a 
  variety of appropriate encounters, increasingly dangerous 
  as the foul influence of the Mazini and their div allies 
  blights the region south of Freeport. These encounters 
  are appropriate to insert in most parts of the adventure 
  outside of harbors or (for the most part) islands.
  pArt one
  depArture
  With the harbor of Freeport behind them, the admiral takes 
  time to bring the party up to speed on the resources at their 
  disposal and his strategy for facing the Mazini fleet. The 
  adventure assumes that Jacob Lydon became admiral of the 
  fleet at the end of The Freebooter’s City. If he was replaced by 
  Captain Carrington, Captain Cooper, or Captain Wallace, 
  the replacement makes much the same strategic choices as 
  Lydon, but does not give the party as much leeway. They 
  allow the party to sail the Eth Abaddon at the fore of the 
  fleet and in the thick of potential trouble even though the 
  admiral’s own ship is technically the flagship. If the party 
  put one of their own up as admiral, Captain Lydon remains 
  close to them as a firm strategic adviser and first officer.
  Unless the party flat-out refused to let him sail their 
  ship as captain, Captain Lydon sails with them on their 
  ship (presumably the Eth Abaddon) as nominal captain. If 
  they did refuse him (and prevented him from becoming 
  admiral), he instead serves as first officer. In either case, 
  he defers to their judgment if they offer a strong opinion 
  on most significant matters. Excited to jump back into 
  the work of a pirate, Lydon also handles much of the 
  minutiae that would normally fall to the first mate even 
  while acting as captain. Indeed, the Eth Abaddon requires 
  little upkeep with Diamanda handling much of the work.
  SAiling the eth ABBAdon
  Whichever of the PCs placed the elemental heart within 
  the plinth remains in mental contact with the air elemental 
  that powers the Eth Abaddon. That elemental, Diamanda 
  (large air elemental, Pathfinder Roleplaying Game Bestiary), 
  does not resent being taken from her home plane but 
  does chafe at being unable to push the ship to its fastest. 
  She has already formulated an opinion of the party in the 
  previous adventure, and might already like them if they let 
  her push her limits or resent them if they did not. Think 
  of her as a teenager chafing at her parents’ restrictions but 
  unwilling to leave home. If unhappy she doesn’t refuse 
  orders, but may respond with a sigh and say something 
  sarcastic while complying. Given free reign she’ll be a 
  friend for life, although still capricious and likely to push 
  for further freedoms.
  Diamanda prefers to sail the ship at full speed during 
  this adventure as well, but grumbles and relents if ordered 
  to keep the ship at or below the speed of the fleet’s other 
  ships. If allowed to sail at full speed, she joyously screams 
  into the waves, accelerating so suddenly that the crew will 
  need to grab hold of something (requiring a successful 
  DC 8 Reflex save) or fall to the deck.
  Ship StAtS
  When using the vehicle rules from Pathfinder Roleplaying 
  Ultimate Combat, the Eth Abaddon (and the ships called 
  out as similar to it in the adventure) is similar to a sailing 
  ship. For the simplified Naval Engagement Rules this 
  adventure assumes you are using, all you need to know is 
  that it has AC 2, 900 hp, and a max nonmagical speed of 
  180 ft. With its elemental sails activated by the elemental 
  heart in the plinth, it gains a maximum speed of 240 feet 
  and acceleration 40 feet and requires no crew once orders 
  have been given. A map of the Eth Abbadon and full 
  details of its deck plans can be found in Return to Freeport 
  Part 4: The Freebooter's City.
  EvEnt A 
  CR 1
  orientAtion
  LoCAtion: Eth Abaddon at sea near Freeport Harbor
  As the ship leaves the harbor, read the following text aloud.
  The Eth Abaddon sails comfortably ahead of the fleet 
  of ships you assembled, sailors on each ship scurrying 
  about in preparation of the violence ahead. With the ship 
  safely guided by Diamanda for the moment, Admiral 
  Lydon has assembled the small crew on deck. Lydon paces 
  on the elevated poop deck near the elemental plinth before 
  turning to regard your group.
  The admiral’s recruits congregate in casual positions 
  just below the poop deck, chatting while they wait for the 
  admiral to speak. A middle-aged Azhar man and human 
  man, both stripped to the waist with red-brown skin 
  glistening in the bright sun, tease each other and laugh 
  uproariously. The human has a shaved head, while the 
  Azhari has curly orange hair that wavers like flames. 
  A middle-aged woman with dark curly hair and black-
  brown skin lounges in light, whitish clothes crisscrossed 
  with belts and fasteners holding numerous tools. Six more 
  men, all young and strong and dressed similarly, stand 
  more formally behind them near the mainmast.
  
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  Chapter V 
  A Storm of Sails
  “Welcome to the Eth Abaddon! Yes, each and ev’ry 
  one of ye has come highly recommended to me either by 
  someone I trust or by yer own acts.” Admiral Lydon beams 
  at the assembled crew. The Azhar man and the lounging 
  woman exchange incredulous glances.
  “Mustav Khadem is skilled in navigatin’ magical 
  currents. He faced more than his fair share of them on 
  Captain Valeria’s Bloody Rose, which has visited the... 
  magical port we’re headed to now.”
  “Jarenelle and her gang of gunners have been in the 
  Freeport Guard armory for years keepin’ them siege 
  weapons in tip-top condition. Since they have graciously 
  sacrificed leave time to accomp’ny us, I’m thinkin’ they 
  deserve a chance te show us what they can do at sea.”
  “Horval Carrow has distinguished hisself as a 
  helmsman and lookout on other ships.”
  Mustav elbows him and laughs. “Looking out for 
  whales, anyway!” The gunners laugh along and admiral 
  Lydon rushes to continue.
  “Finally, we have the accomplished cap’n-wranglers who 
  helped recruit the ships for our fine fleet and sailed back 
  victoriously from... um...” He stammers as he remembers 
  not to say Hangnail’s name. “As I was saying, these are the 
  pirates so tough that they stopped what was spreadin’ all 
  those curses, chased down slavers in Freeport herself, and 
  triumphed o’er Mazini agents at... our destination.” 
  At that, he gestures proudly at the party and the crew 
  murmurs their admiration for the party’s now-famous 
  deeds.
  “Before we go, yez need te understand that the booty is 
  te be split fairly according to yer contributions. E’eryone 
  aboard these ships is pulling his or her weight, and I’m 
  not goin’ to see one o’ ye miss out on yer fair share of our 
  assuredly bountiful booty.” At that, the crew applauds.
  “Now, let’s get underway!”
  Jarenelle is named master-at-arms unless a party member 
  wants that position; in that case, she serves as that character’s 
  lieutenant. Jarenelle is protective of her team. If they are ever 
  reduced below half hit points during combat in which the Eth 
  Abaddon hasn’t been boarded, she orders them below-decks. 
  Jarenelle fights to protect her team if the ship is boarded 
  and takes over the position of any casualties. Jarenelle is a 
  Freeport guard officer (Freeport City of Adventure 342). Her 
  team is composed of six siege engineers (Freeport City of 
  Adventure 342). If anyone inquires how a woman came to 
  be a member of the Sea Lord’s Guard, her men strenuously 
  try to attend to something else or warn the questioner off; 
  Jarenelle herself indignantly says that they mistook her for a 
  man and couldn’t find anyone who could do the job as well 
  after they found out she wasn’t. 
  If the party hasn’t claimed the position of navigator, 
  Lydon names Mustav Khadem navigator. Otherwise, 
  he acts as quartermaster. He is curious about the party’s 
  previous adventures and looks for opportunities during 
  lulls at sea to ask for stories of their exploits, seeking to 
  confirm or refute specific rumors about the events that 
  Admiral Lydon mentions.
  MUSTAV KHADEM 
  CR 9 • XP 9,600
  Male Azhari monster slayer 10 (Freeport City of 
  Adventure 356, 370)
  NG Medium outsider (native)
  Init +3 (+8 vs. dragons, evil outsiders, fey, and humans); 
  Senses darkvision 60 ft.; Perception +7 (+12 vs. dragons, 
  evil outsiders, fey, and humans)
  DEFENSE
  AC 19, touch 15, flat-footed 15 (+3 armor, +1 deflection, 
  +3 Dex, +1 dodge, +1 natural)
  hp 80 (10d10+25)
  Fort +9, Ref +6, Will +8 (+9 vs. fear, +10 vs. illusions); +2 
  vs. fire spells and spell-like abilities
  Defensive Abilities strong defense +1
  Weakness vulnerability to cold
  OFFENSE
  Speed 30 ft.
  Melee +1 short sword +12/+7 (1d6+4/19-20), +1 short 
  sword +12/+7 (1d6+2)
  Special Attacks favored enemy (human +2), hit ‘em hard 
  +1, might of the efreet, monster specialist (dragon, fey, 
  journeyman human, evil outsider), smite humanoid (+1 
  attack/+10 damage)
  Spell-Like Ability (CL 10th, concentration +11)
  1/day—align weapon
  STATISTICS
  Str 16, Dex 17, Con 14, Int 12, Wis 8, Cha 10
  Base Atk +10; CMB +13; CMD 28
  Feats Dodge, Improved Two-Weapon Fighting, Iron Will, Skill 
  Focus (Knowledge [geography]), Two-Weapon Fighting
  Skills Acrobatics +8, Climb +11, Knowledge (arcana) 
  +9, Knowledge (geography) +9, Knowledge (local) 
  +9, Knowledge (nature) +9, Knowledge (planes) +13, 
  Perception +7, Profession (sailor) +7, Sense Motive +7, 
  Survival +7; Racial Modifiers +4 Knowledge (planes)
  Languages Azharan, Common, Naval Code
  SQ monster lore +5, monster sense +5, sharp senses
  Gear oil of align weapon (good), oil of dispel magic; 
  Other Gear 2 +1 short swords, amulet of natural armor +1, 
  +1 leather armor, ring of protection +1
  SPECIAL ABILITIES
  Might of the Efreet (Ex) Once per day, Mustav can gain 
  a +4 inherent bonus to his Strength for 1 round as an 
  immediate action. 
  
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  A Storm of Sails 
  Chapter V
  Horval Carrow is named pilot and given the amulet of 
  control so that he can give Diamanda precise instructions 
  directly. Otherwise, he is a lookout. He hasn’t served on 
  a pirate ship in combat before, but has steered whaling 
  ships and helped pilot Captain Valeria’s Bloody Rose on 
  trade stops in dangerous ports. He avoids staying ashore 
  because he has a shadowy history working with dangerous 
  folk in the rough parts of Freeport, and he prefers not to 
  discuss it with anyone, especially in front of Mustav. Lydon 
  once helped him get out of trouble, mistaking Carrow for 
  someone of influence, and Carrow does his best to help 
  Lydon in return. As a result of his past, he has the stats of 
  a freelance thief (Pathfinder Roleplaying Game NPC Codex).
  Horval and Mustav are matelots, sharing a partnership 
  among pirates somewhere between a business partnership 
  and a marriage. The two join and leave the crew as a unit, 
  they are given shared accommodations (indeed, most 
  pirates try to give them at least a bit of shared privacy), 
  and each inherits the other’s share of booty if one dies at 
  sea. They wear matching bands on their ring fingers as 
  a symbol of their bond and to help identify their bodies 
  for inheritance purposes. Like most matelots, Horval 
  and Mustav are a romantic couple, but that doesn’t stop 
  them from enjoying carousing and paid companions 
  together when they’re at port. Horval enjoys flirting with 
  strong or charismatic people of any gender, especially if 
  Mustav isn't around. (They do not, however, do more than 
  passingly flirt aboard ship unless they are out of port for 
  at least a week or two; like most pirates, they avoid risking 
  needless romantic or sexual melodrama with people they 
  must continue working with.)
  EvEnt B 
  CR 7, 9, 10, oR 11
  Setting SAil
  LoCAtion: Freeport fleet, at sea near Freeport.
  With the information gleaned from the logs of the Eth 
  Abaddon, the admiral plans to set sail for Hangnail as a 
  logical stopping point in between Mazin and Freeport. 
  There, he hopes to ambush the enemy fleet. He looks over 
  the ship and comments on the lack of support implied 
  by the paltry improvements to the ship added by the 
  captain’s council. The ship’s exterior got a fresh paint job 
  and two of its ballistas were replaced with magical ones 
  from Freeport’s stock of siege engines.
  Captains: As the fleet sails, the ships space themselves 
  widely enough to avoid any risk of collision in case of 
  unexpected maneuvers, a distance of at least 300 feet and 
  often more. This means that communication across the 
  
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  Chapter V 
  A Storm of Sails
  cAtAlog oF cAptAinS
  The captains recruited in this adventure and the previous 
  adventure, The Freebooter’s City, each bring something 
  different to the fleet. Summarized below are the captains 
  that might comprise the Freeport fleet as the ship leaves 
  Freeport. (Admiral Lydon only discusses those that 
  actually joined the fleet.) Benefits listed here which apply 
  to crew do not apply to officers (such as the PCs), but 
  benefits that apply to officers do apply to the PCs.
  KAtspER ZEE
  (CN female human freebooter 8): 
  Captain of the Noise (unless the party 
  offered her the Precocious Imp). An old 
  hand who languished as an entertainer 
  in recent years, Captain Zee is ready 
  to return to the pirate’s life with gusto. 
  She prefers to fire blast shot to disable 
  ships quickly rather than cause structural damage with 
  cannonballs (dealing 8d6 damage to creatures and objects 
  in a 30-foot cone). When her ship defeats enemy ships, 
  she takes them rather than sinking them. Her stats can 
  be found in Return to Freeport Part 4: The Freebooter’s City. 
  If the Noise is with the PCs when they are using the 
  simplified Naval Engagement Rules, they gain a +4 bonus 
  to naval combat checks when all enemy ships are in Close 
  or closer range.
  ChRistophER BAiLEy
  (CG male human freebooter 6): 
  An idealist with a family in Freeport 
  to protect, Captain Bailey is a good 
  captain to serve under. His ship is the 
  Bone Box. He grants a +2 bonus on 
  Diplomacy checks to officers on his 
  ship and adjacent ships. Crew on his 
  ship and adjacent ships suffer only half the normal penalties 
  from fear effects. His stats can be found in Return to Freeport 
  Part 4: The Freebooter’s City.
  If the Bone Box is with the PCs when they are using 
  the simplified Naval Engagement Rules, they do not take 
  a penalty to naval combat checks for having fewer ships 
  than the enemy fleet.
  sABihA CARRington
  (CN female human rogue [pirate] 9): Desperately 
  wishing for more opportunities to harass and plunder 
  the Ivory Ports, Captain Carrington provides her aid as a 
  means toward this end. She captains 
  the galley Dirty Swan. She is not 
  confident of Captain Lydon’s skill; 
  if no one else challenged Lydon for 
  the admiralship, she almost certainly 
  did so. Her crew includes the troll 
  Nodrickshir. 
  Between 
  Captain 
  Carrington’s distinguished crew and her exceptional ship, 
  the Dirty Swan counts as two ships when resolving naval 
  battles. Her stats and detailed description can be found in 
  Freeport: City of Adventure, pages 306-308.
  sARindA RogERs
  (CN 
  female 
  human 
  rogue 
  [swashbuckler] 18): A legendary 
  immortal with a death wish in 
  command of the ghost ship Boundless, 
  Captain Rogers intimidates the rest 
  of the fleet and enemies alike. Despite 
  her vast experience, she refuses to lead 
  and instead prefers to dash headlong into danger. Her 
  supernaturally eerie ship makes all creatures within 300 
  feet (including the officers and crew of adjacent friendly 
  ships) shaken with no saving throw (this does not stack 
  with other fear effects). As part of its captain’s curse, the 
  Boundless always has the broken condition and cannot be 
  repaired beyond 2/3 its maximum points (600 of 900). 
  If the Boundless is sunk, it resurfaces 1 month later in 
  the same location. Her undead crew are akin to skeletal 
  champions (Pathfinder Roleplaying Game Bestiary) that 
  reconstitute after 1 month if destroyed. Her crew is 
  bound to the ship and cannot leave except to board a ship 
  that is lashed to hers; once the ships separate, her crew 
  vanishes and reappears in their bunks. Sarinda can leave 
  on her own, however. Her stats can be found in Return to 
  Freeport Part 4: The Freebooter’s City.
  If the Boundless is with the PCs when they are using the 
  simplified Naval Engagement Rules, they gain a +4 bonus 
  to naval combat checks to attempt to close range on only 
  a single enemy ship.
  EdwARd CoopER
  (CN male human fighter [corsair] 8): Notoriously 
  greedy even for a pirate and always keen on get-rich-
  quick schemes, Captain Cooper looks at this fleet as a 
  way to get in on big plunder from many ships at once. 
  Captain Cooper pays extra to hire keen-eyed scouts 
  
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  A Storm of Sails 
  Chapter V
  for the crow’s nest of his ship, the 
  Laughing Saint. His ship has an 
  effective Perception modifier of +10. 
  He and Captain Wallace both wanted 
  the same treasure map, and he might 
  have tried to fight for admiralship if 
  he didn’t get it. His stats can be found 
  in Return to Freeport Part 4: The Freebooter’s City.
  If the Laughing Saint is with the PCs when they are 
  using the simplified Naval Engagement Rules, they may 
  attempt Perception checks as naval combat checks, and if 
  they win the first naval combat check they may choose to 
  begin the engagement at medium range.
  MEAn wALLACE
  (CE male half-orc barbarian [sea 
  reaver] 8): Captain Wallace of the 
  Gangrenous respects a strong stomach 
  and leaps on any opportunity for 
  thrilling battle and plunder. His 
  presence grants a +2 bonus on 
  Intimidate checks and on saving 
  throws against fear to all officers on his and adjacent ships. 
  He and Captain Cooper both wanted the same treasure 
  map, and he might have tried to fight for admiralship if he 
  didn’t get it. His stats can be found in Return to Freeport 
  Part 4: The Freebooter’s City.
  If the Gangrenous is with the PCs when they are using 
  the simplified Naval Engagement Rules, they gain a +2 
  bonus to all naval combat checks.
  BLACK JuLEs
  (CE male draugr captain): This 
  undead pirate serves only as a way to 
  strike back against the Mazini who 
  were his enemies in life. He does not 
  have his own ship, but his undead 
  crew protects the party’s ship from 
  attack. Once per day, he can summon 
  three draugrs as if with summon monster V. In addition to 
  the usual abilities of a draugr captain, he can use control 
  wind at will at caster level 10th while in Midnight’s 
  Ichor. When outside Midnight’s Ichor, he can use the 
  merge with ward ability of the kami subtype (Pathfinder 
  Roleplaying Game Bestiary 3) with the ship on which he 
  left Midnight’s Ichor. However, he cannot leave the ship 
  on which he left Midnight’s Ichor (probably the Eth 
  Abaddon) during combat; he must flee back to that ship 
  immediately if attacked and during his flight can take 
  only the withdraw and move actions.
  Once per day, Black Jules can cause the ship he is on to 
  count as two ships for one naval combat check.
  ERiK gouLdin
  (CG male dwarf freebooter 5): 
  Captain Gouldin of the Traveling Lady 
  has faced Hell and knows fiends can be 
  thwarted. Captain Gouldin’s presence 
  grants a +2 morale bonus on Will 
  saving throws made against the special 
  abilities of evil outsiders to all crew and 
  officers of his and adjacent ships.
  If the Traveling Lady is with the PCs when they are 
  using the simplified Naval Engagement Rules, they do 
  not take a penalty to naval combat checks when half or 
  more of their ships are at less than 50% maximum hp.
  KAtARinA LuBoviCh
  (N female human freebooter 6): 
  Captain Lubovich of the Sunshine Sail is 
  mistrusted for being from Libertyville. 
  However, she is an enthusiastic nemesis 
  of slavers and fights hard to protect her 
  family in Freeport. Katarina’s presence 
  grants a +1 dodge bonus to AC and 
  CMD against slavers, including the Mazini and divs, to 
  crew and officers adjacent to her ship.
  JEZAMinE FinLAy
  (NE female human corsair 6): 
  Captain Finlay of the Queen of the 
  Underworld is a kidnapper herself, 
  upsetting 
  the 
  more 
  anti-slaver 
  sailors and captains of the fleet. 
  Captains Bailey, Carrington, Black 
  Jules, Lubovich, and Samlea provide 
  no benefit to her or the PCs if she is recruited. During 
  ramming maneuvers, the Queen of the Underworld deals 
  half-again (+50%) damage and treats its hardness as 10.
  sAMLEA
  (NG male elf druid 10): Captain 
  Samlea of the Storm Angel is 
  dangerously reckless for hatred of 
  slavers. Samlea’s ship and crew, as well 
  as the officers and crew of adjacent 
  ships, gain a +1 morale bonus on attack 
  rolls and combat maneuver checks 
  against slavers, including divs and Mazini. However, they 
  also suffer a –1 penalty to AC against such foes.
  
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  Chapter V 
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  fleet is best handled by semaphore flag messages. Admiral 
  Lydon and Horval Carrow know semaphore, as do all 
  the fleet captains and at least one additional member of 
  each ship’s crew. Due to the spacing, not all captains are 
  immediately on hand to help in case trouble suddenly 
  arises. Each captain offers some strategic advantage over 
  the others, and Admiral Lydon goes over this with the 
  crew as the ships prepare for the four-day sail to Pride’s 
  Perch. He asks the party their preference as to which 
  captains’ ships should be asked to sail near to the flagship 
  (there is room for two close enough to matter). The 
  captains and their ships are summarized in the Catalog 
  of Captains sidebar. If the party cannot agree, Admiral 
  Lydon simply asks Captain Bailey’s Bone Box and Captain 
  Wallace’s Gangrenous to sail nearby.
  Hazards: During the party’s last stay in Freeport, Nathan 
  Grymes secretly arranged for the planting of several means 
  of sabotage on the ship of the PCs using paid-off agents 
  and a doru div. If the player characters suspect anything is 
  amiss, they might search for such trickery. There are three 
  distinct forms of sabotage on their ship: obsidian sand, 
  cursed ballistas, and a hidden symbol of confusion.
  The obsidian sand, disgorged by a doru div, is in the 
  bilge water. It can be detected by anyone examining 
  the lowest deck with a successful DC 25 Perception or 
  Profession (sailor) check. The sand detects as evil and 
  magic. Prestidigitation has no effect, but the sand can be 
  pumped out into the sea with the bilge pump, where it 
  creates a ghawwas div (hp 161, Pathfinder Roleplaying 
  Game Bestiary 3) that attempts to hide until noticed or 
  until it can get a single officer alone on deck to kill.
  The ballistas appear to be +1 flaming ballistas. However, 
  when used in true combat, their bolts turn around in 
  midair and apply their attack rolls to the ship that fired 
  them. If any part of the ship is already damaged, the cursed 
  bolt targets that part. These items can be recognized as 
  cursed under scrutiny with detect magic or similar effects 
  with a successful DC 38 Spellcraft check. If the party 
  still has the curse compass from the previous adventure 
  and consults it outside of the Freeport docks, it points 
  toward the nearest ballista (if there are no other cursed 
  items or creatures closer to the compass). Once the curse 
  is revealed, the ballistas cannot be replaced until the curse 
  is suppressed (requiring remove curse or a more powerful 
  spell and a successful DC 23 caster level check) or the 
  ballista is destroyed (hardness 15, hp 140). Each cursed 
  ballista magically creates its own bolt and fires it against 
  its own ship with attack bonus +5 on initiative count 0 in 
  any round in which at least one other siege weapon on the 
  same ship fires in true combat, or twice per round at any 
  creature that damages the ballista in melee or with spells.
  The symbol of confusion (as symbol of insanity but spell 
  level 7th and the confusion lasts only 13 rounds; caster 
  level 13th, DC 21) is hidden under cheap lead paint that 
  will dissolve after 1 week at sea. The symbol is located 
  under railing near the helm. The symbol triggers when 
  read or when the ship carrying it engages in combat 
  against any vessels carrying the flag of Mazin. The paint 
  can be identified as poor paint with a successful DC 21 
  Perception check or DC 16 Profession (sailor) check. 
  These DCs are increased by 5 if the viewer only inspects 
  the ship while on board. The Perception DC to notice 
  that there is something underneath is 26. Disabling the 
  symbol requires a successful DC 26 Disable Device check. 
  This symbol is a magical trap and can be detected and 
  disarmed accordingly, except that the lead paint blocks 
  divinations until it wears off. Greater detect magicUI might 
  be used to track the symbol to its original caster, a guild 
  wizard bribed by an agent of Nathan Grymes, in the next 
  adventure.
  Story Award: The party earns 3,200 XP for identifying 
  the obsidian sand and removing it from the ship. They 
  additionally earn 3,200 XP for discovering and neutralizing 
  the ballistas and another 3,200 XP for discovering and 
  neutralizing the symbol of confusion (whether or not they 
  triggered either one). These awards might be earned at a 
  later time if the sabotage is not detected immediately.
  EvEnt C 
  CR 8
  liBertyville
  LoCAtion: Libertyville
  Given the presence of slavers among the enemy, the 
  party might wish to recruit ships from Libertyville. 
  Doing so requires a quick stop in this rival port on the 
  way out of the Serpent’s Teeth, Freeport’s home island 
  chain. Admiral Jacob Lydon doesn’t want to set foot on 
  shore, but the party’s reputation as popular and heroic 
  warriors prevents trouble between Libertyville toughs 
  and the crew of the fleet. Scaring up volunteers requires 
  1d4 days and a successful Diplomacy check to spread 
  the word. Spreading word that the fleet is sailing against 
  slavers grants a +5 bonus on this check as the tradition of 
  Freedom’s Militia appeals to Libertyville’s more idealistic 
  souls (including Masson Francisco’s Liberty Movement). 
  If the Diplomacy check result is at least 10, Katarina 
  Lubovich volunteers with a crew and her ship the 
  Sunshine Sail if she was not recruited in The Freebooter’s 
  City. If the Diplomacy check result is at least 20, another 
  crew volunteers with the ship Horny Satyr. Their captain 
  is an inexperienced but charismatic halfling priest (of the 
  
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  A Storm of Sails 
  Chapter V
  God of Lust) named Numof Feathertongue (carousing 
  champion, Pathfinder Roleplaying Game NPC Codex). If 
  the Diplomacy check result is at least 30, a third crew 
  volunteers and Masson Francisco approaches the group 
  to commend them for rallying such a force from corrupt 
  Freeport for such a noble cause. The third crew is captained 
  by a middle-aged half-orc come out of retirement for this 
  momentous event, Fire-Eye Fex (pirate captain, Freeport 
  City of Adventure 346) of the Thundering Timber.
  Story Award: The party earns 1,200 XP for every ship 
  they recruit.
  EvEnt d 
  CR 11
  mAzini AdvAnce ScoutS
  LoCAtion: Freeport Fleet at sea.
  Captain Ad Avish sent his two remaining air elemental 
  baghlahs ahead of his fleets to evaluate Freeport’s 
  defenses and scare the populace without giving enough 
  information to be helpful. Much like the Eth Abaddon, 
  these baghlahs have bound air elementals that enable 
  them to move with incredible speed. (Use the stats for the 
  Eth Abaddon.) The party’s fleet encounters them on their 
  second day out of the Serpent’s Teeth.
  The ships have taken advantage of mists roiling up from 
  the ocean to conceal their presence in between scouting 
  jaunts. Unless the party’s fleet waits outside the mist, the 
  Mazini scouts are encountered within. If the ships wait, 
  they encounter the scouts during the next Mazini foray.
  In the mist, each ship in the fleet receives a DC 10 
  Perception check modified normally for range (see the 
  Perception skill) to notice the scouts (which, though 
  Colossal, have some camouflage from the ships’ cloudy 
  coloration and elemental components). Unless crewed 
  with characters of particular skill, each ship’s lookout uses 
  a Perception modifier of +5. Any PC on deck can also 
  attempt the check. Horval Carrow notices the ships when 
  the DC drops below 25. When the ships are noticed, read 
  the following text.
  Pale gray baghlahs with sails of billowing clouds dip 
  in and out of the mist with seemingly impossible agility, 
  first one and then a second near the silhouette of one of 
  your fleet ships.
  “Ship ahoy!” cries go out across the fleet.
  The admiral says, “We need te catch them ‘afore they can 
  report anything about us te the Mazini! After ‘em ‘til we 
  can make ‘em out in the fog!”
  Cannons rip out from the fog but the shots go wide or 
  fall short.
  The seas here are fair, but the speed of the scouts prevents 
  most ships from getting off more than a single volley of 
  attacks before the baghlah scans that ship and moves 
  on. Only spellcasters and skilled ranged combatants can 
  reach without the speed of the Eth Abaddon. 
  If using the simplified Naval Engagement Rules, this 
  engagement begins at Medium range, as a result of the 
  mist.
  Creatures: The air baghlahs attempt to get within 25 
  feet (Close range) to effectively scan the crew and ships 
  with arcane sight. If they believe they’ve been spotted, 
  they fire ballistas and attack with spells every round. Each 
  round, ships the Mazini scouted can attempt to hit them 
  with their siege weapons. Anything farther than Close 
  range in the mist has concealment; anything in Long 
  range has total concealment.
  The two baghlahs are each crewed by three Mazin 
  warriors, a Mazini captain, and a pairaka div lieutenant.
  MAZin wARRioRs (6): hp 40
  CAptAins (2): hp 37 each (Thunder wizards, 
  Pathfinder Roleplaying Game NPC Codex) 
  pAiRAKAs (2): hp 76 each (Pathfinder Roleplaying 
  Game Bestiary 3) 
  Stopping the Baghlahs: Dealing at least 450 points of 
  damage to a baghlah (hitting its AC of 2 and overcoming 
  the ship’s hardness of 8) gives it the broken condition and 
  slows it to half speed, whereupon it can be caught by the 
  fleet. Non-siege ranged weapon attacks deal half damage 
  to the ships. Fire deals full damage (after subtracting 
  hardness) rather than half damage as other energy attacks 
  do. A fireball or similar spell as well as alchemist’s fire or 
  similar ongoing fire effects can catch a ship on fire, igniting 
  the square of contact or (if the effect contacts multiple deck 
  squares) each square surrounded on all sides by affected 
  squares. Each burning square spreads to one square in a 
  random direction chosen in a manner similar to determining 
  where a missed splash weapon lands: assign 1 through 8 
  to a direction clockwise around the square and roll 1d8 
  (the fire does not spread if this indicates the direction of 
  a square that is already aflame). Dealing at least 60 points 
  of damage to the same 10-foot-by-10-foot section under 
  the water line of the ship cause it to sink over the course of 
  1 minute. Targeting the same underwater square requires 
  hitting AC 17, whether with a touch attack, direct fire siege 
  weapon, or other attack. Indirect fire siege weapons can’t 
  hit below the water line (only the deck). Non-siege ranged 
  weapon attacks deal no damage under the water line, or 
  half damage if they are tridents, spears, similar weapons, or 
  other weapons specifically designed to work underwater. 
  Dealing at least 90 points of damage to each of a baghlah’s 
  
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  Chapter V 
  A Storm of Sails
  two masts (AC 10, hardness 8) destroys the masts, reduces 
  the ship’s speed to that of the current, and makes it easy for 
  the fleet to catch.
  The air baghlahs’ ability to move can be eliminated by 
  dislodging the elemental plinth. Killing the pilot wearing 
  the amulet of command prevents the ship from changing 
  its trajectory. The elemental plinth can be dislodged 
  with a successful DC 17 Strength check. A spell such as 
  telekinesis takes two actions to unfasten it, after which it 
  can be knocked away as a move action or with telekinesis. 
  Much like a construct, the elemental plinth’s power 
  cannot be suppressed or dispelled.
  If the PCs have the Eth Abaddon or teleportation spells 
  with sufficient range, they can attempt to board the ships 
  without stopping them. Boarding with the Eth Abaddon 
  requires a successful opposed drive check (using Profession 
  [sailor]) against the enemy’s +15 modifier. Diamanda can 
  make the check, but has only a +10 modifier; any character 
  at the helm or wearing the amulet of command can make 
  the check instead. Characters can easily board the ship with 
  the aid of ropes and a latching plank called a corvus. The 
  ropes provides a +5 bonus on Acrobatics checks to cross 
  the gap if a character grabs them. The ship normally waits 
  within 15 feet (Acrobatics DC 15 to jump), which is the 
  length of the corvus. Crossing the corvus while the ships 
  are moving requires a successful DC 5 Acrobatics check.
  Captain: If the party has Captain Zee, the crew of her 
  Noise spots the enemies and fires a volley of springal arrows 
  across the enemy ships, dealing 3d8 points of damage to 
  two warriors and the pairaka lieutenant on one ship.
  Hazard: If the cursed ballistas are fired, they strike the 
  Eth Abaddon instead of the enemy and then fire on the 
  Eth Abaddon every time any of the ship’s ballistas fire 
  thereafter until the curse is suppressed by remove curse.
  Development: When the baghlahs have scanned 
  all ships in the Freeport fleet (which requires 2 rounds 
  per ship), they sweep around once again to check for 
  stragglers, then disappear into the mist. If not stopped, 
  they sail ahead to Hangnail to await the main fleet and 
  report on this new development. Their primary goal is 
  to gather information and get it back to report to their 
  superiors, so they avoid beginning a conflict if possible, 
  and prefer evasion and escape to attempting to sink any 
  ship that appears to be even close to their power level.
  If the party successfully takes one or both baghlahs 
  without breaking or sinking them, Admiral Lydon awards 
  the ship or ships to a captain that has either distinguished 
  themselves or been supportive (most likely Captain Zee, 
  Captain Bailey, or Captain Carrington). That captain 
  then splits crew across the new ship and old ship unless 
  the old ship was broken in the battle.
  If an air baghlah is reduced below full speed, it is caught 
  within a matter of minutes by the Freeport fleet and any 
  crew not yet defeated at that time is captured. If the party 
  leaves one ship for the Freeport fleet, Captain Carrington 
  takes the ship but her Dirty Swan takes serious damage 
  and gains the broken condition. If the party leaves both 
  ships for the Freeport fleet or Captain Carrington isn’t 
  present, two Freeport ships engage and are broken.
  If the Mazini are captured, they can be convinced to share 
  the Mazini fleet’s plan to set up a base on Hangnail. If a div 
  survives, it cannot be made to cooperate except by magic 
  and attempts to murder or at least stop its compatriots 
  if it notices them cooperating. If amnesty and return to 
  Mazin is offered, a successful DC 20 Diplomacy check is 
  sufficient to turn one of the Mazini. A successful DC 25 
  MAZIN WARRIORS (6) 
  CR 3 • XP 800 EACH
  Mixed male and female suli fighters (unbreakable) 4 
  (Bestiary 3, Ultimate Combat)
  NE Medium outsider (native)
  Init +5; Senses low-light vision; Perception +3
  DEFENSE
  AC 19, touch 12, flat-footed 17 (+7 armor, +1 Dex, +1 dodge)
  hp 40 each (4d10+12)
  Fort +6, Ref +2, Will +2 (+1 vs. mind-affecting effects)
  Defensive Abilities unflinching +1; Resist acid 5, cold 5, 
  electricity 5, fire 5
  OFFENSE
  Speed 30 ft.
  Melee mwk falchion +10 (2d4+6/18-20) or
  dagger +8 (1d4+4/19-20) 
  Ranged mwk light crossbow +6 (1d8/19-20)
  TACTICS
  During Combat The warriors fire and reload their 
  ballistae until their ship is boarded. At that point, 
  they abandon the siege engines and try to coordinate 
  their attack against one foe, ruthlessly taking down 
  opponents as quickly as possible.
  Morale The crew surrenders only if the majority of them 
  are dropped.
  STATISTICS
  Str 18, Dex 13, Con 14, Int 6, Wis 12, Cha 12
  Base Atk +4; CMB +8; CMD 20
  Feats Diehard, Dodge, Endurance, Escape RouteUC, 
  Improved Initiative, Weapon Focus (falchion)
  Skills Diplomacy +3, Intimidate +6, Perception +3, Sense 
  Motive +3; Racial Modifiers +2 Diplomacy, +2 Sense 
  Motive
  Languages Common, Ignan
  SQ armor training 1, elemental assault
  Combat Gear potion of aid; Other Gear +1 lamellar 
  (steel) armorUC, dagger, mwk falchion, mwk light 
  crossbow with 20 bolts, 87 gp 
  
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  A Storm of Sails 
  Chapter V
  Intimidate check also yields this information. They do not 
  know details of the fleet’s deployment, but can reveal that 
  the fleet has other magical ships, although none are air-
  infused like theirs and the Eth Abaddon. There are water 
  baghlahs that can move underwater, earth baghlahs that 
  can make barriers of stone, and fire baghlahs that can fire 
  magical molten shot from their cannons (which one PC 
  glimpsed in the vision sent by Captain Ad Avish). If the 
  party attempts to torture them (an evil act), they lie, saying 
  anything that they can think of to convince the party to 
  stop. Sense Motive checks to recognize such lies suffer a –8 
  penalty because any tells are masked by the stress of torture.
  EvEnt E 
  CR 10 oR 11
  midnight inFiltrAtion
  LoCAtion: Eth Abaddon at sea
  Event E can occur any night after Event D. It is brought 
  on by a dense fog rolling in slowly to surround the ship. 
  If PCs are on various watches, randomly roll to see what 
  shift is up when the fog moves in.
  A thick fog moves in, obscuring all vision beyond 50 
  feet. The sounds of the sea are dampened, as though far 
  away. A shout cuts through the silence, as a crewman on 
  the port side of the ship yells in alarm.
  Creatures: If the obsidian sand was not discovered, it is 
  activated by the fog overnight, releasing three nasu divs 
  (see page 26). One nasu quietly infects Horval Carrow as 
  he keeps watch on deck or gazes out a porthole after his 
  shift ends and possesses him while the other two seek out 
  officers such as the PCs to possess.
  If the obsidian sand was discovered and thrown 
  overboard, it created a ghawwas div (Pathfinder Roleplaying 
  Game Bestiary 3). Unless the party provoked it before now, 
  Horval Carrow catches its attention when he is alone and 
  the ghawwas teleports onto the ship in an attempt to slay 
  him and as many crew and officers as possible.
  Development: If Carrow is possessed by a nasu, it tries 
  to do his duties to the full until the fleet reaches Hangnail. 
  Every night when it can be alone, it coughs or cries a bit 
  of obsidian sand from Carrow’s body, hoping to eventually 
  accumulate enough to bring more divs from the Bleeding 
  Oasis. It hides the sand in Carrow’s foot locker, which goes 
  largely unused otherwise since he and Mustav normally 
  just use Mustav’s Mustav notices something is amiss and 
  comes to the party out of concern that his matelot has 
  come under foul influence before the final battle.
  nAsu (3): hp 74 each; see page 26
  pARt 2
  pride’S perch
  Mustav announces to the party that Pride’s Perch is ahead 
  and provides them with a map of the surrounding islands 
  that he procured from a nereid long ago. She seemed quite 
  mad, but very friendly. He indicates the rock outcropping 
  where the transition to Midnight’s Ichor takes place 
  and Admiral Lydon says that this should prove useful in 
  planning a defense against the Mazini fleet.
  EvEnt F  
  CR 8
  An unexpected Storm
  LoCAtion: Freeport Fleet, near Pride’s Perch
  When the fleet approaches within 4 miles of Pride’s 
  Perch, a strange storm looms suddenly. It was conjured by 
  Cormoryxial, a young cetus that watches for approaching 
  ships from Pride’s Perch.
  The clear day is suddenly darkened by dark and 
  thunderous clouds on the horizon dead ahead.
  The admiral studies the storm and then turns to issue 
  orders. 
  “We’re headin’ through! Batten down the hatches!”
  Carrow signals the trailing ships with a series of flag 
  gestures, then runs to help make the ship more watertight.
  The seas become rough and require almost an hour to 
  cross. Each ship in the fleet must make a successful DC 
  15 (Profession [sailor]) check. Ships without notable 
  individuals at the helm assume a sailor with a +5 bonus 
  on this check. Each ship that fails is damaged, gaining 
  the broken condition and halving its speed until 
  repaired (imposing a –2 penalty on further Profession 
  [sailor] checks to steer it). If a broken ship’s check fails, 
  the ship is wrecked and sinks. If the PCs make no 
  effort to save the sailors on a sinking ship, half drown 
  prior to rescue.
  The storm is unnatural. It can be recognized as 
  the effects of a control weather spell with a successful 
  DC 27 Knowledge (arcana) check. It radiates strong 
  transmutation magic under detect magic, concealing any 
  weaker auras within the storm. As the effect of an ongoing 
  spell, the storm can be dispelled with dispel magic or 
  similar effects with a successful DC 26 caster level check.
  Story Award: If the party’s fleet survives the storm 
  with no more than one damaged ship (including if they 
  dispelled it), award them 4,800 XP.
  
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  Chapter V 
  A Storm of Sails
  EvEnt g 
  CR 11
  the drAgon’S toll
  LoCAtion: Eth Abbadon, near Pride’s Perch
  When the party’s fleet clears the storm and approaches 
  Pride’s Perch, read or paraphrase the following text.
  Just as the sea becomes calm again, a patch of water 
  about 15 feet wide roils and a broad, shark-like head of 
  shimmering green-brown scales emerges from the water 
  followed by 20 feet of neck. It bellows in a voice that 
  shakes the ship’s planks,
  “No Mazini flag? You must pay a toll or become my 
  next meal! I, Cormoryxial the Mighty, demand a ship to 
  add to my collection down below and a tribute of at least 
  five impressive magical objects. You have five minutes.”
  The dragon begins circling the flagship and sizing up 
  each of the ships in line beyond it. Admiral Lydon looks 
  faint, but turns and gestures for Horval Carrow to pass 
  the information on to the other ships. 
  Cormoryxial the young cetus is interested only in 
  adding to her hoard. She has made a deal with the Mazini, 
  who paid her handsomely in sacrificed slaves, stolen ships, 
  and elemental gems. She was alerted to the likelihood of 
  ships passing between Hangnail and Freeport and given 
  those vast gifts in exchange for her promise not to harass 
  ships flying the Mazini flag and to note the passing of all 
  Freeport ships for Mazini spies to record.
  Creatures: Cormoryxial demands the sacrifice of one 
  ship and either five magic items each worth at least 2,000 
  gp or at least 10,000 gp in coins, gems, or waterproof 
  art objects. The ship will be sunk to add to her budding 
  collection on the seafloor. At a gesture from Admiral 
  Lydon, Horval Carrow keeps the rest of the fleet updated 
  with shouts and flag signals. She can be convinced 
  to accept double treasure without taking a ship with a 
  successful DC 25 Diplomacy check. She can be convinced 
  to accept only the named treasure without an increase if 
  the check result is at least 30. If she is not satisfied, she 
  begins attempting to sink the nearest ship other than 
  the Eth Abaddon, ripping at the hull with Greater Vital 
  Strike. The hull has 60 hp and hardness 5. The dragon 
  turns her attention to the party if dealt at least 25 points 
  of damage or if she fails a saving throw against a spell cast 
  by the party. Cormoryxial fights to the death, trusting in 
  her regeneration to revive her.
  If promised a big cut of the haul from defeating the 
  Mazini fleet (she owes them no loyalty, but simply fears 
  
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  A Storm of Sails 
  Chapter V
  their magical power), add a +2 bonus to the Diplomacy 
  check to negotiate with her. However, the party can 
  expect terrible retribution if the terms are not honored. 
  Cormoryxial has no interest in sticking her neck out 
  regardless of the incentive, however.
  The party might wish to rig up a ship to explode before 
  offering it to the dragon. If they do, rigging up a ship’s 
  black powder to explode requires a successful Craft 
  (alchemy or traps) or Disable Device check (DC 25 for 
  either). The explosion deals 10d6 points of damage, half 
  fire and half bludgeoning.
  CoRMoRyxiAL: hp 152
  Captain: If Captain Bailey is present, he sails the Bone 
  Box up to help negotiations with earnest words and a 
  pirate’s cunning, providing a +2 bonus on Diplomacy 
  checks. If Captain Rogers is present, she volunteers to 
  sacrifice her ship. She does her best to avoid Cormoryxial 
  realizing that this is because it will simply rise again from 
  the deep at the next full moon. Captain Wallace shouts 
  his willingness to fight.
  Hazard: If the cursed ballistas are fired, they strike the 
  Eth Abaddon instead of the enemy and then fire on the 
  Eth Abaddon every time any of the ship’s ballistas fire 
  thereafter until the curse is suppressed by remove curse.
  Development: If Cormoryxial is not slain or otherwise 
  incapacitated, she reports the PCs’ movements to the 
  water scout ships. She waits until her hit points are fully 
  healed to again engage ships passing by. If Cormoryxial is 
  defeated, Captains Wallace and Carrington are impressed.
  Treasure: Cormoryxial’s current lair is an undersea cave 
  120 feet below the surface. Inside, she keeps a hoard of 
  10,000 cp, 4,000 sp, 1,500 gp, 100 pp, various gems worth 
  2,000 gp, and treasure salvaged from wrecked ships including 
  cloak of resistance +2, a +1 evil outsider bane longsword (or 
  other weapon more suitable to a PC), a headband of alluring 
  charisma +2, and a +2 mithral chain shirt. These items are 
  collected by Admiral Lydon to go toward the shared plunder 
  of the fleet, but the party will have first dibs.
  EvEnt h 
  return to midnight'S ichor
  LoCAtion: Midnight Harbor
  The black waters of Midnight’s Ichor churn and gurgle 
  like the whole sea is at a boil, though no heat comes off the 
  cold, briny spray. The ship rocks more than usual, bucking 
  and rolling as though cresting great waves despite the 
  chop of the water staying low.
  After the dragon is dealt with, the admiral sends the party 
  ashore in Hangnail to resupply the ships. He awards them 
  their booty for their successful battles with the Mazini 
  and Cormoryxial: 9,000 gp each. If there were specific 
  items they wanted from the horde or the defeated Mazini, 
  they can take those items in place for the items’ value in 
  gold or other valuables (effectively purchasing those items 
  from Admiral Lydon).
  The other crews in the fleet are unwilling to enter the 
  cursed waters of Midnight’s Ichor. Even Sarinda Rogers’s 
  undead crew is unwilling to risk a new curse on top of the 
  one they already suffer.
  With Cormoryxial vanquished, the party can steer their 
  ship around Pride’s Perch and enter Midnight’s Ichor 
  again. Like the previous passage, it turns the water to a 
  roiling morass of darkness, but with Black Jules either 
  recruited or cast away, it is not difficult or dangerous to 
  navigate. The crews of the various ships are superstitious 
  and unsettled even while guarding Pride’s Perch, however, 
  and require reassurance from the PCs to serve at their 
  best. A successful DC 15 Charisma-based skill check is 
  sufficient. If the sailors are not reassured, they effectively 
  have the shaken condition for the duration of their time 
  in Pride’s Perch (which does not stack with any other fear 
  effect). For every captain beyond the fifth in the fleet (not 
  counting Admiral Lydon), the PCs gain a +1 bonus on 
  this Charisma check.
  EvEnt i 
  CR 10
  An underwAter AmBuSh
  LoCAtion: Mightnight’s Ichor, near Hangnail
  The eerie black waters of Midnight’s Ichor are 
  supernaturally calm under a dark and cloudy sky. The gloomy 
  islands seem even more twisted than before and seem almost 
  to have subtly shifted position since you last passed through.
  CORMORYXIAL 
  CR 12 • XP 19,600
  N cetus with the young creature simple template 
  (Pathfinder Roleplaying Game Bestiary 5, Pathfinder 
  Roleplaying Game Bestiary)
  hp 152
  Limited Regeneration (Ex) Cormoryxial is not yet fully 
  grown, and her regeneration is not as difficult to overcome 
  as most cetuses. Any effect that penalizes her Dexterity 
  score or movement speed or that deals Dexterity damage 
  or drain suppresses her regeneration, even if she avoids 
  suffering the penalty, damage, or drain from that particular 
  attack. Any character who succeeds on a Knowledge check 
  to identify the cetus recognizes this trait.
  
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  Chapter V 
  A Storm of Sails
  If the party takes more than six days to reach Hangnail, 
  the advance fleet’s two water baghlah scouts have already 
  reached Hangnail. If the party was not delayed, skip this 
  encounter now. However, if the party is still in Midnight’s 
  Ichor when the sixth day passes, the water baghlahs arrive 
  on a scouting mission. They sail underwater, evading 
  notice from the fleet and entering Midnight’s Ichor to 
  find the Eth Abaddon. Once they do, they set up the 
  ambush described below for the Eth Abaddon’s departure 
  from Midnight’s Ichor.
  If present, the water baghlahs have prepared to ambush 
  ships as they leave the port under the cover of a mirage 
  arcana spell. This disguises the ships as low islands, where 
  the skeleton crews keep hidden in the blighted foliage (truly 
  the disguised flanks of the ship). The area is very similar to 
  the Pride’s Perch region, but shallower. The islands are all 
  in slightly different locations, making the false one seem 
  plausible enough that it does not provoke Will saves to 
  disbelieve automatically, though careful scouting by familiars 
  or animal companions may grant such a saving throw.
  Ships: The two water baglahs have similar stats as 
  the Eth Abaddon, based on the sea ship in the Vehicles 
  chapter of Pathfinder Roleplaying Game Ultimate Combat. 
  However instead of being faster than a typical sailing 
  ship, the water baglahs can sail underwater at half their 
  normal speed and acceleration (creating a bubble of air 
  that allows the crew to breathe and operate normally 
  ifwithin 10 feet of a ship’s deck or rigging).
  Creatures: Each of the two ships is crewed by a Mazini 
  wizard captain, an aghash div first officer, and three Mazin 
  warriors, as well as twelve sailors (Pathfinder Roleplaying 
  Game NPC Codex) who avoid combat except to help reload 
  or fire the ballistas. When a ship appears from Pride’s Perch, 
  the lookout alerts the rest of the crew, who man the ballistas 
  under the cover of invisibility spells. Observers onboard a 
  passing ship can notice the sound with a successful DC 25 
  Perception check. Otherwise the ships fire with surprise, 
  and then submerge until they have reloaded. Every other 
  round, the ships simultaneously emerge to fire and then 
  submerge the following round to reload. The admiral orders 
  the party to board one ship while readying the ballistas to 
  return fire when the ships surface to fire.
  MAZin wARRioRs (6:) hp 40 each; see page 12
  CAptAins (2): hp 37 each (Thunder wizards, 
  Pathfinder Roleplaying Game NPC Codex)
  AghAsh divs (2): hp 42 each (Pathfinder Roleplaying 
  Game Bestiary 3)
  Captain: If Black Jules is on board, he conjures three 
  draugr and appears alongside them to attack whichever 
  crew the party is not engaged with, inflicting 3 negative 
  levels and 30 damage on the enemy captain, killing two 
  enemy crew, and dealing 20 points of damage to two 
  other enemy crew before they are destroyed after three 
  rounds of combat. Black Jules rejuvenates and reappears 
  on the party’s ship at midnight.
  Hazard: If the cursed ballistas are fired, they strike the 
  Eth Abaddon instead of the enemy and then fire on the 
  Eth Abaddon every time any of the ship’s ballistas fire 
  thereafter until the curse is suppressed by remove curse.
  Treasure: In addition to the crew’s equipment, the 
  ships carry supplies worth 1,000 gp.
  Development: If a ship is reduced below one-quarter hit 
  points or loses at least three of its crew, the remaining crew 
  submerge the ship and flee from Midnight’s Ichor. If the 
  party did not recruit Black Jules previously and defeat the 
  water baghlahs in Midnight’s Ichor, he appears again and 
  offers to aid them against any further Mazini in the area, 
  including any fleet mentioned to him. He does not attack if 
  refused, but merely fades away into the dark water.
  EvEnt J 
  CR 1
  return to hAngnAil
  LoCAtion: Hangnail
  The port gleams in the bright sun, the light exposing 
  new tiles on roofs, new boards on walls, and new sails 
  in the harbor. Dozens of smaller boats are coming and 
  going, carrying loads from shore to bigger ships, for some 
  reason avoiding the still-ramshackle docks. One vessel in 
  particular looms over all the other new ships at dock, a 
  smartly-rigged warship flying a flag of an ornate rose 
  covered in thorns that drip blood.
  Upon returning to Hangnail, the party finds that it 
  has been repaired and returned to some measure of its 
  former function unless the party totally failed to prevent 
  the firebombing of the port by Mazini agents in Part 
  3: Storming the Razor Caves. Surviving contacts from 
  that adventure (except for Captain Flinx, who has fled 
  for safety) give the party a heroes’ welcome and free 
  provisions for their crews. Captain Valeria (Freeport: City 
  of Adventure) is at port here trading her exotic magical 
  wares. When she hears of the party’s presence (and the 
  fact that their crew includes her former navigator Mustav), 
  she sends word with a runner inviting them to a meeting. 
  There, she offers to add her ship (the Bloody Rose) and 
  crew to the fleet in gratitude, but laments that the dock 
  is now haunted by the souls of sailors killed by the slavers 
  and her crew can’t be convinced to help her route them.
  If the party’s ship is damaged and they saved Hangnail 
  
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  A Storm of Sails 
  Chapter V
  from destruction in part 3, the grateful pirates offer to 
  repair their ship for free, restoring 3d6 points of damage 
  per day that it remains in port. This is also a good time for 
  the characters to resupply, sell and buy items, and advance 
  to 11th level ahead of confronting the fleet.
  EvEnt K 
  CR 10
  StrAy SoulS
  LoCAtion: Hangnail docks
  The ramshackle Hangnail docks fork several times 
  above the dark water of the bay. Green mists cling to 
  the old wood, like long fingers rising from the sea water. 
  Periodically the mist coalesces into humanoid forms 
  briefly, and sometimes it moves as though a small group 
  of creatures was moving through it.
  About half of the Hangnail docks have been claimed 
  by duppies as their hunting ground. These undead souls 
  are furious at all living creatures and jealous of sailors in 
  particular, after the duppies had their sailing careers cut 
  short by the Ameers who murdered and enslaved many of 
  the people of Hangnail.
  Creatures: Three duppies in jealous rage for their own 
  freedom lost attack anyone attempting to set sail. They 
  take advantage of their flight to drift across the gaps 
  between docks and ships while sending their ravenous 
  hounds to slay foes from afar.
  duppiEs (3:) hp 76 each (Pathfinder Roleplaying 
  Game Bestiary 5)
  Captain: If the party has recruited Black Jules, he can 
  cow them in a fashion similar to channeling energy. Each 
  duppy can resist with a successful DC 15 Will saving 
  throw. On failure, that duppy flees as if frightened for 1 
  round. On success, that duppy is staggered for 1 round.
  Treasure: The duppies have dredged the sorrowful 
  treasures of lost sailors up from Hangnail’s harbor when 
  they did not have mortals to slay. Amidst many ruined 
  pieces of gear are a ring of swimming, an amulet of natural 
  armor +2, a +1 cold iron cutlass, and a +2 buckler.
  Development: If the party vanquishes the duppies, 
  Captain Valeria adds her Bloody Rose to the fleet. The 
  Bloody Rose maintains a stock of alchemical weapons 
  and its main weapons are a pair each of cannons, rocket 
  springals, and firedrakes. If the party recruited Black Jules 
  previously, he can bond to the Bloody Rose instead of the 
  Eth Abaddon, allowing it to count as two ships when 
  pairing off in naval combat.
  EvEnt L
  prepArAtionS At pride’S perch
  LoCAtion: Freeport Fleet, at Hangnail
  When the party returns to the fleet at Pride’s Perch, the 
  fleet prepares to defend against an invasion. Admiral 
  Lydon divides ships to hide behind nearby islands 
  awaiting his signal. His ship, carrying the PCs, stakes out 
  the location with the best view in order to coordinate the 
  others. He has a wand of whispering wind (41 charges) 
  which he plans to use to call forth the other ships at the 
  right moment.
  Damaged ships require 1 day in Hangnail’s port per 
  10 hp that need to be repaired. Admiral Lydon sends 
  an air baglah to watch for trouble, preferring to send the 
  party if they are willing. During combat, Lydon carries 
  the command amulet unless a character prefers to and 
  generally follows the party’s lead on how he should spend 
  his action guiding the ships, or leaves it to Helmsman 
  Carrow.
  Development: If the party arrived at and left Midnight’s 
  Ichor too soon for the water baghlah ambush in encounter 
  6, the Freeport fleet is scouted by two water baghlahs that 
  approach submerged on the first day the party is present 
  after the sixth day; these water baghlahs are otherwise as 
  described in encounter 6. If the air baghlahs in encounter 
  3 did not report back, the water baghlahs scan each ship 
  in turn, giving each ship a chance to notice them. The 
  ships scan from a distance of 90 feet underwater. The base 
  DC to spot the water ships is 18. (Note distance penalties 
  apply +1 to the DC every 5 feet in the murky water.)
  EvEnt M1 
  CR 10
  AFter deSerterS
  LoCAtion: Hangnail
  Waiting for supplies and a deadly fight is not kind to the 
  nerves of the sailors in the fleet. It’s rare for pirates to desert 
  onto unpopulated islands such as those surrounding Pride’s 
  Perch, but it has happened here. When the party returns to 
  Pride’s Perch from Hangnail, they find Captain Cooper’s 
  Laughing Saint (if he joined the fleet) and Captain Zee’s 
  Noise (or the Precocious Imp, if the party gave it to her) 
  waiting ominously close to the rock. Their captains come 
  aboard to explain that their entire night shifts deserted 
  along with a few of the day crew, leaving them in dire straits 
  should a battle arise. Edward Cooper is furious that they are 
  trying to get out of doing all the work they were paid for 
  
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  Chapter V 
  A Storm of Sails
  Trap: The path crosses a magical fey trap which the 
  deserters were able to safely cross because they were guided 
  by fey. Mustav aids any character searching for traps, granting 
  a +4 circumstance bonus on their Perception check. If the 
  trap is spotted, he also grants a +4 circumstance bonus to any 
  character’s attempt to disarm it. If no character is qualified, 
  he can attempt to dispel the magic with his oil of dispel magic 
  but the modifier is only +5 against the trap’s dispel DC of 20.
  Story Award: If the party finds and successfully follows 
  the tracks, award them 2,400 XP.
  EvEnt M2 
  CR 10
  the Allure oF peAce
  LoCAtion: Jungle of Hangnail
  At the center of this jungle clearing, a deep pool of 
  clear water is surrounded by broad stones. The sounds of 
  merriment carry well, and more than a dozen sailors of 
  various genders and races can be seen cavorting casually 
  around the pool. A single lightly-tanned woman of elven 
  appearance is the clear focus of their revelry.
  The clearing is 120 feet across and centered on a briny 
  pool 20 feet across that connects deep underground with 
  and paranoid that they might try to return to steal the rest 
  or organize a mutiny, but Katsper Zee is more concerned 
  by how strange it all seems. She believes that more than 
  mere desertion is afoot. Both believe that the deserters 
  can’t have gone far and ask the party to track them down 
  on the island. Mustav Khadem volunteers to go along in 
  case the party encounters strange planar hazards so close to 
  the entrance to Midnight’s Ichor. Admiral Lydon strongly 
  encourages the party to accept his help. Before he departs, 
  Mustav squeezes Carrow’s hand and promises to take care. 
  A successful DC 20 Sense Motive check indicates Carrow 
  acknowledges the gesture only stiffly.
  The characters can track the deserters to disturbed 
  tracks with a successful DC 16 Survival check and an 
  hour of scanning the island from a 
  boat.
  CURSED FAIRY RING 
  CR 10 • 9,600 XP
  Type magical; Perception DC 25; Disable Device DC 25
  EFFECTS
  Trigger location (alarm); Reset at sunrise and sunset; 
  Bypass fey
  Effect sands of timeAPG +10 touch and baleful polymorph 
  (multiple targets, 10-foot radius, DC 17) 
  
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  A Storm of Sails 
  Chapter V
  the surrounding ocean. The crew has been enticed here 
  by the allure of a lonely nereid named Bouessa. She has 
  ambitions of being worshiped as a sea goddess.
  Creatures: Bouessa the nereid and the 20 missing crew 
  recline here all about the clearing. If the party approaches 
  peacefully, she is willing to talk, but asks to be addressed 
  as befits her station. Any term of deference or nobility 
  suffices. She believes that she has liberated these folk 
  from the chains of responsibility and care, and proudly 
  defends doing so regardless of the consequences. Unless 
  she thinks the party wants to join her, she is unfriendly; if 
  the party’s stated goal is to return the crew, she is hostile. 
  She thinks she can hide from any interlopers, but if the 
  party can convince her that the fleet’s success would 
  protect her from enslavement or death (which requires 
  a Bluff or Diplomacy check with DC 25, or 30 if she is 
  hostile), she relents. If confronted for using magic on the 
  crew, she says that they would have resisted her magic if 
  they didn’t truly want the freedom she offers.
  Bouessa takes care to remain within 30 feet of the pool 
  at the center and to keep at least two crew between her 
  and any intruders at all times. The crew have already failed 
  their saving throws against her suggestion spell-like ability 
  with the suggestion that they defend her to the best of 
  their ability and remain here with her to start a new life 
  free of cares.
  If the party attempts to take any crew back to their 
  ships without Bouessa encouraging them to leave, the 
  crew attempts to stop the PCs. However, they generally 
  cannot harm any PC unless they roll natural 20 on their 
  attack rolls. They serve principally to prevent Bouessa 
  from being engaged in melee combat.
  BouEssA: hp 126 (Nereid, Pathfinder Roleplaying 
  Game Bestiary 2)
  CoMMon piRAtEs (20): hp 13 each (Freeport City of 
  Adventure 346)
  Development: If the party rescues the crew without 
  killing any, their captains reward the party. Captain Bailey 
  pays 2,500 gp and Captain Zee pays 5,000 gp. Each 
  reward is reduced by 500 gp for each crew member killed.
  Treasure: Bouessa has a cache of magic items and art 
  objects gifted to her by worshipers centuries ago within a 
  shallow alcove just under the surface of the pool. It includes 
  four sapphires worth 500 gp each and a bronze griffin figurine 
  of wondrous power. Admiral Lydon does not collect this 
  treasure, as it was not won in naval battle as part of the fleet.
  Story Award: Award the party 200 XP for every crew 
  member they rescue without inflicting lethal damage. If 
  the party rescues the crew without combat, award them 
  XP as if they had defeated Bouessa. 
  pARt 3
  Fleet AgAinSt Fleet
  With Bouessa’s temptation neutralized, the fleet is able to 
  prepare properly for the Mazini. Admiral Lydon orders 
  the fleet to hide around Pride’s Perch to mass the fleet’s 
  effective strength to its maximum. The party should be at 
  least 11th level before confronting the Mazini in force.
  EvEnt n 
  CR 11
  AmBuShing the AdvAnce Fleet
  LoCAtion: Waters near Hangnail
  Unless the water baghlahs escaped, the advance fleet arrives 
  without good intelligence, misguidedly confident that they 
  would be warned by their scouts. If the scouts did provide 
  intelligence, the fleet does not change course in hopes of 
  lulling the Freeporters into a false sense of security, but the 
  captains of the fleet have prepared spells to suit tactics the 
  party has demonstrated in view of the scout ships.
  Creatures: Seven traditional Mazini ships, one slave 
  barge, and one fire baghlah arrive with intent to reconquer 
  Hangnail for Captain Ad Avish. The fire baghlah is 
  crewed by six Mazini warriors, a Mazini first mate (priest 
  of the Torture Sultans), and a nasu div captain in a stolen 
  halfling body.
  MAZin wARRioRs (6): hp 40 each; see page 12
  MAZini CAptAin: hp 56 (Vivisectionist cleric, 
  Pathfinder Roleplaying Game NPC Codex)
  EMBodiEs nAsu: hp 72
  Ships: The seven traditional ships use the stats for sea 
  ships from Pathfinder Roleplaying Game Ultimate Combat. 
  The slave barge is a keelboat. The fire baghlah uses the 
  stats for a sea ships but its Huge siege engines can fire 
  every round, deal fire damage, and have double the normal 
  siege engine range increments. If the siege engines are 
  used to volley together, the volley deals 10d6 points of fire 
  damage in a 30-foot radius with a DC 18 Reflex saving 
  throw. All those who fail this saving throw are entangled, 
  cannot move from their squares, and suffer an additional 
  2d6 points of fire damage the following round.
  EMBODIED NASU 
  CR 9 • XP 6,400
  Nasu div possessing the corpse of a halfling slinger (see 
  page 26 and Pathfinder Roleplaying Game NPC Codex)
  hp 72
  
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  Chapter V 
  A Storm of Sails
  Running the Combat: Most of the ships engage with 
  other parts of the fleet. The PCs should use a fleet of no 
  more than 3 ships to take on no more than 3 enemy ships. 
  The fire baglah does not take part in the initial conflict. 
  After the PCs have succeeded in taking on a group of any 
  3 other ships, read the following.
  A red-sailed baghlah near the rear of the enemy fleet 
  spits gouts of red-hot lava into the air. They sail clear 
  across the fleet to smash down upon a nearby Freeport 
  ship and ignite the boards while the crew rush about 
  trying to extinguish it.
  After gasps and curses go up from the crew, Admiral 
  Lydon whistles for attention. He says, “That’s goin’ te sink 
  the whole fleet if we try te fight it like this! We need te 
  board and stop them cannons now! Carrow, tell the fleet 
  te cover us while we take it!”
  The ship wheels about to bear down on the fiery baghlah.
  The Eth Abaddon takes 5 rounds to cover the 900 feet 
  to board the fire baghlah, which is holding position to 
  keep the rest of the Freeport fleet’s weapons at a range 
  penalty. During this time, if the cursed ballistas are 
  unknown or suppressed, Jarenelle’s gangs fire on the 
  fire baghlah. If the cursed ballistas are known but still 
  a threat, Jarenelle fumes but says she won’t fire until an 
  officer orders the ship to fire a volley despite the curse. 
  On the third round (and every 3 rounds thereafter, if 
  the party does not bring the Eth Abaddon within 15 
  feet to board as Lydon plans), the baghlah fires a volley 
  at the Eth Abaddon. The volley deals 10d6 points of fire 
  damage in a 30-foot radius with a DC 18 Reflex saving 
  throw for half damage. All those who fail this saving 
  throw are entangled, cannot move from their squares, 
  and suffer an additional 2d6 points of fire damage the 
  following round. The ship suffers full damage beyond 
  its hardness of 8 but Diamanda sends gusts of air that 
  put out any fires before the ship ignites. Breaking 
  free requires a successful DC 17 Strength check or 
  destroying the stony mass with damage; it has 10 hit 
  points and hardness 5.
  Captain: If the fleet includes Captains Bailey or 
  Wallace, they return fire on the third and sixth rounds 
  after the fire baghlah’s initial volley. Captain Bailey’s shots 
  damage the cannons, breaking them and reducing the 
  DC of saves against the cannons by 2. Captain Wallace’s 
  shots deal 200 damage to the ship. Captain Wallace’s 
  Gangrenous is broken on the fourth round of combat and 
  sinks under the lava on the seventh.
  Hazard: If the cursed ballistas are fired, they strike the 
  Eth Abaddon instead of the enemy and then fire on the 
  Eth Abaddon every time any of the ship’s ballistas fire 
  thereafter until the curse is suppressed by remove curse.
  Treasure: In addition to the crew’s equipment, the fire 
  baghlah carries 1,000 gp in supplies. As the flagship, it 
  also carries a chest of 2,000 pp and 5,000 gp, the payment 
  for the crews. All this is collected by Admiral Lydon.
  Development: After the fire baglah is defeated, the 
  remaining Mazin ships attempt to flee. The crew of 
  any ship caught by the Eth Abaddon after that point 
  surrenders rather than be killed, although any divs 
  aboard teleport away rather than be taken. If any 
  ships escape, they return to the main fleet and warn 
  them of what they witnessed. They join in the final 
  confrontation, but hang back and only attack similarly 
  damaged Freeport ships.
  EvEnt o
  An eArly victory
  LoCAtion: Freeport Fleet, near Hangnail
  When the advance fleet has been dealt with and their 
  crew questioned or their logs studied, the admiral calls 
  the ships together.
  Admiral Lydon speaks loudly, so that his words can be 
  repeated among the mismatched ships of the Freeport fleet 
  by criers. “Good work, Freeporters! We have choked the 
  Mazini fleet and robbed Captain Ad Avish of a chance te 
  resupply before he faces us.” A cheer goes up across the fleet 
  at his words.
  “However,” Lydon continues. His face is more grim 
  than you have ever seen. “T’was merely the advance 
  force. The main fleet will be with Ad Avish hisself, and 
  will be far bigger. Te best ‘em, we’ll have te be smart, 
  and we’ll have to be fearless. But in cleverness and in 
  courage we’ve proven ourselves! They never saw our 
  victory coming, and their admiral will be just as cocky. 
  He sent dreams and warnings hoping te scare us, but he 
  has just tipped his hand! We shall lure his fleet between 
  the islands of Pride’s Perch and sink their most valuable 
  ships before they realize we are fewer than them. Then, 
  the scattered ships will be like meat into a grinder to 
  these salty dogs!”
  Cries of encouragement and eagerness go up gradually 
  here and there across the ships.
  Those captains the party has most impressed add their 
  voices to Admiral Lydon’s. At this moment, Admiral Lydon 
  leaves time for the heroes of the battle, the PCs, to speak. 
  They can rally the fleet and get them to hang on Lydon’s 
  
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  A Storm of Sails 
  Chapter V
  words with a successful DC 30 Bluff or Intimidate check, 
  DC 25 diplomacy check, or DC 20 Perform (oratory) 
  check. Each captain they have impressed exceptionally 
  add a +2 bonus on this check, effectively aiding another. 
  Including these, up to four characters can aid this check. 
  If the check succeeds, the fleet is energized and all NPC 
  crew and officers gain a +1 morale bonus on attack rolls 
  and skill checks (including naval combat checks) during 
  the coming battle.
  The main fleet arrives within a few days, but the party 
  should have time to recuperate and prepare in Hangnail 
  if necessary before this final engagement. Once the party 
  has prepared, the admiral orders the party out in the 
  fastest ship available to spot the enemy and return with 
  enough time to array the Freeport fleet. The party might 
  have to scout for a few days before the full fleet appears, 
  particularly if they need experience to gain a level before 
  engaging in the very challenging final battle.
  EvEnt p 
  CR 9 oR 11
  trouBle in the Fleet
  LoCAtion: Freeport Fleet, near Hangnail
  As the confrontation with the main fleet grows nearer, 
  tension ratchets up among the sailors. Jarenelle spends a 
  great deal of time keeping her men alert but not agitated, 
  and it is likewise across much of the fleet. However, 
  unless the PCs managed to discover that Horval Carrow 
  has been possessed (back in Event E), there’s a more 
  significant problem brewing. Mustav has been increasingly 
  concerned by his matelot’s strange behavior, and when 
  Carrow coldly rebuffs him again while they wait for Ad 
  Avish’s fleet, he resolves to ask the PCs for help.
  Development: If the party refuses to help Mustav, he 
  confronts Carrow alone and is overpowered. The nasu 
  leaves Mustav incapacitated while it coughs up enough 
  obsidian sand to conjure a ghawwas (Pathfinder Roleplaying 
  Game Bestiary 3) to help it ravage the ship before Mustav’s 
  absence is noticed. The whole exchange takes 5 minutes 
  and can be noticed by PCs on board with a successful DC 
  25 Perception check.
  Creatures: Carrow is possessed by a nasu div (see page 
  26). The amalgam creature of nasu and Carrow have 
  the following stats. If Carrow is attacked other than 
  by non-damaging spells meant to force the nasu out, 
  Mustav defends him—attempting to disarm, grapple, or 
  otherwise interfere—and shouts for the assailant not to 
  hurt the innocent Carrow.
  nAsu possEssing hoRvAL CARRow: hp 42
  EvEnt Q1 
  CR 10
  Scouting Ad AviSh’S Fleet
  LoCAtion: Waters not far from Hangnail
  Once the party has prepared, the admiral orders the party 
  out in the fastest ship available to spot the enemy and return 
  with enough time to array the Freeport fleet. This can be 
  easily done with a sending or whispering wind spell. If the 
  party does not have the ability to cast either, the admiral is 
  willing to lend them his wand of whispering wind.
  Creatures: Ad Avish’s fleet includes the following: two 
  fire baghlahs, three earth baghlahs (including Ad Avish's 
  flagship the Tear of the Torture Sultan), fourteen sailing 
  ships, and two slave barges. If the party did not defeat all 
  the air baghlahs in encounter 3 or all the water baghlahs 
  in encounter 6 or 8, the escaped ships are present in Ad 
  Avish’s fleet but hang back, as they are damaged and can’t be 
  repaired at sea. The fleet and the characters make opposed 
  Perception checks to determine who sees the other first; 
  range penalties are irrelevant because they cancel each 
  other out. Each PC makes a Perception check and each 
  NASU (POSSESSING HORVAL CARROW) CR 9 • XP 9,600
  NE Medium humanoid (human)
  Init +4; Senses deathwatch; Perception +14
  DEFENSE
  AC 19, touch 15, flat-footed 14 (+4 armor, +4 Dex, +1 dodge)
  hp 42 (8 HD; 7d8+12)
  Fort +5, Ref +12, Will +11
  OFFENSE
  Speed 30 ft.
  Melee +1 rapier +13/+8 (1d6+3/19-20)
  Special Attacks disease
  Spell-Like Abilities (CL 9th; concentration +13)
  Constant—deathwatch, tongues
  At will—contagion (DC 18), dimension door (self plus 50 
  lbs. of objects only), inflict critical wounds (DC 20)
  1/day—confusion (DC 18), summon (level 4, 1d3 aghashes 
  or 1 pairaka 40%), vomit swarmAPG (CL 13th)
  STATISTICS
  Str 14, Dex 18, Con 12, Int 15, Wis 16, Cha 19
  Base Atk +8; CMB +12; CMD 23
  Feats Ability Focus (inflict critical wounds), Agile ManeuversB, 
  Dodge, Great Fortitude, Iron Will, Weapon FinesseB
  Skills Acrobatics +15, Bluff +15, Climb +13, Disguise +15, 
  Fly +15, Intimidate +15, Perception +14, Profession (sailor) 
  +14, Sense Motive +14, Stealth +15
  Languages Abyssal, Celestial, Infernal; telepathy 100 ft.
  SQ infest body
  
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  Chapter V 
  A Storm of Sails
  of the seven forward ships in the enemy fleet makes a 
  Perception check with a +5 bonus.
  Trap: If the symbol of confusion (Event B) on the Eth 
  Abaddon has not triggered yet, it triggers when the party 
  fires upon any of the Mazini ships.
  Development: The air baghlahs, if present, give chase if 
  the party is spotted first. See their dispositions described 
  in encounter 3. Closing with a conventional ship takes 30 
  minutes. One pulls ahead and engages 5 minutes before 
  the other. Closing with the Eth Abaddon takes 1 hour and 
  the pilot of the Eth Abaddon can escape with a successful 
  naval combat check. The pilots of the air baghlahs have 
  a Profession (sailor) check result of 25, modified by any 
  spells or effects created by the party. If the air baghlahs 
  close with the party’s ship, they attempt to soften up the 
  ship with two volleys from their ballistas before reaching 
  boarding distance; then, they board and attempt to kill or 
  capture all aboard. The captains ready to cast dispel magic 
  to counter any spells while the rest of the crew engages.
  When the party escapes, Admiral Lydon calls the party 
  together with Carrow, Jarenelle, and Mustav into his 
  stateroom to plan. He has Mustav lay out the islands around 
  Pride’s Perch, then suggests that they can use the direction 
  of the approach to their advantage. Unsure of himself, he is 
  slow about laying out the plan and leaves room for the party 
  to interject and reach his conclusion ahead of him. Lydon 
  indicates the crescent island, and suggests that a couple of 
  ships could hide there until Ad Avish’s fleet passes by on 
  approach to Pride’s Perch, then close in from behind to 
  take out the fire baghlahs. He then asks for suggestions as 
  to who should go with them. If the party still has Captain 
  Rogers’s Boundless, Mustav suggests her and Carrow, 
  and Jarenelle readily agree. Otherwise, and if the party 
  offers no input, Mustav votes for Captain Valeria’s Bloody 
  Rose; Carrow backs him, but Jarenelle suggests Captain 
  Carrington’s Dirty Swan. If those don’t work for whatever 
  reason, Admiral Lydon falls back on Captain Bailey’s Bone 
  Box or Captain Wallace’s Gangrenous.
  If the party is captured, all survivors are brought to 
  Captain Ad Avish’s ship for him to gloat over their failure. 
  Their weapons are taken and held by Ad Avish’s slavers.
  Story Award: If the party’s ship spots the enemy first, 
  award the party 9,600 XP. If the party is spotted but 
  evades an air baghlah, or if the party is spotted but the 
  enemy has no air baghlahs with which to pursue, award 
  the party 4,800 XP.
  EvEnt Q2 
  CR 12
  dAnger From Below
  LoCAtion: Freeport fleet, waters around Pride’s Perch
  Again, the admiral places ships in concealed positions 
  around Pride’s Perch. However, this time the chosen ship 
  and Eth Abaddon take up positions close together behind 
  the crescent island and wait for the fleet to pass by.
  Creatures: Deep under the water, more allies of the 
  Mazin approach to scatter the fleet: a water baghlah and a 
  clockwork leviathan. After Captain Ad Avish had a vision 
  of treachery amidst the defeat of the advance fleet, they 
  have been ordered to split up and to search the area around 
  Pride’s Perch for ships and lure them into the open. The 
  leviathan spots the party or their fellow ship unless fooled 
  by a very clever mirage arcana or similar magic. Anyone 
  aboard a targeted ship can notice the leviathan’s approach 
  from below with a successful DC 20 Perception check. 
  Anyone who fails this check is surprised when the leviathan 
  simultaneously grabs the targeted ship and drags it toward 
  open water. The leviathan can drag the targeted ship 600 
  feet by using its jet ability on its next turn. The pilot of a 
  dragged ship can attempt to break it free with a successful 
  DC 25 Profession (sailor) check or a successful DC 30 
  Escape Artist check. Unless the pilot breaks it free, the ship 
  is moved into view of the approaching fleet. After that, the 
  leviathan climbs up on the ship and begins swallowing crew 
  for enslavement. The leviathan switches to killing as many 
  crew as possible if it is reduced to fewer than 64 hp.
  CLoCKwoRK LEviAthAn: hp 128
  Captains: If the party recruited Sarinda Rogers, she seizes 
  the water baghlah with the help of allies’ siege weapons on 
  the third round of combat. Captains Valeria and Black Jules 
  together on the Bloody Rose also achieve that end. Otherwise 
  the water baghlah sinks one Freeport ship before being sunk 
  on the fifth round of combat. If the allied ship adjacent to 
  the party’s ship has cannons, they deal 28 points of damage 
  to the leviathan every other round. If it has ballistas, they 
  deal 20 points of damage to the leviathan every other round.
  VARIANT CLOCKWORK LEVIATHAN 
  CR 12 • XP 19,600
  hp 128 (Pathfinder Roleplaying Game Bestiary 3)
  Bound Elemental (Ex) The variant clockwork leviathan is 
  guided by a bound water elemental that imparts it with 
  some creativity and intelligence in following orders. The 
  variant clockwork leviathan lacks the clockwork subtype.
  Jet (Ex) Once per minute, the leviathan can move up to 
  600 feet. It can drag a ship up to 130 feet long with it 
  when it does so.
  Swallow Whole (Ex) The variant clockwork leviathan’s 
  swallow whole attack deals nonlethal damage to 
  swallowed creatures and does not risk drowning them. 
  Swallowed creatures can be disgorged as a standard 
  action into any adjacent square.
  
  23
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  A Storm of Sails 
  Chapter V
  Story Award: Because of the assistance of the other ship, 
  the party receives only 75% XP for defeating the clockwork 
  leviathan (14,900 XP). The party receives 9,600 XP if they 
  assist substantially with defeating the water baghlah.
  EvEnt Q3 
  CR 10
  BomBArdier BoArding
  LoCAtion: Freeport fleet, waters around Pride’s Perch
  Massive, dark shapes can be seen moving beneath the 
  waves. A few are shaped roughly like whales, but have long 
  lines coming off them, as though pierced by a half-dozen 
  mighty harpoons each. One, however, slides back and forth, 
  a curling, lean line that dips down too deep to be seen for a 
  moment, before rushing up toward the ocean’s surface.
  Shortly after the clockwork leviathan is destroyed, a salvo 
  of ballista bolts and molten cannonballs rains from afar 
  on the Freeport fleet and they return fire. Captain Ad 
  Avish’s main fleet is within reach. Admiral Lydon orders 
  Horval Carrow to maintain a hiding position behind the 
  ship while they engage the main fleet. 
  If the scouting mission (Event P1) was spotted and 
  the Mazin fleet followed the scout ship back to Pride's 
  Perch, then the Freeport fleet has very few options for 
  maneuvering. The admiral immediately suggests the PCs 
  use his scroll of teleport to board the enemy flagship, the 
  Tear of the Torture Sultan as outlined in Event P4, in 
  hopes of taking out the enemy commander before the 
  naval battle even begins.
  Creatures: As in the scouting run, Ad Avish’s fleet includes 
  the following: two fire baghlahs, three earth baghlahs, 
  fourteen sailing ships, and two slave barges. One of the 
  earth baghlahs is Captain Ad Avish’s flagship, the Tear of the 
  Torture Sultan. If the party did not defeat all the air baghlahs 
  in encounter 3 or all the water baghlahs in encounter 6 or 
  8, the escaped ships are present in Ad Avish’s fleet but hang 
  back, as they are damaged and can’t be repaired at sea.
  Running the Encounter: Use the Mazin ships and 
  crews from any previous naval conflict to run the PCs 
  through a 3-on-3 ship battle. Whether they win or lose, 
  at the end of that conflict the Tear of the Torture Sultan 
  closes with the PCs’ ship and attempts to board it, as 
  outlined in Event P4.
  Trap: If the symbol of confusion (Event B) has not 
  triggered yet, it triggers when the party fires upon any of 
  the Mazini ships.
  Story Award: Award the party 9,800 XP for defeating 
  the main fleet.
  
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  Chapter V 
  A Storm of Sails
  magic, the admiral offers to transport them with a scroll of 
  teleport that he has been saving for just such an occasion.
  Creatures: Captain Ad Avish is accompanied by his 
  chief advisors and trusted crew. These include the captain 
  (CR 11), two pairaka divs (CR 7), and three Mazini 
  slavers (CR 5).
  CAptAin Ad Avish: hp 128 (Anishtih (div); see 
  page 25)
  pAiRAKA divs (2): hp 76 each (Pathfinder 
  Roleplaying Game Bestiary 3)
  MAZin sLAvERs (3): hp 45 each (Cruel devotees, 
  Pathfinder Roleplaying Game NPC Codex)
  Development: When Ad Avish is defeated, 
  whether forced to retreat or slain, his fleet begins 
  to panic. In the aftermath, each Freeport ship 
  can safely take one Mazini ship. For every two 
  Mazini ships beyond that number, one ship 
  gets away and one ship sinks a random 
  Freeport ship before being sunk itself.
  Aboard the Mazin flagship, the captain’s 
  quarters include Ad Avish’s valuable log, 
  whose contents are described below.
  concluding the Adventure
  Once Captain Ad Avish is slain, his fleet scatters. Slaves 
  mutiny and desert in droves. Even a few of 
  the Mazini surrender in hopes of mercy and 
  an escape from a city that feels like a gilded 
  prison even for the rulers.
  Admiral Lydon distributes booty to the 
  fleet’s crew and officers, including the party. The 
  PCs are awarded first choice among the gear 
  of defeated sailors and any plunder. Each PC’s 
  total award comes to 32,000 gp.
  Ad Avish’s captain’s logs include detailed 
  means of tracking and contacting his agent 
  in Freeport. Although the agent took pains to 
  hide his identity, Avish’s magic has been able to 
  determine his identity as Nathan Grymes, one of the 
  captains on the council of Freeport. It isn’t enough to form 
  an ironclad case against Grymes, since anyone employing 
  powerful magic items against divination might have 
  managed to mislead Ad Avish’s prying. However, it does 
  indicate that the agent has a safe house in Freeport 
  he intends to retreat to if he is spooked or if the 
  invasion is delayed significantly. The details of 
  these clues can be found in the sixth and final 
  installment of this adventure path.
  EvEnt Q4 
  CR 12
  BoArding the teAr oF the 
  torture SultAn
  LoCAtion: Freeport fleet, waters around Pride’s Perch
  Ad Avish’s flagship is an earth baghlah called the Tear of 
  the Torture Sultan. The Tear of the Torture Sultan and the 
  other earth baghlahs each manifest a barrier of solid rock to 
  instantaneously intercept any ranged attack, including 
  spells and siege weapons. Only spells 
  that don’t require line of effect, such as 
  teleportation effects, can breach 
  it. If the party does not have such 
  
  25
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  A Storm of Sails 
  Chapter V
  new monSter: div, AniShtih
  This powerfully built man’s strikingly beautiful skin 
  is marred by cracks that seethe with flames.
  Anishtihs embody cruelty and revenge. These divs revel 
  in warfare, sabotage, and the razing of cities. They relish 
  watching mortals destroy each other’s works. To this end, 
  anishtihs offer mortals their services as generals, admirals, 
  lieutenants, and advisers in the ways of military strategy. 
  Anishtihs might betray individuals, but never lead coups 
  or otherwise steer troops against former allies without 
  ANISHTIH 
  CR 11 • XP 12,800
  NE Medium outsider (div, evil, extraplanar, fire)
  Init +11; Senses darkvision 60 ft., see in darkness, true 
  seeing; Perception +18
  Aura frightful presence (90 ft., DC 22), magic circle 
  against good
  DEFENSE
  AC 26, touch 17, flat-footed 19 (+7 Dex, +9 natural)
  hp 126 (12d10+60)
  Fort +9, Ref +15, Will +13
  DR 10/cold iron and good; Immune fire, poison; Resist 
  acid 10, electricity 10; SR 22
  Weakness vulnerability to cold
  OFFENSE
  Speed 40 ft.
  Melee +1 yatagan* +20/+15/+10 (1d8+6/18–20 plus 1d6 
  fire) and claw +14 (1d6+5 plus 1d6 fire) or
  2 claws +19 (1d6+5 plus 1d6 fire)
  *exotic, performance special feature, one-handed only, and 
  allows Weapon Finesse (see Freeport: City of Adventure)
  Special Attacks entrap (DC 21, 1d10 minutes, hardness 5, 
  hp 12), scorching skin
  Spell-Like Abilities (CL 12th; concentration +18)
  Constant—magic circle against good, true seeing
  At will—greater teleport (self plus 50 lbs. of objects 
  only), rage
  3/day—enthrall (DC 18), flame strike (DC 21)
  1/day—dream, geyserAPG (DC 21), mage’s decreeUI, 
  moonstruckAPG (DC 20), summon (level 6, 1 nasu 100%)
  STATISTICS
  Str 21, Dex 24, Con 21, Int 18, Wis 17, Cha 22
  Base Atk +12; CMB +17; CMD 20
  Feats Cleave, Combat Reflexes, Improved Initiative, Iron 
  Will, Power Attack, Weapon Finesse
  Skills Acrobatics +22, Bluff +21, Climb +20, Knowledge 
  (history) +19, Intimidate +21, Perception +18, Sense 
  Motive +18, Stealth +22, 2 more
  Languages Abyssal, Common, Celestial, Infernal; 
  telepathy 100 ft.
  SQ change shape (Medium humanoid; alter self), molten 
  blood
  ECOLOGY
  Environment the Black Oasis or Abaddon
  Organization solitary
  Treasure standard (+1 yatagan, other treasure)
  SPECIAL ABILITIES
  Entrap (Ex): Any creature damaged by the anishtih’s 
  molten blood must succeed at a DC 21 Fortitude save 
  or become entangled for 1d10. If a target is already 
  entangled by this ability, a second entrap attack means 
  the target must make a Fortitude save or become 
  helpless for the remaining duration. The save DCs are 
  Constitution-based. A target made helpless by this ability 
  is conscious but can take no physical actions (except 
  attempting to break free) until the entrapping material 
  is removed. The target can use spells with only verbal 
  components or spell-like abilities if it can make a DC 20 
  concentration check. An entangled creature can make 
  a Strength check (at the same DC as the entrap saving 
  throw DC) as a full-round action to break free; the DC for 
  a helpless creature is +5 greater than the saving throw 
  DC. Destroying the entrapping material frees the creature.
  Molten Blood (Su) Whenever the anishtih is dealt 
  damage by a slashing or piercing weapon, all creatures 
  within a 10-foot cone centered on the attacker are 
  splattered with the anishtih’s blood. The blood is like 
  quick-cooling lava. It inflicts 1d6 points of damage and 
  triggers the anishtih’s entrap ability.
  Scorching Skin (Su) The anishtih deals an additional 1d6 
  points of fire damage with all metal weapons and natural 
  attacks. Any creature that grapples the anishtih suffers 
  2d6 points of fire damage at the start of its turn. 
  significant warning. This quirk has lead some mortals to 
  trust them over ambitious mortals—a terrible mistake 
  that has laid low more than one hubris-filled ruler.
  Anishtihs have a compulsion to share their fiendish 
  schemes. Although they are willing liars in most regards, 
  they insist upon open battle to the point of their own 
  destruction. They do not announce their every action, but 
  they avoid attacking when they cannot be seen coming 
  and cannot resist making some sort of declaration of 
  hostilities. When conquering outposts and settlements, 
  an anishtih cannot help but let a survivor escape to 
  spread fearful word of the conquest. When in close 
  proximity to foes, Anishtihs compulsively describe at 
  least the basic outlines of their plans or goals in the 
  hopes of filling them with delicious terror, rage, and 
  despair before killing them.
  Anishtih dislike being forced to fight alone, and 
  if placed in a situation where they must do so almost 
  always take time to summon a nasu to gain at least a 
  single ally. When facing multiple targets if at all possible 
  the anishtih teleports to be close to a foe with a piercing 
  or slashing weapon, and positions itself so if damaged its 
  molten blood sprays on multiple foes.
  An anishtih stands 7 feet tall and weighs about 300 
  pounds.
  
  26
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  Chapter V 
  A Storm of Sails
  new monSter: div, nASu
  This miniscule humanoid has four fly-like wings, 
  eight arachnoid legs—two ending in pincers—and a 
  jaw filled with oversized mandibles.
  Nasu are among the more feared and loathed of the divs, 
  and their ability to turn innocent or even noble creatures 
  into agents of evil is believed to have brought more than 
  one crew, and even a few cities, to ruin. They are often 
  used as advanced agents of more powerful div lords, who 
  command the nasu to accomplish specific tasks by any 
  means necessary in order to prepare the way for grander 
  plans. Most nasu obey their masters only grudgingly, and 
  try to pervert their orders to fulfill their own delights even 
  when unwilling to disobey directly. Rare flocks of nasu 
  NASU 
  CR 8 • XP 4,800
  NE Tiny outsider (div, earth, evil, extraplanar)
  Init +6; Senses darkvision 60 ft., deathwatch, see in 
  darkness; Perception +14
  DEFENSE
  AC 23, touch 19, flat-footed 16 (+6 Dex, +1 dodge, +4 
  natural, +2 size)
  hp 74 (8d10+16)
  Fort +8, Ref +12, Will +11
  DR 10/cold iron or good; Immune fire, poison; Resist 
  acid 10, electricity 10; SR 19
  OFFENSE
  Speed 10 ft., burrow 10 ft., climb 10 ft., fly 60 ft. (good)
  Space 2-1/2 ff.; Reach 0 ft.
  Melee bite +16 (1d8+2 plus disease), 2 claws +16 (1d4+2 
  plus disease)
  Special Attacks breath weapon (30-ft. line, 8d6 
  slashing plus disease and nauseated 1 round, Reflex DC 
  18 halves damage and negates nausea, usable every 1d4 
  rounds), disease
  Spell-Like Abilities (CL 9th; concentration +13)
  Constant—deathwatch, tongues
  At will—contagion (DC 18), dimension door (self plus 50 
  lbs. of objects only), inflict critical wounds (DC 20)
  1/day—confusion (DC 18), summon (level 4, 1d3 aghashes 
  or 1 pairaka 40%), vomit swarm (Pathfinder Roleplaying 
  Game Advanced Player’s Guide; CL 13th)
  STATISTICS
  Str 14, Dex 23, Con 18, Int 15, Wis 16, Cha 19
  Base Atk +8; CMB +12; CMD 23
  Feats Ability Focus (inflict critical wounds), Dodge, Agile 
  ManeuversB, Great Fortitude, Iron Will, Weapon FinesseB
  Skills Acrobatics +17, Bluff +15, Climb +14, Disguise +15, 
  Fly +25, Intimidate +15, Perception +14, Profession (any) 
  +14, Sense Motive +14, Stealth +25
  Languages Abyssal, Celestial, Infernal; telepathy 100 ft.
  SQ infest body
  ECOLOGY
  Environment the Black Oasis or Abaddon
  Organization solitary
  Treasure standard
  SPECIAL ABILITIES
  Breath Weapon (Su) The nasu’s breath weapon is a blast 
  of choking sand and disgusting grime. Creatures in the 
  area are exposed to the nasu’s disease, obsidian cough.
  Infest Body (Su) A nasu can infest a living creature or its 
  intact (or mostly-intact) body. It can only target a living 
  creature currently suffering from a disease or the corpse 
  of a creature that died while infected (even if it did not 
  die of the disease). This functions as greater possession 
  (Pathfinder Roleplaying Game Occult Adventures) with 
  a range of touch except that a corpse can attempt a 
  Will save to resist as if it were alive. The nasu retains its 
  obsidian cough ability while infesting the body. A corpse 
  is restored to a semblance of life, but only superficial 
  and life-threatening damage is undone. Any significant 
  disfigurement that would not be life-threatening remains 
  and might give away that something is amiss. In addition, 
  anyone interacting with the nasu div in the infested body 
  can attempt a Perception check opposed by the nasu’s 
  Disguise check to notice subtle signs the body is dead or 
  seriously unwell, such as a grave odor or an unnatural pallor. 
  The div need not attempt a Disguise check to pretend to 
  be the original creature because the corpse is the creature, 
  but anyone who interacts with the div can notice strange 
  behavior with a successful Sense Motive check opposed 
  by the nasu’s Bluff check. As a swift action, the nasu can 
  learn the answer to one question as if with speak with 
  dead targeting the infested body; the question and answer 
  are both purely mental and instantaneous. The possessed 
  creature need not be dead for this effect to work.
  Disease Obsidian Cough (Ex) Bite, breath, claw, 
  grapple, touch—contact, save Fort DC 18, frequency 1/
  day, effect 1d4 Con damage and 1 Str drain as the victim 
  coughs up obsidian sand (if the sand lies undisturbed 
  overnight, it calls another nasu from the Black Oasis; 
  scattering it in wind or water cancels this effect), cure 2 
  consecutive saves. 
  forced to work together by a powerful lord are strangely 
  more obedient than single agents, for each nasu fears one 
  of the others will notice and report any deviation from the 
  intent of their master’s commands.
  A nasu lives to corrupt mortal bodies. They favor 
  infecting mortals with terrible diseases and then tricking 
  them into doing terrible things in hopes of a cure that does 
  not exist. Nasu delight in bringing their victims closer 
  and closer to a state of total depravity and, if possible, 
  revealing how far the victims have sunk just before those 
  creatures's final living moments.
  Like all divs, nasu have an inviolable taboo. A nasu 
  cannot abide an open flame. It prioritizes attacking anyone 
  carrying an open flame or extinguishing or covering the 
  open flame if no enemies are responsible. If a creature 
  insists on creating new open flames, the destruction of 
  that creature becomes the nasu's primary goal.
  Nasu are almost 2 feet long and weigh about 15 pounds.
  
  27
  Return to Freeport
  A Storm of Sails 
  Chapter V
  OPEN GAME LICENSE Version 1.0a
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  System Reference Document. Copyright 2000, 
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  Tweet, Monte Cook, Skip Williams, based on 
  material by E. Gary Gygax and Dave Arneson.
  Pathfinder 
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  Reference 
  Document. © 2011, Paizo Publishing, LLC; 
  Author: Paizo Publishing, LLC.
  Pathfinder Roleplaying Game Core Rulebook. 
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  Pathfinder Roleplaying Game Bestiary. © 2009, 
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  Stephens, James L. Sutter, Russ Taylor, and Greg 
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  Chris Sims, F. Wesley Schneider, James L. Sutter, 
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  Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 4. © 2013, 
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  K Reynolds, F. Wesley Schneider, Tork Shaw, and 
  Russ Taylor.
  Pathfinder 
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  GameMastery 
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  Hal Maclean, Colin McComb, Jason Nelson, 
  David Noonan, Richard Pett, Rich Redman, Sean 
  K reynolds, F. Wesley Schneider, Amber Scorr, 
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  L. Sutter, Russ Taylor, Penny Williams, Skip 
  Williams, Teeuwynn Woodruff.
  Pathfinder Roleplaying Game Advanced Class 
  Guide © 2014, Paizo Inc.; Authors: Dennis Baker, 
  Ross Byers, Jesse Benner, Savannah Broadway, 
  Jason Bulmahn, Jim Groves, Tim Hitchcock, Tracy 
  Hurley, Jonathan H. Keith, Will McCardell, Dale 
  C. McCoy, Jr., Tom Phillips, Stephen Radney-
  MacFarland, Thomas M. Reid, Sean K Reynolds, 
  Tork Shaw, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Advanced Player’s 
  Guide. © 2010, Paizo Publishing, LLC; Author: 
  Jason Bulmahn
  Pathfinder Roleplaying Game Ultimate Magic. 
  © 2011, Paizo Publishing, LLC; Authors: Jason 
  Bulmahn, Tim Hitchcock, Colin McComb, 
  Rob McCreary, Jason Nelson, Stephen Radney-
  MacFarland, Sean K Reynolds, Owen K.C. 
  Stephens, and Russ Taylor.
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  © 2011, Paizo Publishing, LLC; Authors: 
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  Jason Bulmahn, Brian J. Cortijo, Jim Groves, Tim 
  Hitchcock, Richard A. Hunt, Colin McComb, 
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  Reynolds, and Russ Taylor.
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  © 2012 Paizo Publishing, LLC; Authors: Dennis 
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  James, Jonathan H. Keith, Michael Kenway, Hal 
  MacLean, Jason Nelson, Tork Shaw, Owen KC 
  Stephens, and Russ Taylor.
  Anger of Angels. © 2003, Sean K Reynolds.
  Advanced Bestiary. © 2004, Green Ronin Publishing, 
  LLC; Author: Matt Sernett. 
  Book of Fiends. © 2003, Green Ronin Publishing; 
  Authors: Aaron Loeb, Erik Mona, Chris Pramas, 
  Robert J. Schwalb.
  The Book of Hallowed Might. © 2002, Monte J. 
  Cook.
  Monte Cook’s Arcana Unearthed. © 2003, Monte 
  J. Cook.
  Path of the Magi. © 2002 Citizen Games/Troll Lord 
  Games; Authors: Mike McArtor, W. Jason Peck, 
  Jeff Quick, and Sean K Reynolds.
  Skreyn’s Register: The Bonds of Magic. © 2002, Sean 
  K Reynolds. 
  The Book of Experimental Might. © 2008, Monte J. 
  Cook. All rights reserved.
  Tome of Horrors. © 2002, Necromancer Games, 
  Inc.; Authors: Scott Greene, with Clark Peterson, 
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  Lance Hawvermale, Travis Hawvermale, Patrick 
  Lawinger, and Bill Webb; Based on original 
  content from TSR.
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  Cicci, John Flemming, Jeremy Jones, Derek 
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  Stan!
  The Tome of Horrors III, © 2005, Necromancer 
  Games, Inc.; Author Scott Greene.
  Adherer from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Authors Scott Greene 
  and Clark Peterson, based on original material by 
  Guy Shearer.
  Amphisbaena from the Tome of Horrors, Revised, © 
  2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary Gygax.
  Angel, Monadic Deva from the Tome of Horrors, 
  Revised, © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene, based on original material 
  by E. Gary Gygax.
  Angel, Movanic Deva from the Tome of Horrors, 
  Revised, © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene, based on original material 
  by E. Gary Gygax.
  Animal Lord from the Tome of Horrors, Revised, © 
  2002, Necromancer Games,Inc.; Author Scott 
  Greene, based on original material by Gary Gygax.
  Ascomid from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Gary Gygax.
  Atomie from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Gary Gygax.
  Aurumvorax from the Tome of Horrors, Revised, © 
  2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary Gygax.
  Axe Beak from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Gary Gygax.
  Baphomet from the Tome of Horrors Complete © 
  2011, Necromancer Games, Inc., published and 
  distributed by Frog God Games; Author: Scott 
  Greene, based on original material by Gary Gygax.
  Bat, Mobat from the Tome of Horrors, Revised, © 
  2002, Necromancer Games, Inc.; Authors Scott 
  Peterson and Clark Peterson, based on original 
  material by Gary Gygax.
  Beetle, Slicer from the Tome of Horrors, Revised, © 
  2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary Gygax.
  Blindheim from the Tome of Horrors, Revised, © 
  2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Roger 
  Musson.
  Basidirond from the Tome of Horrors, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Gary Gygax.
  Brownie from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author: Scott Greene, 
  based on original material by E. Gary Gygax.
  Bunyip from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Dermot Jackson.
  Carbuncle from the Tome of Horrors, Revised, © 
  2002, Necromancer Games, Inc.; Authors Scott 
  Greene, based on original material by Albie Fiore.
  Caryatid Column from the Tome of Horrors, Revised, 
  © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Jean Wells.
  Cave Fisher from the Tome of Horrors, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Lawrence Schick.
  Crypt Thing from the Tome of Horrors, Revised, © 
  2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Roger 
  Musson.
  Crystal Ooze from the Tome of Horrors, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Gary Gygax.
  Daemon, Ceustodaemon (Guardian Daemon) 
  from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author: Scott Greene, 
  based on original material by E. Gary Gygax.
  Daemon, Derghodaemon from the Tome of Horrors, 
  Revised, © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene, based on original material 
  by E. Gary Gygax.
  Daemon, Guardian from the Tome of Horrors, 
  Revised, © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene, based on original material 
  by E. Gary Gygax.
  Daemon, Hydrodaemon from the Tome of Horrors, 
  Revised, © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene, based on original material 
  by E. Gary Gygax.
  Daemon, Piscodaemon from the Tome of Horrors, 
  Revised, © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene, based on original material 
  by E. Gary Gygax.
  Dark Creeper from the Tome of Horrors, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Rik Shepard.
  Dark Stalker from the Tome of Horrors, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Simon Muth.
  Death Dog from the Tome of Horrors Complete, © 
  2011, Necromancer Games, Inc.; published and 
  distributed by Frog God Games; Author: Scott 
  Greene, based on original material by Underworld 
  Oracle.
  Death Worm from the Tome of Horrors, Revised, © 
  2002, Necromancer Games, Inc.; Author Scott 
  Greene and Erica Balsley.
  Decapus from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Jean Wells.
  Demodand, Shaggy from the Tome of Horrors, 
  Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material 
  by Gary Gygax.
  Demodand, Slimy from the Tome of Horrors, Revised, 
  © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary Gygax.
  Demodand, Tarry from the Tome of Horrors, Revised, 
  © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary Gygax.
  Demon, Shadow from the Tome of Horrors Complete, 
  © 2011, Necromancer Games, Inc., published and 
  distributed by Frog God Games; Author: Scott 
  Greene, based on original material by Neville 
  White.
  Demon, Nabasu from the Tome of Horrors, Revised, 
  © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary Gygax.
  Demon Lord, Kostchtchie from the Tome of Horrors 
  Complete, © 2011, Necromancer Games, Inc.; 
  published and distributed by Frog God Games; Author: 
  Scott Greene, based on original material by Gary 
  Gygax. 
  Demon Lord, Pazuzu from the Tome of Horrors 
  Complete, © 2011, Necromancer Games, Inc.; 
  published and distributed by Frog God Games; 
  Author: Scott Greene, based on original material 
  by Gary Gygax.
  Dire Corby from the Tome of Horrors, Revised, © 
  2002, Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Jeff Wyndham.
  Disenchanter from the Tome of Horrors, Revised, © 
  2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Roger 
  Musson.
  Dragon, Faerie from the Tome of Horrors, Revised, 
  © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Brian Jaeger 
  and Gary Gygax.
  Dragon Horse from the Tome of Horrors, Revised, 
  © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary Gygax.
  Dracolisk from the Tome of Horrors, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Gary Gygax.
  licenSe
  
  28
  Return to Freeport
  Chapter V 
  A Storm of Sails
  creditS
  Design and Writing: David N. Ross
  Development: Owen K.C. Stephens
  Editing: Robert N. Emerson
  Art Direction and Graphic Design: Hal Mangold
  Art: Mark Bulahao, Talon Dunning, David Griffith, Britt Martin, 
  Mirco Paganessi, and Andrey Vasilchenko
  Cartography: John Wilson
  Playtesters: Christopher Bridenstine, Timothy Lane, Feng Li
  Publisher: Chris Pramas
  Green Ronin Staff: Joe Carriker, Crystal Frasier, Jaym Gates,  
  Steve Kenson, Nicole Lindroos, Hal Mangold, Chris Pramas,   
  Evan Sass, Marc Schmalz, Malcolm Sheppard, Owen K.C. 
  Stephens, Dylan Templar, Veronica Templar, and Barry Wilson
  Return to Freeport Part Five: A Storm of Sails is © 2018 Green Ronin 
  Publishing, LLC. All rights reserved. References to other copyrighted 
  material in no way constitute a challenge to the respective copyright 
  holders of that material. Freeport, The City of Adventure, Green 
  Ronin, and their associated logos are trademarks of Green Ronin 
  Publishing, LLC. 
  Compatibility with the Pathfinder Roleplaying Game requires the 
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  Pathfinder is a registered trademark of Paizo Inc., and the Pathfinder 
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  Logo are trademarks of Paizo Inc., and are used under the 
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  http://paizo.com/pathfinderRPG/compatibility for 
  more information on the compatibility license.
  gREEn Ronin puBLishing
  3815 S. Othello St., Suite 100 #311
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  Dust Digger from the Tome of Horrors, Revised, © 
  2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary Gygax.
  Executioner’s Hood from the Tome of Horrors 
  Complete, © 2011, Necromancer Games, Inc.; 
  published and distributed by Frog God Games; 
  Author: Scott Greene, based on original material 
  by Gary Gygax.
  Flail Snail from the Tome of Horrors, Revised, © 
  2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Simon 
  Tilbrook.
  Flind and Flindbar from the Tome of Horrors 
  Complete, © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; 
  Author: Scott Greene, based on original material 
  by J.D. Morris.
  Flumph from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Ian McDowell and 
  Douglas Naismith.
  Froghemoth from the Tome of Horrors, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Gary Gygax.
  Foo Creature from the Tome of Horrors, Revised, © 
  2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary Gygax.
  Forlarren from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Ian Livingstone.
  Genie, Marid from the Tome of Horrors Complete © 
  2011, Necromancer Games, Inc., published and 
  distributed by Frog God Games; Author: Scott 
  Greene, based on original material by Gary Gygax.
  Giant Slug from the Tome of Horrors, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Gary Gygax.
  Giant, Wood from the Tome of Horrors, Revised, © 
  2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Wizards of 
  the Coast.
  Gloomwing from the Tome of Horrors, Revised, © 
  2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary Gygax.
  Grippli from the Tome of Horrors Complete © 2011, 
  Necromancer Games, Inc., published and distributed 
  by Frog God Games; Author: Scott Greene, based on 
  original material by Gary Gygax.
  Nereid from the Tome of Horrors Complete © 
  2011, Necromancer Games, Inc., published and 
  distributed by Frog God Games; Author: Scott 
  Greene, based on original material by Gary Gygax.
  Gryph from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Peter Brown.
  Hangman Tree from the Tome of Horrors, Revised, 
  © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary Gygax.
  Hippocampus from the Tome of Horrors, Revised, 
  © 2002, Necromancer Games, Inc.; Author 
  Scott Greene and Erica Balsley, based on original 
  material by Gary Gygax. 
  Huecuva from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Underworld Oracle. 
  Ice Golem from the Tome of Horrors, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene.
  Iron Cobra from the Tome of Horrors, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Philip Masters.
  Jackalwere from the Tome of Horrors, Revised, © 
  2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary Gygax.
  Jubilex from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Gary Gygax.
  Kamadan from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Nick Louth.
  Kech from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Gary Gygax.
  Kelpie from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Lawrence Schick.
  Korred from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Gary Gygax.
  Leprechaun from the Tome of Horrors, Revised, © 
  2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary Gygax.
  Lurker Above from the Tome of Horrors Complete, © 
  2011, Necromancer Games, Inc.; published and 
  distributed by Frog God Games; Author: Scott 
  Greene, based on original material by Gary Gygax.
  Magma ooze from the Tome of Horrors, Revised, © 
  2002, Necromancer Games, Inc.; Author Scott 
  Greene.
  Marid from the Tome of Horrors III, © 2005, 
  Necromancer Games, Inc.; Author Scott Greene.
  Mihstu from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author: Scott Greene, 
  based on original material by E. Gary Gygax.
  Mite from the Tome of Horrors, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original 
  material by Ian Livingstone and Mark Barnes.
  Mongrelman from the Tome of Horrors, Revised, © 
  2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary Gygax.
  Nabasu Demon from the Tome of Horrors, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Gary Gygax.
  Necrophidius from the, Tome of Horrors Revised, © 2002, 
  Necromancer Games, Inc.; Author: Scott Greene, 
  based on original material by Simon Tillbrook.
  Nereid from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Gary Gygax.
  Pech from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Gary Gygax.
  Phycomid from the Tome of Horrors, Revised, © 
  2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary Gygax.
  Poltergeist from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Lewis Pulsipher.
  Quickling from the Tome of Horrors, Revised, © 
  2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary Gygax.
  Quickwood from the Tome of Horrors, Revised, © 
  2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary Gygax.
  Rot Grub from the Tome of Horrors, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene 
  and Clark Peterson, based on original material by 
  Gary Gygax.
  Russet Mold from the Tome of Horrors, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Gary Gygax.
  Sandman from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author: Scott Greene, 
  based on original material by Roger Musson.
  Scarecrow from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author: Scott Greene, 
  based on original material by Roger Musson.
  Shadow Demon from the Tome of Horrors, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Neville White.
  Skulk from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Simon Muth.
  Slime Mold from the Tome of Horrors, Revised, © 
  2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary Gygax.
  Slithering Tracker from the Tome of Horrors, Revised, 
  © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary Gygax.
  Soul Eater from the Tome of Horrors, Revised, © 
  2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by David Cook.
  Spriggan from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene 
  and Erica Balsley, based on original material by 
  Roger Moore and Gary Gygax.
  Tenebrous Worm from the Tome of Horrors, Revised, 
  © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary Gygax.
  Tentamort from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Mike Roberts.
  Tick, Giant & Dragon from the Tome of Horrors, 
  Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material 
  by Gary Gygax.
  Trapper from the Tome of Horrors Complete, © 
  2011, Necromancer Games, Inc.; published and 
  distributed by Frog God Games; Author: Scott 
  Greene, based on original material by Gary Gygax.
  Troll, Ice from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Russell Cole.
  Troll, Rock from the Tome of Horrors, Revised, © 
  2002, Necromancer Games, Inc.; Author Scott 
  Greene.
  Vegepygmy from the Tome of Horrors, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Gary Gygax.
  Wolf-In-Sheep’s-Clothing from the Tome of 
  Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original 
  material by Gary Gygax.
  Wood Golem from the Tome of Horrors, © 2002, 
  Necromancer Games, Inc.; Authors Scott Greene 
  and Patrick Lawinger.
  Yellow Musk Creeper from the Tome of Horrors, © 
  2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Albie Fiore.
  Yeti from the Tome of Horrors, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on 
  original material by Gary Gygax.
  Zombie, Juju from the Tome of Horrors, Revised, © 
  2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary Gygax. 
  Pathfinder Roleplaying Game Bestiary 5. © 2015, 
  Paizo Inc.; Authors: Dennis Baker, Jesse Benner, 
  John 
  Bennett, 
  Logan 
  Bonner, 
  Creighton 
  Broadhurst, Robert Brookes, Benjamin Bruck, 
  Jason Bulmahn, Adam Daigle, Thurston Hillman, 
  Eric Hindley, Joe Homes, James Jacobs, Amanda 
  Hamon Kunz, Ben McFarland, Jason Nelson, 
  Thom Phillips, Stephen Radney-MacFarland, 
  Alistair Rigg, Alex Riggs, David N. Ross, Wes 
  Schneider, David Schwwartz, Mark Seifter, Mike 
  Shel, James L. Sutter, and Linda Zayas-Palmer.
  Pathfinder Roleplaying Game NPC Codex. © 2012, 
  Paizo Publishing, LLC; Authors: Jesse Benner, 
  Jason Bulmahn, Adam Daigle, Alex Greenshields, 
  Rob McCreary, Mark Moreland, Jason Nelson, 
  Stephen Radney-MacFarland, Patrick Renie, Sean 
  K Reynolds, and Russ Taylor.
  Pathfinder Roleplaying Game Occult Adventures. © 
  2015, Paizo Inc.; Authors: John Bennett, Logan 
  Bonner, Robert Brookes, Jason Bulmahn, Ross 
  Byers, John Compton, Adam Daigle, Jim Groves, 
  Thurston Hillman, Eric Hindley, Brandon Hodge, 
  Ben McFarland, Erik Mona, Jason Nelson, Tom 
  Phillips, Stephen Radney-MacFarland, Thomas 
  M. Reid, Alex Riggs, Robert Schwalb, Mark 
  Seifter, Russ Taylor, and Steve Townshend.
  Pathfinder Roleplaying Game Pathfinder Unchained. 
  © 2015, Paizo Inc.; Authors: Dennis Baker, 
  Jesse Benner, Ross Byers, Logan Bonner, Jason 
  Bulmahn, Robert Emerson, Tim Hitchcock, 
  Jason Nelson, Tom Phillips, Stephen Radney-
  MacFarland, Thomas M. Reid, Robert Schwalb, 
  Mark Seifter, and Russ Taylor.
  Pathfinder Roleplaying Game Monster Codex © 2014, 
  Paizo Inc.; Authors: Dennis Baker, Jesse Benner, 
  Logan Bonner, Jason Bulmahn, Ross Byers, John 
  Compton, Robert N. Emerson, Jonathan H. 
  Keith, Dale C. McCoy, Jr., Mark Moreland, Tom 
  Phillips, Stephen Radney-MacFarland, Sean 
  K Reynolds, Thomas M. Reid, Patrick Renie, 
  Mark Seifter, Tork Shaw, Neil Spicer, Owen K.C. 
  Stephens, and Russ Taylor
  Freeport the City of Adventure © 2015, Green Ronin 
  Publishing; Design: James Bell, Scott Holden, 
  Patrick O’Duffy, Chris Pramas, Robert J. Schwalb, 
  Owen K.C. Stephens, and Christina Stiles
  Return to Freeport: The Curse of the Brine Witch © 2016, 
  Green Ronin Publishing; Author: Patrick O’Duffy.
  Return to Freeport: The Abyssinisal Chain © 2016, 
  Green Ronin Publishing; Author: Crystal Frasier
  Return to Freeport: Storming the Razor Caves © 
  2016, Green Ronin Publishing; Author: Stephen 
  Radney-MacFarland
  Return to Freeport: The Freebooter's City © 2017, 
  Green Ronin Publishing. Author: Jody Macgregor..
  Return to Freeport: A Storm of Sails © 2018, Green 
  Ronin Publishing. Author: David N. Ross.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Green Ronin/Return to Freeport, Part 5 - A Storm of Sails [2018].pdf