TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any form without 
  permission of the author.  To learn more about the Open Gaming License and the d20 system license, please visit 
  www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. 
  LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. This scenario is 
  intended for tournament use only and may not be reproduced without approval of the RPGA Network. 
  NYR3-08 
   
   
   
   
   
  Run Up The Colors 
   
   
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Nyrond Regional Adventure 
  Version 1.0 
  by Loren Dean 
  (With thanks to the cast and crew of Heroes of the Inland Empire and Critical Mass) 
   
   
   
   
  "Arr! Yonder be Oldred, says I. City of thieves, and nest of pirates and cutthroats. Climbin' aboard a sleek privateer for 
  some high-seas huntin', are ye? I says some old scores'll be gettin' settled, and some new threats revealed, says I.”   A 
  seagoing adventure in the Oldred Series for character levels 1
  st through 9
  th (APL 2-8). 
   
  
  Run up the Colors 
   
  Page 2 
  Introduction 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been 
  allocated for each round of this scenario, but the actual 
  playing time will be closer to three and a half hours. The 
  rest of the time is spent in preparation before game play, 
  and scoring after the game. The following guidelines are 
  here to help you with both the preparation and voting 
  segment of the game. Read this page carefully so that you 
  know and can communicate to your players the special 
  aspects of playing an RPGA scenario.  
  Preparation 
   
   
   
   
   
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room 
  along the inside margin to bind the adventure, if you 
  desire.  
   
  Read this entire adventure at least once before you 
  run your game. Be sure to familiarize yourself with any 
  special rules, spells, or equipment presented in the 
  adventure. It may help to highlight particularly 
  important passages.  
   
  When you run an RPGA D&D adventure we assume 
  that you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the 
  Monster Manual. We also assume that you have a set of 
  dice (at least one d4, d6, d8, d10, d12, and d20), some 
  scrap paper, a pencil, an RPGA scoring packet, and your 
  sense of fun. It is also a good idea to have a way to track 
  movement during combat. This can be as simple as a pad 
  of graph paper and a pencil, as handy as a vinyl grid map 
  and chits, or as elaborate as resin dungeon walls and 
  miniatures. 
   
  Instruct the players either to prepare their characters 
  now, or wait until you read the introduction, depending 
  on the requirements of the scenario as described in the 
  introduction.  
   
  Keep in mind that you must have at least three 
  players (not counting the DM), for the game session to be 
  a sanctioned RPGA event. As well, you cannot have more 
  than six players participating in the game. 
   
  Once you are ready to play, it is handy to instruct 
  each player to place a nametag in front of him or her. The 
  tag should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes 
  it easier for the players (and the DM) to keep track of 
  who is playing which character. 
   
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying. You as the DM can bar the use of even core 
  rulebooks during certain times of play. For example, the 
  players are not free to consult the Dungeon Master’s 
  Guide when confronted with a trap or hazard, or the 
  Monster Manual when confronted with a monster.  
   
  Some of the text in this scenario is written so that 
  you may present it as written to the players, while other 
  text is for your eyes only. Text for the players will be in 
  gray boxes. It’s strongly recommended that you 
  paraphrase the player text instead of reading it aloud. 
  Some of this text is general and must be adapted to the 
  specific situation or to actions of the player characters. 
  Reporting 
   
   
   
   
   
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  DM fill out a reporting form.  After the form is filled out 
  it should be given to the senior DM. 
  Living Greyhawk 
   
   
   
   
  This is a Living Greyhawk Adventure.  As a Living 
  Greyhawk adventure it is expected that players bring 
  their own characters with them.  If players do not have a 
  Living Greyhawk character generated, get a copy of the 
  current 
  Living 
  Greyhawk 
  character 
  generation 
  guidelines, and a character sheet from your convention 
  coordinator or the RPGA Web site, ant then have any 
  players without a character create on.  Once all players 
  have a Living Greyhawk character, play can begin. 
   
  Along with the other materials that you are assumed 
  to have in order to run a D&D game, it is also 
  recommended that you have a copy of the Living 
  Greyhawk Gazetteer and Living Greyhawk Campaign 
  Sourcebook (LGCS). 
  Living Greyhawk Levels of Play 
   
   
  Because players bring their own characters to Living 
  Greyhawk games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs trained 
  for war), other than those brought by virtue of a class 
  ability (i.e. animal companions, familiars paladin’s 
  mounts, etc) use the sidebar chart to determine the 
  
  Run up the Colors 
   
  Page 3 
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  number of levels you add 
  to the sum above. Add each 
  character’s 
  animals 
  separately. A single PC may 
  only bring four or fewer 
  animals of this type, and 
  animals with different CRs 
  are added separately. 
  3. 
  Sum the results of 1 and 2, 
  and divide by the number 
  of characters playing in the 
  adventure.  Round to the 
  nearest whole number. 
  4. 
  If you are running a table 
  of six PCs, add one to that 
  average. 
  By following these four steps, you will have determined 
  the APL. Throughout this adventure, APLs categorize the 
  level of challenge the PCs will face. APLS are given in 
  even-numbered increments. If the APL of your group 
  falls on an odd number, ask them before the adventure 
  begins whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience you may 
  gain at the end of the adventure. If your character is three 
  character levels or more either higher or lower than the 
  APL this adventure is being played at, that character will 
  receive only half of the experience points awarded for the 
  adventure. This simulates the face that either your 
  character was not as challenged as normal, or relied on 
  help by higher-level characters to reach the objectives. 
   
  Note: Living Greyhawk adventures are designed for 
  APL 2 and higher. Three or four, or sometimes even five 
  1
  st-level characters may find difficulty with the challenges 
  in a Living Greyhawk adventure. If your group is APL 1 
  there are two things that you can do to help even the 
  score. 
  5. 
  Attempt to create a table of six 1
  st-level characters, or 
  try to enlist higher-level characters to play at that 
  table. 
  6. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. All riding dogs are 
  considered trained to attack. PCs who want their 
  dogs to attack must succeed at a Handle Animal or 
  Charisma check (DC 10). Failure indicates that the 
  animal will not attack that round. This is a free 
  action (spoken command) that may be attempted 
  each round. If an animal loses half or more hp in a 
  single round it flees, unless 
  another check is successful. 
  Time Units and Upkeep 
   
  This is a standard one-round Regional 
  adventure, set in the Kingdom of 
  Nyrond. Characters native to Nyrond 
  pay one Time Unit per round; all 
  others pay two Time Units per round. 
  Adventurer’s Standard Upkeep costs 
  12gp per Time Unit. Rich Upkeep 
  costs 50gp per Time Unit. Luxury 
  Upkeep costs 100gp per Time Unit. 
  Adventure Summary and 
  Background 
  The PCs sign on as a boarding party aboard the privateer 
  Renegade, captained by “Black Shayna” Wavesilver.  The 
  Renegade will be cruising a route from Oldred (in the 
  Duchy of Korenflass) to Shantadern (in the County of 
  Eventide), escorting a trio of merchant ships.  Shayna’s 
  ship is rollicking good fun, with a colorful crew and a 
  friendly captain.  They are welcomed aboard, and unless 
  they make a singularly bad impression, dine with the 
  captain. 
   
  They pull out of Oldred the next morning, and 
  spend a day sailing alongside the merchanters.  They do 
  not make very good time, as the merchanters are slow 
  and unwieldy.  They anchor for the night, and are 
  ambushed by Sahuagin just after dinner.   
   
   
  The next day, the convoy comes across the wreckage 
  of a ship, and stands to for rescue.  Hauling the remnants 
  of the crew out of the water, the PCs learn that the dread 
  pirate Zkull One-Eye attacked the ship.   
   
  That evening, the PCs dine with Shayna again. She 
  talks about Zkull, and offers the PCs a deal.  She wants to 
  collect the bounty on Zkull while she’s still legal and can 
  show her face to the authorities.  It will make her life 
  easier after her privateering days are over, “if you know 
  what I mean.”  She knows where some of Zkulls’ 
  hideouts are, but needs to know which one he’s gone to.  
  She needs the PCs to do two things. 
   
  First, she’s going to put them ashore in Blind Gull 
  Cove a pirates’ haven in the region.  She wants them to 
  see Bhurr, an old seadog that knows all the goings-on.  
  He’ll be able to tell them what Zkull’s been up to lately.  
   
   
   
  
  Run up the Colors 
   
  Page 4 
   
  The PC’s go ashore in Blind Gull Cove, and meet 
  with Bhurr.  Negotiating is delicate, and if they blow it 
  they’ll have to fight their way out, and will earn negative 
  influence with the pirates of Relmor Bay (and the 
  adventure will be over).  If things go well, Bhurr will rat 
  Zkull out, and the PCs can return to the Renegade with 
  the information. 
   
  Shayna will then put them ashore a short distance 
  from Zkulls’ camp.  As the PCs approach the camp, they 
  will stumble across Zkull having a private meeting with 
  Risade, a Scarlet Brotherhood sorcerer.  They have the 
  opportunity to take him out alone.   
   
  The players can then assault Zkull’s camp, where 
  they will have to deal with some crew and Zkull’s Sea 
  Witch, who will fight a fallback action while the 
  remainder gets the ship moving.  Shayna will catch the 
  fleeing ship, the PCs will earn her personal favor, and 
  she’ll give them a big cut of reward.  On the off chance 
  that the PCs do something to annoy Shayna, they will 
  earn her Grudge instead. 
  Introduction 
  Read the following to get things started: 
  Oldred is Nyrond’s second most important naval base. 
  Like many other parts of Nyrond, it is flourishing 
  under the new king, with a growing population of 
  22,000. Besides the large naval contingent, this is 
  home base for 500 hard-nosed militia and 300 king’s 
  troops who are rumored to be more loyal to the Duke 
  than the King. The atmosphere is menacing. Half-
  drunk naval troops looking for trouble are the 
  obvious sign of this.  The Oldred thieves’ guilds are 
  rumored to be exceptionally powerful, with their 
  hands in every vice, especially smuggling.  Though no 
  hard numbers are available, most people who know 
  anything about Oldred assume that smuggling is the 
  city’s primary industry.  With the thieves’ guilds so 
  powerful, nobody flaunts any wealth he wants to 
  keep. 
   
  You’ve been sampling the cuisine and spirits of 
  the Sea Wench, an establishment in Oldred’s dock 
  quarter, for some time now.  The adventuring bug has 
  been gnawing at you lately.  You need to find some 
  action.  Luckily for you, a fresh notice has been 
  posted on the signboard of the Sea Wench.  
  Adventurer’s Wanted, it says.  Several others seem to 
  have noticed the posted handbill, and you eye one 
  another appraisingly. 
  At this point, allow the characters to introduce 
  themselves to one another.  The handbill can be found as 
  Player Handout 1, and may be given to the players 
  (assuming one of them opts to take it).   
  Encounter 1:                                    
  A Pirate’s Life for Me. 
  It is afternoon by the time the PCs get the handbill.  At 
  this point, two things can (plausibly) happen.  One, the 
  PCs can go to bed and report to dock four the next noon.  
  Two, one or more PCs may opt to scope out the scene at 
  dock four tonight before reporting.   
  Scoping out the Scene 
   
   
   
  Scoping out the scene will allow the characters to see the 
  two ships, Renegade and Outrageous Fortune, just before 
  the Outrageous Fortune pulls out of port and heads east.  
  The Renegade is a black three-masted caravel that appears 
  well kept and ship-shape.  A Knowledge: Ships or 
  Profession: Sailor check DC 8 will reveal that the 
  Renegade probably carries a crew of about 20.  Sounds of 
  accordion music come from on board, accompanied by a 
  few rough singing voices. 
   
  Have the players scoping the Renegade make a 
  Knowledge: 
  Nyrond/Local, 
  Profession: 
  Sailor, 
  Knowledge: Geography, or comparable skill check at DC 
  15.  Give any PC who succeeds Player Handout 2 (details 
  on “Black Shayna” Wavesilver).  PCs with any sort of 
  naval or law enforcement background receive a +2 
  circumstance bonus on this check.  Any PC from a port 
  town on Relmor Bay gets an additional +5 bonus.   
   
  The Outrageous Fortune is similar in design to the 
  Renegade, though it is painted red and appears less well 
  kept.  Profession: Sailor checks (DC 15) made while 
  watching the Outrageous Fortune pull out of port reveal 
  that the crew is either new or drunk—the sails are raised 
  haphazardly, the helmsman apparently has trouble 
  getting the ship oriented properly, and so forth. 
   
  PCs may make Knowledge or Profession checks as 
  described above concerning the Outrageous Fortune as 
  well.  The same modifiers apply.  Give PCs who succeed 
  Player Handout 2a (details concerning “Silky” Trango). 
   
  The PCs cannot feasibly get aboard the Renegade 
  tonight.  If they ask, they will be told to come back 
  tomorrow after 11 bells.  Coming aboard a ship uninvited 
  and unannounced is a cardinal nautical sin (Profession: 
  Sailor DC 5 or Diplomacy DC 9 will reveal this), and 
  Shayna’s sailors won’t have it.  Any character caught 
  getting aboard (or trying to get aboard) tonight will be 
  escorted from the ship immediately and told not to come 
  back.  Any such character that shows up again tomorrow 
  won’t be allowed aboard.  For that character the 
  
  Run up the Colors 
   
  Page 5 
  adventure will be over.  Stats for Shayna’s crew can be 
  found in Appendix 1: the Renegade.  Shayna herself is 
  staying in a fine inn away from the docks, and will not 
  arrive back at the Renegade until 11 bells tomorrow 
  morning. 
  Reporting as Ordered 
   
   
   
  Arriving at dock four at noon the next day, the PCs (with 
  possible exceptions as listed above) will be welcomed 
  aboard by Shayna’s sailors, who are now expecting 
  company.  Read the following: 
  The docks of Oldred are always bustling.  Carts laden 
  with trade goods move in all directions, accompanied 
  by cursing teamsters and greedy-looking merchants.  
  Tax collectors are here in force, inspecting and 
  excising cargoes as they come and go.  This is a noisy, 
  dirty place of perpetual motion.   
   
  Dock four currently hosts two ships.  The first is 
  a nondescript barge that appears to be unloading a 
  cargo of baled wool.  The second appears much more 
  promising.  A sleek three-masted caravel, painted 
  black, with brass fittings polished to a deep glow, 
  rests comfortably against the pilings.  Below the 
  bowsprit is a carved figurehead of a woman in 
  swashbuckling clothing, the carved blade of her 
  rapier running beneath the bowsprit.  The nameplate 
  on the ship’s bow reads Renegade. 
   
  Two sailors armed comfortably with cutlasses sit 
  on barrels at the bottom of the Renegade’s gangway.  
  They stand and eye you appraisingly as you approach. 
  The two sailors (Eldem and Tainen, a half-elf and human 
  who claim to be brothers) ask the PCs’ business.  If 
  shown the handbill, they look the PCs up and down, 
  smile, and Eldem leads the way onto the deck, calling out 
  “Advent’rer’s fer Shayna comin’ aboard!”  Read the 
  following: 
  You recognize right away that this is no merchant 
  ship.  The crew appears ragged and lean, with a look 
  like a pack of hungry dogs.  All are armed, and all 
  wear a wary scowl.  Roughly two thirds are human, of 
  varying ethnicities.  The crew also looks to contain 
  several half-elves, a gnome or two, and a few halflings. 
    
   
  Moving to the front of the crowd is a well tanned 
  human woman of average build.  Her black hair is cut 
  sharply at the length of her chin, and held back by a 
  wide strip of red cloth.  She wears a canvas vest and 
  black silk pantaloons over bare feet.  At her hip rests a 
  rapier worn with the air of one who is well-versed in 
  its use. 
   
  This woman is the one who steps forward and 
  speaks.  “Welcome aboard the Renegade.  I’m Captain 
  Shayna Wavesilver, and this,” she sweeps out an arm 
  and indicates the pack of brutes behind her, “is my 
  crew.  I assume you’re here for the job?” 
  Stats for Shayna and her crew can be found in Appendix 
  1: the Renegade. 
   
  Have the players make a Knowledge: Nyrond/Local, 
  Profession: Sailor, Knowledge: Geography, or comparable 
  skill check at DC 15.  Give any PC who succeeds Player 
  Handout 2 (details on “Black Shayna” Wavesilver).  PCs 
  with any sort of naval or law enforcement background 
  receive a +2 circumstance bonus on this check.  Any PC 
  from a port town on Relmor Bay gets an additional +5 
  bonus.  If no one succeeds at the check, give the handout 
  to whoever rolled highest. 
   
  Shayna is hiring a boarding party.  She tells the 
  players she is going to be escorting a convoy, which is 
  ordinarily boring work, but there’s been some increased 
  pirate activity lately.  She wants to be ready, just in case. 
   
  The job will last from Oldred to Shantadern and 
  back, a cruise of about 6 days, depending on the wind.  
  The amount she’s paying per PC varies by APL: 
  APL2: 
    
  100   
  APL4: 
   
  200   
  APL6: 
   
  300 
   
  APL8: 
   
  400  
   
  This is not a negotiable fee.  She’s getting funding for this 
  from the duchy, and that’s her allowance.  Since it’s not 
  her money, she has no problem offering the PCs all of it.  
  If the PCs balk at the offer, Shayna will let them know 
  that if they hire on they will be part of the crew, and 
  therefore eligible for a cut of any prizes the Renegade 
  may take while at sea.  Assuming the PCs accept her offer, 
  she barks: 
  “Kosan! Garom!  Get our new boarders cleaned up and 
  bunked in!”  Shayna smiles pleasantly at you as the 
  sailors hop to.  “We’ll talk again over dinner, once 
  you’ve gotten acquainted with the ship and crew.” 
  Kosan is a wiry shirtless Suel with his hair in a long braid. 
   He and Garom will fix the PCs up with a place to bunk 
  and volunteer to show them around.   
   
  Sense Motive checks (DC 15) reveal that Kosan and 
  Garom are loyal to Shayna, and obey more out of respect 
  than fear.  They know what the crew knows (see below).  
  Kosan and Garom will, of course, only volunteer 
  information if they are adequately role-played with.  If 
  the PCs are content to keep to themselves, Kosan and 
  
  Run up the Colors 
   
  Page 6 
  Garom will see that they are comfortable and then leave 
  them alone.  The PCs have the rest of the day to relax 
  aboard the ship and interact with whomever they choose, 
  or to do some last-minute shopping for supplies they may 
  think they’ll need.  They are reminded to be back by six 
  bells to dine with the captain.  See Appendix 1 for stats 
  and names for Shayna’s crew. 
  The Crew knows the following: 
  • 
  The Renegade is to escort a trio of merchant ships to 
  Shantadern.   
  • 
  What the merchanters are hauling is unknown, but 
  various sailors have overheard comments about wool 
  and rope.   
  • 
  No one is expecting much action this time out, and 
  most are disappointed. 
  • 
  Shayna is operating under a Letter of Marque from 
  the crown of Nyrond.  Her Letter states that she can 
  freely raid shipping of Nyrond’s enemies, and can 
  hunt pirates for Royal bounty.  It is also an effective 
  amnesty for past piracy on Shayna’s part.   
  • 
  Shayna’s Letter will expire at the end of CY 595.  At 
  that time she will probably return to her old pirating 
  ways.  
  • 
  The duchy of Korenflass made the hiring of boarders 
  part of Shayna’s letter of marque, so she’s contract-
  bound to bring outsiders on board every time she 
  puts out of port.   
  • 
  Captain Trango of the Outrageous Fortune is also 
  operating under a letter of marque, but he hired 
  some old friends and put out to sea early.  This sort 
  of thing is Trango’s stock in trade. 
  • 
  Captain “Silky” Trango is a crazy gnome with a flair 
  for the dramatic and a reputation for grand 
  adventures that get people killed.  His crew tends to 
  be a collection of drunken loonies, and the PCs are 
  much better off having signed on with the 
  Renegade. 
  • 
  Shayna and a pirate named Zkull One-Eye have been 
  dancing warily around each other for some time 
  now. 
  • 
  They think Shayna’s got a plan for dealing with 
  Zkull, but don’t know anything concrete. 
  At six bells that evening the PCs will be summoned for 
  an early dinner with Shayna.  This meal will be eaten on 
  the aftcastle topdeck, where a table and chairs have been 
  set up.  There is space for the PCs, Shayna, and her first 
  mate, Alek (his full name’s “not important”—he is an 
  outlaw, after all) who sports a prosthetic hook where his 
  left hand should be (he uses it to spear meat from the 
  platter).  The meal is excellent, (Braised beef medallions 
  with artichoke hearts in a shallot cognac vinaigrette, 
  accompanied by a marvelous Urnstian burgundy wine; 
  Shayna lives well).  If asked, Shayna will explain with a 
  wink that tonight’s bounty comes to the Renegade’s 
  Captain’s table courtesy of a “generous” Onnwallish 
  merchanter.  If asked about the cook, Shaina will 
  summon Zodigo, her halfling chef and ship’s cook.  
  Zodigo will graciously accept praise for his work, but will 
  excuse himself quickly, as he must see to the crew. 
   
  Role-play this encounter to the hilt.  Shayna and 
  Alek are good, witty company, and gracious hosts.  
  Shayna will keep conversation going by asking the PCs to 
  relate their adventures, and will ask clarifying questions 
  with genuine interest.  Alek uses nautical metaphors and 
  expressions when discussing everything, and sometimes 
  talks himself into a corner that Shayna laughs him out of. 
   
  Shayna and Alek know as much as the rest of the 
  crew (see above).  Feel free to insert whatever other 
  rumor(s) you choose.  These are career sailors, used to 
  telling wild tales with no basis in fact. 
   
  When dinner winds down, Shayna and Alek will bid 
  the PCs good evening.  By now it will be dark, and there 
  are tasks that must be completed for the night watch.  
  The PCs are expected to hit the sack.  If they don’t, 
  members of the crew will quietly tell them to do so.  It is 
  possible that some PCs may have skills relevant to the 
  workings of a sailing ship (Profession: Sailor is the most 
  obvious, though Profession: Boatman isn’t too far off.  
  Craft: Carpentry is extremely useful aboard ship.  Others 
  may apply at your discretion).  Should a PC possess such a 
  skill and volunteer to use it, he is told to go to bed for 
  now, and will be put to work tomorrow. 
  Encounter 2:                               
  Over the Bounding Main. 
  At dawn, the Renegade pulls out of port with the three 
  merchanters, Chaythard, Honorable, and Darter.   They 
  are soon on Relmor Bay proper, heading west with both 
  the wind and the sun at their backs.  PCs who choose to 
  help aboard the ship are welcomed, though tasks like 
  lookout duty are reserved for “reg’ler” members of the 
  crew that everyone knows and trusts.  Hauling lines (the 
  nautical term for ropes) is always appreciated—many 
  hands make light work. 
   
  Conversation today will reveal that the sailors are 
  disappointed in the speed of the merchanters.  The 
  Renegade is a faster vessel, and does a lot of maneuvering 
  while the merchanters sail straight ahead.  The day is 
  
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  Page 7 
  long and tiring, but the crew is generally fun to be 
  around.  Should the PCs really be getting into the 
  roleplaying of being on a sailing ship, and time permits, 
  feel free to introduce them to the sea shanties in 
  Appendix 3. 
   
  This day exists for roleplaying.  Let the PCs interact 
  with the crew as much or as little as they see fit.   
   
  When evening falls, the ships anchor for the night.  
  The land is little more than a dark line on the northern 
  horizon, as it has been all day. 
   
  Read the following: 
  The watch changes as the Renegade and her three 
  charges anchor for the night.  The land is little more 
  than a darker line on the dark northern horizon.  The 
  bosun pipes the tune for supper, and the crew lines 
  up rapidly, producing a motley assortment of eating 
  utensils.  Dinner is a rowdy affair wherein the crew 
  members eat quickly while shouting insults at each 
  other (“Harpy Licker! Bilge Rat!”).  After the meal, the 
  night watch heads to their posts, and the day watch 
  heads belowdecks to string their hammocks and get 
  some sleep.  It has been a long day, and the crew has 
  been looking forward to some rest. 
   
  As you contemplate turning in yourself, you 
  catch sight of Garmon, who opens his vest slightly to 
  show you his pipe and smoking supplies.  He gives 
  you an invitational look which turns into a bug-eyed 
  expression of horror as a pair of thin ropes sail over 
  the rail to loop around his shoulders.  He barely has 
  time to yelp before he is jerked over the side.  You 
  (and everyone else) hear him splash into the sea.  A 
  split-second later, the deck erupts in motion as 
  several fishman creatures bound over the rails with a 
  croaking battle cry! 
  A group of Sahuagin raiders have been tracking the 
  convoy all day, watching movements and counting 
  crewmen.  They have decided to run a smash-and-grab 
  attack, simultaneously hitting all four ships.  Many 
  Sahuagin climb aboard, but Shayna’s crew will deal with 
  most of them.  The PCs will have to deal with others as 
  follows   
  APL 2  (EL 2) 
  � 1 Sahuagin (hp 11), see Monster Manual pg. 217 
  APL 4  (EL 5) 
  � 2 Sahuagin (hp 11 each), see Monster Manual pg. 217 
  � 1 Medium Shark (hp 16), see Monster Manual pg. 279 
  APL 6  (EL 6) 
  � 3 Sahuagin (hp 11 each), see Monster Manual pg. 217 
  � 1 Large Shark (hp 38), see Monster Manual pg. 279 
  APL 8  (EL 8) 
  � 6 Sahuagin (hp 15 each), see Monster Manual pg. 217 
  � 1 Huge Shark (hp 65), see Monster Manual pg. 279 
  Tactics: The Sahuagin tactics work in slightly different 
  ways by APL.   
  • 
  At APL 2, the party will face a single Sahuagin 
  warrior.  He will have used a winch crossbow (see 
  Appendix 2, or Masters of the Wild, pg. 26) to 
  entangle Garom and yank him into the sea.  The 
  Sahuagin will then leave him (since he can come 
  back for him later), climb aboard, and engage the 
  party.   
  • 
  At APL 4, there are two Sahuagin raiders, and a 
  single medium shark. One raider uses his winch 
  crossbow on Garom, and the other readies an action 
  with a second winch crossbow to shoot at whichever 
  PC looks over the rail first.  The Sahuagin at APL 4 
  will fight their two victims, fleeing after their two 
  targets are dead.  See Appendix 1 for rules on combat 
  in and under the water.  Garom had the wherewithal 
  to take a full breath on his way off the ship.  Assume 
  that any PC entering the water has also taken a full 
  breath, as discussed in the drowning rules (DMG pg. 
  304).  Garom will hold his breath and take a Full 
  Defense every round until he drowns or is killed. 
  • 
  At APL 6, there are three Sahuagin with winch 
  crossbows waiting to yank people into the water.  
  They have a single large shark with them. 
  • 
  At APL 8, two Sahuagin lurk in the water with a 
  single huge shark, and four raiders leap over the rail 
  on the other side. 
  The shark is only barely controllable by the Sahuagin, 
  and will move to attack anything bleeding.  In practice, 
  this means that a shark will attack the closest wounded 
  character first, followed in priority by the last character to 
  attack it, and if these do not exist, attacking a wounded 
  Sahuagin.  If no one is wounded and it is not being 
  attacked, it will attack the nearest unengaged non-
  Sahuagin.   
   
  Note: that any PC who dies in the water and goes 
  unrecovered cannot be Raised or Resurrected. 
   
  PCs are welcome to jump into the water to pursue, 
  and if they do, they have a chance to save Garom (and 
  others at the higher APLs).  In the water the sahuagin are 
  more confident in their surroundings, and so will stand 
  
  Run up the Colors 
   
  Page 8 
  and fight, though they will not use their Blood Frenzy 
  ability.  Remember to apply the appropriate modifiers to 
  the PCs for fighting in water (see Appendix 2 on water 
  combat).  
   
  If engaged in the water, a sahuagin will drop any 
  victim it may be dealing with in order to fight (it can 
  always retrieve the body later).  Use the buoyancy rules in 
  Appendix 1 to determine what happens to a dropped 
  victim. 
   
  Should they lose three quarters of their number (or 
  one at APL 4), or after four rounds, the sahuagin will flee 
  whether they’ve made a kill or not.  They will dive 
  straight down off the ship, and so cannot be feasibly 
  tracked. 
   
  Once the sahuagin have been driven off, Shayna will 
  send out boats to the merchanters and take stock.  
  They’ve been hit, too, and each lost some crewmen.  The 
  ships themselves are fine, but now they’re shorthanded.  
  This means they will move slower, which will make the 
  trip that much longer. 
   
  It is assumed that one or more of the PCs will acquit 
  themselves well and act in a brave fashion during this 
  battle.  Shayna will slap such PCs on the back and make 
  comments about liking people who earn their keep. 
   
  Should the PCs save Garom, he will give each of the 
  PCs one of his pipes (he has several). He will also swear a 
  life-debt to whichever PC or PCs (if any) was 
  instrumental in his rescue. 
   
  The rest of the night will be uneventful. 
  Encounter 3:                        
  Flotsam and Jetsam. 
  The next day at about noon, read the following: 
  While you stand on deck, you hear “Ship Ahoy!” from 
  the crow’s nest.  Moving to the rail, you see what 
  appears to be the dead hull of a ship, listing slightly 
  amid the floating wreckage of its masts and sails.  A 
  thin wisp of smoke curls from within the wreck, and 
  a few figures can be seen waving in distress. 
   
  Shayna gives orders to close alongside to take on 
  passengers, and then turns to you.  She seems about 
  to say something, then shakes her head slightly, then 
  says “Be ready” before moving further down the deck 
  to give more orders. 
  The Renegade will pull into the wreckage and pick up 
  the surviving sailors.  The remnants of the crew reveal 
  that their ship, the Nadaja, was attacked by the dread 
  pirate Zkull One-Eye.  The Nadaja was a fast courier 
  carrying light but valuable cargo, and had hoped to be 
  moving too fast to be found by pirates in these waters.  
  Most of the crew was slaughtered in the nighttime attack, 
  and a fair volume of cargo was stolen.  The sailors just 
  want to get back to Shantadern. 
   
  PCs with appropriate skills (Profession: Sailor, 
  Knowledge: Nyrond/Local, Knowledge: Geography, etc.) 
  may remember some information about Zkull.  With a 
  DC 10 check, give the PCs Player Handout 3 (details on 
  Zkull One-Eye).   
   
  The sailors tell a horror story of a confused brawl in 
  the dark with over a hundred screaming orcs.  One has 
  the following specific story to tell: 
  They attacked us in the first half of the night, raking 
  the deck with arrows before ramming us.  That’s 
  right, they rammed into us hard and just ran on 
  board.  Hundreds!  It was like the sea, only it was 
  alive, I tell ya!  And Zkull hisself, what a sight HE 
  was! 
   
  He must be seven feet tall, built like a mountain, 
  with a huge scar running down one side of his face.  
  And a patch where whatever made the scar took out 
  his eye.  He waz swingin’ a gigantic curved sword 
  with a black blade.  I was standing right next to me 
  mate Ageb when Zkull carved him from neck to 
  nethers.  Zkull was shoutin’ and bellowin’ like a mad 
  bull, and didna even slow down!  I jumped right over 
  the side, I did.  Jumped over the side with the half of 
  ol’ Ageb what fell that way.  It was like a nightmare. 
  The sailor, Heech, is either embarrassed or saddened by 
  the last line of his story, and shuts up after that. 
   
  Unless the PCs suggest it first, Shayna will order that 
  the survivors be divvyed among the merchanters in order 
  to fill their crews back out.  She will also give orders for 
  extra lookouts and then retire to her cabin, obviously 
  preoccupied.  She will accept no visitors until dinner. 
  Encounter 4:  Here’s the Deal. 
  At dinnertime, the PCs are again invited to dine with 
  Shayna and Alek on the aftcastle deck.  The meal is again 
  excellent:  broiled swordfish over polenta with mint-
  cucumber chutney, a pleasantly light dish accompanied 
  by a fine white Riesling-wine from Dyvers.  Shayna and 
  Alek are pleasant, but Sense Motive checks (DC12) reveal 
  that Shayna seems to be wanting to say something, but 
  unsure of either her topic or her timing.  If a PC calls her 
  on it, proceed to the narration below.  If no one says 
  anything, Shayna makes her offer once the meal is over.   
   
  Read the following: 
  
  Run up the Colors 
   
  Page 9 
  “Zkull One-Eye is a menace.  We’ve never gotten 
  along, and all that’s kept him from sending the 
  Renegade to the bottom is that I’ve never given him 
  the opportunity.  He’s one of the reasons I went 
  respectable.” 
   
  “I need to get rid of Zkull, plain and simple.  He’s 
  gotten much greedier, and much bolder lately.  He’s 
  taking more than his share of trade on the Bay, and 
  he’s scaring merchants into shipping overland.  That’s 
  not so big a problem right now, mind you, but 
  eventually it will get irritating.” 
   
  “While I’ve got my letter of marque and I’m still 
  all nice and legal, I’d like to put Zkull down and 
  collect the bounty.  You see, there are a number of 
  bounties on his head.  Nyrond’s got one.  Ahlissa’s got 
  one.  Even Onnwal’s got one.  He’s that bad.”   
   
  “Unfortunately, I can’t take him in a straight 
  fight.  He’s dangerous enough on the sea anyway, and 
  he’s got some dried-up old hag of a sea witch that 
  likes blowing holes in ships.  She’s some kind of 
  wizened old something.  A shaman or something.  
  She might have been an orc once.  Then again, she 
  might have been a Kuo-toa or Sahuagin once.  
  Whatever she is, she’s dangerous.” 
   
  “Since I can’t out-fight him, I need to out-think 
  him, and believe me when I say that’s no easy task.  
  Zkull’s a wily bugger, and he’s got plans for just about 
  every contingency.  Except one.” 
   
  “Zkull likes to run to his supply caches after he 
  makes a hit.  He’s got little camps all over Relmor 
  Bay, which makes him the devil to track—he never 
  runs to the same place twice.  But I’ve been thinking 
  about this long enough to track down his hideouts in 
  this area, so I have a rough idea of where he could be 
  this time.” 
   
  “What I need to do is force an unexpected 
  confrontation that will either take him out on shore, 
  or make him jump back onto the Bay too soon.  If I 
  can engage him while he’s in a hurry, I can probably 
  send his flea-bitten green hide to the bottom.” 
   
  “Unfortunately, I don’t have the manpower to 
  send a group ashore—it would leave me shorthanded 
  if he takes to the Bay, and I can’t take that kind of 
  risk.  YOUR group, on the other hand, looks like just 
  what I’ve been needing.  What do you say?  I’ll get 
  you to him, you help me kill him, and we’ll split the 
  bounty.  How ‘bout it?” 
  The bounty on Zkull stands at a significant combined 
  amount (some from Nyrond, some from Ahlissa, and a bit 
  from Onnwal).  Refer to the treasure summary for further 
  details. 
   
  Shayna’s in a unique position, as are the PCs.  The 
  exact individual sums aren’t important, as Shayna knows 
  who to talk to and what to do to collect on all the 
  bounties.   
   
  Assuming they agree (or want to know more), 
  Shayna says the following: 
  “I’ll need you to do two things.” 
   
  “First, I’ll put you ashore in Blind Gull Cove.  It’s 
  a little hidden community that serves less-than-legal 
  shipping in this region.  I know an old seadog that 
  knows all the goings-on, and he’ll be able to tell you 
  what Zkull’s been up to lately.  I would go in myself, 
  but since I’m ‘respectable’ right now, I wouldn’t be 
  welcomed.  You people are unknowns, and can use 
  my name.  Say you sailed with me a while back and 
  you’re looking to hook up with Zkull now that I’ve 
  ‘sold out.’  My contact should be able to point us in 
  the right direction.” 
   
  “Once you find out where Zkull’s at, you’ll act as 
  a flanking group to flush Zkull out onto the bay 
  where I can take him.  Of course, if you can kill him 
  on shore, so much the better.” 
  PCs might ask about the fate of the merchanters while 
  Shayna makes this little side trip.  She says that the 
  Renegade sails much faster than the merchanters, and 
  should be able to make this trip in a day, maybe two.  
  Besides, her letter of marque places higher priority on 
  fighting pirates than it does on protecting shipping.  
  Getting Zkull off the bay is much more important than 
  the cargoes of those three ships.   
   
  Besides that, what’s the government going to do?  
  Take away her letter?  It will be expiring soon anyway.  
  PCs who suggest criminal prosecution will be lightly 
  scoffed at.  Shayna thinks the Nyrond government’s got 
  bigger fish to fry than jailing her, and if she and the PCs 
  can get rid of Zkull, any problem the government may 
  have with her leaving the convoy unprotected will be 
  quietly forgotten. 
   
  It is possible that the PCs will find the leaving of the 
  convoy unacceptable.  Should this happen, for whatever 
  reason, use the following ideas.  Some of these can be 
  made available through appropriate Knowledge checks, 
  and some can probably just be told to the players directly. 
  Lawful people: 
   
  The PCs hired on with Shayna's crew, and serve 
  under her sole command.  She's free to carry out her 
  duties as she sees fits, and is the sole authority while the 
  
  Run up the Colors 
   
  Page 10 
  PCs are on her vessel.  Although leaving the 
  merchantmen is not exactly a lawful act, it's Shayna who 
  will ultimately take responsibility.  She's asking for their 
  help (and giving pay) as a courtesy, and anyone who 
  doesn't want to follow her orders is welcome to spend the 
  rest of the voyage confined to quarters. 
  Chaotic people: 
   
  Serving a greater good.  And gold!  ‘Nuff said. 
   
  Should the PCs press with decent arguments, have 
  the PC doing most of the talking make a Diplomacy 
  check DC 12+(2xAPL).  Shaina is desperate for this 
  chance to be rid of Zkull (Sense Motive DC 13 will reveal 
  this), and is therefore hard to convince. 
   
  If the Diplomacy check succeeds, Shayna will 
  grudgingly consent to bringing the merchanters along.  
  She will express grave reservations about her ability to 
  catch Zkull, but will go along with it.  In return, however, 
  she will demand a 50-50 split of the reward, regardless of 
  how the PCs fare on shore with Zkull (if they even find 
  him). 
   
  If the Diplomacy check fails, Shayna will absolutely 
  refuse to bring the merchanters along.  The chance at 
  Zkull is too great a prize to lose because of slow ships. 
   
  It is possible, depending on the makeup of the party, 
  the information they may or may not have gathered, and 
  the flow of the negotiations, that they will refuse to help 
  Shayna.  Her motives are less than completely honorable, 
  after all—she wants Zkull dead so her own pirating 
  cruises will have better pickings.  If the party is balking 
  for this or similar reasons, Shayna will explain (or re-
  explain) that Zkull is a mad dog who should be put down 
  before his body count climbs even higher.  Even if the 
  PCs are leery of helping her, she will say, they should do 
  it anyway, as the greater good of the Relmor Bay area is 
  well-served by getting rid of Zkull. 
   
  If the party persists in their refusals, Shayna does not 
  press.  She hired them to do a job, and will hold up her 
  end of the bargain.  The ships reach Shantadern, reload, 
  and return to Oldred without incident.  Shayna will be 
  polite but not overly friendly for the remainder of the 
  cruise.  The adventure is over; proceed to the treasure and 
  experience summaries and voting.   
   
  Should one or more PCs be foolish enough to 
  directly challenge Shayna’s authority on board, she will 
  have them confined.  Resisting the entire crew is suicidal, 
  and the adventure will be over for the character in 
  question.  At the DM’s discretion, Diplomacy checks (DC 
  25, no APL modifier) will allow the offending character 
  to be freed to participate in the adventure, but that 
  character will earn “Black Shayna’s Grudge” as explained 
  on the AR, regardless of the outcome of the adventure. 
   
  If the party becomes abrasive or abusive during their 
  negotiations with Shayna, she will put them ashore at 
  Shantadern, and the party will earn Black Shayna’s 
  Grudge, as listed on the adventure certificate. 
   
  Keep in mind that the decision has to be made now, 
  during this encounter.  Waiting until the return trip will 
  place Zkull in one of too many possible hideouts.  Even 
  Bhurr (Shayna’s contact) won’t know where the orc went. 
  Encounter 5:                            
  Avast, ye Scurvy Scum! 
  Assuming the party accepts Shayna’s offer, she will 
  immediately order a change of course to Blind Gull Cove. 
   She will then explain the first part of her plan.  Read the 
  following: 
  Blind Gull Cove isn’t on any map, but most pirates on 
  Relmor Bay know how to get there.  The community 
  serves those plying illegal professions on the Bay, and 
  contains everything the enterprising criminal needs 
  to continue in his, or her, illicit exploits.  It’s not a 
  nice place, but it’s an important place.  You’ll need to 
  be cautious. 
   
  As I said, I can’t show my face in the Cove right 
  now, since I’m operating under Royal Marque.  Alek 
  will take you ashore when we arrive and tell you how 
  to walk to the Cove.  You’ll need to think of a story.  I 
  suggest you say you used to sail with me, but when I 
  “sold out” you jumped ship, and now you’re looking 
  for a real pirate, like Zkull, to splice up with.  Nobody 
  should ask too closely.  Nobody in the Cove wants 
  anybody prying into their business, so they don’t pry 
  into anybody else’s. 
   
  When you get to the Cove, find the ‘Vulture’s 
  Roost’.  It’s an inn that caters to older pirates who are 
  usually too injured to sail.  At the Roost look for 
  Bhurr.  He’s a salty old dog of a dwarf who knows 
  everything going on in this area of the Bay.  If anyone 
  knows where Zkull can be found, it’ll be Bhurr. 
   
  Find out from Bhurr where Zkull’s hiding, and 
  then get back to the ship double-quick.  Zkull doesn’t 
  stay anywhere for long, and if we want to catch him 
  we’ll need to move fast. 
   
  And mind yourselves in the Cove.  The place can 
  be a little rough. 
  Shayna’s told the PCs pretty much all they need to know. 
   They have until midnight (about five hours) to prepare 
  
  Run up the Colors 
   
  Page 11 
  themselves for the trip.  If there are obvious spellcasters 
  in the party, Shayna will suggest that they stay aboard 
  and get the rest they need, while the rest of the party goes 
  to the cove. 
   
  At midnight, read the following: 
  By midnight, the Renegade nears shore, and drops 
  anchor.  Shayna orders the cutter launched, and gives 
  you a map of the area for Bhurr to mark the camp’s 
  location on.  Alek takes your group aboard the cutter 
  with a crew of rowers.  After a good half-hour of 
  pulling, you reach the shore.  Alek lets you out, and 
  gives you directions. 
   
  His directions prove accurate.  After a half-hour 
  of walking you are looking down into a rocky cove, 
  which would be nearly invisible to any ship that 
  wasn’t heading straight into it.  A narrow track in the 
  rock appears to be the only way down, and it must be 
  traveled single-file.  The track winds down to sea 
  level, and ends at the entrance to a massive sea cave.  
  Within the cave, you can make out the lights of a 
  town and the silhouettes of a pair of moored ships.  
  This has got to be it.  Blind Gull Cove. 
  Blind Gull Cove is actually on the Nyrond Mainland, 
  located in a trackless piece of wilderness with too little 
  vegetation for gazing, and too rocky a coast for fishing 
  villages.  Given the manner in which they approach, 
  Blind Gull Cove will be impossible for PCs to find again.  
  Details on Blind Gull Cove can be found in Appendix 3: 
  Blind Gull Cove. 
   
  The sounds of faint music can be heard coming from 
  the town.  As characters get closer, they will find that 
  things are swinging.  Two full pirate crews (their ships, 
  the Beautiful Emlina, and the Wicker Man, are docked 
  here) are in port to drink away their recent spoils.  There 
  are people everywhere in various stages of jolly 
  inebriation. 
   
  In fact, two ships in port makes for a fast and furious 
  marketplace.  Should the PCs choose to do so, they can 
  find any mundane item listed anywhere in the Player’s 
  Handbook for sale in Blind Gull Cove, but at twice the 
  listed price (having this many moneyed pirates around 
  has driven prices through the roof).   
   
  Some quiet direction-asking (Gather Information 
  DC 10) can lead the PCs to the Vulture’s Roost.  Read the 
  following: 
  The building itself looks like a slouching sailor.  The 
  walls are warped slightly from lack of maintenance in 
  the sea air, giving the place an arthritic look.  There is 
  no front door.  Instead, a curtain of vertical bead-
  strands hangs in the doorway.  Sitting outside is a 
  wizened old woman selling what appears to be dried 
  rats strung on bits of thin rope.   
    
  Inside, the air is thick with the smoke of a 
  driftwood fire in the hearth.  A pair of crusty-looking 
  old men are playing a dart game off to one side.  A trio 
  of elderly halflings are slumped over a table snoring 
  off a drunk.  A wild-eyed half-elf is sitting in a puddle 
  (the exact makeup of which is better left unsaid) in a 
  corner, muttering incoherently to himself.  Sitting at 
  the rudimentary bar is a weatherbeaten old coot of a 
  dwarf.  The dwarf has no hair left on top of his head, 
  but he has grown the side fringes long enough to pull 
  into a short pigtail.  His eyes squint from within a 
  face so weathered it looks like leather.  He has a 
  pegleg, and a total of three teeth (that don’t meet).  
  The bartender looks like he’s taken one too many 
  punches to the face.  Behind and above the bar is a 
  crude sign, painted with the words “No Wippens”.  
  This is supposed to mean “no weapons,” as the bartender 
  will explain if asked, but the spelling is a little 
  ambiguous.  The bartender is totally incapable of 
  enforcing this edict, however, and no one else in the bar 
  cares one way or the other. 
   
  The merchant outside is Della, an ancient barmaid 
  who can’t work anymore because she can’t walk.  Her son 
  traps rats, and the pair dry them and sell them as lucky 
  charms for 5 coppers each.  She is a kindly old woman 
  who calls everyone “dearie” and honestly believes her rats 
  are lucky.  She can only count to five, so PCs trying to use 
  larger denominations of coin must explain monetary 
  exchanges to her.  She knows nothing about Zkull. 
   
  Inside, no one is interested in talking to the PCs 
  under any circumstances.  Other than Bhurr, only the 
  dart throwers are coherent, and they get quiet and sullen 
  if approached.  The dwarf is in fact Bhurr, but he will 
  only deal with the characters if they buy him a drink.  All 
  the Vulture’s Roost has to drink is bad ale, and it sells for 
  one silver piece per mug (prices throughout the Cove are 
  incredibly inflated, since the pirates who come through 
  usually have money to burn—Diplomacy or an 
  appropriate Profession skill DC 10 can remind PCs of 
  this).  Throughout Bhurr’s conversation with the PCs, he 
  will constantly ask for another drink, consuming a total 
  of ten by the time he’s done (one gold piece’s worth of ale 
  here).  Note that this money spent on ale is not included 
  in upkeep, and must be marked on the AR. 
   
  Bhurr is readily communicative once he’s drinking.  
  He accepts the PCs story grudgingly, whatever it is.  He’ll 
  answer most any question the PCs ask.  He knows where 
  Zkull is, and can give the PCs directions to the exact 
  location.  He thinks Shayna’s probably smart to get 
  
  Run up the Colors 
   
  Page 12 
  herself a letter of marque and some amnesty, but he won’t 
  say that very loud.  He thinks Zkull’s a bloodthirsty 
  maniac, and counsels the PCs against getting involved 
  with the orc even as he gives them directions to the 
  hideout.   
   
  Other than that, feel free to improvise.  Bhurr will 
  never admit he doesn’t know an answer to a question.  If 
  he doesn’t know, he makes up something plausible.  
  Bhurr does not know how Zkull sets up his camps (i.e. 
  how he posts sentries, guard rotations, etc.), but he won’t 
  admit his ignorance, instead making up schedules and 
  layouts. 
   
  Assuming the PCs play nice in the Cove, get their 
  information, and get out, their trip is without violence.  
  The current population of the Cove is having a good time, 
  and no one is looking to pick a fight.  However, on the 
  way out of the cove, a pack of bully boys will menace the 
  PCs with broken bottles and belaying pins, and the PCs 
  will need to talk them down, buy them ale (at 10gp times 
  the APL), or dispatch them quickly and then run for it 
  before the entire drunken community joins in for the fun 
  of it.  
  APL 2 (EL 2) 
  � 2 Human male Ftr1 (hp 12), see Appendix 3. 
  APL 4 (EL 4) 
  � 4 Human male Ftr1 (hp 12), see Appendix 3. 
  APL 6 (EL 6) 
  � 6 Human male Ftr1 (hp 12), see Appendix 3. 
  APL 8 (EL 8) 
  � 8 Human male Ftr1 (hp 12), see Appendix 3. 
  Assuming the characters either avoid or quickly deal with 
  trouble, getting back to the ship happens without 
  incident. 
  Encounter 6:                         
  Putting Down a Dog. 
  Finding Alek and getting back to the Renegade takes an 
  hour.  Shayna accepts their information excitedly, and 
  orders the appropriate course to be set.  They will arrive 
  in the area of Zkull’s camp a day after they return, just 
  before Dawn (about five bells in the morning).  This 
  means the party will have a day to rest before going after 
  Zkull. 
   
  Read the following: 
  You are taken ashore in a ship’s boat crewed by Banin, 
  a halfling lookout from Onnwall, and Onia, a burly 
  human Shield Lander woman, who actually does the 
  rowing.  Banin whispers to you as you disembark on 
  the spit of beach where they pull up. 
   
  “If that old tosser Bhurr was tellin’ true, ol’ One-
  Eye’s camp should be just about a mile and a half west 
  of here.  We’ll wait for you on the bay, and watch for 
  Zkull’s ship.  When it heads out, we’ll come in and 
  pick you up.  If you lot aren’t there, we’ll push off and 
  try to link back up with the Renegade alone.  Shhh, 
  and I’ll be wishin’ ye good luck.” 
   
  This is a forbidding region of the Nyrond coast.  
  The ground is swampy and soft, making walking 
  difficult.  Vines and other undergrowth are 
  everywhere, snaking through the stagnant pools of 
  water and between the swamp-trees.  This is the 
  perfect place to hide if you never want to be found. 
  Riding animals larger than dogs cannot be effectively 
  ridden on the ground here.  It is too soft, and the 
  undergrowth too dense.  In fact, the combination of 
  muck and undergrowth makes charging impossible, and 
  reduces normal foot movement to half rate. 
   
  As the PCs move toward the camp they will stumble 
  across Zkull having a private meeting with a sorcerer 
  named Risade.  An imperious-looking Suel man, Risade is 
  an emissary from the Scarlet Brotherhood, and is meeting 
  with Zkull to discuss smuggling operations.  Specifically, 
  Risade wants to contract with Zkull to smuggle poisoned 
  liquor into Oldred, for reasons that will be explained in 
  later scenarios. 
   
  Tactically, this encounter can play out in two very 
  different ways.  Parties being stealthy will become aware 
  of Zkull and Risade at the same time Risade’s familiar 
  spots the party and warns the pair.  No surprise is gained, 
  and the fight will begin immediately with a distance of 
  50’ between Zkull and the lead PC. 
   
  The PCs have the opportunity to take Zkull out 
  alone, and he will fight to the death.  Risade will use his 
  spells to support Zkull, so long as Zkull can be kept 
  between himself and attacking players.  If this becomes 
  impossible, he will flee, using his Potion of Invisibility if 
  needed.  If captured through some heroic means, Risade 
  will reveal nothing more than is listed above.  His Scarlet 
  Brotherhood conditioning borders on geas-strength 
  mind control, and he cannot be induced to reveal his true 
  mission, no matter the method. 
  APL 2  (EL 4) 
  � Zkull One-Eye, Ftr2 (hp 26), see Appendix 4. 
  � Risade, Sor1 (hp 5), see Appendix 4. 
  APL 4  (EL 6) 
  
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  Page 13 
  � Zkull One-Eye, Bbn1/Ftr3 (hp 53), see Appendix 4. 
  � Risade, Sor4 (hp 17), see Appendix 4. 
  APL 6  (EL 8) 
  � Zkull One-Eye, Bbn1/Ftr5 (hp 75), see Appendix 4. 
  � Risade, Sor6 (hp 25), see Appendix 4. 
  APL 8  (EL 10) 
  � Zkull One-Eye, Bbn1/Ftr6 (hp 86), see Appendix 4. 
  � Risade, Sor9 (hp 36), see Appendix 4. 
  Parties not being stealthy (or taking the tack: We’ll just 
  move as fast as we can until we get close to the camp, and 
  then we’ll get stealthy), will be surprised by Zkull and 
  Risade, who will have been alerted by the familiar and 
  will have had two rounds to prepare.  Risade will use his 
  spells to boost and support Zkull.  Zkull and Risade will 
  both be hiding, and Zkull will break from cover and 
  attack the LAST character in line, assuming that those in 
  the rear are not the front-line fighters, and so can be 
  brought down faster. 
   
  The PCs will need to bring something significant 
  (like Zkull’s head) back with them so Shayna has bounty 
  proof. 
   
  Zkull’s 
  possessions 
  include 
  ‘Da 
  Bleeda, 
  his 
  monstrous falchion, a number of mundane items of 
  jewelry, and a small sack.  Within the sack are 200 gold 
  coins of Onwallish make, and a note.  The note is a 
  shipping schedule, indicating times and places for the 
  delivery of shipments.  The places listed are in Oldred, 
  and are all pleasure houses in the garden district. 
  Encounter 7:  Hammer and 
  Anvil. 
  Once Zkull is dispatched, the players can move on to 
  Zkull’s camp, where they will have to deal with some 
  crew and Zkull’s Sea Witch, who will fight a fallback 
  action while the remainder gets the ship moving.  Details 
  on Zkull’s camp and it’s inhabitants can be found in 
  Appendix 5. 
   
  Hopefully, the characters will have learned the value 
  of stealth after their fight with Zkull.  They may also be 
  hurt, or have used a number of spells, and should be more 
  cautious as a result. 
   
  Zkull, ironically, does not post sentries.  He is 
  confident in the secrecy of his camps, and has his people 
  moving fast loading his ship, ‘Da Crawsbones, with crates 
  of fine wines and other liquors. 
   
  Zkull’s current sea-witch is a sahuagin priestess 
  named Igdel.  She is a priestess of Sekolah (the sahuagin 
  deity), and uses her knowledge to help Zkull.  She plans 
  to eventually sacrifice Zkull and his entire crew to 
  Sekolah, but for now is content to sow death and discord 
  at his side.  
   
  At lower APLs, Igdel is accompanied by a number of 
  orc sentries.  At APL 8, her personal bodyguard of 
  sahuagin religious fanatics accompanies her.  At all APLs, 
  her accompanying combatants will fight to the death to 
  protect her.  She will fight for two rounds, upon which 
  time she will begin withdrawing onto the ship.  She will 
  cast and move, such that it will take two rounds for her to 
  get aboard.  The players should not pursue, as they know 
  Shayna is waiting to board the ship when it reaches the 
  bay.  Remind them of this if necessary.   
  APL 2  (EL 4) 
  � Igdel the Sea Witch, Clr2 (hp 15), see Appendix 5. 
  � 2 Orc Sentries (hp 12 each), see Appendix 5. 
  APL 4  (EL 6) 
  � Igdel the Sea Witch, Clr4 (hp 27), see Appendix 5. 
  � 4 Orc Sentries (hp 12 each), see Appendix 5. 
  APL 6  (EL 8) 
  � Igdel the Sea Witch, Clr6 (hp 42), see Appendix 5. 
  � 8 Orc Sentries (hp 12 each), see Appendix 5. 
  APL 8  (EL 10) 
  � Igdel the Sea Witch, Clr8 (hp 54), see Appendix 5. 
  � 4 Sahuagin Bodyguards, (hp 15 each), see Monster 
  Manual, pg. 304. 
  Conclusion 
  If the PCs can kill both Zkull and Igdel, Shayna’s crew 
  will have an easy time of finishing off the orc pirates.  
  Shayna will catch the fleeing ship, and without Zkull or 
  Igdel, her sailors will dispatch the orcs handily.  The PCs 
  will earn her personal favor, and she’ll give them the 
  agreed-upon cut of reward (she will pay them from her 
  own private stash, and replace the amount with the 
  bounties she will collect later).   
   
  If the PCs do not kill Igdel and she escapes onto the 
  bay, Shayna will take casualties.  She will honor her end 
  of the deal and split the bounty money on Zkull as 
  agreed, but the PCs will not receive her favor. 
   
  On the off chance that the PCs do something 
  ridiculous, like throw in with Zkull to fight against 
  
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  Page 14 
  Shayna, she will flee, and they will earn her Grudge 
  instead.  Zkull offers no favors.   
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  discretionary 
  roleplaying 
  experience 
  award. 
  The 
  roleplaying award should be given for consistent 
  character portrayal and contribution to the fun of the 
  game. You can award different roleplaying amounts to 
  different characters. 
   
  Award the total value (objectives plus roleplaying) to 
  each character. 
   
  Encounter Two 
  Defeat Sahuagin 
   
  APL 2 
  60 xp 
  APL 4 
  150 xp 
  APL 6 
  180 xp 
  APL 8 
  240 xp 
   
  Encounter Five 
  Defeat Bully Boys (in any fashion) 
  APL 2 
  60 xp 
  APL 4 
  150 xp 
  APL 6 
  180 xp 
  APL 8 
   
   
   
   
       240 xp 
   
  Encounter Six 
  Defeat Zkull and Risade 
  APL 2 
  120 xp 
  APL 4 
  180 xp 
  APL 6 
  240 xp 
  APL 8 
  300 xp 
   
  Encounter Seven 
  Defeat Igdel and her guards 
  APL 2 
  120 xp 
  APL 4 
  180 xp 
  APL 6 
  240 xp 
  APL 8 
  300 xp 
   
  Roleplaying Experience  
    
  APL 2 
  90 xp 
  APL 4 
  135 xp 
  APL 6 
  180 xp 
  APL 8 
  225 xp 
   
  Total Possible Experience 
  APL 2 
  450 xp 
  APL 4 
  675 xp 
  APL 6 
  900 xp 
  APL 8 
  1125 xp 
   
  Treasure Summary 
  Player characters may keep items from the scenario that 
  are listed on the treasure list below or which meet the 
  following conditions:  
   
  1. 
  The item must be non-magical and specifically listed 
  in the text of the adventure (e.g armor on foes). If it 
  is not listed in the text, the characters cannot keep it. 
  Items of this nature can be sold for 50% of book 
  value, or recorded on a log sheet.  
  2. 
  Animals, followers, monsters, henchmen, and so 
  forth (any living being, basically) may not be kept 
  from a scenario for any reason unless the treasure 
  summary lists the being specifically. It is okay for 
  the player characters to form relationships with 
  NPCs, but these will not be certed and cannot bring 
  material benefit to the character. Contacts (sources 
  of extra information) must be specifically certed. 
  3. 
  Theft is against the law, but may be practiced by 
  some player characters. Items which are worth more 
  than 250 gp that are of personal significance to the 
  owner (including family heirlooms), and all magical 
  items, will be discovered in the possession of the 
  character by one means or another. The character 
  must return the item and pay a fine equal to three 
  times the value of the item stolen. In addition, the 
  PC caught receives campaign-decided penalties for 
  being known as a thief. For other stolen items which 
  
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  Page 15 
  meet the criteria in #1 above, use your judgment and 
  the circumstances within the game to determine 
  whether a PC thief gets away with the theft or not.  
   
  Any item retained according to these rules, which does 
  not have a certificate, will not ever have a certificate 
  issued for it.  
   
  The campaign staff reserves the right to take away 
  any item or gold acquired for things which it later finds 
  unreasonable but which were allowed at the time. 
   
  Encounter One 
  Payment per PC 
  APL 2 
  100 gp 
  APL 4 
  200 gp 
  APL 6 
  300 gp 
  APL 8 
  400 gp 
   
  Encounter Two 
  Winch Crossbow 
   
  All APLs 
  10 gp 
   
  Encounter Four 
  Bounty on Zkull 
  APL 2 
  100 gp 
  APL 4 
  200 gp 
  APL 6 
  300 gp 
  APL 8 
  400 gp 
   
  Encounter Five 
  APL 2 (loot/magic) 
  210 gp 
  APL 4 (loot/magic) 
  790 gp 
  APL 6 (loot/magic) 
  875 gp 
  APL 8 (loot/magic) 
  1125 gp 
   
  Total Possible Treasure 
  APL 2 
  400 gp 
  APL 4 
  600 gp 
  APL 6 
  800 gp 
  APL 8 
  1125 gp 
  
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  Page 16 
  Appendix One:  The Renegade 
  “Black Shaina” Wavesilver’s three-masted Caravel is a 
  well-built ship, painted a sleek black, approximately 80 
  feet long bow to stern (though the bowsprit extends 
  another ten feet to the front of the ship), and 20 feet 
  wide, with raised deck castles fore and aft.  The fore and 
  main masts are rigged with a single square sail each, the 
  aftmast carries a triangular (or lateen) sail, and the 
  bowsprit is capable of rigging an additional square sail 
  should the extra speed be desired. 
  The Renegade carries a crew of 25, split into a day watch 
  of 15, and a night watch of 10.  There are two officers 
  aboard, 
  the 
  Renegade’s 
  captain, 
  “Black 
  Shayna” 
  Wavesilver, and her first-mate, Alek. 
   
  All APLs 
  “Black Shaina” Wavesilver, Human Female Ftr3/Rog5: 
  CR 8; Medium Humanoid; HD 3d10+3+5d6+5; hp 50; 
  Init +5; Spd 30 ft.; AC 17 (touch 15, flat-footed 12) [[+5 
  Dex, +1 ring, +1 bracers]]; Atk +12/+7 melee (1d6+2, 18-
  20x2, Rapier); SQ Evasion, Sneak Attack +3d6, Uncanny 
  Dodge; AL CN; SV Fort +5, Ref +10, Will +3; Str 14, Dex 
  20, Con 12, Int 14, Wis 12, Cha 16. Height 5’7”. 
   
  Skills and Feats: Bluff +10, Hide +10, Listen +10, 
  Sense Motive +8, Spot +10, Swim +10; Combat Expertise, 
  Dodge, Improved Feint, Mobility, Spring Attack, 
  Weapon Finesse (Rapier). 
   
  Possessions:  Ring of Protection +1, Bracers of Armor 
  +1, Rapier +1.  
   
  Alek, Gnome Male Ftr2/Rog3:  CR 5 
   
  
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  Appendix One continued:  Sea Shanties (or Chanties) 
  The Chivalrous Shark 
  Most chivalrous fish of the ocean 
  To ladies forbearing and mild, 
  Though his record be dark, 
  is the man-eating shark, 
  Who will eat neither woman nor child. 
   
  He dines upon seamen and skippers, 
  And tourists his hunger assuage, 
  And a fresh cabin boy 
  will inspire him with joy 
  If he's past the maturity age. 
   
  A wizard, a lawyer, a preacher, 
  He'll gobble one any fine day, 
  But the ladies, gods bless 'em 
  He'll only address 'em 
  Politely and go on his way. 
   
  I can readily cite you an instance 
  Where a lovely young lady of Breem, 
  Who was tender and sweet  
  and delicious to eat 
  Fell into the bay with a scream. 
   
  She struggled and flounced in the water, 
  And signaled in vain for her bar, 
  And she'd surely been drowned 
  if she hadn't been found 
  By a chivalrous man-eating shark. 
   
  He bowed in a manner most polished 
  Thus soothing her impulses wild. 
  "Don't be frightened," he said, 
  "I've been properly bred, 
  And will eat neither woman nor child." 
   
  Then he proffered his fin and she took it 
  Such gallantry none can dispute. 
  While the passengers cheered  
  as the vessel they neared 
  And the crew all stood up in salute. 
   
  And they soon stood alongside the vessel, 
  When a life-saving dinghy was lowered 
  With the pick of the crew,  
  And her relatives too 
  And the mate and the captain aboard. 
  So they took her aboard in a jiffy, 
  And the shark stood attention the while, 
  Then he raised on his back fin 
  and ate up the captain 
  And went on his way with a smile. 
   
  And this shows that the prince of the ocean, 
  To ladies forbearing and mild, 
  Though his record be dark 
  Is the man-eating shark, 
  Who will eat neither woman nor child. 
  A Wet Sheet and a Flowing Sea 
  A wet sheet and a flowing sea, 
  A wind that follows fast, 
  And fills the white and rustling sail, 
  And bends the gallant mast, 
  And bends the gallant mast, my boys! 
  While like an eagle free, 
  Away the good ship flies, 
  And leaves ol’ Mithat on our lee. 
   
  (Chorus) 
  Oh! Give me a wet sheet, 
  A flowing sea, 
  And a wind that follows fast, 
  And fills the white and rustling sail 
  And bends the gallant mast 
   
  Oh, for a soft and gentle wind, 
  I heard a fair one cry, 
  But give to me the roaring breeze, 
  And the white waves heaving high; 
  And white waves heaving high, my boys! 
  The good ship tight and free; 
  The world of waters is our home, 
  And merry men are we. 
   
  Chorus 
  There's a tempest in yon horned moon, 
  And lightning in yon cloud, 
  And hard the music, mariners, 
  The wind is piping loud; 
  The wind is piping loud, my boys! 
  The lightning flashes free, 
  While the hollow oak our palace is, 
  Our heritage the sea. 
   
  Chorus
  
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  Page 18 
  Appendix Two:  Fighting the Sahuagin in and under the water 
  Underwater Combat rules can be found on DMG pages 92-93.  Water Dangers can be found on DMG page 304.  It is 
  recommended that the DM familiarize him or herself with these rules prior to beginning play in this scenario. 
   
  New Rule Item 
  Winch Crossbows (From Masters of the Wild) 
   
  The winch crossbow fires a rope and pulley attached to a special crossbow bolt.  The bolt is split down the head and 
  center of the shaft, with the split head bending away from the shaft like a two-headed snake.  A thin rope secured to 
  each tip slows the bolt in flight (hence the reduced range increment).  On a successful hit, the bolt snaps apart like a 
  wishbone, taking the attached ropes past the target to wrap around and entangle it.  If the target is a moveable object of 
  your size category or smaller, you can use the ropes to pull it toward you. 
   
  An entangled creature suffers a –2 penalty on attack rolls and a –4 penalty to Dexterity.  It can move only at half 
  speed and cannot charge or run.  If you control the trailing rope by succeeding at an opposed strength check while 
  holding it, the entangled creature can move only within the limits the rope allows.  Casting a spell while entangled 
  requires a Concentration check DC 15. 
   
  An entangled creature can escape the ropes with an Escape Artist check DC 20, which is a full-round action.  The 
  rope has 5 hit points and can be burst (see PHB chapter 8) with a Strength check (DC 25, also a full-round action). 
   
  A winch crossbow’s entangling effect is useful only against creatures between Tiny and Large size, inclusive.  The 
  non-lethal damage can affect any creature. 
   
  A winch crossbow requires two hands for effective use, regardless of the user’s size.  Loading a winch crossbow is a 
  full-round action that provokes attacks of opportunity. 
   
  Crossbow, Winch 
   
  Cost 75gp, Damage 1d8 (non-lethal), Critical 19-20/x2, Range Increment 50’, Weight 10lbs., Type: Piercing, 
  Hardness 10, Hit points 10. 
  
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  Page 19 
  Appendix Three:  Blind Gull Cove 
  Blind Gull Cove is a large sea-cave located many years 
  ago by an enterprising pirate crew.  This crew turned it 
  into a small town, which is used to this day by pirates, 
  smugglers, slavers, and other seagoing low-lifes to 
  resupply their vessels and fence booty.   
   
  Though the cove is on the Nyrond mainland (on the 
  Eventide coast, specifically), the cave itself is 
  impossible to find from the land-side without very 
  specific directions and landmarks.  The seagoing entry 
  passage is tricky, and one of the booming businesses 
  run by the people of the Cove is piloting ships through 
  the extremely narrow gorge leading into it.  The cove 
  can accommodate three ships at any given time. 
   
  Once inside, however, the cove itself is a haven.  Any 
  item listed anywhere in the Players’ Handbook is 
  available here, but at twice the listed price.  Note that 
  items purchased at twice book value may only be later 
  sold for half book value as normal.  They are not 
  “better”, just inflated. 
   
  Only a dozen permanent buildings exist in the cove.  
  Ship crews have, over time, also hollowed a warren of 
  passages and shelves in the surrounding walls of the 
  grotto, which are often used for sleeping, or other 
  assignations, by visitors. 
  Bully Boys 
  APL 2 (EL 2) 
  2 Human males Ftr1 (hp 12).  See DMG pg 117. 
   
  APL 4 (EL 4) 
  4 Human males Ftr1 (hp 12).  See DMG pg 117. 
   
  APL 6 (EL 6) 
  6 Human males Ftr1 (hp 12).  See DMG pg 117. 
   
  APL 8 (EL 8) 
  8 Human males Ftr1 (hp 12).  See DMG pg 117. 
  
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  Appendix Four:  Zkull One-Eye and the Sorcerer Risade
  APL 2 – EL 4 
   
   
   
   
   
  Zkull One-Eye, Orc Ftr2: CR 2; Medium Humanoid; 
  HD 2d10+10; hp 26; Init +1; Spd 40 ft.; AC 15 (touch 
  11, flat-footed 14) [+1 Dex, +4 chain shirt]; Atk +8 
  melee (2d4+6, 18-20x2, Falchion); SQ None; AL NE; SV 
  Fort +8, Ref +1, Will +0; Str 20, Dex 12, Con 20, Int 8, 
  Wis 6, Cha 10. Height 8 ft. 
   
  Skills and Feats: Hide +3, Listen +3, Spot +2; 
  Cleave, Power Attack, Iron Will. 
   
  Posessions:  +1 Falchion, Chain Shirt 
   
   
  Risade, Human Sor1: CR 1; Medium Humanoid; HD 
  1d4+1; hp 5; Init +3; Spd 30 ft., AC 13 (touch 13, flat-
  footed 10) [[+3 Dex]]; Atk +0 melee (1d4-1, Dagger); SQ 
  Familiar (Owl, “Chiron”); AL LE; SV Fort +1, Ref +3, 
  Will +5; Str 8, Dex 16, Con 12, Int 15, Wis 16, Cha 16. 
  Height 5’9”. 
   
  Skills and Feats: Concentration +5*, Hide +5, 
  Listen +4, Spot +4; Combat Casting, Run. 
   
  Spells Known  (5/4; base DC = 13 + spell level): 0 
  — [Arcane Mark, Flare, Dancing Lights, Daze]; 1
  st — 
  [Expeditious Retreat, Magic Missile]. 
   
  APL 4 – EL 6 
   
   
   
   
   
  Zkull One-Eye, Orc Bbn1/Ftr3: CR 4; Medium 
  Humanoid; HD 1d12+5+3d10+15; hp 53; Init +1; Spd 
  40 ft.; AC 15 (touch 11, flat-footed 14) [[+1 Dex, +4 
  mithril shirt]]; Atk +10 melee (2d4+6, 15-20x2, 
  Falchion); SQ Fast Movement, Rage 1/day; AL NE; SV 
  Fort +10, Ref +2, Will +1; Str 20, Dex 13, Con 20, Int 8, 
  Wis 6, Cha 10. Height 8 ft. 
   
  Skills and Feats: Hide +5, Listen +5, Spot +4; 
  Cleave, Iron Will, Power Attack, Toughness. 
   
  Posessions:  +1 Keen Falchion (‘Da Bleeda), 
  Mithril Shirt 
  Risade, Human Sor4: CR 4; Medium Humanoid; HD 
  4d4+4; hp 17; Init +3; Spd 30 ft., AC 13 (touch 13, flat-
  footed 10) [[+3 Dex]]; Atk +2 melee (1d4-1, Dagger), 
  Atk +6 ranged (ray, see spells); SQ Familiar (Owl, 
  “Chiron”); AL LE; SV Fort +2, Ref +4, Will +7; Str 8, 
  Dex 16, Con 12, Int 15, Wis 16, Cha 17. Height 5’9”. 
   
  Skills and Feats: Concentration +8*, Hide +6, 
  Listen +5, Spot +5; Combat Casting, Run, Weapon 
  Focus (Ray). 
   
  Spells Known  (6/7/4; base DC = 13 + spell level): 0 
  — [Arcane Mark, Flare, Dancing Lights, Daze, Ray of 
  Frost, Resistance]; 1
  st — [Expeditious Retreat, Magic 
  Missile, Shield]; 2
  nd – [Scorching Ray]. 
   
   
  
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  APL 6 – EL 8 
   
   
   
   
   
  Zkull One-Eye, Orc Bbn1/Ftr5: CR 6; Medium 
  Humanoid; HD 1d12+5+5d10+25; hp 75; Init +1; Spd 
  40 ft.; AC 16 (touch 11, flat-footed 14) [[+1 Dex, +5 
  mithril shirt]]; Atk +13/+8 melee (2d4+8, 15-20x2, 
  Falchion); SQ Fast Movement, Rage 1/day; AL NE; SV 
  Fort +11, Ref +2, Will +1; Str 20, Dex 13, Con 20, Int 8, 
  Wis 6, Cha 10. Height 8 ft. 
   
  Skills and Feats: Hide +6, Listen +6, Spot +6; 
  Cleave, Iron Will, Power Attack, Weapon Focus 
  (Falchion), Weapon Specialization (Falchion). 
   
  Posessions:  +1 Keen Falchion (‘Da Bleeda), +1 
  Mithril Shirt 
  Risade, Human Sor6: CR 6; Medium Humanoid; HD 
  6d4+6; hp 25; Init +3; Spd 30 ft., AC 13 (touch 13, flat-
  footed 10) [[+3 Dex]]; Atk +3 melee (1d4-1, Dagger), 
  Atk +7 ranged (ray, see spells); SQ Familiar (Owl, 
  “Chiron”); AL LE; SV Fort +3, Ref +5, Will +8; Str 8, 
  Dex 16, Con 12, Int 15, Wis 16, Cha 17. Height 5’9”. 
   
  Skills and Feats: Concentration +10*, Hide +6, 
  Listen +5, Spot +5; Combat Casting, Run, Weapon 
  Focus (Ray). 
   
  Spells Known  (6/7/6/4; base DC = 13 + spell 
  level): 0 — [Acid Splash, Arcane Mark, Flare, Dancing 
  Lights, Daze, Ray of Frost, Resistance]; 1
  st — 
  [Expeditious Retreat, Magic Missile, Protection from 
  Good, Shield]; 2
  nd – [Blur, Scorching Ray]; 3
  rd – 
  [Fireball]. 
   
  APL 8 – EL 10 
   
   
   
   
   
  Zkull One-Eye, Orc Bbn1/Ftr6: CR 7; Medium 
  Humanoid; HD 1d12+5+6d10+30; hp 86; Init +1; Spd 
  40 ft.; AC 17 (touch 11, flat-footed 14) [[+1 Dex, +6 
  mithril shirt]]; Atk +13/+8 melee (2d4+8, 15-20x2, 
  Falchion); SQ Fast Movement, Rage 1/day; AL NE; SV 
  Fort +11, Ref +2, Will +2; Str 20, Dex 13, Con 20, Int 8, 
  Wis 6, Cha 10. Height 8 ft. 
   
  Skills and Feats: Hide +7, Listen +8, Spot +8; Blind-
  Fight, Cleave, Iron Will, Power Attack, Toughness, 
  Weapon Focus (Falchion), Weapon Specialization 
  (Falchion). 
   
  Posessions:  +1 Keen Falchion (‘Da Bleeda), +2 
  Mithril Shirt 
  Risade, Human Sor9: CR 9; Medium Humanoid; HD 
  9d4+9; hp 36; Init +3; Spd 30 ft., AC 13 (touch 13, flat-
  footed 10) [[+3 Dex]]; Atk +4 melee (1d4-1, Dagger), 
  Atk +8 ranged (ray, see spells); SQ Familiar (Owl, 
  “Chiron”); AL LE; SV Fort +4, Ref +6, Will +9; Str 8, 
  Dex 16, Con 12, Int 15, Wis 16, Cha 18. Height 5’9”. 
   
  Skills and Feats: Concentration +13*, Hide +6, 
  Listen +6, Spot +6; Combat Casting, Run, Spell Focus 
  (Evocation), Weapon Focus (Ray). 
   
  Spells Known  (6/7/7/7/5; base DC = 14 + spell 
  level*): 0 — [Acid Splash, Arcane Mark, Flare, Dancing 
  Lights, Daze, Prestidigitation, Ray of Frost, Resistance]; 
  1
  st — [Enlarge Person, Expeditious Retreat, Magic 
  Missile, Protection from Good, Shield]; 2
  nd – 
  [Blindness/Deafness, Blur, Invisibility, Scorching Ray]; 
  3
  rd – [Dispel Magic, Fireball, Hold Person]; 4
  th – 
  [Phantasmal Killer, Wall of Ice]. 
  
  Run up the Colors 
   
  Page 22 
  Appendix Five:  Zkull’s camp 
  Zkull does not post sentries.  The map is easy to 
  generate.  Simply place the ship just off the beach with 
  a rickety plank dock leading a dozen feet to it.  
  Everything else at the camp is temporary, tents and 
  firepits and such. 
   
  Zkull’s crew consists of forty orcs.  These are 
  shock troops, built powerfully and brutally (Zkull kills 
  them himself if they don’t “measure up”).   
  Orc Ftr1: CR 1; Medium Humanoid; HD 1d10+2; hp 
  12; Init +0; Spd 30 ft.; AC 13 (touch 10, flat-footed 13) 
  [+3 Studded Leather]; Atk +4 melee (1d6+3, 18-20x2, 
  Scimitar); AL CE; SV Fort +3, Ref +0, Will -2; Str 17, 
  Dex 11, Con 12, Int 8, Wis 7, Cha 6. Height 6’. 
   
  Skills and Feats: Hide +1, Listen +1, Spot +1, Swim 
  +5; Weapon Focus (Scimitar).   
   
  There are also about 40 slaves as well, chained to 
  their oars.  They cannot be effectively rescued.  Most 
  are too weak to walk, and one is actually dead, though 
  still chained in place (his partner is trying not to 
  notice).  It is arguably better for Shayna to just sink the 
  ship and put them out of their misery. 
   
  Neither the Orc shock troops or the slaves will 
  participate in the battle.  They will move to get 
  underway as soon as fighting starts, as these are their 
  standing orders.  The PCs will only need to fight Igdel 
  and her personal retinue.  By the time that fight ends, 
  the ship will be pulling away, where it will meet the 
  Renegade. 
   
  Igdel the Sea-Witch has stats by APL as follows: 
   
  APL 2 – EL3 
   
   
   
   
   
  Igdel the Sea-Witch Clr2: CR 2; Medium Humanoid; 
  HD 2d8+2; hp 15; Init +1; Spd 30 ft. Swim 60 ft.; AC 16 
  (touch 11, flat-footed 15) [+1 Dex, +5 Natural]; Atk +4 
  melee (1d8+2, Trident); AL LE; SV Fort +4, Ref +1, Will 
  +7; Str 14, Dex 13, Con 12, Int 15, Wis 18, Cha 9. 
  Height 5’10”. 
   
  Skills and Feats: Concentration +6*, Hide +6, 
  Listen +10, Spot +10; Combat Casting, Weapon Focus 
  (Trident).  Cleric Domains:  Strength, War. 
   
  Spells Prepared  (4/3+1; base DC = 14 + spell level): 
  0 — [Guidance x2, Inflict Minor Wounds x2]; 1
  st — 
  [Enlarge Person, Bane, Cause Fear, Shield of Faith] 
  APL 4 – EL5 
   
   
   
   
   
  Igdel the Sea-Witch Clr4:  CR 4; Medium Humanoid; 
  HD 4d8+4; hp 27; Init +2; Spd 30 ft. Swim 60 ft.; AC 17 
  (touch 12, flat-footed 15) [+2 Dex, +5 Natural]; Atk +6 
  melee (1d8+2, Trident); AL LE; SV Fort +5, Ref +3, Will 
  +8; Str 14, Dex 14, Con 12, Int 15, Wis 18, Cha 9. 
  Height 5’10”. 
   
  Skills and Feats: Concentration +8*, Hide +6, 
  Listen +10, Spot +10; Combat Casting, Spell Focus 
  (Evocation), Weapon Focus (Trident).  Cleric Domains: 
   Strength, War. 
   
  Spells Prepared  (5/4+1/3+1; base DC = 14 + spell 
  level*): 0 - [Guidance x2, Inflict Minor Wounds x3]; 1
  st  
  - [Enlarge Person, Bane, Cause Fear x2, Shield of Faith]; 
  2
  nd – [Death Knell, Shatter x2, Spiritual Weapon]. 
   
   
   
  APL 6 – EL 7 
   
   
   
   
   
  Igdel the Sea-Witch Clr6:  CR 6; Medium Humanoid; 
  HD 6d8+4; hp 42; Init +2; Spd 30 ft. Swim 60 ft.; AC 17 
  (touch 12, flat-footed 15) [+2 Dex, +5 Natural]; Atk +7 
  melee (1d8+2, Trident); AL LE; SV Fort +6, Ref +3, Will 
  +9; Str 14, Dex 14, Con 12, Int 15, Wis 18, Cha 9. 
  Height 5’10”. 
   
  Skills and Feats: Concentration +10*, Hide +6, 
  Listen +10, Spot +10; Combat Casting, Spell Focus 
  (Evocation), Toughness, Weapon Focus (Trident).  
  Cleric Domains:  Strength, War. 
   
  Spells Prepared  (5/4+1/4+1/3+1; base DC = 14 + 
  spell level*): 0 — [Guidance x2, Inflict Minor Wounds 
  x3]; 1
  st — [Enlarge Person, Bane, Cause Fear x2, Shield 
  of Faith]; 2
  nd – [Death Knell, Shatter x2, Sound Burst, 
  Spiritual Weapon]; 3
  rd – [Bestow Curse x2, Inflict 
  Serious Wounds, Magic Vestment]. 
  
  Run up the Colors 
   
  Page 23 
  APL 8 – EL 9 
   
   
   
   
   
  Igdel the Sea-Witch Clr8:  CR 8; Medium Humanoid; 
  HD 8d8+4; hp 54; Init +2; Spd 30 ft. Swim 60 ft.; AC 17 
  (touch 12, flat-footed 15) [+2 Dex, +5 Natural]; Atk 
  +9/+4  melee (1d8+2, Trident); AL LE; SV Fort +7, Ref 
  +3, Will +10; Str 14, Dex 15, Con 12, Int 15, Wis 18, 
  Cha 9. Height 5’10”. 
   
  Skills and Feats: Concentration +10*, Hide +6, 
  Listen +10, Spot +10; Combat Casting, Spell Focus 
  (Evocation), Toughness, Weapon Focus (Trident).  
  Cleric Domains:  Strength, War. 
   
  Spells Prepared  (6/5+1/4+1/4+1/3+1; base DC = 
  14 + spell level*): 0 — [Guidance x2, Inflict Minor 
  Wounds x4]; 1
  st — [Enlarge Person, Bane, Cause Fear 
  x2, Command, Shield of Faith]; 2
  nd – [Death Knell, 
  Shatter x2, Sound Burst, Spiritual Weapon]; 3
  rd – 
  [Bestow Curse x2, Dispel Magic, Inflict Serious 
  Wounds, Magic Vestment]; 4
  th – [Divine Power, Inflict 
  Critical Wounds x2, Greater Magic Weapon]. 
  
  Run up the Colors 
   
  Page 24 
  Player Handout #1 - Handbill found at the Sea Wench tavern 
   
   
   
   
  Brave Souls Wanted! 
   
  Royal Privateers with valid Letters of 
  Marque are hiring boarding crews for action 
  on Relmor Bay.  This is dangerous duty, but 
  with great danger comes great reward! 
   
  If you are possessed of a stout heart and an 
  adventuring spirit, come to dock four at noon 
  every day this week.  Ask for the ships 
  “Renegade” or “Outrageous Fortune. 
   
  Licensed Adventurers Preferred. 
  Cowards need not apply!! 
  
  Run up the Colors 
   
  Page 25 
  Player Handout #2 - Details on “Black Shayna” Wavesilver 
   
   
  Considered one of the more notorious pirates to ply the trade lanes of Relmor Bay, Black Shayna has an intriguing 
  reputation.  She targets Ahlissan, Onwallish, and Nyrondal merchant vessels equally.  This has made her many powerful 
  enemies, but she has thus far managed to evade capture.  Her skills with the blade are spoken of widely, and tales of her 
  boarding actions are fearsome. 
   
  Shayna is also known for giving quarter when asked.  She and her crew have reputations for returning courtesy 
  with courtesy.  She has left victim crews with sufficient supplies to make port, and has been known to host a grand feast 
  with spoils taken from the victim ship before departing with the remainder of the loot.  Many merchanters willingly 
  surrender when they see her sleek ship, the Renegade, run up her colors. 
   
   
   
  Player Handout #2a - Details on “Silky” Trango 
   
  Captain Trango earned the nickname “Silky” for a reputedly astounding capability to escape absolutely any bad 
  situation.  Stories circulate wildly about Silky Trango negotiating, fighting, or dodging his way out of assaults, pirate 
  raids, press gangs, demonic servants, sea serpents, djinn and efreet, and others in a list as long as a drunken sailor’s 
  thirst.  He has a widespread reputation as a teller of tall tales, adventurer extraordinaire, thief, smuggler, outlaw, and 
  gambler.  Trango is reputed to be able to fry eggs in gale force winds, splice line with his teeth, and go broke absolutely 
  anywhere.   
   
  His crew is a widely mixed rogues’ gallery of heroes, cutthroats, liars, and loons that seem to keep Trango’s ship, the 
  Outrageous Fortune, barely afloat.  They adore Trango, partially for the adventures he always seems to get the ship into, 
  and partly because they can then brag about sailing with him.  Of course, the number of sailors who claim to have sailed 
  with Silky Trango could fill several grand palaces. 
   
   
   
  Player Handout #3 - Details on Zkull One-Eye 
   
  A vicious pirate and slaver, wanted dead by most authorities, Zkull One-Eye is a bloodthirtsy killer who lives 
  to inspire fear and take what he wants as he pleases from whoever he feels he can.  He raids mercilessly, attacking 
  coasting vessels from blind inlets and cays.  Survivors claim his raids are well planned and executed.  He is said to favor 
  night strikes, when watches are thinnest and response the slowest–his orc crew can see in the dark, after all, and his 
  prey usually cannot.  No intelligent captain speaks the name of Zkull One-Eye without dread. 
   
  Zkull’s ship, ‘da crawsbonez, is a sleek galley with a shallow draft.  This allows him to port in places larger men-o-
  war cannot follow, and thus evade pursuit from ships larger than his own.  He keeps slaves chained to their oars, rowing 
  to the cadence of a reportedly magical drumhead made of stretched human skin, beaten with a pair of large bones (thus 
  the ship’s name).  Scalps, heads, strung teeth, and other grisly trophies are said to festoon the galley’s deckrails. 
   
  Every survivor’s-tale makes Zkull out as a massive orc, well over six feet tall, with a horrific scar running down one 
  side of his face (the patch for which he is named rests over the ravaged eye socket).  Zkull leads boarding parties 
  himself, swinging a monstrous cleaving blade rumored to possess dark enchantments of its own. 
   
  
  Run up the Colors 
   
  Page 26 
  Notes for AR: 
  Specials for the top section –  
  Favor of “Black Shayna” Wavesilver 
  This character is owed a favor by the notorious Relmor Bay Privateer “Black Shayna”.  If this character plays a scenario 
  set in or around a port on Relmor Bay (or set on the Bay itself) the PC can track down Shayna and her band of 
  freebooting cutthroats after the scenario, this will cost an additional TU above and beyond the cost of the scenario.  The 
  character can then get Shayna to use her network of contacts to locate a single magical item for the character to 
  purchase from the following list:  Rope of Climbing, Nolzur’s Marvelous Pigments, Slippers of Spider Climbing, Wind 
  Fan, Amulet of Mighty Fists +1, Folding Boat, Cloak of Manta Ray, Bottle of Air, Murlynd’s Spoon or Monk’s Belt. 
  Alternately, if the character so desires, the favor can also be used to gain access to either the Caerizar or Bayfield crime 
  families (two of the Oldred Thieves Guilds).  This counts as an “invitation” for purposes of joining the Thieves Guild 
  Nyrond regional meta-org and choosing the city of Oldred as the home city.   
  The favor is considered redeemed if used in anyway, and must be crossed off by the judge upon use. 
  “Black Shayna’s” Grudge 
  The notorious pirate “Black Shayna” Wavesilver lets it be known around Relmor Bay that the PC is a cheating liar (even 
  if it isn’t true, rumor is a bad thing, and Shayna knows this).  She further intimates that people should avoid the PC if 
  they “know what’s good for them.”  Traders and innkeepers charge the PC exorbitant rates for the risk of dealing with 
  the PC over Shayna’s expressed displeasure.  The Grudge must be made aware to all subsequent Judges and noted on all 
  applicable ARs until the grudge runs its course.   
  The PC must spend four (4) times the normal amount for upkeep when playing in a scenario that begins in a port on 
  Relmor bay.  Thus a Nyrondian PC that plays in an adventure starting in Mithat and taking Adventurer’s Standard 
  upkeep must pay 48 gp per TU rather than the usual 12 gp.  This stricture overrides all upkeep discounts except those 
  derived from royal meta-orgs, military service, or religious affiliation.  This grudge lasts for 1 full real-time calendar year 
  from the date printed on this AR.  When that time is up, the next judge may void this entry, and reference such on the 
  appropriate AR.  Shayna’s anger will have faded, and she lets bygones be bygones. 
  ‘Da Bleeda’ 
  The wicked falchion once wielded by the infamous pirate Zkull One-Eye.  ‘Da Bleeda’ has a broad blade stained black 
  except for its gleaming serrated edge.  The handle is wrapped in silver wire, heavily tarnished with use, and a symbol of 
  Gruumsh serves as the pommel.  Stories of ‘Da Bleeda’ abound throught the Relmor Bay area and the carrier of the 
  weapon is likely to be accorded respect and a measure of fear by the people of the region. 
  ‘Da Bleeda’ is a +1 Keen Falchion.  Brandishing it as part of an Intimidation attempt requires a standard action and 
  grants the iwelder a +4 circumstance bonus to the skill check.  However, there could be problems with respect to law 
  enforcement at the judge’s discretion. 
  Da Bleeda -- Moderate Transmutation; CL 10
  th; Craft Magic Arms and Armor, keen edge, crafter must have 5 ranks in 
  intimidate; Price 8,500 gp 
  Rat on a Rope 
  This “lucky charm” was purchased in Blind Gull Cove, a pirate’s haven on Relmor Bay.  It consists of a desiccated rat 
  corpse with a thong of rough string run through it.  It has no magical properties at all, and no value except as a means of 
  identifying oneself as a pirate (for only pirates have been to Blind Gull Cove).  The rat is well preserved and gives off no 
  odor. 
  Pipe 
  A fine pipe, just over a foot long and delicately carved from a single piece of whalebone.  Decorated with scenes of the 
  sea, this pipe was a gift from a sailor aboard the privateer Renegade.  While of little value, those who see it will recognize 
  the character as “one of the sea,” possibly granting a circumstance bonus to diplomacy checks with the right type of 
  individual. 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Nyrond/593/Normal Scenarios/NYR3-08 - Run Up the Colors (APL 2-8)/NYR3-08 - Run Up The Colors.pdf