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  DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
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  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, PLAYER’S HANDBOOK, 
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  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
   
  URD7−04 
   
   
   
   
   
  Skin Deep 
   
  A One−Round Dungeons & Dragons® Living 
  Greyhawk™  
  Regional Adventure set in the Duchy of Urnst 
  Version 1  
   
   
  by D. Adrian Abshere 
  Circle Reviewers: Colleen Simpson  
  Reviewers: Bill Benham, Brad Street 
  Playtesters: Daniel Grund, George Rash, Julie V., Mark M., Todd Gardiner, David Sorenson, Eric Kim, Lorna Wong, 
  Farrell Hopkins, Scott Proper, Bryon Quick, David Thompson, Shay Rockman, Travis Woodall, Jeff Parr, CPJ 
   
   
  The Western Flanaess Trading Company boasts that nothing but roses and rainbows have come from their expeditions 
  to the west, but they’re looking for a little extra protection securing their cargo on its way to Zeif. Are they just jumping 
  at shadows, or are their claims of smooth sailing only skin deep?  
  This adventure could be challenging for centaurs and asherati, but is recommended for Ducal Guard and Ducal Navy 
  characters. 
  A one-round Duchy of Urnst adventure set on and about the Nyr Dyv for characters level 1-15 (APLs 2-12). This 
  adventure is the first in a cross-regional trilogy that continues in, ZEF7I02, and ZEF7-04.  
   
   
  Resources for this adventure [and the authors of those works] include Frostnburn [Wolfgang Baur, James Jacobs, George 
  Strayton], Libris Mortis [Andy Collins & Bruce Cordell], and Sandstorm [Bruce R, Cordell, Jennifer Clarke Wilkes, JD 
  Wiker], Stormwrack [Richard Baker; Joseph D. Carriker, Jr., Jennifer Clarke Wilkes] 
  
   
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA event from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D® campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL™ gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the session Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the session DM. You must be at least a 
  HERALD-LEVEL GM to run this adventure. 
  By 
  sanctioning and reporting this adventure, you accomplish 
  a couple of things. First, it is an official game, and you can 
  use the AR to advance your LIVING GREYHAWK character. 
  Second, players and DMs gain rewards for sanctioned 
  RPGA play if they are members of the DUNGEONS & 
  DRAGONS REWARDS program. Playing this adventure is 
  worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2008.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com.  
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than this 
  section, you’ll know too much about its challenges, which 
  kills the fun. Also, if you’re playing this adventure as part 
  of an RPGA-sanctioned event, reading beyond this point 
  makes you ineligible to do so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D rule books: Player’s Handbook, 
  Dungeon Master’s Guide, and the Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Refer to Appendix 1 for full 
  information on 
  NPCs 
  and 
  monsters. 
  For 
  your 
  convenience, Appendix 1 is split by APL 
   
  Along with this adventure, you’ll find a RPGA 
  session tracking sheet. If you’re playing this adventure as 
  part of an RPGA-sanctioned event, complete and turn in 
  this sheet to your senior GM directly after play. You’ll also 
  find a LIVING GREYHAWK adventure record (AR). You 
  need one copy of this for each participating player. 
   
   LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To calculate the 
  Average Party Level (APL), follow the process below:  
  1. Determine the character level for each of the PCs 
  participating in the adventure. Each PC may bring 
  one animal, plus any creatures gained from class 
  abilities to help in combat. (PCs can bring more 
  creatures but they cannot help in combat). If you 
  deem that the animal bestows a significant benefit in 
  combat add the animal’s CR to the level of the PC it 
  is accompanying for calculating APL. (Animals 
  gained from class abilities and one standard horse, 
  warhorse, or riding dog for a PC with Mounted 
  Combat do not affect APL). 
  2. Sum the results of step 1 and divide by the number 
  of characters playing in the adventure. Round to the 
  nearest whole number. 
  3. If you are running a table of six PCs, add one to that 
  average. 
   
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLs are given in even-numbered 
  increments. If the APL of your group falls on an odd 
  number, ask them before the adventure begins whether 
  they would like to play a harder or easier adventure. 
  Based on their choice, use either the higher or the lower 
  adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. A player 
  character more than three levels higher than the APL at 
  which the adventure is played cannot participate. If a 
  player character is more than two levels away from the 
  APL at which the adventure is played, he suffers a 50% 
  penalty to the amount of gold and XP gained in the 
  adventure. This simulates the fact that either the PC was 
  not challenged as much as normal or relied on help by 
  higher-level characters to reach the objectives. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1st-level characters may find 
  the challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them and fight for them. 
   
  These APL calculation rules reference version 7.0 of the 
  Living Greyhawk Campaign Sourcebook. If you are playing 
  URD7-04 Skin Deep 
   
  Page 1 
  
  this adventure in 2008, check the current version of the 
  LGCS and follow any updated rules presented within.  
   
  TIME UNITS AND UPKEEP 
  This is a standard one-round regional adventure, set in 
  the Duchy of Urnst. Characters from the Duchy of Urnst 
  pay one (1) Time Unit per round, while all other 
  characters pay two (2) Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12 gp per Time 
  Unit. Rich Upkeep costs 50 gp per Time Unit. Luxury 
  Upkeep costs 100 gp per Time Unit. Characters that fail 
  to pay at least Standard Upkeep will retain temporary 
  ability damage until the next adventure, must buy new 
  spell component pouches and healer’s kits, and may 
  suffer other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this adventure. 
   
  A character that does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild. If the character possesses four or more 
  ranks in the Survival skill and succeeds at a DC 20 
  Survival check, the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking). The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of Chapter 
  3 of the Living Greyhawk Campaign Sourcebook. 
   
  ADVENTURE BACKGROUND 
  When Duke Karll went missing near the end of 595 CY, 
  his nephew Lord Ellis sought to be chosen as Duke over 
  Karll’s sons, Jolen and Broden. The Honorable Chamber 
  preferred the older, more experienced Ellis but was 
  unwilling to replace the Duke; as a compromise, they 
  made him Regent instead.  
   
  Over the year that followed, the new Regent made 
  various efforts to win over supporters. One of Ellis's first 
  moves as Regent was the granting of a merchant charter 
  to the Duchy's first non-house trading company. The 
  mission of the "Western Flanaess Trading Company" 
  (WFTC) was to open up new trade with the Baklunish 
  west while providing rewards to those who chose to join 
  Lord Ellis's Strong Harts faction.  
    The WFTC's initial contacts proved successful. Lucrative 
  trade deals were worked out with the Beylik Zehni in 
  Zeif (during ZEFS6-01 The Dragon). The addition of a 
  treaty that provided for low tariffs from the city of Dyvers 
  has made for high profits on both ends of the trade route.  
   
  Some say House Meissel and House Kaste even went 
  so far as to declare for the Regent's faction as a part of a 
  bargain that got their members appointed to the 
  company's board. Unfortunately, the company's close ties 
  to the Regent also made it enemies of the pro-Jolen 
  "White Harts." The success or failure of the WFTC had 
  become a playing piece in the Duchy's age-old game of 
  houses. 
   
  With proven profits, the WFTC began the 
  construction of its own ships, but its enemies were 
  working against it. The company's flagship (the Golden 
  Venture) was sabotaged during construction, and, on its 
  maiden voyage for the company, a spy was placed in the 
  crew. Damage to the hull forced a landing at the 
  forbidding Tarbeach Island where shapechanger pirates 
  attacked the ship. Fortunately, adventurers serving as 
  irregular marines aboard ship handily defeated the 
  pirates, and the ship was able to continue on its journey 
  to Dyvers with little further trouble (took place in URD6-
  I03 A Darkness Upon the Deeps). 
   
  More recent events have created troubles of their 
  own. House Kaste switched to the White Harts faction 
  (after PCs convinced them to do so during URD6-04) and 
  Lord Regent Ellis removed their board member and 
  cracked down on their Rhennee clients. In return, House 
  Kaste's close ties to the Ducal Navy have resulted in fewer 
  escorts for the ships of the WFTC. Frequently, it is only 
  the few ships the Board has been able to hire privately 
  that stand between them and disaster. 
   
  Success has also brought the attention of the 
  Bakluni's monopolistic Mouquolland Consortium (MC), 
  which has been threatening to shut down the trade of the 
  fledgling company, and has made the procuring of long-
  term trade arrangements with legitimate merchants in 
  the West difficult. 
   
  Meanwhile, the efforts of Lord Ellis paid off: the 
  Honorable Chamber declared the still missing Duke 
  Karll to have abdicated and crowned Lord Ellis the new 
  Duke. Duke Ellis has achieved the crown he was deemed 
  too young for when his father (Duke Karll's brother) died. 
  He is at the peak of his career, but still has allies who 
  expect to be rewarded for their support. 
   
  Fortunately, for the Duke, a surprising avenue looks 
  as though it has borne fruit for the Company. The Sultan 
  of Zeif has an eye for the exotic, and is currently short a 
  wife (his third wife suddenly fell ill and perished under 
  mysterious circumstances last summer). He has, in 
  confidence, agreed to take a young noblewoman of the 
  Duchy to wife. The WFTC hopes this will help create a 
  lasting relationship with the Sultan that will sway the MC 
  toward more far-reaching trade rights in Zeif. The sultan, 
  well aware of the WFTC's trade ambitions, has insisted 
  that the young lady in question be transported "in the 
  same manner as any other precious cargo" to help prove 
  the company's legitimacy as a viable trade organization as 
  well as their ability to maintain discretion.  
   
  The loss of such a "cargo" would prove disastrous for 
  the Company's hopes with a corresponding loss of 
  prestige for Duke Ellis. As such, it presents a potential 
  target, so the newly dubbed 'princess' Terrabessala 
  Coriner will be making the journey by ship and caravan 
  as secretly as possible. Unfortunately, secrets are hard to 
  keep in the Duchy. Other interested parties now move to 
  ensure the new Duke’s rising star has reached its zenith.  
   
  URD7-04 Skin Deep 
   
  Page 2 
  
  ADVENTURE SUMMARY 
  The Western Flanaess Trading Company (WFTC) has 
  tasked the Golden Venture with a critical voyage to the 
  great land of Zeif. 
   
  Lake voyages hold many dangers, and previous 
  experience has shown that these expeditions stand a 
  greater chance of success if adventurers loyal to the 
  Duchy are included in the ship's crew. The political and 
  economic stakes make this especially true for this 
  journey. The PCs have been called upon to fulfill this 
  duty with the understanding that the gratitude of the 
  Duke will be bountiful should they succeed. 
   
  The unknown threats of the deep Nyr Dyv aren't the 
  only challenges the PCs will have to face, however. 
  Negotiations with the sultan have not been as secret as 
  the WFTC would like and dark forces align against the 
  company.  
   
  The Golden Venture has only recently made port 
  again, and security has been curtailed as she is hurriedly 
  prepped for another sea journey. A forsaken shell or skin 
  kite (at APL 2) has slipped on board to sabotage the ship. 
  The forsaken shell has created a hiding place between the 
  ship’s wooden hull and its iron armor.  
   
   
  After having spent days in port causing leaks that 
  essentially cannot be fixed without exposing the hull the 
  creature moves on to the crew. Over the course of the 
  adventure it begins making nightly forays into the ship 
  by climbing over this ship’s hull into an empty porthole 
  or even under the rail onto a cluttered part of the deck. 
  There it begins feasting on the crew, one at a time, to 
  cause as much fear and mayhem as it can. If you wish to 
  tease a little, have “something” brush the edge of a detect 
  evil or detect undead spell from the other side of a bulkhead 
  from time to time, then quickly slip away, not to be 
  repeated that same evening.  
   
  APL 2 Adjustments: At APL 2 the Skin Kite still hides 
  along the ship’s hull during the day, but at night it prefers 
  to lurk in the ship’s rigging (note that at night the sails 
  are folded and tied down to the yardarm, creating plenty 
  of full concealment hiding places). It occasionally passes 
  itself off as the ships flag or a pennant during the nightly 
  anchor. It is small and flexible enough (possessing 
  neither bone nor tissue) to hide nearly anywhere, or 
  masquerade as a pile of dirty rags. 
   
  The substitution of the skin kite changes the story 
  slightly. After the first victim, only those on deck are 
  victimized and their bodies cast overboard. Because of 
  this, the PCs could prevent a third victim from being 
  taken if appropriate precautions are taken.  
   
  Instead of ongoing sabotage, damage that causes 
  leaking can be attributed to saboteur work done prior to 
  the Golden Venture leaving port and the effects of the 
  storm. The skin kite is be seen below deck; if seen it 
  needs space to fly away due to its very low movement rate 
  when not flying.  
   
  At some point during the journey, the players will 
  begin to suspect that there is something terribly wrong 
  aboard ship; the PCs need to think fast in order to keep 
  their hopes for a successful voyage from literally sinking 
  beneath their feet. 
   
  Introduction 
  The PC’s find themselves aboard the Golden Venture 
  awaiting one last passenger before setting sail. 
   
  Encounter 1 
  Day 1 morning. Watches are set and foreshadowing 
  occurs. 
   
  Encounter 2 
  Day 3 mid-day. Barwell goes missing and Lady 
  Terrabessalla reveals her state of mind. 
   
  Encounter 3 
  Day 4 morning. Engled goes missing; the weather turns 
  bad quite suddenly. 
   
  Encounter 4 
  Day 4 first night watch. A third sailor dies. Voraan reveals 
  his true colors. 
   
  Encounter 5 
  Day 5 very early morning. The ship is clearly in danger. A 
  risky solution is advocated.  
   
  Encounter 6 
  Day 5 very early morning. Lady Terrabessala reluctantly 
  offers her assistance and the PCs must decide on a course 
  of action. 
   
  Encounter 7a 
  Day 5 day break. Use this encounter if the PCs come up 
  with a plan of their own. 
   
  Encounter 7b 
  Day 5 day break. The Golden Venture grounds in the 
  Enyatsuvitcha Sargasso. Creatures may attack 
   
  Encounter 8 
  Day 5 any time. The killer is revealed. 
   
  PREPARATION FOR PLAY 
  As players arrive, give them the opportunity to peruse 
  "The Leukish Tattletale" (Player Handout 4 in Appendix 6). 
   
  Find out if the PCs are members of any Duchy of 
  Urnst Meta-Orgs or Factions and give all PCs one or more 
  handouts as follows: 
  • 
  White Hart or Ducal Loyalist Faction 
  members get Player Handout 1. 
  • 
  Ducal Guard, Ducal Navy, & Western 
  Flanaess Trading Company members get 
  Player Handout 2. 
  • 
  Employees of Strong Hart Houses* get Player 
  Handout 2. 
  URD7-04 Skin Deep 
   
  Page 3 
  
  • 
  Characters who are not getting Player 
  Handout 1 or 2 receive Player Handout 3. 
   
  Take note of any Duchy nobles so as to make sure they 
  are assigned proper quarters on the ship. 
   
  * Note that "Employees" of Houses are not necessarily the 
  same as "Members" of a House. At the time of this 
  adventure, the following houses are members of Duke 
  Ellis's Strong Harts Faction: Arginar, Baercol, Baerglund, 
  Coriner, D’Dolch, D'Argin, Durnix, Eisener, Gaebech, 
  Holomaer, 
  Kilbourne, 
  Kressel, 
  Meissel, 
  Nelaera, 
  Pontirun, Regin, Ruen, Saevil, Samaris, Szabo, U'Morael, 
  Vaer, Verana, Verle, Wolfheart, and Xiotha. 
   
  A note regarding combat: All of the combats at APL8+ 
  involve grappling. Be sure to familiarize yourself with the 
  rules for grappling, improved grab, and constrict. 
   
  In addition, the Stormfire Motes in encounter 3 are much 
  easier to track if you have tiny dice, or small pieces of 
  cardstock. Consider repeated hole punching of a colored 
  note card to use as motes. 
   
  INTRODUCTION 
  Summary: Day 1 morning. The PC’s are hired to serve as 
  guards and find themselves aboard the Golden Venture 
  awaiting one last passenger. 
   
  After giving PCs their handouts, check that they want to 
  continue with the adventure. If they wish to trade out 
  their character for another, they may do so now (this may 
  require issuing them another handout). If any PCs check 
  in with the White Hart or Ducal Loyalists factions before 
  following their orders, give them Player Handout 1 if they 
  haven't received it yet.  
   
  Read the following out loud: 
   
  Spring has come to the Duchy and its capitol city 
  bustles with trade from distant lands. As evening 
  fell on the 5th day of Flocktide, you made your way to 
  the Basking Barracuda Inn and met briefly with 
  Tyquil ilVerin, quartermaster of the Golden Venture. 
  After closely scrutinizing the sealed note you 
  handed him, he looked you over with a shrewd eye 
  before slowly nodding and offering a small bow. 
  With no preamble he whispered simply “<APL 
  specific (see below)> gold dukes at journey’s end, for a 
  job well done” Brusquely, he turned away, and then, 
  said over his shoulder: “we cast off at dawn with an 
  important guest” before putting up a hand and 
  looking around suspiciously. “We’ll talk tomorrow” 
  he said as he quickly left the inn. 
   
  The reward offered varies by APL and is per person: 
  APL 2: 50 gp 
  APL 4: 50 gp 
  APL 6: 250 gp 
  APL 8: 700 gp 
  APL 10: 700 gp 
  APL12: 1100 gp 
   
  If they so wish, the characters may make a single gather 
  information for each of the two subjects below and as 
  many knowledge checks as they are capable of during the 
  course of the evening.  
   
  Gather Information: (The Golden Venture) 
  DC 5: The Golden Venture is the flagship of the Western 
  Flanaess Trading Company and has made a 
  number of important trade voyages for the 
  company. 
  DC 10:  She has only been back in port for two days, 
  having just returned from a trade voyage to the 
  West.  
  DC 15: The Captain of the Golden Venture, Guy ilVerin-
  Meissel is nearly legendary for his success in 
  bringing off difficult lake voyages and trade 
  missions. 
  DC 20:  The ship has giving extended leave to a portion 
  of their crew, but are readying for departure; 
  rumor has it they are taking on some highly 
  skilled guards for a precious cargo. 
  DC 25: Some trouble occurred on the ship’s maiden 
  voyage that required the ship to be repaired 
  using sandy tar from a strange beach. It’s said 
  that seawolves were involved somehow. 
   
  Gather Information: (The mission at hand) 
   
  DC 10: The Golden Venture is the flagship of the Western 
  Flanaess Trading Company and any mission it is 
  involved in is likely to be of great importance to 
  the Company. 
  DC 15: Rumor has it that a new envoy has been chosen 
  to champion the cause of the Western Flanaess 
  Trading 
  Company 
  with 
  the 
  Moquollad 
  Consortium, but that the person chosen has not 
  yet been revealed for fear of reprisals from the 
  Sultan’s spies. 
  DC 20: Something about the recent rumors doesn’t 
  sound right. Why would the Duchy send an 
  envoy to a trade consortium and not the sultan? 
  Perhaps the MC has more power than was first 
  let on? 
   
  Knowledge (Local–VTF)*:  
  DC 12: The Moquollad Consortium has a monopoly on 
  all trade in Zeif and most of the Bakluni West. 
  DC 15:  The Sultan of Zeif is an absolute sovereign of 
  his country known for his great wealth, vast 
  Harem, and many wives. He holds all the cards, 
  and perhaps pulls all of the strings as well. 
  DC 20: A foreign trading company had a great deal of 
  initial success with new contacts in Zeif, but 
  URD7-04 Skin Deep 
   
  Page 4 
  
  lately has run afoul of the Moquollad 
  Consortium. 
   
  Knowledge (local–NMR)*: 
  DC 10: The Duchy of Urnst recently chose a new Duke 
  to replace the one that had been missing for 
  more than a year. 
  DC 15: The Western Flanaess Trading Company was 
  granted its merchant charter by (then Regent) 
  Duke Ellis and charged with opening trade with 
  the Bakluni West 
   DC 20: The Company had a great deal of initial success 
  with new contacts in Zeif, but lately has run 
  afoul of the Moquollad Consortium and lost 
  some goods to pirates. 
   
  * Characters from the meta-region listed may substitute 
  Bardic knowledge checks for the above knowledge 
  checks.  
   
  Assuming the PCs choose to show up in the morning, 
  have them describe their characters to each other as they 
  arrive at the dock with the Golden Venture. Then proceed: 
    
  The Golden Venture is off to a late start. Three hours 
  past dawn already, and it has become difficult to tell 
  which will break first, the leaden skies or the storm 
  clouds rising to countenance of captain ilVerin 
  Meissel, the master of the Golden Venture.  
   
  Finally, a small retinue has made its way into 
  view and slowly approaches the ship.  
   
  “It’s about bloody time!” the captain mutters 
  through clenched teeth, as the retinue reaches the 
  gangplank.  
   
  “Ah, captain! You look a bit peaked, are you 
  ready to sail, yet?” demands the cloaked figure at the 
  head of the retinue. With well manicured hands, she 
  pulls back her hood to reveal immaculately arranged 
  blond hair framing soft, beautiful features, and the 
  coldest gray eyes you can remember seeing on a 
  young woman who cannot be long out of her teens. 
  Without waiting for an answer, she continues. “Well, 
  we haven’t time for you to be sick; I’ll have no 
  slacking 
  for 
  it 
  either. 
  Mizza, 
  conduct 
  our 
  accouterments to our stateroom. Take your time and 
  make sure it’s done right, my dear, I abhor the sight 
  of rotting wood, and I’m certain this relic is full of 
  it.” 
   
  The captain turns a shade of purple, but 
  manages to crack a wide, insincere smile. Through 
  bloodless lips he grates “Right this way, milady 
  Coriner, and may I say it is my honor to welcome 
  you aboard the Golden Venture.”  
   
  “Of course it is.” She states dismissively as she 
  sweeps past. This could be no other, it seems, than 
  the new envoy to Zeif.  
   
  Knowledge (local–NMR or nobility and royalty): 
  DC 15: It makes little sense that a young Coriner would 
  take on the role of a Trade envoy. Such a role 
  would make more sense in the hands of a White 
  Bear in the Ducal Diplomatic Corps or a Trade 
  Representative from the Company. 
  DC 17: House Coriner is a new Noble House known for 
  its parties and social events. 
  DC 20: House Coriner is believed to have quietly joined 
  Duke Ellis's Strong Harts; they hosted the 
  Strong Hart's first Ball of the spring. 
  DC 25:  The Coriners are best known for their 
  "Hummingbirds," skilled courtesans that serve 
  the wealthy of the Duchy. They bought their 
  way into the nobility in 583 CY and have had 
  financial difficulties ever since. 
  DC 30: The woman who just came on board is Lady 
  Terrabessala Coriner of House Coriner, the 
  youngest daughter of the head of the House 
  (Lady Delina Coriner). She is rumored to be 
  outspoken and rather headstrong. 
   
  Developments: Once Lady Terrabessala has gone to her 
  cabin, the crew will cast off and make sail. Proceed to 
  Encounter 1. 
   
  1: THE CHALLENGE 
  Summary: The first day of sailing. Watches are set and 
  foreshadowing occurs. 
   
  The Golden Venture carries a modest 45-ton cargo of 
  mixed goods (see Appendix 3 for more details). This light 
  cargo is at least in part to help ensure a short, and 
  hopefully less dangerous, journey. The captain intends to 
  sail dawn to dusk (16 hours, for the sake of ease) within 
  sight of shore from the crow’s nest until the ship passes 
  Salt Harbor. From there, the Golden Venture will sail due 
  west over open water to cross the Midbay gulf to the great 
  southern peninsula, and then again hug the southern 
  coast down the peninsula into Dyvers. There will be an 
  anchorage and three member watch every night. With 
  prevailing winds and decent weather, the journey to 
  Dyvers is expected to last 7 to 10 days.  
   
  Midmorning, the captain and the master-at-arms will 
  address the ship’s regular marine crew and the PCs in the 
  captain’s quarters: 
   
  A fresh looking crew member approaches you with a 
  bounce in his step. With an easy grin, he introduces 
  himself as Barwell.  
   
  ‘Ey there, mates, the cap’n’s called for ya in ‘is 
  cabin right away. Aft port main deck can’t miss it 
  don’t ferget ta knock” he states in a rush, before 
  quickening his pace on his way to other duties.  
   
  As you crowd inside, you note the six ship’s 
  marines are also present. The captain speaks, "Men 
  (and Ladies), welcome aboard. A great deal rides on 
  the success of this cruise. The Company and the 
  Duke wish to see its success, and we’ve retained the 
  best insurance to be found – an experienced marine 
  URD7-04 Skin Deep 
   
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  detachment 
  backed 
  up 
  by 
  some 
  *ehem*, 
  ‘improvisational specialists’. You’ve been called to 
  service here to help protect this ship, its crew, 
  passengers and cargo.  
   
  The next statement is said with a slight look of distaste and 
  comes off as badly rehearsed – “All should be considered 
  precious and necessary to the continued welfare of 
  our beloved Duchy. 
   
  He continues after a short pause – “Harumph. Well. 
  During the day, I want at least two from each of your 
  groups on deck keeping watch. I want three person 
  watches during each night anchorage; two on deck 
  patrol circuit, and one of my crew in the crow’s nest. 
  At all times, keep a sharp eye out for pirates; piracy 
  has been on the rise of late. Do your jobs, and I’ll do 
  mine. May Osprem and Xerbo bring fair days and a 
  following wind to this venture. Dismissed.” 
   
  Setting Watches and Settling In: At this point, 
  introduce the 5 ship marines (see Appendix 3) and set up a 
  watch schedule. The day is divided into two 8 hour "Sail 
  Watches" and the night into two 4 hour "Night Watches:"  
  Sail Watch 1 5am-1pm (8h) 
  Sail Watch 2 1pm-9pm (8h) 
  Night Watch 1 
  9pm-1am (4h) 
  Night Watch 2 
  1am-5am (4h) 
  Should the PCs ask, hours are estimated with the burning 
  of lantern oil and the occasional astrological sighting, and 
  then called out with the striking of a small bell in the 
  crow’s nest. 
   
   The PCs are expected to provide at least one PC for 
  each watch, to be paired with a marine to patrol the 
  decks. The quartermaster provides two lanterns, two 
  whistles, and two crossbows to the on-watch team. 
  Another member of the crew is on watch in the Crow's 
  Nest.  
   
  Have the PC's figure out when each of them are on 
  watch and when they are sleeping (the remaining time 
  can be spent relaxing on deck or otherwise occupying 
  themselves as they wish). 
   
  Any nobles, Ducal Guard officers, Ducal Navy 
  officers, and/or others who successfully claim a similar 
  status, are offered shared use of one of the officer's cabins 
  (top left #10 on the ships map). If there is more than one 
  of them, they are encouraged to take different watches (so 
  they aren't all in the cabin at the same time). Other PCs 
  will be encouraged to sleep on the lower deck (#9 on the 
  ships map). 
   
  When not on watch, the characters are free to roam 
  around the ship and interact with the crew. A look over 
  the interior of the ship reveals nothing amiss, other than 
  a high port side bilge, which can be pumped (see the 
  Bilges section of Appendix 3 for information about 
  pumping bilges). If the characters have some way to allow 
  them to look over the outside of the ship, they find it to 
  have an unusual amount of crusting from barnacles and 
  other parasitic marine life, but no overt indication of 
  structural damage or obvious leaks. The encrustation 
  cannot be easily removed - A DC22 Str or DC15 
  Profession (sailor) check and an hour’s time would be 
  required to sufficiently clean a 3 sq. ft. section under the 
  adverse conditions of sail; there is about 1500 sq ft of 
  material to remove.  
   
  In the Afternoon: Not long after midday the captain can 
  (with a DC 15 Listen check from anyone who happens to 
  be on deck) be heard to say: 
   
  Ms. Bayle! <turns to the second mate> Have the lads 
  give me a full once-over. See me in my ward room at 
  sun-high with a full report  
  . . . she looks like she’s listing to port a little, and we 
  still haven’t had that dry dock we need. Damned 
  barnacles . . .(the captain walks toward the ward room and 
  the monologue fades off into muttering about Leukish and 
  Company politics)  
   
  A Profession DC 20 (sailor) or DC 15 Craft (shipbuilding) 
  check will reveal that it’s not just the captain’s 
  imagination; the ship is indeed listing slightly to port 
  through the swells.  
   
  If the PCs ask, the general crew and marines know 
  nothing about their passenger. All of the ship’s officers 
  and Byloos know that her name is Lady Terrabessalla 
  Coriner.  It is rumored she is an envoy to the Mouquollad 
  Consortium but only the Captain knows her business in 
  Zeif (and he isn’t telling at this point). 
   
  Developments: The first night and second day under sail 
  passes without incident. The marines get thoroughly 
  drunk on the second night. Read the following if you 
  wish: 
   
  Throughout the first and second nights, a fitful 
  wind gusts gently, only occasionally snapping the 
  proud Duchy colors attached to the mizzen. The ship 
  smells of fresh tar, sealing wax, new pine, and, of 
  course, the distinctive tang of the Nyr Dyv herself. 
  Although your rest and watches pass without 
  incident, an unease you can’t quite put your fingers 
  on make for fitful evenings.  
   
  Proceed to Encounter 2. 
   
  2: WHAT DO YOU DO WITH A 
  DRUNKEN SAILOR? 
  Summary: Day 3 midday. Barwell goes missing and Lady 
  Terrabessalla reveals her state of mind. 
   
  The third day, winds are moderate and the weather is 
  partly cloudy, with leaden skies on the southern horizon. 
  The ship picks up speed. 
   
  In the morning of the third day, the ships marines 
  are particularly out of sorts as they recover from their 
  drinking game the night before.  
  URD7-04 Skin Deep 
   
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  Just after midday on the third day under sail:  
   
  An hour before the change to second sail watch, 
  Voraan Soothmoor, the first mate, stalks up on deck 
  with murder in his eye.  
   
  “Black Terror’s shade! I swear to you goats, I’ll 
  have the lot of you hung by the heels from the 
  yardarm if yer hiddin’ his drunken carcass. Where’s 
  Barwell?”  
    
  Barwell, one of the ship’s regular crew, is missing. He had 
  the second night watch and was relieved an hour before 
  dawn. The last to see him was the man who relieved him, 
  Brunis (currently in the crow’s nest). He has, in fact, been 
  taken in the night by the ship’s visitor. See "The Killer" 
  (below) for more details on the creature's maneuvers on 
  the ship. 
   
  INFORMATION ABOUT THE CREW  
  Basic information about an NPC can be gathered with a 
  DC12 Gather Information check amidst the crew. More 
  specific information requires a Diplomacy check with the 
  specific person:  
   
  Lady Terrabessalla Coriner comes up on deck often to 
  gaze at the sea. She looks outward with a stony gaze 
  and often appears to be muttering under her breath. 
  DC 20 from Malie Bayle: Terrabessalla has all the 
  earmarks of a follower of Joramy 
  Lady Mizza has not been seen on deck since the journey 
  started. She appears to spend all of her time in the 
  cabin she shares with the lady Coriner. Sounds of 
  retching can often be heard beyond the doorway. 
  DC 20 from the captain or Tyqual: Lady Mizza is a 
  well known Hummingbird (courtesan) of house 
  Coriner. 
  Barwell’s a new lad; new enough to not yet have the 
  proper fear and respect for the sea. For all of that, he 
  appears to be an excellent sailor, if a bit of a 
  teetotaler. He was on the 2nd night watch and was 
  relieved by Brunis. 
  Voraan Soothmoor, the first mate is an ambitious man, 
  who has strived for some time for his own command 
  at sea. While never a terribly civil man, he has of late 
  become more brutal and driven. It’s been rumored 
  that he was recently denied a private request for 
  promotion within the company. 
  Byloos is a strange little man. Amiable enough, and a 
  good sailor, but always chuckling to himself, as 
  though he was constantly surrounded by excellent 
  jests. He also appears to be quite good at wood 
  carving, as he possesses several game boards of 
  excellent quality. He’s been known to throw the 
  dice a time or two, as well. 
  Captain Guy Ilverin is a sharp one. Gotten his crew out 
  of many a scrape, he has. A true sailor, he’s a fair 
  hand with both the cutlass and the sextant. In 
  previous journeys for the company, he was merely 
  captain, but it’s rumored that he recently became 
  master-of-ship as well. 
  Tyqual Ilverin is a cousin of the captain’s. A tight-lipped 
  man, to be sure, and always with his nose in the 
  books. He can sometimes be heard in the ship’s 
  office reciting aloud is some strange tongue. Always 
  comes back from foreign journeys with the oddest 
  curios, as well.  
  Malie Bayle is a cold one (although not, perhaps as cold 
  as HER LADYSHIP. She’s a cool hand with a 
  churigeon’s knife, though, and if you get her in her 
  cups, she’s friendly enough for a few games of dice. 
  She has an amazing collection of odd (and 
  expensive) wine bottles in her cabin. 
  Sgt.Gwence Tymoril is an experienced, no-nonsense 
  warrior late of the Ducal marines. She appears to 
  have taken well to the role of master-at-arms and has 
  served well. She’s either very good at managing her 
  money or gets paid an awful lot for per position, as 
  she seems to own many fine weapons.  
  The remaining marines and crew are a hearty lot, hand 
  picked by the captain. Some of the marines used to 
  serve with the Ducal navy, but have been released to 
  service with the WFTC after they served with honor 
  in a tough engagement against seawolves last year.  
   
  More details about various members of the ship’s crew 
  can be found in Appendix 3, and descriptions can be found 
  in Appendix 1 under the individual stat blocks. 
   
  SEARCHING THE SHIP  
  An extensive regular search of the ship turns up nothing, 
  however, a DC 10 Profession (sailor) or DC 22 Search 
  check determines that the port forward and port 
  amidships bilges seem unusually full (more so than the 
  day before as they were checked but not pumped). 
   
  Into the Bilges: The very bottom of the ship is divided 
  into six compartments, each of which is considered to be 
  a bilge. They are about 4 feet deep at their deepest, and 
  filled with disgusting, villainous smelling brackish 
  (opaque) waste water over heavy ballast stones (used to 
  stabilize the ship). There is a thick, reinforced wood deck 
  above the bilge area with one 3x4 semi-watertight hatch 
  above each bilge. Large sections of oiled sailcloth tarp lie 
  over the entire hold. The cargo sits on top of the tarp. The 
  cargo is relatively light for this trip, leaving the hatch to 
  each 
  bilge 
  uncovered. 
  The 
  bilges 
  are 
  sealed 
  compartments, but a DC 15 Search check will reveal 
  small, rough 2-inch diameter holes just under the lower 
  deck that lead from bilge to bilge. These holes do NOT 
  provide line of effect for spells. They were punched 
  through by the forsaken shell. 
   
  Pumping a bilge: There is one manual bilge pump 
  aboard. It does not require submersion to use, however it 
  breaks after about five hours of use, but can be repaired 
  with 6 hours of work and a DC 18 Knowledge 
  (engineering) check. The configuration of the bilges 
  URD7-04 Skin Deep 
   
  Page 7 
  
  makes checking bilge water volume an inconvenient 
  task. It takes 2 people 2 hours to pump a normal bilge 
  with a working bilge pump. It takes 2 people 3 hours to 
  pump bilge with a small leak (as is the case for both 
  midline bilges for this journey). It takes 6 people 6 hours 
  to bail the volume of a single bilge. Bailing a leaking bilge 
  is impossible. It takes two hours to clear a bilge of ballast 
  stones and expose the ship’s hull. If you first clear the 
  ballast stones (requiring at least one person to be mostly 
  submerged), There is automatically enough headroom to 
  walk bent over in the bilge without pumping (although it 
  will fill again from leaking). 
   
  Most bilges reveal nothing but filth, rotting rope, 
  and small rusting bits of metal. See Port Forward Bilge 
  below for other finds 
   
  Dangers in the Bilge Water: Venturing into any bilge 
  will first require clearing the bilge of ballast stones. 
  Anyone immersing themselves in a bilge without first 
  bailing or pumping it out completely will be subject to 
  hypothermia (after time passes) and disease (a single 
  check made when they first enter the water). A DC 12 
  Heal, Knowledge (nature), or Survival check will reveal 
  the danger in the unsanitary water. 
   
  Hypothermia: the Nyr Dyv (including bilge water) in 
  spring is moderately cold at sea; those unprotected by 
  appropriate magic or adapted to the environment take 
  1d6 nonlethal damage for every 10 minutes in the water 
  (DC 12 Con check, +1 per previous check). 
   
   
  �APL 2-6: Disease: Sea sores (DC 14 Fort, 
  incubation 1 day, Dmg 1d4 Str + 1d2 Cha) 
   
  �APL 8-12: Disease: Sea rot (DC 20 Fort, 
  incubation 1 day, Dmg 1d6 Con + 1d6 Str) 
   
  Port Forward Bilge: Successfully searching or pumping 
  out the bilge reveals the skinned corpse of the missing 
  crewman. His skinless body can be found submerged and 
  weighted down with ballast stones in the lower port 
  forward bilge, but this requires specifically either 
  draining, then refilling each bilge (refilling to 75% 
  capacity is required to properly ballast the ship with it’s 
  current cargo) or performing a manual submerged blind 
  search.  
   
  The body is literally stuffed into the corner space 
  between the ship’s hull and the lower side of the bilge 
  lattice as far forward as possible. At APL 4+ the body is 
  only partially intact due to this cramming process (which 
  clearly took a great deal of strength). Blindsight (but not 
  Blindsense) turns up the body easily in under a minute.  
   
  Assuming a full pump down (or a submerged listener 
  with ballast stones removed) searching this bilge reveals 
  an unusual thumping noise coming from somewhere 
  sternward; the sound vibrates faintly along the hull. (DC 
  26 Listen check) that repeats erratically. It takes a 2d6 
  minutes to fully search the bilge blindly. 
   
  Port Amidships Bilge: If the port amidships bilge is 
  drained, the DC to hear the thumping drops to DC 13. 
  Also, it will be noted that it takes longer to pump either of 
  the amidships bilges (they cannot be bailed to the hull 
  line) as the hull underneath has been weakened here.  
   
  The rules regarding pumping can also be found in 
  Appendix 3 for later reference 
   
  Response: The crew mutters about the death, if 
  discovered, but the captain and mates quickly take them 
  under control and set them to work on various ships’ 
  activities. The disappearance is explained away by a 
  probable drunken fall overboard (unless the body is 
  found in the bilge, in which case the crew becomes 
  alarmed and start making noises about finding a port; 
  either way the captain is determined to follow through 
  with the mission). The captain is concerned and pulls the 
  PCs in to ask questions about last night’s watch and the 
  goings on aboard ship. 
   
  Time is scarce, so limit the player’s time for creating 
  comprehensive witch hunt schemes. The captain will not 
  drop sails to search for the body, on, or off the ship, nor 
  for searching the outside of the hull. This makes an 
  aquatic foray impossible unless the characters have some 
  way of keeping up with the ship while it is under sail. The 
  sharp detritus clinging to the ship’s hull, along with the 
  unpredictable motion of the ship, make clinging to the 
  hull for investigation a very hazardous endeavor. Have 
  characters that attempt this make a DC 25 Climb check 
  and a DC 20 Reflex save every round or take 1d6 lethal 
  and 1d6 nonlethal battering and scraping damage. 
  Keelhauling is not for the faint of heart.  
   
  THE KILLER:  
  Creature: See Encounter 8 for details of the Killer that 
  has started killing off the crew. 
   
  Detecting the Killer: It is nearly impossible to detect in 
  its hidey-hole during the day, and difficult to detect even 
  aboard ship. The composition of the hull, ballast, and 
  armor plating masks it from detect undead and detect evil 
  spells while it is in it’s hiding place; a DC 36 Search check 
  made from underneath the ship’s keel is necessary to find 
  the pried-up armor plate due to an extensive amount of 
  sea detritus and deterioration along the outside of the 
  hull (this is due to a minor curse from Vakulis, a sea witch 
  from URDI6-03-B A Swim in the Pond who had some 
  interest in this vessel).  
   
   
  APL 2: At this APL, the leaking is from saboteur 
  work done prior to the Golden Venture leaving port (and 
  the effects of the storm in Encounter 3).  
   
  The skin kite hides along the ship’s hull during the 
  day, but at night it prefers to lurk in the ship’s rigging 
  (note that at night the sails are folded and tied down to 
  the yardarm, creating plenty of full concealment hiding 
  places). It occasionally passes itself off as the ship’s flag or 
  a pennant during the nightly anchor. It is small and 
  URD7-04 Skin Deep 
   
  Page 8 
  
  flexible enough (possessing neither bone nor tissue) to 
  hide nearly anywhere, or masquerade as a pile of dirty 
  rags. The skin kite has a +6 circumstance bonus to its hide 
  check aboard ship due to clutter. 
   
  Note: Only the first body is found in the bilge.  
  After the first victim, only those on deck are victimized 
  and their bodies are cast overboard (as the skin kite will 
  be caught too quickly if it doesn't have room to fly). 
  Because of this, the PCs could prevent a third victim from 
  being taken if appropriate precautions are taken.  
   
   
  APL 4-12:  
  The forsaken shell spends most of its 
  time prying the metal armor away from the wooden hull, 
  then forcing small objects between the planking in order 
  to separate them and create many small leaks that cannot 
  be seen from inside the ship (although they can be 
  located with a DC 15 Search or profession (sailor) check 
  because the water can be seen leaking through the plank 
  edges if a bilge is emptied). Because of the means of 
  creating these leaks, the spell make whole will have no 
  effect 
  when 
  attempting 
  to 
  repair 
  the 
  damage. 
  Prestidigitation, mage hand, and the like will likewise prove 
  ineffective for extracting the deeply embedded splints.  
   
  Since the ship has a bilge, and a seagoing vessel is 
  full of sounds from the constant activity and the action of 
  the Nyr Dyv against the hull, the sound of the forsaken 
  shell's sabotage will be extremely difficult to detect. 
  Anyone in an empty bilge (see Bilges in Appendix 3) 
  listening for a while can detect the unusual hull noise 
  with a DC 26 Listen check. The DC is reduced by 1 for 
  every 2 ranks a character has in Profession (sailor). The 
  sounds can only be detected during the day, as the 
  forsaken shell is busy doing other things at night.  
   
  During its nightly forays aboard ship the forsaken 
  shell is very careful to remain unobserved. The clutter 
  and configuration of the ship provide an ideal skulking 
  environment for the forsaken shell because of its 
  flexibility. It benefits from improved cover under most 
  circumstances, which grants +10 to its hide bonus. The 
  effective Hide bonus is typically +32 or better, depending 
  on APL. Improved cover also offers +4 on Reflex saves 
  against mass damage spells, and improved evasion from 
  any spell that does not encompass it. It lurks silent and 
  still as only the dead can, waiting for a target. If seen, it 
  will always appear as a dark, flat, sinuous shape that rolls 
  and slithers toward the nearest escape route.  
   
  There are a number of good escape routes for the 
  forsaken shell, even from below decks – it has created 
  small holes that allow it to travel between bilges, allowing 
  it to go down into one hatch and come up out of any 
  other hatch. It need only open the hatch a crack (and it is 
  under the oiled tarp while doing this) to move in and out. 
  It has no problems slipping under any door as a move 
  action. A wastewater chute runs from the galley down 
  through the sail locker and into the forward bilges. The 
  stove is easy to open and the stovepipe runs up through 
  the forecastle deck. If it can reach the sail locker on the 
  lower deck, it can easily make its way up through the 
  hawse pipe by climbing the anchor chain. There are small 
  (1ft diameter) portholes in each of the rear officer’s 
  cabins. Four hard bilge lines (1 inch copper pipes 
  designed to accommodate pumping the bilges) run from 
  the midpoint of the lower deck up to just below the rail 
  and out over the sides. Other routes may exist at your 
  discretion. 
   
  DIVINATIONS 
  Divinations requesting the identity of the murderer will 
  reveal something like ‘A runed shell dwells amongst 
  the razors’ or some other vague clue that indicates that 
  there is definitely something wrong, but does not easily 
  give away the forsaken shell’s hiding place.  
   
  WHEN THE SEARCH IS FINISHED: 
  Don't let the investigation become too bogged down at 
  this stage. At some point read the following: 
   
   To help lighten the mood, Byloos, a small, swarthy 
  Touv man, who seems entirely too cheerful, sets up a 
  beautiful custom board for an ancient game not well 
  known in the duchy.  
   
  If there is time to spare, the PCs may wish to play. Byloos 
  loves to gamble. He’ll wager 10 gp to anyone who can 
  beat him, and offer to double the bet each time up to 
  about 160 gp. The game is Merels (a real game; the rules 
  can be found online). It is a relatively simple game but 
  deeply strategic. Unless you have an enormous amount of 
  time, resolve the outcome with an Int check, or 
  Profession (Gambler) check. Byloos has a total of +5. The 
  "Portable Game Board" is described in the appendix). 
   
  Just after finishing the games (or immediately after 
  the characters refuse to play but are still present) 
  Terrabessalla appears with storm clouds in her eyes:  
   
  Lady Terrabessalla rounds the corner and stops, as 
  though in shock when she sees you. With narrowed 
  eyes and high points of color on her cheeks she 
  exclaims “Lollygaggers! You men are lollygaggers! 
  Get to work, and don’t let me see you slacking again 
  or I’ll have you in chains, see if I don’t!” She whirls 
  without another look and stalks back the way she 
  came. 
   
  Even if the game doesn’t break up immediately, she 
  storms off and reports to the captain regarding gambling 
  aboard ship. There is an audible row (mostly the raised 
  voice of Terrabessalla) followed by her storming back to 
  her cabin. The captain calls the perpetrators into his cabin 
  and (while facing the wardroom door, away from Byloos 
  and the characters) yells as though upbraiding them. 
  Then he’ll sigh, and say: 
   
  Well then, that should do it. Keep the game out of 
  sight, lads, and steer clear of Lady Terrabessalla. A 
  less than pleasant task lies before her; one she 
  appears to not have the taste for, and it appears to 
  have left her somewhat . . . distraught.  
   
  URD7-04 Skin Deep 
   
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  If pressed further on the subject, the captain gives a tired 
  smile and says only: 
   
   
   ‘Leukish politics, you know. Very hush, hush 
  and all. ‘Fraid I can’t help you, there, lads (and or 
  lasses).” 
    
  All APLs:  
   
  �Byloos: Male Human (Touv) (Wis +0, Profession 
  (gambler) +5) 
   
  Note: Terrabessalla’s assistant, Mizza, has not appeared 
  on deck since the beginning of the voyage, and indeed 
  will not make an appearance until specifically called 
  upon. Listening discreetly at the door of the cabin she 
  shares with Terrabessalla only reveal the sounds of 
  frequent retching with a DC 5 Listen check. 
   
  Developments: A moderate wind out of the southeast 
  picks up during the second sail watch on the third day 
  allowing the Golden Venture to make good speed. By 
  anchorage time, the winds are strong.  
   
  Deal with any attempts the PCs make to protect the 
  crew or otherwise find the Killer (see "The Killer" above). 
  The Killer targets Engled during the second night watch 
  on the third night, but (unless the PCs are particularly 
  alert) the  sailor is not be missed until after the storm.  
   
  APL 2: Engled likes to escape the crew’s snoring by 
  sleeping in the ship’s boat and will be killed and tossed 
  overboard with nobody the wiser.  
   
  APL 4-12: Engled is taken in the lower hold while 
  making water into the bilge. If there is a PC specifically 
  watching the lower forward hold on the second watch, he 
  may make a Spot check against the forsaken shell’s Hide 
  (+26 due to clutter, poor lighting, movement of the ship, 
  and the forsaken shell’s morphic nature) to detect the 
  forsaken shell lurking there, waiting for a victim. If 
  discovered, the forsaken shell immediately attempts to 
  escape by slipping under a section of tarp, and, from 
  there, into a bilge. There should be a very good chance 
  that the forsaken shell slips into a bilge under the cover 
  of the tarp and obstructing clutter without being seen. It 
  can remain out of reach in a bilge indefinitely amongst 
  the ballast stones, (the ballast stones cannot all be 
  removed at once without serious risk to the ship) or, at 
  the appropriate time (say, during the storm) escape to the 
  ship’s hull again.  
   
  When morning comes, proceed to Encounter 3. 
   
  3: STORMFIRE 
  Summary: Day 4 morning. The weather turns bad quite 
  suddenly and afterwards Engled is found to be missing. 
  The encounter is made more exciting if you make an 
  effort to play up the drama of it. 
   
  The morning of the fourth day, the winds remain strong, 
  but the leaden skies to the south and west have cleared 
  away, almost as if by magic. The wind continues strong 
  out of the south for 6 hours and then swings around to 
  the SW, slowing the ship’s progress as the captain is 
  forced to tack back and forth. A DC 25 Survival check will 
  indicate the likelihood of a squall. Mid-afternoon, after 
  fighting the high winds for half a day, the wind will turn 
  suddenly out of the SE while the ship is tacking nearly 
  due south. At this point, the ship is close to midway 
  through crossing the wide gap between the Great 
  Southern Peninsula and the forbidding coastline of the 
  western Cairn Hills.  
   
  The second sail watch is set, with the captain, Tyquil 
  ilVerin, and Byloos on the main deck near the hatch. One 
  sailor is in the crow’s nest, one is at the helm. The other 
  five have sail duty, with two on the forecastle deck, two 
  on the main deck, and the last on the quarterdeck. 
  Determine the location of the characters; at least two 
  should be on deck for watch duty. All feel the following: 
   
  The ship heels sickeningly to starboard, as the wind 
  rises to a shrieking roar; you can hear the timbers 
  creak loudly as the sails snap taut.  
   
  Those on deck see the following: 
   
  You can barely hear the captain’s cry to secure the 
  rigging over the screaming of the wind, but you can 
  easily see that something is desperately wrong. The 
  sky is clear, but the surface of the lake turns a 
  peculiar shade of emerald green and appears to 
  bulge upward ominously to the east as though an 
  impossibly large object were rising swiftly to the 
  surface and moving toward you. The rapidly 
  expanding area is covered with glowing frothing 
  whitecap that travel toward the ship at an alarming 
  rate.  
   
  Give the characters a full round to react. The sailors on 
  deck will immediately begin lashing themselves to the 
  closest available surface. 
    
  Captain ilVerin yells “Helmsman, hard a-starboard! 
  Now! Now! My lady! Get below decks now!” He then 
  starts toward a bewildered looking Terrabessalla, 
  who has just come up on deck. The wind appears to 
  jerk the hatch out of her hands and slams shut at her 
  feet.  
   
  The hatch is stuck shut, although it can be opened again 
  with a DC 15 Strength check. 
   
  Give the characters a move action. The captain 
  immediately throws a rope around her and begins 
  making it fast to the hatch handle.  
   
  At APL 4+: anyone who is in the hatch space is coming 
  up the ladder; give them a DC 18 Reflex save to avoid 
  taking 1d6 points of damage from the falling hatch and 
  then falling down the hatch to take 1d6 more. If someone 
  is directly below the falling character, the falling 
  character takes no falling damage, but the person fallen 
  URD7-04 Skin Deep 
   
  Page 10 
  
  on must take make the same Reflex save to avoid being 
  knocked off the ladder.  
   
  With a foul curse and remarkable grace for a man of 
  his size, Voraan vaults up the top half of the 
  forecastle 
  ladder 
  and 
  frantically 
  assists 
  the 
  helmsman to turn the heavy ship’s wheel. The ship 
  turns agonizingly slowly over the course of four 
  heart beats before a 10 foot high wall of water strikes 
  the ship like a hammer, sending a soaking green 
  spray high over the decks. 
   
  Those standing must make a DC 16 Balance check to 
  remain standing. Add a +10 bonus for anyone actively 
  holding on to secured object such as a mast or the ship’s 
  rail. 
   
  Adapt the next section according to what may have 
  been done for Terrabessalla. A single character holding 
  tightly enough to her that he is unlikely to loose her can 
  make a DC 25 Reflex save to avoid being carried 
  overboard as both he and Terrabessala are jerked off their 
  feet and hurled toward the rail. Should this succeed, or 
  the PCs find an inventive way to avoid losing 
  Terrabessalla over the side (attached to the rope), Then 
  the Tyquil ilVerin, or Byloos will go over instead (they 
  also are secured via rope). See "Rescuing Terrabessala" 
  (below) for information on hauling her back about the 
  ship in successive rounds. 
   
  The Golden Venture pitches violently forward as the 
  fantail takes the brunt of the deadly surge. 
  Terrabessalla is torn from <your/the captain’s> grasp 
  and disappears from view over the port rail. Sethel, 
  one of the sailors on duty, catapults off the 
  quarterdeck high enough to arc over the main deck 
  and catch the forward yardarm. As he desperately 
  attempts to gain a hold, you feel an odd pulse, and 
  Sethel screams as both he and the yardarm are 
  engulfed in crackling emerald motes and eerie green 
  flames. Both the surrounding water as far as you can 
  see and the decks of the ship are now covered with a 
  patchwork of slowly pulsing motes of arcing green 
  fire that seem to dance malevolently just above the 
  surface.  
   
  The pulsing motes of light are a stormfire effect (see 
  below) that lastd, along with the rest of the white squall, 
  for eight rounds. A high wind continued to howl across 
  the deck out of the east without precipitation or a cloud 
  in the sky. The movement of the stormfire mote clouds 
  completely ignores the wind since they are not solid.  
   
  Knowledge (Nature) or Bardic Lore check 
  DC 15: The pulsing motes are “Stormfire” and are 
  sometimes seen in the midst of terrible storms 
  and hurricanes.  Tales say it is capricious and 
  malevolent. 
  DC 20: Stormfire does electrical and fire damage to those 
  it comes in contact with. 
  DC 25: Stormfire manifestation are generally quite brief, 
  usually lasting no more than a minute. 
  DC 30:  Stormfire ignores all attempts to damage or 
  dispel it. 
   
  NPCs at all APLs: 
   
  �Terrabessalla Coriner: LN Human Aristocrat 3; 
  hp 21 
   
  �Captain Guy ilVerin: LN Human Aristocrat 
  2/Expert 4/Legendary Captain 1; hp 41 
   
  �Byloos: N Human Expert 1/Fighter 3: hp 32 
   
  The Situation: The captain's quick orders have turned 
  the Golden Venture away from the wind to minimize the 
  impact of the storm (and prevent the ship from 
  capsizing); because of this the wind is blowing over the 
  deck from stern to bow. Note that gale force winds 
  generally require foundering checks (a check to see if the 
  ship begins sinking) every hour (DC 15 Profession 
  (sailor)). The white squall forces one of these checks 
  immediately. The captain automatically made the checks 
  due to his high Profession (sailor) modifier.  
   Rescuing Princess Terrabessalla: Terrabessalla is 
  hanging 15 ft over the side of the port (left) rail amidships 
  from a rope that has been made fast to the hatch cover. 
  See “Over the Edge” (below) for rules on the damage she 
  takes each round and what is required to haul her on 
  board. 
   
  While the rope is attached to the hatch, it will 
  require a DC 20 Strength check to lift the hatch cover 
  high enough for someone to climb through (a new check 
  is required every round unless something is used to prop 
  the hatch open. It can be lifted normally once the weight 
  has been relieved by either applying enough pressure to 
  take Terrabessalla’s weight off, or cutting the rope.  
   
  Hazards (vary by APL: see below):  
  All lasting 8 rounds: Green water; slippery, cluttered 
  deck; high winds; stormfire. Appendix 5 has details on all 
  the potential hazards; most rules are reproduced below 
  for convenience. 
   
  DECK DETAILS: 
  Ladder: A ship’s ladder is a steep stairway. It costs two 
  squares to enter each square of ladder (a total of 6 squares 
  worth of movement to ascend or descend the full 
  distance). Characters running or charging down a ladder 
  must succeed on a DC 10 Balance check upon entering 
  the first steep stairs square. Characters who fail stumble 
  and must end their movement 1d2×5 feet later. 
  Characters who fail by 5 or more take 1d6 points of 
  damage and fall prone in the square where they end their 
  movement. The DC of Tumble checks is increased by 5.  
   
  Emergency Equipment: There are four inflated float 
  bladders (see Appendix 3), each attached to 50’ tarred rope, 
  made fast to the fore and aft bulkheads of the main deck. 
  There are four air plants (see Appendix 3) in an open box on 
  the forecastle deck.  
  URD7-04 Skin Deep 
   
  Page 11 
  
   
  OVER THE EDGE 
  Person Overboard! There is a distinct possibility that 
  someone will be washed overboard during the rescue. 
  Every round overboard requires air-breathing creatures to 
  make a DC 20 Swim check to keep their head above 
  water; they must otherwise hold their breath. Creatures 
  without a swim speed are moved aft (towards the rear of 
  the boat) at 20 feet per round; they have no means to 
  otherwise affect their movement. The wind-driven waves 
  form a dangerous current.  
   
  Every round a creature is below the rail or in the 
  water, she automatically takes non-lethal battering 
  damage.  
   
  APL 2: 1d6 non-lethal 
   
  APL 4: 2d4 non-lethal 
   
  APL 6+: 2d6 non-lethal 
   
  Getting Back on Board: Anyone in the water but 
  attached by rope to the ship can make a DC 12 Strength 
  check as a full round action to make 5 feet of progress 
  toward the ship. Failure by 5 or more indicates slipping 
  backward five feet. To haul oneself up the side of the 
  board requires a successful DC 15 Strength check AND a 
  successful DC 15 Climb check to make 5 feet of progress 
  up a rope by one’s self (because of the storm conditions).  
   
  Hauling Someone On Board: requires a DC 15 
  Strength check to pull someone up by his or her line; 
  three successful checks are required to get them to the 
  level of the ship’s rail. Failed checks prevent progress but 
  do not result in slippage. A successful DC 15 Use Rope, 
  Escape Artist, or Profession (sailor) check can reduce the 
  Strength check to DC 10 (in effect, skillfully using the 
  shifting of the ship and maximizing leverage). After being 
  pulled to the level of the rail, a person can be assisted 
  onto the deck to a prone position as a full round action 
  (due to high wind). Don’t forget to apply the overboard 
  damage (see above) while a character (including 
  Terrabessala is over the side). 
   
  Terrabessala’s rope is not long enough to put her in 
  the water, but others might not be so lucky: A DC 10 
  Strength check is required for another creature aboard 
  the ship to haul the creature in the water 5 feet toward 
  the ship, DC 15 Strength check is required to haul the 
  creature in the water 5 feet upward along the hull toward 
  the rail. Three of these last checks are required to 
  successfully haul the creature over the rail back onto the 
  deck. The ‘aid another’ action may be particularly useful 
  in getting people back aboard ship. 
   
  STORMFIRE  
  The strange “Stormfire” is clinging to various parts of the 
  ship. The number of stormfire motes and damage done by 
  each mote vary by APL: 
   
  �APL 2: 2 groups of 5 motes (10 total). Damage = 
  1d4/1d4. 
   
  �APL 4: 2 groups of 6 motes (12 total). Damage = 
  1d6/1d6. 
   
  �APL 6: 2 groups of 8 motes (16 total). Damage = 
  1d6/1d6. 
   
  �APL 8: 2 groups of 6 motes (12 total). Damage = 
  2d6/2d6. 
   
  �APL 10: 2 groups of 10 motes (20 total). Damage = 
  2d6/2d6. 
   
  �APL 12: 2 groups of 10 motes (20 total). Damage = 
  3d6/3d6. 
   
  Mote Group Placement: Set the individual motes up 
  (using colored pieces of paper?) in their groups. Make a 
  rough circle in the forecastle and another on the main 
  deck. Don’t start any motes in the same squares as other 
  creatures. 
   
  Mote Group Movement: Role initiative for the 
  stormfire (init mod +0) to determine when it moves. Each 
  group of motes move together as follows: 
   
  Each ODD round, roll a d8 for each mote group 
  separately: 
  1. 
  All motes move outward from approximate 
  center of group 
  2. 
  All motes move inward from approximate 
  center of group 
  3. 
  All motes move clockwise around approximate 
  center of group 
  4. 
  All motes move counterclockwise around 
  approximate center of group 
  5. 
  All motes gyrate wildly but stay in place 
  6. 
  All motes bounce up an stay suspended 5 feet 
  above the ground (and fall back down at 
  the beginner of their next round before 
  taking their action) 
  7. 
  The motes try to form a circle (each can still 
  only move 5 feet) ignoring deck height 
  8. 
  The motes move, as a group, in a random 
  direction (see below). 
  There is no need to be meticulous about movement, 
  choose a rough center point, and move as many at a time 
  as you can about the point, adjusting exact square as 
  necessary. 
   
  Each EVEN round, all motes (regardless of group) 
  move 5 ft. in the same direction. Roll a d8. Use 1 as the 
  bow direction, and proceeding clockwise, to determine 
  the direction of movement.  
   
  Specific Motes: Multiple motes may occupy the same 
  square without interfering with one another. While 
  determining movement, ignore height changes between 
  decks; a mote cloud moves 5 feet horizontally regardless 
  of how far it may need to move vertically to allow it to do 
  so and still stay at deck level or water level. 
   
  A mote may move through an open doorway or into 
  the space of a mast or other object, but will not move into 
  the space of the hatch if it is opened, nor will a mote 
  move through a closed door. A mote can move into the 
  space of a ship’s ladder (stairway). A mote can also move 
  URD7-04 Skin Deep 
   
  Page 12 
  
  into a water space off the ship’s deck, where it disappear 
  from view as it crawls down over the ship’s side onto the 
  surface of the water. It may reappear if it subsequently 
  moves back onto the deck level as part of its group 
  movement.  
   
  Mote Damage: 
  A 
  creature 
  entering 
  a 
  square 
  containing stormfire, or in a square the stormfire moves 
  into, has a 50% chance of being subjected to a brilliant 
  emerald discharge. The damage is listed as electricity/fire 
  and varies by APL (see above). A DC 15 Reflex save cuts 
  the damage in half.  
   
  A size Medium or smaller creature can move 
  diagonally between squares without requiring a reflex 
  save. A character cannot take stormfire damage more 
  than once per round in a given square. 
   
  WIND AFFECTS 
  �APL 2 Only: Strong wind: DC 15 Fort save every 
  round to avoid suffering consequences by size (tiny 
  knocked down, small “checked”; see below). Flying 
  creatures are treated as one size smaller when 
  determining wind effects.  
   
  Spot and Listen checks are at -8. 
   
  �APL 4-6: Severe wind: DC 15 Fort save every round to 
  avoid suffering consequences by size (tiny blown away, 
  small knocked down, or medium "checked"; see below). 
  Flying creatures are treated as one size smaller when 
  determining wind effects.  
   
  Spot and Listen checks are at -8. 
   
  �APL 8+: Gale force wind (windstorm): DC 18 Fort 
  save every round or suffer consequences by size. (small 
  blown away, medium knocked down, and large 
  "checked"; see below). Note that flying creatures are 
  treated as one size smaller when determining wind 
  effects.  
   
  Spot and Listen checks are nearly impossible in a 
  storm of this magnitude. 
   
  Affects (see also tethers below): 
  • 
  Checked: Creatures are unable to move forward 
  against the force of the wind. Flying creatures 
  are blown back 1d6x5 feet 
  • 
  Knocked Down: Creatures are knocked prone 
  by the force of the wind. Flying creatures are 
  instead blown back 1d6x10 feet 
  • 
  Blown Away: Creatures on the ground are 
  knocked prone and rolled 1d4x10 feet, taking 
  1d4 points of non-lethal damage per 10 feet. 
  Flying creatures are blown back 2d6x10 feet and 
  take 2d6 points of non-lethal damage due to 
  battering and buffeting. 
   
  Tethers and the wind: Tethers mitigate somewhat the 
  affects of the wind: In particular, the length of a tether 
  has a considerable effect on what happens to creatures 
  that are "knocked down" or "blown away".  
  • 
  If Checked a tethered creature can still move 5 
  feet forward into the wind if they make a DC 10 
  Strength check while hauling on a rope firmly 
  attached to an object (such as a mast) upwind of 
  them.  
  • 
  If knocked down and subject to a wash only 
  move to the limits of the tether.  
  • 
  Blown away becomes a “kite” for a round. The 
  next round the character falls at the limit of 
  their tether to whatever surface is below them, 
  unless they manage to grab on to something, 
  such as the ship’s mast or rigging. (DC17 Reflex 
  to succeed). 
   
  GREEN WATER 
  �Large waves wash over the stern (rear of the ship) every 
  1d4 rounds. During the first round of any wash 
  (including the first round of this encounter), water covers 
  the quarterdeck but the main deck is clear. In the second 
  round, it sweeps over the main deck. See below for the 
  APL adjusted affects of the “green water”. 
   
  The ship’s hatches are all secured at the start of this 
  encounter, but if one is opened into a square with water 
  (see below), anyone below will be doused and must make 
  a DC 6 Balance or Strength check to hand on. Other 
  affects vary by APL: 
   
  �APL 2-6: Light green water 
  • 
   The forecastle is not affected.  
  • 
  DC 6 Strength or Balance Check required to 
  avoid falling prone and washing 1d4 squares 
  towards the front (bow) of the ship. If this 
  would carry the creature over the rail, he must 
  make a DC11 Reflex save to catch himself on 
  the rail before going over. 
  • 
  Characters washed from the upper deck onto 
  the main deck must make a DC 15 Tumble 
  check to avoid taking 1d6 falling damage. 
  • 
  Squares costs 2 squares of movement.  
  • 
  Add +7 to the DC of all Tumble checks (this 
  includes the effects of clutter and the slippery 
  deck).  
  • 
  To run or charge requires a DC 10 Balance 
  Check. 
   
  �APL 8+: Heavy green water  
  • 
  The forecastle is also subject to light green 
  water in the second round (see APL 2-6 for light 
  green water rules)  
  • 
  A DC 12 Strength or Balance check is require to 
  avoid falling prone and washing 2d6 squares 
  towards the current low end of the ship (see 
  Ship Movement below). If this would carry the 
  character overboard they may attempt a DC 17 
  URD7-04 Skin Deep 
   
  Page 13 
  
  Reflex save to catch themselves on the rail 
  before going over.  
  • 
  Characters washed from the upper deck onto 
  the main deck must make a DC 15 Tumble 
  check to avoid taking 1d6 falling damage. 
  • 
  Squares cost 4 squares of movement.  
  • 
  Tumbling is impossible.  
  • 
  Running and charging are impossible. 
  • 
   
  SHIP MOVEMENT 
  �APL 2-6: No Affect 
   
  �APL 8+: The ship is pitching as high waves continue to 
  slam into the stern (rear of the ship). The starts in the first 
  round the ship is stern-high. Every round the slope of the 
  deck reverses, such that on the 2nd round, the deck is 
  even, and on the 3rd round the bow is high. The cycle 
  then repeats in the opposite manner as the ship see-saws 
  between bow high and stern high.  
   
  Affects: 
   
  • 
  +1 attacks for the up-slope creature 
  • 
  Spend 2 squares of movement to move up-slope.  
  • 
  Running or charging downhill requires a DC 10 
  Balance check; failure causes stumble, ending 
  movement at 1d2x5 feet. Failure by 5 or more 
  causes creature to fall prone 
  • 
  +2 to Tumble DCs 
   
  AFTER 8 ROUNDS 
  After 8 rounds, the wind dies down considerably and 
  swings slowly to come out of the SE; after two more 
  rounds it drops to a fairly normal 10 knots.  
   
   
  Developments: If Terrabessalla is rescued (and still 
  conscious), she is seemingly quite calm, but not the least 
  bit grateful. A DC 15 Sense Motive check reveals that she 
  is actually quite shaken. 
   
  Regardless of the consequences of the storm in terms 
  of life loss, the ship appears to have undergone a severe 
  shock, and is listing to port; it is clear that the damage is 
  more severe than would be expected by such a short 
  event. The captain (or first mate, if the captain has 
  somehow perished) orders pumping of the bilges and 
  repairs. 
   
  The weakened hull has been made worse by the 
  storm. After the storm, an inch of water covers the deck 
  of the lower hold, and it’s clear that it’s slowly rising. The 
  result is slowly filling port and starboard centerline bilges 
  that require a two man crew pumping the entire time 
  with the bilge pump to keep ahead of it.  
   
  A six man crew, working at full speed with the bilge 
  pump for six hours is required to empty the bilge. Treat 
  this labor as though the characters were hustling, for the 
  effects of fatigue and exhaustion.  
   
  It takes two hours to clear a bilge of ballast stones 
  and expose the ship’s hull. It’s worth repeating that most 
  of the damage to the hull is not due to the wood itself, but 
  due to the separation of the hull planking. This makes it 
  essentially irreparable while the ship is under sail.  
   
  Note: Don’t forget to mention that Engled has gone 
  missing. No one can remember seeing him on deck 
  during the storm. His body will be missing completely. 
   
  4: BACKSLIDING 
  Summary: Day 4. First night watch. A third sailor 
  (Velda) dies. Voraan reveals his true colors. 
   
  Nothing but hard work occurs before sundown on the 
  fourth day. The cleanup of fouled rigging, the short 
  handedness of the crew, and the requirements of 
  pumping are having a negative effect on the crew’s 
  morale and endurance.  
   
  Voraan Soothmoor (the 1st mate), on the other hand, 
  is in an unusually good mood. He was injured severely in 
  a previous battle with seawolves some months back, and 
  discovered not long after pulling into port at Dyvers that 
  he had contracted their curse. This is a transformation 
  curse not unlike that of lycanthropy, and has left Voraan a 
  chaotic evil predator. Luckily for him, his claimed salvage 
  from that battle was the earring of mind shielding used 
  by Stahlver, the spy and traitor from URD6I-03-B A Swim 
  in the Pond. This has thus far protected his condition from 
  easy discovery. At higher levels Voraan’s luck ran out 
  while stalking one of the darker corners of Dyvers. He 
  ran afoul of a small group of mind flayer scientists 
  looking for experimental subjects. For reasons unknown, 
  they released him after performing only a few 
  experiments on their new slave. Other crew members 
  have noticed a change in Voraan’s personality over the 
  last few months, but attribute the changes to his position 
  as 1st mate and the stress of the last few months. He has 
  slaked his blood thirst several times in port, but has so far 
  refrained from killing any of the ship’s crew. The recent 
  deaths, however, have offered him the perfect 
  opportunity to cause mayhem and blame it on whatever 
  may actually be causing the problem aboard ship.  
   
  Have the PCs choose their night watches, if they 
  haven’t already. 
   
  An orange sun gently fades into the misty waters in 
  the west, and near silence falls over the ship. A fitful 
  gust can occasionally be felt by those on deck, but 
  both wind and water are otherwise disturbingly 
  calm. The Golden Venture herself seems to thrum 
  with a slight vibration occasionally, as though 
  energy left over from the stormfire were coursing 
  through the surrounding waters.  
   
  There are actually two predators aboard ship this night. 
  Voraan is stalking Velda (a newer member of the crew) in 
  seawolf form. His is startled enough to find her skinned 
  URD7-04 Skin Deep 
   
  Page 14 
  
  corpse (and catch sight of the real culprit) to make noise 
  (scraping against the ship’s rail or knocking over a barrel) 
  that automatically attracts the attention of those on 
  watch.   
   
  If they respond immediately, the watch find Voraan 
  standing near the body, facing away from them. He turns, 
  snarls and leaps at them, and a battle commences.  
   
  APL 2: This occurs on the quarterdeck at the rear of 
  the ship (Voraan is looking up at the rigging); 
   
  APL 4+: This occurs in the ship’s aft hold (Voraan 
  has thrown open the bilge hatch and is looking at the 
  body in the bilge). 
   
  A tall, sinuous beast with curiously short arms and 
  legs crouches over a lifeless form in the dim light. 
  For a heartbeat, it appears oblivious to your 
  appearance as it gazes upward <or into the bilge>. 
  Then, with blinding speed, it snaps its head around 
  to face you, revealing smoldering red eyes and 
  snarling wolf-like jaws. 
   
  APL 2 (EL 3) 
   
  �Voraan Soothmoor: Seawolf; hp 30; Appendix 1 
   
  APL 4 (EL 5) 
   
  �Voraan Soothmoor: Seawolf Expert 4; hp 45; 
  Appendix 1 
   
  APL 6 (EL 8) 
   
  �Voraan Soothmoor: Advanced Seawolf Expert 4; 
  hp 67; Appendix 1 
   
  APL 8 (EL 9) 
   
  �Voraan 
  Soothmoor: 
  Voidmind 
  Advanced 
  Seawolf Expert 4; hp 129; Appendix 1 
   
  APL 10 (EL 11) 
   
  �Voraan Soothmoor: Spellwarped Voidmind 
  Advanced Seawolf Expert 4; hp 153; Appendix 1 
   
  APL 12 (EL 13) 
   
  �Voraan Soothmoor: Spellwarped Voidmind 
  Advanced Seawolf Expert 4/ Barbarian 2; hp 215; 
  Appendix 1 
   
  Spotting and Identification:  
  This is a list of Knowledge checks and their respective 
  base DCs for identifying monsters, templates abilities for 
  this encounter 
   
  Identify 
  Knowledge 
  DC 
  Seawolf 
  Nature 
  13 
  Voidmind 
  Dungeoneering 
  14 
  Spellwarped 
  Dungeoneering 
  15 
   
  Note that, until Voraan uses his voidmind abilities, PCs 
  must first make a spot check against his Disguise (+10 at 
  APL 8, +20 at APL 10 and 12) before they can make a 
  Knowledge check. 
   
   
  General Tactics: Voraan is somewhat distracted, and far 
  enough from the characters that he cannot make a full 
  attack on the first round. This combat is likely to take 
  place with most of the characters not close at hand to 
  participate in the initial rounds of the combat. At APL 2, 
  Voraan sticks around and fights, but does not pursue 
  fleeing characters below decks. At all other APLs, he 
  spends a few rounds beating up on the watch, and then 
  attempts to flee for the ship’s deck. If the watch is wise 
  enough to raise the alarm, it should take a round for 
  sleepers to wake up (DC 10 Listen once the alarm is 
  raised) and then movement as normal to reach wherever 
  the fight is taking place. It should be easy from the sound 
  of fighting and/or running to locate the combatants. 
   
  If he reaches the main deck, he turns and fights with 
  the intention of jumping over the side if the battle goes 
  badly against him. If he is barred from his escape route, 
  he turns and fights to the death. 
   
  APL specific tactics: 
   
  APL 2-6: Attack with savagery and insane joy. At 
  APL2, the seawolf’s NEVER uses his curse.  
   
  APL 8: Use cone of slime, then attack in conjunction 
  with sentient tentacle. Always try to keep at least one foe 
  grappled.  
   
  APL 10-12: Use cone of slime, then attack in 
  conjunction with sentient tentacle. Always try to keep at 
  least one foe grappled. Remember Voraan’s SR and his 
  spell absorption SQ. If not in danger of being trapped, 
  choose the might and resistance qualities. If still trying to 
  escape, favor speed, life, and endurance.  
   
  Development: During the battle (or while Voraan is 
  running, if the PCs fail to engage), he drops his earring of 
  mind shielding. It is readily heard to drop and can be found 
  later if the characters search for it. This is important 
  because it’s a large chunk of the booty provided at lower 
  APLs. In his hybrid form, he cannot be recognized easily 
  as Voraan (DC 30 Spot).  
   
  If Voraan should be taken alive and be revealed, 
  Malie Bayle sedates him with herbs she keeps for surgery 
  and he is chained in his quarters with a guard. If 
  interrogated, he denies any wrongdoing, claiming to be 
  the victim of a cruel curse. He remarks about seeing 
  something strange, but is unable to describe it. He shows 
  genuine puzzlement if asked about his voidmind and/or 
  spellwarped template abilities, and is completely unable 
  to remember how he acquired either. Neither can be 
  reversed short of a wish or miracle. Should the characters 
  successfully break his curse, he is unable to be any more 
  forthcoming about what he saw aboard ship. Varaan will 
  in any case vehemently deny killing anyone, but not very 
  convincingly.  
   
  Treasure  
  URD7-04 Skin Deep 
   
  Page 15 
  
   
  �All APLs: Magic 667 gp earring of mind shielding 
  (667 gp) 
   
  Further Developments after the battle: Crew 
  members are later overheard saying they knew that 
  Voraan had been acting ‘off’ for some time, but otherwise 
  seem relieved that the menace had been taken care of. It 
  is likely that the PCs will believe that they have slain the 
  creature that was murdering the crew and go to bed 
  peacefully. If they have not yet actually defeated the 
  skin kite or forsaken shell, another crew-member is 
  taken in the night: proceed to Encounter 5A. 
   
  Troubleshooting: Paranoid, PCs may attempt to 
  continue to keep track of the crew to avoid another 
  disappearance. Between the configuration of the ship and 
  the individual demands made of the crewmembers to 
  keep the ship afloat through the night, it is nearly 
  impossible to keep watch over everyone. Keeping 
  everyone awake and paired up is not an option, as the 
  ship is already short handed. However, the PCs may come 
  up with an innovative way to keep the crew relatively safe 
  from the forsaken shell or skin kite.  
   
  If PCs are keeping a sharp eye out and keeping up a 
  constant patrol (one that involves foregoing sleep), give 
  them a Spot check against the forsaken shell’s or skin 
  kite’s Hide (don’t forget about the +10 bonus for 
  improved cover) to catch site of something dark and 
  sinuous slithering out of site to a convenient exit. 
   
  APL 2: The skin kite is only spotted on deck. If 
  spotted, it flies away and returns later. 
   
  APL 4+: On deck, the creature will simply make a 
  dash overboard. Below decks, the amount of clutter 
  allows the forsaken shell to withdraw to cover 
  (prompting another spot check) every round and still 
  move toward an exit. Unless the PC can make at least 
  three of these checks in a row, the look they get at the 
  creature will not meet the requirements of any detect or 
  location magic that required the target be “seen or known 
  to” the spell caster.  
   
  At the change to second night watch (middle of the 
  night), PCs on watch are sent to waken their sleeping 
  comrades and asked to come to the captain’s quarters. 
  Proceed to Encounter 5A. 
   
  5A: A QUESTION OF 
  SURVIVAL 
  Summary: Day 4. Second night watch, four hours before 
  daybreak. The ship is clearly in danger. A risky solution is 
  advocated.  
   
  Troubleshooting: If the forsaken shell is found out and 
  destroyed before (or after) the storm, the storm itself does 
  enough damage to the ship to create a need for finding a 
  landing. The continuing damage (as shown by the 
  advanced caking of sea detritus and rapid deterioration of 
  the hull) can be explained as a curse set by Vakulis while 
  he was in Leukish recently. 
   
  The wind has dropped to barely a whisper out of the 
  south. The Golden Venture lies noticeably lower in the 
  water. In the middle of the night, captain ilVerin will call 
  the PCs, Terrabessalla, and Malie Bayle into his 
  wardroom.  
   
  There are two versions of this encounter (for both 5A and 
  5B). The short version contains the facts and can be used 
  to breeze through in minimum time, but provides no 
  mood. The long version is for GMs who like a little 
  drama, paired with players interested in the storyline.  
   
  The Short Version: 
   
  As you open the door to the captain’s cabin, Lady 
  Terrabessala brushes past you in a huff. Captain 
  ilVerin, looking resigned, signals you to enter, then 
  waits for you to sit before speaking 
   
  “It appears we’re in dire straights. The ship is 
  sinking for no reason I can discern, and we are no 
  longer close enough to make landfall before the 
  Golden Venture goes under.” He takes a breath, and 
  then continues with “Before we go further, you must 
  know that Lady Terrabessala is more than an envoy – 
  she is to be the Sultan’s new bride, in exchange for 
  the Sultan’s influence in trade. She is fully amenable 
  to this arrangement.” However, there is a catch – she 
  must be delivered “as any other precious cargo” as 
  some sort of test of the Company’s ability to perform 
  in the face of obstacles. If she is not delivered aboard 
  this vessel, there will be no wedding and no way for 
  the Company to oppose the stranglehold on trade 
  held by the Mouquollad Consortium. We need to 
  find some way to get the Lady to Dyvers aboard this 
  vessel”  
   
  The Long Version 
   
  The captain walks back in forth for a few 
  moments, brooding and seemingly lost in thought. 
  Storm clouds begin to gather in the eyes of Lady 
  Terrabessalla, but are surprisingly quelled with a 
  sudden, sharp glance from captain ilVerin. He clears 
  his voice and speaks in a grave tone: “Ladies and 
  gentlemen, we have a problem. As you may have 
  noticed, the Golden Venture is sinking and damned 
  if I know the cause; yesterday’s sudden- “  
   
  “If a decent sailor could be found to command 
  this rotting . . .” pipes up Terrabessalla coldly. 
   
  “Not another word you stripling sea hag!” roars 
  the captain with a gimlet eye, “Sekolah take your 
  tongue if you cannot keep it behind your teeth. 
  Sultana or no, you will leave this ship as caged cargo 
  if you cannot find the wisdom to hold silence while 
  the master-of-ship speaks!” 
   
  The color drains from Terrabessalla’s face, but 
  she appears to deflate slightly and closes her open 
  mouth with an audible snap. 
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  “Now!“ he continues more calmly, “as I was 
  saying, despite the brevity of yesterday’s storm, we 
  appear to be taking on water faster than we can 
  pump. At the rate we are losing to the water, it is very 
  unlikely that we can make landfall before the ship 
  founders. As you may have noticed, our resources are 
  limited in terms of flotation; if we cannot find some 
  way to keep the Golden Venture afloat, most, and 
  perhaps, all of us will perish.” 
   
  The captain glances consideringly at the Lady 
  Terrabessalla, who looks alarmed and shakes her 
  head silently at him. Then he looks back at you, as 
  though in appraisal, and appears to come to a 
  decision. 
   
  “There is another matter to consider as well, 
  should you be thinking that it would be in your best 
  interest to find your own way to safety, or vouchsafe 
  the security of Lady Terrabessalla through some 
  other means. Zeif has taken an interest in this 
  voyage; it is a kind of test, if you will. To a certain 
  extent the duchy’s welfare and certainly its political 
  stability are staked on our level of success in 
  delivering the Lady here to the Sultan as though, in 
  his words, she were precious cargo. It’s been made 
  clear to us that transporting her magically would be 
  considered ‘cheating’. I suspect you may have means 
  at your disposal to carry you to safety; I ask you on 
  your honor to use these means only as a last resort, 
  and instead turn your attention to keeping us all in 
  one piece.” 
   
  At this last, the Lady raises her head, a decidedly 
  hunted look on her face. Her cold façade cracks and 
  for little more than an eye blink you see the 
  countenance of a young woman in abject fear before 
  it is replaced with a wall of hauteur. She turns 
  swiftly and stalks from the wardroom without a 
  backwards glance. 
   
  Give the character’s a chance to ask questions and make 
  comments at this point. After a few moments the captain 
  asks for a bell’s (an hour) worth of privacy as he considers 
  the matter at hand.  
   
  Some groups will have bold plans that need to be 
  addressed in some way, others will have little direction. I 
  recommend allowing 5 minutes to talk things over before 
  the captain calls them in again. Give them an opportunity 
  to express their ideas first, and then try to work the next 
  monologue into the conversation once some or all 
  character ideas have been handled. If it comes up, the 
  nearest port is Admundfort, some 85 miles to the north 
  and east. The nearest landfall is the north tip of the Great 
  Southern Peninsula, about 60 miles west by south west. 
  The light prevailing winds out of the south and the 
  condition of the ship (slowed to ½ speed due to damage 
  and taking on water) make it a minimum 2 day journey to 
  any landfall, if the Golden Venture sails around the clock. 
  Captain ilVerin thinks the ship has about 12 to 16 hours if 
  he uses every trick he knows.  
   
  Developments:  Proceed to Encounter 5B. 
   
  5B: A DESPERATE PLAN 
  The Short Version Part II: 
   
  “The captain again calls you in and states: “I have 
  an idea that may work, with your assistance. The 
  Enyatsuvitcha Sargasso lays a few hours’ sail to the 
  north. It is a known graveyard for ships, but some of 
  those derelict ships have been known to float there 
  for years. Once we’re mired, we may be able to take 
  the time necessary to determine what’s wrong with 
  the Golden Venture. Assuming we find a way to keep 
  her afloat, we must contend with the local fauna and 
  find a means of freeing ourselves from the morass. 
  I’ve a feeling Lady Terrabessala may have some 
  means to help, but she will not speak to me. You will 
  need to appeal to her personally.”  
   
  Go to Encounter 6. 
   
  The Long Version Part II: 
  After a long pause, the captain speaks up <again>. 
  I’ve been thinking about a possible solution to our 
  problem. There is a place some three or so hours sail 
  to the north, a place wise captains give a wide berth. 
  You are now in the presence of a desperate captain, 
  so I will entertain this idea, should you find it 
  within reason.  
   
  The Enyatsuvitcha Sargasso is a place of ill 
  fortune; I know its location only because it appears 
  to move little, and its taint on the water is well 
  known and can be detected from a few hours’ sail 
  away. It is an unusually dense and deep morass of 
  rotting kelp that attracts the worst sort of 
  monstrosities. I have been close enough to see what 
  it does to those foolish enough to become trapped in 
  its grasp. I have also seen some of the creatures that 
  inhabit this floating death trap, and have no wish to 
  become a quick meal for one of them.  
   
  My plan is this: we must sail directly into the 
  Enyatsuvitcha until fully mired. Our presence will 
  disrupt the Sargasso, so it will take some time, 
  perhaps a few hours for it to reform around us. You 
  must, in the short run be able to keep our decks clear 
  of whatever comes at us. Once the ship is cushioned 
  by the Sargasso, we must find some way to shore up 
  the 
  Golden 
  Venture. 
  The 
  density 
  of 
  the 
  Enyatsuvitcha may give us enough time to do this 
  before she founders.  
   
  That’s the easy part. Next we must find some 
  way to extricate ourselves from the Sargasso; I’ve not 
  worked that part out yet, exactly, but, again, I think 
  better while afloat than I do while drowning, so I’d 
  prefer the time to think, all other things being equal, 
  hey?” The last is said with a toothy, but strained grin.  
   
  The next part may actually be the hardest:  
  Although it is conjecture, I believe the Lady 
  Terrabessalla may have some items aboard, ‘gifts for 
  the Sultan’ in fact, that may be useful to us. I am not, 
  however, in her favor at the moment, and she 
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  appears disinclined to speak with me on the matter. 
  Please see what you can do to gain her assistance 
  without resorting to force.  
   
  There you have it, then. I’m open to suggestions . 
  . . 
   
  Developments: If/when the PCs approach Lady 
  Terrabessala, proceed to Encounter 6. 
   
  6: MAIL ORDER BRIDE 
  Summary: Day 5. Wee hours of the morning. Lady 
  Terrabessala reluctantly provides assistance. 
   
  This is the PC’s opportunity to gain the assistance of Lady 
  Terrabessalla, and, perhaps, Mizza. Both are in their 
  stateroom, along with the items necessary to make this 
  part of the adventure much easier.  
   
  Terrabessalla is the youngest daughter of the Head of 
  House Coriner, Lady Delina. She is young, headstrong, 
  and extremely argumentative; she was contemplating 
  becoming a daughter of Joramy before being reined in by 
  her family and all but commanded to take this “post” as a 
  new wife to the Sultan. Nevertheless, she sees this as her 
  duty as a Coriner and is amenable, at least in theory. The 
  stress of this and the current situation have greatly 
  accentuated her negative qualities. She is far from stupid 
  however, and will (eventually) listen to an appeal from 
  the characters to better her tenuous position (and 
  possibly save her own life) if they sugar coat it a little bit.  
   
  Initially (and for any amount of time before the 
  characters see the captain for the second time in section 
  4, above), she only screams at the PCs through the door to 
  go away. Enough time has passed after the characters 
  have seen the captain the second time to make a stronger 
  appeal. If the characters have been put off by her previous 
  outburst and denial, remind them that she seemed rather 
  hot headed and a second, later appeal may be more 
  effective.  
   
  After a decent appeal, she gives them an opportunity 
  to speak while she is silent. Play it up and look for a big 
  Diplomacy or Bluff check.  
  • 
  DC 10 is good enough for her cooperation after 
  a lengthy negotiation through the door.  
  • 
  DC 15 is good enough to get a teary explanation 
  of all her current fears and concerns, followed 
  by the following challenge.  
   
  Mizza will not cooperate without the say so of her 
  mistress. If the PCs are at least partially successful, 
  Terrabessalla will show them what she has. 
   
  “Well, I have some gardening implements; here they 
  are, for what it’s worth. Rot, the lot of them, I 
  believe. Can any create a floating carriage, or a boat, 
  or a giant swan perhaps to fly me off this crate? I 
  think not. I’ll offer you a challenge: if you can find a 
  way to make use of this junk and get us to shore 
  alive, I’ll give each of you your pick. You’ll have to 
  compensate me, of course, as the items don’t, strictly 
  speaking, belong to me” and finally, in a bitter, 
  desperate voice: “but where else are you to find such a 
  quaint set of utterly worthless sticks lying about on 
  this fool’s errand?” 
   
  Terrabessalla has these items for possible use: Wands: 
  endure elements, impede sun’s brilliance (Sa), tern’s persistence 
  (Sto), locate water (Sa), hydrate (Sa), diminish plants, plant 
  growth, and favorable wind (Sto) [see Appendix 2]. All are 
  intended to be part of Terrabessalla’s dowry and a means 
  to either create an impressive garden or assist 
  Terrabessalla on her journey.  
   
  The wands can be used by the following classes: 
  • 
  Druid: All wands 
  • 
  Most classes: endure elements, locate water  
  • 
  Sorcerer/wizard: tern's persistence, favorable wind 
  • 
  Ranger: diminish plants, impede sun's brilliance, 
  plant growth, tern's persistence, hydrate 
  • 
  Bard & paladin: hydrate 
  If the PCs are incapable of using a wand, Mizza will 
  hesitantly declare that she can use them if necessary (she 
  is a first-level druid). She will otherwise keep silent about 
  her special ‘gardening’ abilities unless they are 
  desperately needed. 
   
  The characters may find any number of innovative 
  ways to use the wands, especially in combination with 
  their own spells. As intended, however, the wands could 
  be used thusly (once the Golden Venture is good and mired 
  in the Sargasso). 
  1. Use diminish plants to create a large circle of kelp 
  around the ship, and separate it from the rest of the 
  Sargasso.  
  2. Use plant growth to bolster the size and density of the 
  kelp to keep the ship afloat. If used, the ship will stop 
  sinking entirely, and will, in fact, be pushed upward 
  enough to heel over sharply on the starboard side, 
  exposing a large portion of the ship's port hull. This 
  has the benefit of both allowing the ship to be shored 
  up, and partially exposes the hiding place of the 
  saboteur. If plant growth is used BEFORE diminish 
  plants, (specifically, before enough time has passed to 
  mire the ship completely), then the first use of plant 
  growth will fully mire the ship and a second 
  application will be required to fully support the ship 
  and raise it out of the water. 
  3. Finally, use favorable wind as many times as necessary 
  to move the large mass and the ship safely away from 
  the Sargasso and toward land. Note that favorable 
  wind can be used to change the wind speed and 
  direction of the ship before she is mired, but will 
  NOT carry the ship far enough to make land fall 
  before she capsizes. The captain knows this.  
   
  Developments: The ship is slowly sinking and everyone 
  knows it. The crew is nearing the breaking point. They 
  are suffering from lack of sleep and paranoia from the 
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  recent loss of comrades and the current course of action. 
  No known port lies within what the captain considers a 
  safe sailing distance. The damage cannot be repaired 
  while the ship is afloat and under sail.  
   
  The PCs must decide if they are going to go along 
  with the Captain's idea to ground the ship on the 
  Sargasso, or present a plan of their own. If they use the 
  Captain's plan, go to Encounter 7B. If they have one of 
  their own that does not involve going to the Sargasso very 
  soon, go to Encounter 7A. 
   
  7A: GOOD INTENTIONS MAKE 
  GREAT PAVING STONES 
  Summary: Day 5. Alternative plans are attempted. 
   
  This encounter area should only be used if the PCs don't 
  go along with the Captain's plan. 
   
  STAYING AFLOAT 
  The PCs may come up with a viable plan of their own for 
  keeping the ship afloat. Remember that prestidigitation, 
  mending, make whole, and similar magics will not be 
  effective in sealing the leaks in the ship. The immense 
  weight of the water filling the vessel also needs to be 
  counteracted in some way. Adjudicate as needed. Higher 
  level parties may be able to employ a combination of lower 
  water and wood shape to extend the amount of time the 
  ship can stay afloat. Be aware that the bilge bulkheads 
  block line of sight; the water can only be lowered in one 
  bilge at a time (although the water level can be forced to 
  stay at the lower hull deck level fairly easily. If they can 
  keep it up long enough, the ship can make landfall. 
   
  If this alternative plan is successful, the PCs must 
  still deal with the saboteur: 
   
   
  APL 2: The skin kite becomes bolder and steps up in 
  its slaughter of the crew. Give the PCs a chance to engage 
  it (use the creature from Encounter 8). 
   
  APL 4+: The forsaken shell continues to slay 
  crewmembers and destroy the ship. The sounds of hull 
  destruction become louder. The PCs will need to make a 
  DC 36 Search check of the hull to find the forsaken 
  shell’s hiding place (a partially pried up armor plate). If 
  they do find the hiding place or otherwise find a way to 
  confront the forsaken shell, use the creature(s) in 
  Encounter 8.  
   
  If the PCs fail to locate the forsaken shell by the 
  morning of the 9th day (about 18 hours out of Dyvers), the 
  forsaken shell will have succeeded in cracking the ship’s 
  keel. If the ship is still in the water, it will immediately 
  begin breaking up (proceed to "Abandon Ship" below). 
   
  The Home Stretch: If the PCs succeed in locating and 
  defeating the creature on board, those attempting to 
  prevent the ship from getting to Dyvers will make one 
  last attempt. As the ship passes among the barrier islands 
  that guard the entrance to the port of Dyvers, foul 
  creatures will come swarming up onto the deck. Use the 
  creature(s) from Encounter 7, but have them leap off 
  cliffs from a nearby island directly onto the decks (a long 
  leap, not a long fall). 
   
  GOING DOWN: 
  The wind will continue to pick up and becomes a strong 
  wind out of the southwest as the 5th day progresses. For 
  about the first half of the day, the time to reach the 
  Sargasso stays in the 3 to 6 hour range due to this wind 
  speed and direction. With the damage sustained to the 
  rigging and the enormous weight of the additional water, 
  it will become obvious around midday to all that the ship 
  will be unable to reach any suitable beach or port before 
  sinking. The captain will at this point be inclined to try 
  his plan over the objections of the PCs (He must also 
  make a DC 18 Profession (sailor) check to make it to the 
  Sargasso before the ship founders).  
   
  If the PCs override the captain and persist in their 
  attempt to sail the ship without finding a means to keep 
  the ship from sinking, it will be an extremely unpopular 
  course of action with the crew, who are willing to take 
  their chances on the Sargasso despite its evil reputation. 
  They will go to the captain and demand action to the 
  contrary if the PCs cannot find a way to prove to them 
  that another course of action is wiser. 
   
  If the PCs still persist, the Golden Venture will take on 
  an increasing amount of water, as the bilge pumps are 
  unable to keep up. Another crew member will go missing 
  early the fifth night. The captain manages to keep the 
  Golden Venture afloat until around midnight, at which 
  time she founders, and sinks.  
   
  ABANDONING SHIP 
  The captain's gig (a small boat that can be launched from 
  the stern) can only hold 8 with no supplies; all other 
  survivors will have to use flotation bladders or whatever 
  other means the PCs come up with for keeping the other 
  sailors alive.  
   
  The forsaken shell will begin taking swimming 
  sailors in the water and eventually (before landfall can be 
  made) attack the captain’s gig. Run a final combat against 
  the forsaken shell(s) described in Encounter 8.  
   
  Developments: If the ship is abandoned or sinks before 
  making landfall in Dyvers, the adventure is over and the 
  mission a failure even if Terrabessalla Coriner lives. 
  Proceed to "Failure" in the Conclusion. 
   
  If the ship makes it to Dyvers with Terrabessalla 
  alive, proceed to "Success" in the Conclusion. 
   
  If the PCs change their mind in time to make it to 
  the Sargasso, proceed to Encounter 7B (adjusting the 
  text as needed for any time lost). 
   
  7B: LOBSTER SALAD 
  Summary: Day 5. Sunrise. The Golden Venture grounds in 
  the Enyatsuvitcha Sargasso. Creatures may attack. 
  URD7-04 Skin Deep 
   
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  Use this encounter area if (or when) the ship 
  proceeds to the Sargasso. 
   
  The captain will recommend sailing north-west and then 
  north around to the western edge of the Sargasso. This 
  will add an hour or so to the time required to reach the 
  Sargasso, but will allow for the best chance of escape once 
  mired with the assistance of the prevailing winds, and 
  will allow the ship to reach the Sargasso in the early 
  morning light instead of in the twilight before dawn. 
  Captain ilVerin has little interest in sailing into the 
  Sargasso at night. The wind direction will switch 
  continuously between south and southeast.  
   
  For some time now you’ve been able to smell a faint 
  but growing fetid odor. Just after daybreak on the 
  fifth day at sea, the crows’ nest watchman calls out 
  ‘Sargasso, dead ahead, 500 yards’. It appears you’ve 
  arrived. After a few moments, the rising sun reflects 
  off of a flat, dark uneven mass of stinking vegetation 
  that stretches as far as the eye can see to the east. 
  Perhaps it’s just your imagination, or the motion of 
  the waves, but the tendrils you see appear almost to 
  writhe in the distance, and long arms of loose 
  vegetation stretching out to either side of the ship 
  move closer by the moment. The captain gives the 
  command to raise the sails full and sail full speed 
  ahead straight into the grasping arms. 
   
  The ship slows dramatically as it strikes the main mass of 
  the Enyatsuvitcha; it is so thick that the ship only 
  penetrates about 30 yards before coming to a stop. 
  Initially, there is nothing to see or hear, but the stench is 
  nearly unearthly. A DC 10 + APL Fort save (required once 
  every hour until the save is made) is necessary to not 
  spend the next hour sickened.  
   
  It’s clear that the mass is actually helping to support 
  the weight of the ship, but the captain wishes to spend 
  two hours waiting for the surrounding mass to press in 
  close before attempting to escape. If there is no plan yet 
  to extricate the ship, then there is no discussion about 
  how long the ship should stay mired.  
   
  If there is a plan the character sees something. Some 
  ways off to the east (several miles, at least) can be seen 
  several tall, thin, dark spires. One is particularly high. The 
  heat rising off the kelp makes it difficult to tell how far 
  away the spires are, or even how tall they might be. If the 
  PCs seem interested in moving out onto the Sargasso, the 
  captain reminds them of their mission and the need to 
  stay close in order to extricate the ship as needed. Anyone 
  flying toward any spire but the tallest realizes quite soon 
  that they are the masts of ships long mired. Some are still 
  partially above water, but most are long sunk such that 
  the main body of the ship is entirely underwater with 
  only the mast rising above the surface. Anyone moving 
  toward the tallest spire for more than a few minutes can 
  note that it appears more tower-like than mast like, but 
  doesn’t appear to be getting any closer. For those walking 
  on the Sargasso, a half an hour or more may be required 
  to determine this (DC 40 Spot check minus number of 
  minutes traveled). (It is perhaps either an optical illusion, 
  or an image projected from a different location).  
   
  In any case, the crow’s nest watchman or anyone 
  flying 60 feet above the surface of the sargasso will also 
  note the large number of creatures that appear to be 
  coming up through the Sargasso. Many of these creatures 
  appear to be heading in the general direction of the ship. 
  For flying PCs, the larger mass will appear to be moving 
  slowly enough that they will arrive in 3 hours or so. It 
  will be extremely difficult (DC 20 Int check) to tell from 
  ground level how long it will take for assailants to arrive.  
   
  Creatures: Ten minutes before the ship is due to leave 
  (this will either occur about after an hour and 45 minutes 
  of being mired, or shortly after plant growth is used to 
  mire the ship sufficiently), the first creatures will arrive, 
  clawing their way up 20 feet from the ship and 
  immediately attacking. 
   
  If the table is clearly in danger of not finishing on 
  time, this encounter can be skipped, but there will be a 
  corresponding loss of experience for the PCs. Note that 
  there is over the cap XP, so be sure to determine XP by 
  summing the XP gained from the other encounters, not 
  by subtracting the whole XP for this encounter from the 
  XP cap. 
   
  APL 2 (EL 3) 
   
  �Medium monstrous lobster (2): hp 19, 19; 
  Appendix 1 
   
  APL 4 (EL 5) 
   
  �Hammerclaw: hp 85; Appendix 1 
   
  APL 6 (EL 8) 
   
  �Uchuulon (slime chuul) (2): hp 71, 71; Appendix 
  1 
   
  APL 8 (EL 10) 
   
  �Advanced uchuulon (2): hp 180; Appendix 1 
   
  APL 10 (EL 11) 
   
  �Advanced fiendish uchuulon: hp 180; Appendix 
  1 
   
  �Advanced uchuulon: hp 180; Appendix 1 
   
  APL 12 (EL 13) 
   
  �Advanced 
  half-fiend 
  uchuulon: 
  hp 
  199; 
  Appendix 1 
   
  �Advanced fiendish uchuulon: hp 180; Appendix 
  1 
   
  Each creature has a description entry in the appropriate 
  stat block 
   
  Identify 
  Knowledge 
  DC 
  Monstrous lobster 
  Nature 
  13 
  Hammerclaw 
  Arcana 
  19 
  URD7-04 Skin Deep 
   
  Page 20 
  
  Uchuulon 
  Dungeoneering 
  21 
  Fiendish 
  Uchuulon 
  Planes 
  22 
  Half-fiend 
  Uchuulon 
  Planes 
  23 
   
  Tactics: 
   
  All: The creatures have wormed their way up 
  through the Sargasso, but cannot flee that way. They must 
  travel over the Sargasso at least 30 yards to reach the 
  water’s edge. 
   
  APL2: The lobsters are hungry vermin; they will 
  grapple the first opponent they can catch and ignore 
  others in favor of chopping up their victim for a meal.  
   
  APL4: Once it gets in range of several opponents, 
  the hammerclaw will start with its sonic pulse in attempt 
  to stun its prey, then improved grab the nearest stunned 
  prey to eat.  
   
  APL6-10: The uchuulon use hit and run tactics to try 
  and fetch a meal, then retreat toward the water. The 
  fiendish uchuulon will smite as soon as it is challenged in 
  melee. 
   
  APL12:  The half-fiend will come prepared with 
  unholy aura already cast, and open with its horrid wilting. If 
  this has little effect, it follows up with an unholy blight 
  before wading in and hitting a likely target with its smite 
  good ability. If it is having particular problems with 
  certain individuals, it uses destruction, followed by a 
  contagion appropriate to its victim’s perceived weakness. 
   
  Movement on the Enyatsuvitcha Sargasso: The 
  Enyatsuvitcha is unusually thick and supportive for a 
  Sargasso. It can be considered a network of 10x10 squares, 
  with each having a 75% chance of being an extra dense 
  mat, a 15% chance of being a heavy mat, and a 10% chance 
  of being a light mat. Light and Heavy mats are explained 
  in Appendix 5 under the Sargasso section. An Extra Dense 
  Mat section is just like a Heavy Mat section, except it’s 20 
  feet thick with 150 feet of impeding seaweed below that. 
  Huge creatures require a DC 10 Balance check to avoid 
  breaking through, while larger creatures break through 
  automatically. All of the creatures in this encounter are 
  adapted to moving in this environment and should be 
  considered one size category smaller for purposes of 
  determining if they need to roll for breaking through.  
   
  After the battle, it should be evident that other 
  creatures are also approaching the ship; the small & fast 
  ones will approach first but be unable to get aboard as 
  long as the gangplank is up.  
   
  At the 2 hour mark, the mass will be solid enough 
  around the ship to use the diminish plants wand to separate 
  the ship and begin moving it away. It takes an additional 
  10 minutes of using the favorable winds wand to create a 
  gap between the main mass of the Sargasso and the 
  Sargasso section surrounding the ship to take the ship out 
  of danger from the denizens of the Enyatsuvitcha.  
   
  Troubleshooting: If the PCs are simply unable to come 
  up with a plan to escape the Sargasso, the Golden Venture 
  is permanently mired. Proceed to Encounter 8, modified 
  such that the PCs actually catch the saboteur in the act of 
  killing a crew member. Over then next few days 
  afterward, the PCs will face increasingly powerful 
  onslaughts of monstrosities, and the ship is eventually 
  destroyed, even if the characters manage to shore it up. 
  They will be forced to seek shelter in some other way, or 
  teleport away. The mission is in any case, a failure. 
  Proceed to Failure in the conclusion. 
   
  If, on the other hand, the PCs have used plant growth 
  to raise the ship partly out of the water BEFORE 
  detaching from the main mass of the Sargasso, run the 
  Encounter 7b combat immediately after they do this. 
  Afterward, you may need to immediately run the combat 
  for Encounter 8 and adapt as necessary IF the PCs 
  investigate the bottom of the ship and find the saboteur’s 
  hiding spot. 
   
  Developments: Assuming the PCs have found a means 
  to free the ship and have broken away from the main 
  mass with the flotation of the ship assisted by their own 
  private Sargasso raft, proceed to Encounter 8.  
   
  8: LIKE A SECOND SKIN 
  Summary: Day 5. Afternoon. The ship is repaired and the 
  killer is revealed 
   
  Assuming the PCs separate a portion of the Sargasso from 
  the main mass of the Enyatsuvitcha, captain ilVerin 
  commands the helmsman to set a course due west to take 
  best advantage of the wind and the affects of the favorable 
  wind wand. All sails must be up to move the enormous 
  mass of the Sargasso, but speed is minimal (1 knot). 
  Supplies are not low, so there is no concern over making 
  port at a particular time, but it’s clear that the section of 
  Sargasso, while supportive, is not supportive enough to 
  carry the weight of the ship while it has taken on as much 
  water as it has.  
   
  When the time comes, if it has not yet been 
  suggested or thought of, Mizza hesitantly speaks up and 
  suggests using the wand of plant growth to buoy the ship 
  even more. The section of Sargasso, being filled with 
  millions of air-filled sacs, will expand tremendously when 
  it is enhanced by this spell, and actually force the hull 
  partially out of the water and cause the ship to list over 
  onto its starboard bow. This will expose the underside of 
  the ship-for examination: 
   
  Your <or Mizza’s> plan has worked better than 
  expected on the air-filled kelp that makes up the 
  sargasso. As you watch the rotting heap of kelp swell 
  at a tremendous rate, the ship’s hull groans and pops 
  under the pressure. The tremendous mass of the 
  kelp literally forces the ship partially out of the 
  water over the matter of a few minutes. The Golden 
  Venture lists over onto her starboard side, finally 
  settling gracefully with a 30% tilt to her deck. You 
  can clearly see that the underside of the ship is 
  URD7-04 Skin Deep 
   
  Page 21 
  
  covered in an unusually thick coat of razor sharp 
  barnacles, sea lice, and, oddly, even coral. 
   
   If they don’t volunteer to do so, the captain has the PCs 
  investigate the surface of the Sargasso platform around 
  the ship to verify it’s safe for his repair crew (the Sargasso 
  itself holds no particular danger). He does not command 
  them to search the bottom of the vessel, but if they do so, 
  proceed to searching the hull 
   
  SEARCHING FOR THE HIDING PLACE 
   
  If the fully exposed hull is investigated, unusual 
  impact damage can clearly be noted along both sides of 
  the centerline keel. The new hull is covered by an 
  unusual amount of sea detritus, including hundreds of 
  black jagged barnacles, coral deposits, and long strands of 
  kelp. Any sailor will know that this growth is unnatural 
  and A DC 10 Search check reveals an armor plate that 
  looks like it has been pried up, leaving a one inch gap. As 
  soon as the hiding spot is discovered, the forsaken shell 
  attacks: 
   
  As you peer at the narrow crevice where the ship’s 
  armor looks to have been pried away from the hull, 
  you hear a resounding thump, and a nasty smelling 
  liquid pours forth, quickly followed by a thin, slimy 
  translucent form.  
   
  At APL 2 continue with:  
  Two reddish, malevolent eyes peer from a tattered 
  yellowish shape that seems to be made entirely from 
  the tattooed skin of your former shipmates, and, 
  perhaps, others. It makes no sound as it kites toward 
  you.  
   
  Or, at APL 4-10 continue with:  
  As the form rises up, it takes on a vaguely humanoid 
  appearance, and you realize with a start that it seems 
  to be made entirely from the oozing, yellowed skin 
  of some poor individual. It makes no sound as it 
  lunges toward you. 
   
  At APL 12, the forsaken shell has taken his spawn (the 
  skin from two of the crew members killed) under his 
  wing instead of casting them into the sea; they are also be 
  hiding in the crevice under the armor plate and attack the 
  round after their master does. In the first round read:  
   
  As the form rises up, it takes on a vaguely humanoid 
  appearance, and you realize with a start that it seems 
  to be made entirely from oozing, yellowed skin 
  covered with unfamiliar arcane symbols. It makes 
  no sound as it lunges toward you. 
   
  After the Mummer’s first action in round 1: 
  Two more of the skin creatures ooze out of the 
  crevice and land with sickening plop on the kelp 
  before rising up to stare silently at you with ragged 
  empty eye-holes. They appear to be covered with the 
  familiar tattoos of your former ship mates.  
   
  Keep in mind the movement limitations for combat on 
  the Sargasso. 
   
  DON'T FIND HIDING PLACE 
  If the PCs DO NOT find the hiding place along the 
  hull: 
   
   
  APL 2 Just after sunrise, anyone on watch gets a DC 
  13 Spot check to notice that the flag seems unusually 
  tattered and twitchy. The skin kite, confused by the turn 
  of events and exposure of its hidey hole has taken to the 
  mast during the night. This is the opportunity to be on 
  guard. The skin kite has lost its battle with hunger and 
  attacks the watch on deck at this time. Failure to spot the 
  flag and watch it for a moment means the skin kite 
  attacks with surprise (and from the direction of the sun, 
  giving it concealment for the first round).  
   
  The tattered banner appears to have taken on a life 
  of its own. Silently, it glides down at you, now clearly 
  a nightmarish thing of translucent skin covered 
  with the tattoos of your missing ship mates. 
   
  APL 4+ Two hours before dawn, a horrible screaming will 
  be heard from the infirmary (the wardroom next to the 
  captain’s quarters is where the sailors wounded in the 
  storm are resting). 
   
  The silence of the early morning is broken with a 
  horrible scream that appears to be coming from the 
  ship’s infirmary  
   
  If the infirmary is being guarded by the PCs, then this 
  occurs in the ship’s regular crew quarters. There are 
  (hopefully) more crew members left than PCs, so finding 
  at least two together not being watched by PCs should 
  not be difficult. The result is the same. When the 
  characters rush to investigate, they find one or two 
  shaken and bleeding sailors, who describe some dark, 
  sinuous monstrosity that attacked their comrade(s) and 
  themselves and then squeezed through a small (1 ft 
  diameter) porthole to escape. The victim is dead; his skin 
  has been partially stripped away from his body. It’s up the 
  characters to investigate or not. They may choose to 
  continue resting, and should be encouraged to do so if 
  they were severely compromised by a fight on the 
  Sargasso. 
   
  OTHER POSSIBILITIES 
  If Things Don’t Go As Planned: It is possible to find 
  the pried up armor plate while the water and kelp still 
  cover that section of the hull, but the water is nearly 
  opaque and very cold; the searcher must spend (2d12+3) 
  x10 minutes searching and succeed at a DC 40 search 
  check (assume they are taking 20) to find the pried up 
  section by hand and recognize it for what it is.  
  URD7-04 Skin Deep 
   
  Page 22 
  
   
  Finally, the forsaken shell definitely emerges and 
  attack if the hull is scraped free of its detritus. The PCs 
  and marines should be roped into helping with this 
  process since so many sailors have died and gone missing. 
   
  Creatures: The text should not be interpreted to allow 
  the creature a surprise round after it emerges. Roll 
  initiative as normal. 
   
  APL 2 (EL 4) 
   
  �Syphlix, skin kite: hp 24; Appendix 1 
   
  APL 4 (EL 6) 
   
  �The Mummer, forsaken shell: hp 105; Appendix 1 
   
  APL 6 (EL 8) 
   
  �The Mummer, forsaken shell: hp 176; Appendix 1 
   
  APL 8 (EL 10) 
   
  �The Mummer, evolved advanced forsaken shell: 
  hp 208; Appendix 1 
   
  APL 10 (EL 13) 
   
  �The Mummer, evolved advanced forsaken shell: 
  hp 240; Appendix 1 
   
  APL 12 (EL 15) 
   
   �The Mummer, evolved, spellstitched advanced 
  forsaken shell: hp 240; Appendix 1 
   
  �Forsaken Shell Spawn (2): hp 105; Appendix 1 
   
  At APLs other than APL 12, no spawn are produced if and 
  when the forsaken shell/skin kite kill PCs.  
   
  Identify 
  Knowledge 
  DC 
  Skin kite 
  Religion 
  13 
  Forsaken shell 
  Religion 
  24 
  Evolved 
  undead 
  (skin kite) 
  Religion 
  14 
  Evolved 
  undead 
  (forsaken shell) 
  Religion 
  27 
  spellstitched 
  Religion 
  26 
   
  Treasure:  At APL 10 and 12, a possum pouch will unbind 
  from The Mummer and fall into the muck when it dies. 
  The possum pouch contains a mask of lies. 
   
  �APL 10 and 12: Magic 1567 gp; possum pouch 
  1800gp), mask of lies (17000gp) 
   
  Developments:  
   
   Assuming the forsaken shell/skin kite is defeated, 
  the ship can be repaired in three days of hard labor, after 
  which diminish plants can again be used to completely free 
  the ship of its Sargasso buoy so it can continue its journey 
  on to Dyvers. If this happens, proceed to "Success" in the 
  Conclusion.  
   
  If the ship sunk or was abandoned, proceed to "Failure" 
  in the Conclusion. 
   
   
  CONCLUSION 
  FAILURE 
  If the PCs do not successfully get the Golden Venture to 
  Dyvers adjust the following text as needed. If the 
  characters are able to teleport, they will be directed by the 
  Duke, to teleport to Dyvers and deliver the bad news in 
  person. They are otherwise delivered to Dyvers on a 
  Rhennee scavenger boat or possibly in the captain’s gig 
  depending on the circumstances of the failure. Read the 
  following: 
   
  You can’t help but notice the disappointment in the 
  eyes of those you pass as you finally make your way 
  back into port. Especially hollow are the eyes of the 
  waiting merchants and nobles; a few even crane 
  their necks or shade their eyes against the sun and 
  peer over your shoulder as if you could hide the 
  Golden Venture behind your back. The muttering 
  rises, and you can distinctly hear at least one cry, 
  “Ruin, O ruin! The accursed Company has left me 
  with nothing!” 
   
  A smartly dressed Baklunish man with eyes like 
  awls glides up to you as you leave the docs. As he 
  rakes his eyes over your forlorn group, he grates (in 
  an aristocratic accent), “You have failed this test, it 
  seems. You may tell your Duke the Sultan is . . . 
  disappointed, but not surprised. Good day to you.” 
  With that, he glides away, gone as quickly as he 
  came. 
   
   
  As you watch him fade into the crowd, you 
  ponder the meaning, and the result of this “test”. 
  You have perhaps failed to take advantage of this 
  opportunity to bring peace and prosperity to the 
  Duchy. Still, you have your lives, and other 
  opportunities will come your way. The Company and 
  the Duke, however, are unlikely to be the ones 
  providing them in the near future. 
   
  AR Access:  
  o 
  If the mission is a failure, PCs receive the Loss 
  of Faith.  
  o 
  If they were unable to leave the Enyatsuvitcha 
  sargasso after being mired, they must mark an 
  additional 2 TUs off on their AR (eventually 
  they are rescued by passing Rhenee).  
  o 
  If none of the crew drowned, they receive the 
  Favor of the Crew of the Golden Venture. 
   
  NOTE: PCs receive only 1/2 of the promised reward 
  for failing to complete the mission. 
   
  Treasure: Coin: 
  APL 2: 25 gp 
  APL 4: 25 gp 
  APL 6: 125 gp 
  URD7-04 Skin Deep 
   
  Page 23 
  
  APL 8: 350 gp 
  APL 10: 350 gp 
  APL 12: 550 gp 
   
  SUCCESS 
  If the PCs bring the Golden Venture successfully into port 
  at Dyvers with a living Lady Terrabessalla:  
   
  You are greeted at the bottom of the gangplank by a 
  gaggle of beaming and clearly excited merchants. 
  Many shouts of joy are heard as goods are unloaded.  
   
  A 
  smartly 
  dressed 
  Baklunish 
  gentleman 
  approaches with a wide smile as you step off the 
  gangplank and addresses you all. “Ahhh, success I 
  see, for this part of the journey, at least. I must 
  confess, my good captain, I was quite skeptical that 
  you would be able to deliver the, ah, cargo. I had 
  heard rumors that there was some opposition to this 
  course of action. I commend you and your crew, and 
  congratulate you on your progress. Be aware, 
  however, that this task is not yet over. When the 
  precious cargo reaches Zeir-i-Zeif only then will the 
  Company bask in the radiance of the Sultan’s smile. 
  May Istus and Al’Akbar continue to smile upon you; 
  I bid you good day.” With that, he fades quickly back 
  into the crowd, gone as quickly as he appeared.  
   
  Clearly this venture has been a success not only 
  for yourselves, but also for the Company and the 
  Duke. You are put up for the night by the captain 
  and in the morning a letter arrives with a personal 
  thanks from the Duke, and an invitation to make 
  some exclusive purchases when next you are in back 
  in the Duchy. 
   
  Treasure: Coin (payment for a job well done): 
  APL 2: 100 gp 
  APL 4: 200 gp 
  APL 6: 450 gp 
  APL 8: 800 gp 
  APL 10: 1000 gp 
  APL 12: 1200 gp 
   
  AR Access: For successfully completing the adventure, 
  the PCs receive: 
  1. 
  One of the following: 
  a. 
  White Harts receive the Favor of Lord 
  Broden Lorinar. 
  b. 
  Ducal Loyalists receive the Favor of Lord 
  Sarkor Grek. 
  c. 
  All others receive the Favor of Duke Ellis 
  Lorinar. 
  2. 
  Attention of the Patient Ones 
  3. 
  Friend of the Western Flanaess Trading 
  Company.  
  If there are at least 3 surviving crew members, they also 
  receive: 
  1. 
  Favor of Captain Guy ilVerin (unless he died) 
  2. 
  Favor of the Crew of the Golden Venture.  
   
  Finally, if they won Lady Terrabessalla’s challenge by 
  making good use of her wands, PCs gain the Favor of 
  Terrabessalla Coriner 
  URD7-04 Skin Deep 
   
  Page 24 
  
   
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives plus 
  roleplaying) to each character. 
   
  2: What do you do with a drunken sailor? 
  Avoid disease 
  APL 2  
  60 XP 
  APL 4  
  40 XP 
  APL 6  
  20 XP 
  APL 8  
  20 XP 
  APL 10  
  20 XP 
  APL 12  
  20 XP 
   
  3: Stormfire 
  Rescue Terrabessalla 
  APL 2  
  120 XP 
  APL 4  
  150 XP 
  APL 6  
  180 XP 
  APL 8  
  240 XP 
  APL 10  
  270 XP 
  APL 12  
  300 XP 
   
  4: Backsliding 
  Defeat Voraan Soothmoor 
  APL 2  
   90 XP 
  APL 4  
  150 XP 
  APL 6  
  240 XP 
  APL 8  
  270 XP 
  APL 10  
  330 XP 
  APL 12  
  390 XP 
   
  7: Lobster Salad 
  Hold off the lobster menace 
  APL 2  
   90 XP 
  APL 4  
  150 XP 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
  APL 10  
  330 XP 
  APL 12  
  390 XP 
   
  8: Like a Second Skin 
  Defeat the saboteur 
  APL 2  
  120 XP 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
  APL 10  
  390 XP 
  APL 12  
  450 XP 
   
  Story Award 
  Deliver Terrabessalla and the Ship to Dyvers without 
  using magical means to directly transport her. 
  APL 2  
   30 XP 
  APL 4  
   90 XP 
  APL 6  
   150 XP 
  APL 8  
   210 XP 
  APL 10  
   270 XP 
  APL 12  
   330 XP 
   
  Total Possible Experience 
  APL 2  
   450 XP 
  APL 4  
   675 XP 
  APL 6  
   900 XP 
  APL 8  
  1125 XP 
  APL 10  
  1350 XP 
  APL 12  
  1575 XP 
   
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions. Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters cannot 
  take the time to loot the bodies, they do not gain this 
  gold. If you feel it is reasonable that characters can go 
  back to loot the bodies, and those bodies are there (i.e., 
  not carted off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters may 
  return to retrieve loot. If the characters do not loot the 
  body, the gold piece value for the loot is subtracted from 
  the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a 
  round or so. If for some reason, they pass up this treasure, 
  the coin total is subtracted from the encounter totals 
  given below. 
   
  Next, the magic items are listed. Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure. Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it. Other times they may 
  attempt to use the item blindly. If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the 
  item is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in 
  the GP Gained field of the adventure certificate.  
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items.  
   
  URD7-04 Skin Deep 
   
  Page 25 
  
  4: Backsliding 
  All APLs: Magic 667 gp; earring of mind shielding (667 gp) 
   
  8: Like a Second Skin 
  APL 2-8: None 
  APL 10 and 12: Magic 1567 gp; possum pouch 1800gp), 
  mask of lies (17000gp) 
   
  Conclusion  
  Coin (payment for a job well done; 1/3 of this for 
  failure): 
  APL 2: Coin: 50 gp 
  APL 4: Coin: 50 gp 
  APL 6: Coin: 250 gp 
  APL 8: Coin: 700 gp 
  APL 10: Coin: 700 gp 
  APL 12: Coin: 1100 gp 
   
  Treasure Cap 
  APL 2: 475 gp 
  APL 4: 650 gp 
  APL 6: 900 gp 
  APL 8: 1350 gp 
  APL 10: 2400 gp 
  APL 12: 3300 gp 
   
   
  Total Possible Treasure 
  APL 2: 717 gp 
  APL 4: 717gp 
  APL 6: 917 gp 
  APL 8: 1367 gp 
  APL 10: 2934 gp 
  APL 12: 3334 gp 
   
  ADVENTURE RECORD ITEMS 
  Favor of [] Duke Ellis Lorinar, [] Lord Sarkor Grek or 
  [] Lord Broden Lorinar –For successfully escorting the 
  Golden Venture, you gain a 10% discount, off the listed 
  price for one of the following: []ranger scroll of: 1st: kuo-
  toa skin, urchin’s spines (Sto), 2nd: fell the greatest foe (SpC); 
  3rd: wake trailing (Sto); []paladin scroll of 1st:clear mind, 
  warning shout (SpC) 2nd:fell the greatest foe (SpC) 3rd: invoke 
  the Cerulean sign (LoM); []an armor keel (Sto); []a bag of teeth 
  (Sto); or []a pair of finned gauntlets (Sto). (Tick item chosen 
  for discounted price.) Items from the above list become 
  Regional access, and may be purchased at full price for 
  one calendar year from the date of this adventure. He 
  also offers the service of his personal smith to give you 
  access to one of the following enhancements: 
  corrosive (MIC) (weapon), buoyant or deep (armor) at full 
  cost. Used on AR: ___ 
   
  Loss of Faith: Your failure to escort the Golden Venture 
  has shaken the faith of Duchy merchants in you and the 
  WFTC. For one calendar year, you take a -3 penalty to 
  influence any Duchy merchant (noble or otherwise), and 
  must pay one extra influence in order to 
  join/advance in the Ducal Guard or WFTC.  
   
  Favor of the crew of the Golden Venture:For the cost 
  of 2TU each, you gain access to the feats: Old Salt, Sea 
  Legs, and/or Sailor’s Balance (Sto). 
   
  Favor of Captain Guy ilVerin: The captain is 
  impressed. He offers regional access to the items marked 
  with a *. If the bicorne of Charisma is purchased it may later 
  be upgraded as for a cloak of Charisma. Scrolls are either 
  arcane or divine as needed. As well, he offers free 
  passage for you and five others for a single journey across 
  the Nyr Dyv between any Duchy port and Dyvers. You 
  also gain one influence point with House Meissel. Use 
  AR: ___ 
   
  Friend of the Western Flanaess Trading Company 
  (WFTC):see Meta-Org OR this may be spent as an 
  influence point with the WFTC or used to reduce by one 
  TU your next TU expenditure for the WFTC or Ducal 
  Navy Meta-Orgs. Used on AR: ___ 
   
  Favor of Terrabessalla Coriner: True to her word, the 
  princess offers you access to any one of the following 
  wands, each containing 49 charges. Generously (and 
  unexpectedly), she asks for only 80% of the normal price 
  for such an item. Choose one: endure elements, impede sun’s 
  brilliance (Sa), tern’s persistence (Sto), locate water (Sa), hydrate 
  (Sa), diminish plants, plant growth, or favorable wind (Sto). 
   
  ITEM ACCESS 
  APL 2: 
  • 
  Portable game board (Adventure; AE; 20gp) 
  • 
  *Quaal’s feather token; anchor (Adventure; 
  DMG; 50gp) 
  • 
  *Scroll of quickswim (Adventure; Sto; 25gp) 
  • 
  *Scroll of kuo-toa skin (Adventure; Sto; 25gp) 
  • 
  *Scroll – wave blessing (Adventure; Sto; 25gp) 
  • 
  *Farflame oil (Adventure; AE; 2gp) (limit-10) 
  • 
  *Float bladder (Adventure; Sto; 10gp) 
   
  APL 4 (all of APL 2 plus the following): 
  • 
  *Scroll of steed of the seas (Adventure; Sto, 
  125gp) 
  • 
  *Scroll of jig of the waves (Adventure; Sto; 
  125gp) 
  • 
  Earring of mind shielding (a ring of mind 
  shielding that uses the head slot vs. a ring 
  slot) (Adventure; DMG; 8000gp) 
   
  APL 6 (all of APL 4 plus the following): 
  • 
  *Scroll of pressure sphere (Adventure; Sto; 125gp) 
  • 
  *Scroll of urchin’s spines (Adventure; Sto;125gp) 
  • 
  *Wand of delay poison (Adventure; DMG) 
  • 
  *Bicorne (hat) of Charisma +2 (Regional, Sto; 4000gp) 
  URD7-04 Skin Deep 
   
  Page 26 
  
   
  APL 8 (all of APL 6 plus the following): 
  • 
  Metamagic rod – empower, lesser (Adventure; DMG) 
  • 
  *Scroll of roar of the waves (Adventure; Sto; 375gp) 
  • 
  *Scroll of water to acid (Adventure; Sto; 375gp) 
   
  APL 10 (all of APL 8 plus the following): 
  • 
  *Scroll of siren’s call (Adventure; Sto; 700gp) 
  • 
  *Scroll of scales of the sealord (Adventure; Sto; 375gp) 
  • 
  *Bag of teeth (Adventure; Sto; 2000gp) 
  • 
  Possum pouch (Adventure; CAd; 1,800 gp) 
  • 
  Mask of lies (Adventure; CAd; 17,000 gp) 
   
  APL 12 (all of APL 10 plus the following): 
  • 
  *Scroll of mudslide (Adventure; Sto; 1125gp) 
  • 
  *Scroll of airy water (Adventure; Sto; 1125gp) 
  URD7-04 Skin Deep 
   
  Page 27 
  
  APPENDIX 1: ALL APLS 
   
  The Crew of the Golden Venture 
   
  CREW MEMBER 
  CR 2
  Male or Female Human Exp 2 
  LN or NG Medium Humanoid 
  Init +0; Senses Listen +2, Spot +4 
  Languages Common 
  AC 11 [+1 Dex] (touch 11, flatfooted 10) 
  hp 10 (6 plus 1d6) 
  Fort +0, Ref +1, Will +2 
  Speed 30 ft. (6 squares) 
  Melee Belaying Pin (Club) +2 (1d6+1) or Knife +2 
  (1d3+1/19-20)  
  Range Light Crossbow +2 (1d8/19-20)  
  Base Atk +1; Grp +2 
  Combat Gear Knife (below decks or off duty) or 
  Belaying Pin (if prepared for a boarding); or 
  Crossbow (if on guard). Belaying pins should be 
  treated as clubs, not improvised weapons. 
  Abilities Str 12, Dex 12, Con 10, Int 12, Wis 9, Cha 9 
  Feats Sailor’s Balance 
  Skills Balance +10, Climb +5, Diplomacy +1, Intimidate 
  +2, Jump +3, Knowledge (geog) +2, Knowledge 
  (local) +2, Knowledge (nature) +2, Listen +2, 
  Profession (sailor) +5, Spot +4, Swim +3, Use Rope 
  +5 
  Possessions Sailor’s Outfit; on watch: Lantern, Whistle 
  Background While the Golden Venture herself was 
  rushed into service, the crew was handpicked by 
  Captain ilVerin. They represent the most skilled and 
  reliable sailors he could find that were willing to take 
  his offered price. All are volunteers and see 
  themselves as future first mates. 
   
  SHIP’S MARINE 
  CR 3
  Male or Female Human Ftr1/War2 
  LN or NG Medium Humanoid 
  Init +5/+6 (aboard ship); Senses Listen +2, Spot +2 (on 
  watch, otherwise +0 for both) 
  Languages Common 
  AC 16 (+1 Dex, +3 armor, +2 shield), touch 11, 
  flatfooted 15 
  hp 23 (11 plus 2d8+2) 
  Fort +6, Ref +1, Will +0 
  Speed 30 ft. (6 squares) 
  Melee Cutlass +5 (1d6+1/19-20) or Dagger (Club) +4 
  (1d6+1)  
  Range Light Crossbow +4 (1d8/19-20) 
  Base Atk +3; Grp +4 
  Abilities Str 12, Dex 13, Con 12, Int 10, Wis 10, Cha 10 
  Feats Sea Legs, Improved Initiative, Weapon Focus 
  (Cutlass) 
  Skills Balance +1/+3 (aboard ship), Climb +2, Intimidate 
  +4, Jump +5, Listen +0/+2 (on duty), Profession 
  (sailor) +1, Profession (soldier) +3, Spot +2 (on duty), 
  Swim +2, Tumble +2/+4 (aboard ship)  
  Possessions dagger (below decks or off duty) or 
  dagger, crossbow w/10 bolts, cutlass, lantern (on 
  watch), mwk studded leather armor, heavy wooden 
  shield, cutlass (if on guard), whistle (on watch) 
  Background Although the Golden Venture is not a 
  naval vessel, the Duke has taken a great interest in 
  the success of this trading expedition. Despite 
  political friction with House Kaste, these marines 
  have been on detached duty from the ducal navy 
  from a time preceding such problems. They have a 
  proven track record for reliability considerably greater 
  than that of the usual merchant sellswords. These 
  marines are sound and competent representatives of 
  the ducal navy’s marine lower ranks. They are a 
  tightly knit and well disciplined group with high morale 
  and a cocky attitude to match. 
   
  SHIP’S 
  OFFICER 
  (2ND 
  MATE, 
  QUARTERMASTER)CR 4
  Male or Female Human Exp4 
  LN or NG Medium Humanoid 
  Init +1; Senses varies; see skills 
  Languages Common, Ancient Suloise 
  AC 16 [+1 Dex, +3 armor, +1 shield] (touch 11, 
  flatfooted 10) 
  hp 18 (6 plus 3d6) 
  Fort +1, Ref +2, Will +5 
  Speed 30 ft. (6 squares) 
  Melee morningstar +3 (1d8) or belaying pin (Club) +3 
  (1d6) or dagger +3 (1d4)  
  Range light crossbow +3 (1d8/19-20) 
  Base Atk +3; Grp +3 
  Combat Gear dagger (below decks or off duty) or 
  dagger, lt. crossbow, morningstar, leather armor, 
  buckler (prepped for battle) 
  Abilities Str 10, Dex 12, Con 10, Int 14, Wis 12, Cha 10 
  Feats Sailor’s Balance, Old Salt 
  Skills  
   
  Malie Bayle: Appraise +4, Balance +7, Bluff +4, Craft 
  (carpentry) +3, Diplomacy +1, Heal +8, Intimidate +6, 
  Knowledge (history) +7, Knowledge (local) +4, 
  Knowledge (nobility) +3, Listen +1, Profession 
  (sailor) +8, Sense Motive +5, Spot +7, Swim +2, Use 
  Rope +4 
   
  Tyqual il Verin: Appraise +6, Balance +7, Bluff +2, 
  Diplomacy +5, Forgery +6, Heal +3, Knowledge 
  (arch&eng) +4, Knowledge (geog) +9, Knowledge 
  (nature) +7, Listen +1, Profession (sailor) +6, 
  Profession (merchant) +7, Sense Motive +6, Spot 
  +6, Use Rope +3 
  Possessions Sailor’s outfit; on watch: lantern, whistle 
   
  GWENCE TYMORIL/BYLOOS   
  CR 4
  Female or Male Human Exp1/Ftr3 
  N Medium humanoid 
  Init +5/+6 (aboard ship); Senses Listen +2, Spot +2 (on 
  watch, otherwise +0 for both) 
  URD7-04 Skin Deep 
   
  Page 28 
  
  Languages Common 
  AC 16 (+1 Dex, +3 armor, +2 shield), touch 11, 
  flatfooted 15 
  hp 32 (8 plus 3d10+6) 
  Fort +4, Ref +2, Will +3 
  Speed 30 ft. (6 squares) 
  Melee Cutlass +6 (1d6+1/19-20) or Dagger +4 (1d6+1) 
  Range Light Crossbow +4 (1d8/19-20) 
  Base Atk +3; Grp +4 
  Combat Gear dagger (below decks or off duty) or 
  dagger, crossbow w/10 bolts, mwk cutlass, mwk 
  studded leather armor, heavy wooden shield (if on 
  guard) 
  Abilities Str 12, Dex 13, Con 14, Int 12, Wis 10, Cha 10 
  Feats Sea Legs, Improved Initiative, Weapon Focus 
  (Cutlass), Dodge 
  Skills  
   
  Gwence 
  Tymoril: 
  Balance 
  +5, 
  Climb 
  +3, 
  Diplomacy +2, Intimidate +5 Jump +6, Listen +3, 
  Profession (sailor) +2, Profession (shipwright) +2, 
  Sense Motive +4, Spot +3, Swim +3, Tumble +9 
   
  Byloos: Balance +5, Climb +3, Craft (carpentry) 
  +5, Intimidate +5, Jump +, Listen +Profession (sailor) 
  +6, Profession (gambler) +5, Swim +3, Tumble +6 
  Possessions on watch: Lantern, Whistle 
  Background See Appendix 2 
   
  CAPTAIN GUY ILVERIN-MEISSEL CR 7
  Male Human (Suel) Ari2/Exp4/LCp1 
  LN Medium Humanoid 
  Init +1; Senses Listen +1, Spot +6 
  Special Actions Aid another applies to all performing 
  the same action while commanding a vessel. 
  Command a vessel as a move. Use Profession 
  (Sailor) check to gauge the weather. 
  Languages Common, Ancient Suloise 
  AC 17 (+1 Dex, +5 armor, +1 shield), touch 11, 
  flatfooted 16) 
  hp 41 (9+2d8+2 plus 4d6+4) 
  Fort +5, Ref +3, Will +11Speed 30 ft. (6 squares) 
  Melee Cutlass +5 (1d6+1/19-20) 
  Range Light Crossbow +5 (1d8/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +4 
  Combat Gear vest of resistance +1; cutlass +1; mithril 
  chain shirt +1; mwk buckler; potion of cure moderate 
  wounds; 3 potions of cure light wounds. 
  Abilities Str 10, Dex 12, Con 12, Int 14, Wis 12, Cha 14 
  Feats Skill Focus Profession (Sailor), Old Salt, 
  Leadership  
  Skills Appraise +4, Balance +3, Bluff +7, Climb +1, 
  Diplomacy 
  +11, 
  Intimidate 
  +11, 
  Knowledge 
  (arch&eng) +7, Knowledge (geog) +7, Knowledge 
  (local) +6, Knowledge (nobility) +5, Profession (sailor) 
  +14, Profession (merchant) +6, Sense Motive +6, 
  Spot +6, Survival +3/5(orientation&hazards) , Swim 
  +2, Use Rope +3 . 
  Possessions Combat gear 
  Great Captain (Ex): Captain ilVerin can use the aid 
  another action to aid all allies aboard a ship he is 
  commanding at the same time. All those aided must 
  be performing the action the captain is aiding 
  (attacking, making Profession (Sailor) check, etc.). 
  He can also command his vessel as a move action 
  instead of a standard action. 
  Background Captain ilVerin (as he likes to be 
  addressed aboard ship) is a seasoned veteran, 
  having spent the last 15 years in service to his family 
  on or about the Nyr Dyv as both captain and master. 
  He owns his own ships but has been asked to 
  captain the Golden Venture. He is a reserved man on 
  land, but quick to laugh with the crew at sea. It’s clear 
  that the sea is his first love. He is a fair and just 
  master of ship, well liked and well respected. 
  Description Tall, and somewhat severe in appearance 
  with twinkling green eyes. The captain dresses rather 
  casually for an officer in dark peacoat with leather 
  buttons and woolen trews. A captain’s hat cocked at 
  a rakish angle sits atop his long blond tresses. 
   
  VORAAN SOOTHMOOR 
  APL VARIES 
  See Encounter 4 in individual APLs for Voraan’s stat 
  block. 
   
  URD7-04 Skin Deep 
   
  Page 29 
  
  Passengers 
  on 
  the 
  Golden 
  Venture 
   
   
  TERRABESSALLA CORINER   
  CR 3
   
  Female Human (Suloise) Ari3 
  MIZZA   
  CR 4
  LN Medium humanoid 
  Init +0 Senses Listen +1, Spot +1 
  Female Human (Bakluni) Exp3/Drd1 
  Languages 
  Common, 
  Ancient 
  Suloise, 
  Ancient 
  Baklunish 
  LN Medium humanoid 
  Init +0 Senses Listen +8, Spot +6 
  Languages Common, Old Oeridian, Ancient Suloise, 
  Ancient Baklunish 
  AC 10 touch 10, flatfooted 10 
  hp 19 (6 plus 2d6+1d8) 
  AC 10 touch 10, flatfooted 10 
  Fort +2, Ref +1, Will +6 
  hp 19 (6 plus 2d6+1d8) 
  Speed 30 ft. (6 squares) 
  Fort +3, Ref +1, Will +8 
  Melee mwk Silver Dagger +3 (1d4-1/19-20)  
  Speed 30 ft. (6 squares) 
  Range None 
  Base Atk +2; Grp +2 
  Melee Mwk Silver Dagger +3 (1d4-1/19-20)  
  Combat Gear mwk silver dagger 
  Range None 
  Base Atk +2; Grp +2 
  Abilities Str 10, Dex 10, Con 10, Int 14, Wis 13, Cha 16 
  Combat Gear mwk silver dagger 
  Feats Iron Will, Negotiator, Persuasive 
  Druid Spells Prepared (CL 1st): 
  Skills Bluff +11, Diplomacy +17, Gather Information +9, 
  Knowledge (history) +3 , Knowledge (nobility and 
  royalty) +6 , Listen +1, Perform (dance) +4, Perform 
  (stringed instrument) +4, Sense Motive +8, Spot +1 
   1st— cure light wounds, obscuring mist 
   0— create water, cure minor wounds, detect poison 
  Deity: Xan Yae 
  Abilities Str 10, Dex 10, Con 10, Int 14, Wis 13, Cha 16 
  Possessions noble outfit 
  Background Although she is not a courtesan per se, 
  Terrabessalla 
  has 
  been 
  fully 
  trained 
  in 
  the 
  information gathering arts of the Hummingbirds and 
  hold the rank of Brilliant. She is also a noble member 
  of house Coriner. She is considered something of a 
  rebel in the family, and recently had to be reminded 
  rather forcefully of her duties to her house when she 
  proclaimed her desire to become a devotee of 
  Joramy. Although she is not fully cognizant of what 
  the harem may be like, she has accepted the offer of 
  marriage to the Sultan willingly, seeing it as a way to 
  get out from under her father’s thumb. Terrabessalla 
  often chooses not to use her diplomacy skills when 
  she thinks she can get away with it. 
  SQ Wild Empathy, Animal Companion (Small Viper) 
  Feats Iron Will, Negotiator, Persuasive 
  Skills Bluff +13, Diplomacy +21, Gather Information 
  +11, Intimidate +7 , Knowledge (nature) +11 , 
  Knowledge (nobility) +7 , Listen +8, Perform (dance) +7, 
  Perform (sing) +7, Sense Motive +12, Spot +6, Survival 
  +8 
  Possessions courtiers outfit, hair comb of Charisma +2 
  Background Mizza was raised from birth in the Duchy 
  and began working for House Coriner at the age of 
  16. She has served for 16 years, and holds a place of 
  great trust within the Hummingbirds as a Turquoise 
  Fiery Heart. She was already a teacher and confidant 
  for the young Terrabessalla Coriner when she was 
  instructed last year to begin training as a handmaiden 
  “personal gardener” for the princess-to-be. Among 
  other things, she is a consummate gatherer of 
  information. 
   
   
  URD7-04 Skin Deep 
   
  Page 30 
  
   APL 2 
   
  ENCOUNTER 4 
  VORAAN SOOTHMOOR 
  CR 3 
  Seawolf 
  CE Medium (Magical Beast (Shapechanger)) 
  Init 3; Senses Listen +6, Spot +6 
  Languages  
  AC 17, touch 13, flat-footed 14 
   (+3 Dex, +4 natural)  
  hp 30 (4 HD) 
  Immune None 
  Fort +6, Ref +7, Will +5  
  Speed 30 ft. (6 squares), swim 20 ft. 
  Melee Bite +7 (1d6+2) and 2 claws +1 (1d4+1) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4 Grp +6 
  Attack Options Weapon Focus (bite) 
  Special Actions curse 
  Abilities Str 15, Dex 17, Con 14, Int 10, Wis 14, Cha 
  12 
  SQ change shape, hold breath 
  Feats Iron Will, Stealthy, Weapon Focus (bite) 
  Skills Bluff +3 , Disguise +3 , Hide +5 , Listen +6 , 
  Move Silently +5 , Profession ((sailor) +4 , Spot +6 
  , Swim +10  
  Possessions earring of mind shielding 
  Change Shape (Su): A seawolf’s natural form is that 
  of a wolf-headed seal, but it can assume two other 
  forms: a human or a wolf-human hybrid. The 
  human form is unique; a seawolf in human form 
  always assumes the same appearance and traits, 
  much as a lycanthrope would. In human form, a 
  seawolf cannot use its bite attack, and it does not 
  convey its curse. In hybrid form, a seawolf’s swim 
  speed is reduced to 20 feet, but it has a much 
  faster land speed, and it gains two claw attacks (or 
  can use its claws to wield weapons, if it prefers). 
  This form otherwise resembles the seawolf form. A 
  seawolf remains in one form until it chooses to 
  assume a new one. A change in form cannot be 
  dispelled, not does a seawolf revert to its natural 
  form when killed. A true seeing spell, however, 
  reveals its natural form if it is in human form. 
  Hold Breath (Ex): A seawolf can hold its breath for a 
  number of rounds equal to 6 × its Constitution 
  score before it risks drowning. For a typical 
  seawolf, this is 84 rounds, or over 8 minutes. 
  Skills: A seawolf has a +8 racial bonus on any Swim 
  check to perform a special action or avoid a 
  hazard. It can always choose to take 10 on a Swim 
  check, even if distracted or endangered. It can use 
  the run action while swimming, provided it swims in 
  a straight line. Stormwrack p158 
   
  ENCOUNTER 7 
  MEDIUM MONSTROUS LOBSTER  CR 2 
  N Medium (Vermin (Aquatic)) 
  Init 0; Senses Listen +0, Spot +4 
  Languages  
  AC 16, touch 10, flat-footed 16 
   (+6 natural)  
  hp 19 (3 HD) 
  Immune None 
  Fort +4, Ref +1, Will +1  
  Speed 20 ft. (4 squares) 
  Melee 2 claws +4 (1d6+2) or constrict +4 (2d6+2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2 Grp +4 
  Special Actions constrict 2d6+2, improved grab 
  Abilities Str 15, Dex 11, Con 12, Int --, Wis 11, Cha 2 
  SQ amphibious, immunity to mind-affecting 
  Feats Toughness 
  Skills Hide +4 , Listen +0 , Spot +4  
  Possessions None 
  Constrict (Ex): A monstrous lobster deals damage 
  equal to twice its normal claw damage plus its 
  Strength bonus on a successful grapple check. 
  Improved Grab (Ex): To use this ability, a monstrous 
  lobster must hit with a claw attack. It can then 
  attempt to start a grapple as a free action without 
  provoking attacks of opportunity. If it wins the 
  grapple check, it establishes a hold and can 
  constrict. Monstrous lobsters have a +4 racial 
  bonus on grapple checks. 
  Amphibious (Ex): Although monstrous lobsters are 
  aquatic, they can survive indefinitely on land. 
  Stormwrack p141 
   
  ENCOUNTER 8 
  SYPHLIX 
  CR 4 
  Evolved Skin Kite 
  NE Small (Undead) 
  Init 4; Senses darkvision 60 ft.; Listen +5, Spot +5 
  Languages  
  AC 16, touch 15, flat-footed 12 
   (+1 size, +4 Dex, +1 natural)  
  hp 26 (4 HD); fast healing 3 
  Immune ability damage, ability drain, criticals, death 
  effects, energy drain, fatigue & exhaustion, 
  massive 
  damage, 
  mind 
  affecting, 
  nonlethal 
  damage, paralysis, poison, sleep, and stunning 
  Fort +1, Ref +5, Will +5  
  Speed 10 ft. (2 squares), fly 40 ft. (average) 
  Melee Touch +7 (1d4+1) 
  Space 2-1/2 ft.; Reach 0 ft. 
  Base Atk +2 Grp -1 
  Attack Options Weapon Finesse; Meld 
  Special Actions steal Skin 
  Spell-Like Abilities (CL 5): 1/day 
  contagion 
  Abilities Str 12, Dex 19, Con --, Int 4, Wis 12, Cha 8 
  SQ diet dependent, launch kite, healed by negative 
  energy 
  URD7-04 Skin Deep 
   
  Page 31 
  
  Feats Alertness, Weapon Finesse 
  Skills Hide +11 , Listen +5 , Spot +5  
  Possessions None 
  Launch Kite (Ex): When a skin kite has absorbed 4 
  points of Charisma (through its steal skin ability; 
  see below), it attempts to retreat to a safe place 
  where it can take a full-round action to spawn a 
  new skin kite with the stolen skin. A freshly 
  launched skin kite has a number of hit points equal 
  to the original’s current total (its full normal hit 
  points are equal to the original’s full normal total, 
  even if its current hit points are lower than that). 
  Meld (Ex): If a skin kite hits a Small or larger creature 
  with a melee touch attack, it melds with the 
  opponent’s body. An attached skin kite is 
  effectively grappling its prey. The skin kite loses its 
  Dexterity bonus to AC, but while melded, it is hard 
  to remove. Skin kites have a +12 racial bonus on 
  grapple checks (figured into the statistics above). A 
  melded skin kite can be struck with a weapon or 
  grappled itself. To remove a melded skin kite by 
  grappling, the opponent must achieve a pin against 
  the skin kite, which forcefully peels the creature off 
  and also deals 1d6 points of damage. 
  Steal Skin (Ex): A skin kite steals portions of its foe’s 
  skin, absorbing them directly into itself, dealing 1d4 
  points of Charisma damage in each round when it 
  remains melded. Once it has dealt 4 points of 
  Charisma damage, it detaches and flies off to 
  launch a kite. If its victim reaches Charisma 0 
  before a skin kite has dealt 4 points of Charisma 
  damage, the skin kite unmelds and seeks a new 
  target. 
  Fast Healing (Ex): An evolved undead heals 3 points 
  of damage each round so long as it has at least 1 
  hit point. 
  Contagion (Sp): Once per day, this evolved undead 
  can use Contagion as a spell like ability. In this 
  case, it duplicates the effect of the Red Ache 
  disease (DC15, 1d6 Str). The initial Fortitude DC to 
  resist the spell is 16. 
  Note regarding skin kite spawn: skin kite spawn are 
  not evolved undead; they have AC15 and lack both 
  the fast healing and the contagion ability of the 
  original. NO SPAWN ARE PRODUCED AT THIS 
  APL 
  Background This particular skin kite is ancient and 
  cunning, one of the reasons it was chosen for this 
  job by its masters. The skin kite has learned to hide 
  its presence with the following behavior: It melds to 
  its opponent’s head when possible, obstructing its 
  vision and airway and quieting any noise it may 
  make. This makes the victim effectively blind 
  during the attack, forces it to act as if suffocating 
  (see page 304 of the DMG), and limits the 
  creature’s verbal noises to quiet, incoherent 
  sounds. It has also been trained to maintain its 
  meld on a solitary victim while not being observed, 
  continuing to drain Charisma until its victim falls 
  unconscious at 0 Cha. It then drags the body away 
  to a safe hiding spot before going out to spawn.  
  Description A red knot of rippling translucent 
  membranes kites through the air, now drifting with 
  the currents, now stooping swiftly through the air 
  toward 
  you. 
  (Libris 
  Mortis 
  p119)
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  Page 32 
  
  APL 4 
   
  ENCOUNTER 4 
  VORAAN SOOTHMOOR 
  CR 7 
  Seawolf Expert 4 
  CE Medium (Magical Beast (Shapechanger)) 
  Init 4; Senses Listen +6, Spot +9 
  Languages  
  AC 18, touch 14, flat-footed 14 
   (+4 Dex, +4 natural)  
  hp 45 (8 HD) 
  Immune None 
  Fort +7, Ref +9, Will +9  
  Speed 30 ft. (6 squares), swim 20 ft. 
  Melee Bite +9 (1d6+2) and 2 claws +3 (1d4+1) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4 Grp +6 
  Attack Options Weapon Focus (bite) 
  Special Actions curse 
  Abilities Str 15, Dex 18, Con 14, Int 10, Wis 14, Cha 12 
  SQ change shape, hold breath 
  Feats Iron Will, Old Salt, Sailor’s Balance, Stealthy, 
  Weapon Focus (bite) 
  Skills Balance +10 , Bluff +3 , Disguise +3 , Hide +6 , 
  Intimidate +6 , Knowledge (Geography) +3 , 
  Knowledge (Local) +3 , Listen +6 , Move Silently +6 , 
  Profession (sailor) +12 , Sense Motive +5 , Spot +9 , 
  Swim +12 , Use Rope +7  
  Possessions earring of mind shielding 
  Change Shape (Su): A seawolf’s natural form is that of 
  a wolf-headed seal, but it can assume two other 
  forms: a human or a wolf-human hybrid. The human 
  form is unique; a seawolf in human form always 
  assumes the same appearance and traits, much as a 
  lycanthrope would. In human form, a seawolf cannot 
  use its bite attack, and it does not convey its curse. In 
  hybrid form, a seawolf’s swim speed is reduced to 20 
  feet, but it has a much faster land speed, and it gains 
  two claw attacks (or can use its claws to wield 
  weapons, if it prefers). This form otherwise resembles 
  the seawolf form. A seawolf remains in one form until 
  it chooses to assume a new one. A change in form 
  cannot be dispelled, not does a seawolf revert to its 
  natural form when killed. A true seeing spell, 
  however, reveals its natural form if it is in human 
  form. 
  Hold Breath (Ex): A seawolf can hold its breath for a 
  number of rounds equal to 6 × its Constitution score 
  before it risks drowning. For a typical seawolf, this is 
  84 rounds, or over 8 minutes. 
  Skills: A seawolf has a +8 racial bonus on any Swim 
  check to perform a special action or avoid a hazard. It 
  can always choose to take 10 on a Swim check, even 
  if distracted or endangered. It can use the run action 
  while swimming, provided it swims in a straight line. 
  Stormwrack p158 
   
  ENCOUNTER 7 
  HAMMERCLAW  
  CR 5 
  NE Large (Magical Beast (Aquatic)) 
  Init 4; Senses Listen +5, Spot +6 
  Languages  
  AC 18, touch 9, flat-footed 18 
   (-1 size, +9 natural)  
  hp 85 (9 HD) 
  Immune None 
  Resist sonic 10 
  Fort +10, Ref +6, Will +6  
  Speed 20 ft. (4 squares), swim 20 ft. 
  Melee 2 claws +12 (1d6+4) or constrict +12 (2d6+4) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +9 Grp +17 
  Special Actions constrict 2d6+4, improved grab, sonic 
  pulse 
  Abilities Str 19, Dex 10, Con 18, Int 4, Wis 12, Cha 8 
  SQ amphibious 
  Feats Alertness, Improved Initiative, Iron Will 
  Skills Hide +5 , Listen +5 , Spot +6 , Swim +12  
  Possessions None 
  Constrict (Ex): A hammer claw deals 2d6+4 points of 
  damage when it wins a grapple check. 
  Improved Grab (Ex): To use this ability, a hammer claw 
  must hit an opponent of its own size or smaller with a 
  claw attack. It can then attempt to start a grapple as a 
  free action without provoking attacks of opportunity. If 
  it wins the grapple check, it establishes a hold and 
  can constrict. 
  Sonic Pulse (Su): A hammerclaw can create a deadly 
  cone of sonic energy by snapping its great claw. This 
  cone has a range of 30 feet. Any creature within the 
  area takes 4d6 points of sonic damage and is 
  stunned for 1d4 rounds. A DC 16 Fortitude save 
  negates the stun and halves the damage. The save 
  DC is Constitution-based. 
  Amphibious (Ex): Although the hammerclaw is aquatic, 
  it can survive indefinitely on land. 
  Skills: A hammerclaw’s mottled shell gives it a +4 racial 
  bonus on Hide checks, which improves to +8 in areas 
  of coral or rock. A hammerclaw has a +8 racial bonus 
  on any Swim check to perform some special action or 
  avoid a hazard. It can always choose to take 10 on a 
  Swim check, even if distracted or endangered. It can 
  use the run action 
  Description: Armed with huge, oversized claws, this 
  lobsterlike creature has a pale purple, mottled shell, 
  and its blue stalked eyes weave inquisitively from 
  side to side. It is as large as a horse. Stormwrack 
  p152 
   
  ENCOUNTER 8 
  THE MUMMER 
  CR 6 
  Forsaken Shell 
  CE Medium (Undead) 
  URD7-04 Skin Deep 
   
  Page 33 
  
  Init 5; Senses darkvision 60 ft.; Listen +11, Spot +15 
  Languages  
  AC 17, touch 11, flat-footed 16 
   (+1 Dex, +6 natural)  
  hp 105 (14 HD) 
  Immune ability damage, ability drain, criticals, death 
  effects, energy drain, fatigue & exhaustion, massive 
  damage, mind affecting, nonlethal damage, paralysis, 
  poison, sleep, and stunning 
  Fort +4, Ref +7, Will +9  
  Speed 30 ft. (6 squares), burrow 15 ft. 
  Melee Skin Slap +12 (1d6+5) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +7 Grp +12 
  Attack Options Power Attack; Constrict, Improved Gab 
  Special Actions create spawn 
  Abilities Str 21, Dex 13, Con --, Int 11, Wis 10, Cha 10 
  SQ healed by negative energy 
  Feats 
  Alertness, 
  Improved 
  Initiative, 
  Improved 
  Toughness, Lightning Reflexes, Power Attack 
  Skills Climb +13 , Hide +22 , Listen +11 , Move Silently 
  +18 , Spot +15 , Swim +9  
  Possessions None 
  Constrict (Ex): A forsaken shell deals 1d6+5 points of 
  damage 
  with 
  a 
  successful 
  grapple 
  check. 
  Constricting uses the entire body of the creature, so it 
  cannot take any move actions while constricting. 
  Create Spawn (Su): Creatures killed by a forsaken 
  shell slough their skins after 1d4 rounds. These 
  sloughed skins are new forsaken shells under the 
  spawner’s control. These forsaken shells do not 
  possess any of the abilities they had in life. NO 
  SPAWN ARE PRODUCED AT THIS APL 
  Improved Grab (Ex): To use this ability, a forsaken 
  shell must successfully hit an opponent with its skin 
  slap attack. It can then attempt to start a grapple as a 
  free action without provoking attacks of opportunity. If 
  it wins the grapple check, it establishes a hold and 
  can constrict.  
  Skills: Forsaken shells have a +4 racial bonus on Hide 
  checks (already figured into the statistics above), due 
  to their ability to fold themselves into very small 
  spaces. 
  Background ‘The Mummer’ is the ancient and powerful 
  remains of an Ur-Flan mage. He’s been called ‘The 
  Mummer’ for so long, no one living knows his original 
  name. The name is apt however, as this creature has 
  a penchant for dancing about silently with its new 
  spawn in a macabre sort of silent play. The Mummer 
  serves primarily as an assassin and saboteur and 
  has been hired for this mission. 
  Description Roiling and coiling, this long, slender 
  creature snakes forward. At first, it does seem like a 
  snake, if strangely wide and loose-skinned, but an 
  instant later the creature is revealed for what it is – an 
  evacuated but horribly animate humanoid skin that 
  continues to slither onward in an unmistakably 
  aggressive manner. Libris Mortis p100 
   
  URD7-04 Skin Deep 
   
  Page 34 
  
  APL 6 
   
  ENCOUNTER 4 
  VORAAN SOOTHMOOR 
  CR 8 
  Advanced Seawolf Expert 4 
  CE Medium (Magical Beast (Shapechanger)) 
  Init 4; Senses Listen +6, Spot +9 
  Languages  
  AC 18, touch 14, flat-footed 14 
   (+4 Dex, +4 natural)  
  hp 67 (11 HD) 
  Immune None 
  Fort +8, Ref +10, Will +10  
  Speed 30 ft. (6 squares), swim 20 ft. 
  Melee Bite +12 (1d6+2) and 2 claws +9 (1d4+1) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +7 Grp +9 
  Attack Options Weapon Focus (bite) 
  Special Actions curse 
  Abilities Str 15, Dex 18, Con 14, Int 10, Wis 14, Cha 
  12 
  SQ change shape, hold breath 
  Feats Iron Will, Multiattack, Old Salt, Sailor’s Balance, 
  Stealthy, Weapon Focus (bite) 
  Skills Balance +10 , Bluff +3 , Disguise +3 , Hide +6 , 
  Intimidate +7 , Knowledge (Geography) +3 , 
  Knowledge (Local) +3 , Listen +6 , Move Silently 
  +6 , Profession (sailor) +14 , Sense Motive +6 , 
  Spot +9 , Swim +12 , Use Rope +7  
  Possessions earring of mind shielding 
  Change Shape (Su): A seawolf’s natural form is that 
  of a wolf-headed seal, but it can assume two other 
  forms: a human or a wolf-human hybrid. The 
  human form is unique; a seawolf in human form 
  always assumes the same appearance and traits, 
  much as a lycanthrope would. In human form, a 
  seawolf cannot use its bite attack, and it does not 
  convey its curse. In hybrid form, a seawolf’s swim 
  speed is reduced to 20 feet, but it has a much 
  faster land speed, and it gains two claw attacks (or 
  can use its claws to wield weapons, if it prefers). 
  This form otherwise resembles the seawolf form. A 
  seawolf remains in one form until it chooses to 
  assume a new one. A change in form cannot be 
  dispelled, not does a seawolf revert to its natural 
  form when killed. A true seeing spell, however, 
  reveals its natural form if it is in human form. 
  Hold Breath (Ex): A seawolf can hold its breath for a 
  number of rounds equal to 6 × its Constitution 
  score before it risks drowning. For a typical 
  seawolf, this is 84 rounds, or over 8 minutes. 
  Skills: A seawolf has a +8 racial bonus on any Swim 
  check to perform a special action or avoid a 
  hazard. It can always choose to take 10 on a Swim 
  check, even if distracted or endangered. It can use 
  the run action while swimming, provided it swims in 
  a straight line. 
  Source: Stormwrack p158 
   
  ENCOUNTER 7 
  UCHUULON (SLIME CHUUL)  
  CR 6 
  CE Large (Aberration (Aquatic)) 
  Init 5; Senses Listen +10, Spot +10 
  Languages  
  AC 20, touch 12, flat-footed 17 
   (-1 size, +1 Dex, +8 natural, +2 deflection)  
  hp 71 (11 HD) 
  Immune poison 
  Resist spell resistance 16 
  Fort +5, Ref +4, Will +8  
  Speed 20 ft. (4 squares), swim 20 ft. 
  Melee 2 claws +11 (2d6+4) or constrict +11 (3d6+4) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +8 Grp +16 
  Attack Options Blind-Fight 
  Special Actions constrict 3d6+4, improved grab, 
  paralytic tentacles 
  Abilities Str 18, Dex 12, Con 14, Int 10, Wis 12, Cha 
  3 
  SQ amphibious, protective slime 
  Feats Alertness, Blind-Fight, Combat Reflexes, 
  Improved Initiative 
  Skills Hide +11 , Listen +10 , Spot +10 , Swim +12  
  Possessions None 
  Constrict (Ex): An uchuulon deals 3d6+4 points of 
  damage with a successful grapple check. 
  Improved Grab (Ex): To use this ability, an uchuulon 
  must hit with a claw attack. It can then attempt to 
  start a grapple as a free action without provoking 
  attacks of opportunity. If it wins the grapple check, 
  it establishes a hold and can constrict or on its next 
  turn transfer a grabbed character to its tentacles. 
  Paralytic Tentacles (Ex): An uchuulon can transfer 
  grabbed targets from a claw to its tentacles as a 
  move action. The tentacles grapple with the same 
  strength as the claw but deal no damage. 
  However, they exude a paralytic secretion. Anyone 
  held in the tentacles must succeed on a DC 17 
  Fortitude save each round on the uchuulon’s turn 
  or be paralyzed for 6 rounds. The save DC is 
  Constitution- based. While held in the tentacles, 
  paralyzed or not, a target automatically takes 
  1d8+2 points of damage each round from the 
  creature’s mandibles. 
  Amphibious (Ex): Although uchuulons are aquatic, 
  they can survive indefinitely on land. 
  Protective Slime (Ex): The uchuulon exudes a 
  transparent mucous that provides a +2 deflection 
  bonus to the creature’s Armor Class. The slime 
  suspends and protects the uchuulon’s vital organs 
  as well and has a 50% chance of negating any 
  critical hit made against the creature.  
  Skills: An uchuulon has a +8 racial bonus on any 
  Swim check to perform some special action or 
  avoid a hazard. It can always choose to take 10 on 
  a Swim check, even if distracted or endangered. It 
  URD7-04 Skin Deep 
   
  Page 35 
  
  can use the run action while swimming, provided it 
  swims in a straight line. 
  Description: A vile creature resembling a large insect 
  or monstrous crustacean rises out of the murk, its 
  pincer like claws snapping madly. A thick coat of 
  slime glistens over its translucent carapace and 
  drips from the dozen or more tentacles dangling 
  from its mouth. As it skitters toward you, it leaves a 
  trail of slime in its wake. Stormwrack p163 
   
  ENCOUNTER 8 
  THE MUMMER 
  CR 8 
  Forsaken Shell 
  CE Medium (Undead) 
  Init 5; Senses darkvision 60 ft.; Listen +16, Spot +20 
  Languages  
  AC 18, touch 11, flat-footed 17 
   (+1 Dex, +7 natural)  
  hp 165 (22 HD) 
  Immune ability damage, ability drain, criticals, death 
  effects, energy drain, fatigue & exhaustion, 
  massive 
  damage, 
  mind 
  affecting, 
  nonlethal 
  damage, paralysis, poison, sleep, and stunning 
  Fort +7, Ref +10, Will +13  
  Speed 30 ft. (6 squares), burrow 15 ft. 
  Melee Skin Slap +17 (1d8+6) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +11 Grp +17 
  Attack Options Power Attack; Constrict, Improved 
  Gab 
  Special Actions create spawn 
  Abilities Str 23, Dex 13, Con --, Int 11, Wis 10, Cha 
  10 
  SQ healed by negative energy 
  Feats Alertness, Improved Initiative, Improved Natural 
  Armor, Improved Natural Attack (skin slap), 
  Improved Toughness, Lightning Reflexes, Positive 
  Energy Resistance, Power Attack 
  Skills Climb +18 , Hide +27 , Listen +16 , Move 
  Silently +24 , Spot +20 , Swim +15  
  Possessions None 
  Constrict (Ex): A forsaken shell deals 1d6+5 points 
  of damage with a successful grapple check. 
  Constricting uses the entire body of the creature, 
  so it cannot take any move actions while 
  constricting. 
  Create Spawn (Su): Creatures killed by a forsaken 
  shell slough their skins after 1d4 rounds. These 
  sloughed skins are new forsaken shells under the 
  spawner’s control. These forsaken shells do not 
  possess any of the abilities they had in life. NO 
  SPAWN ARE PRODUCED AT THIS APL 
  Improved Grab (Ex): To use this ability, a forsaken 
  shell must successfully hit an opponent with its skin 
  slap attack. It can then attempt to start a grapple as 
  a free action without provoking attacks of 
  opportunity. If it wins the grapple check, it 
  establishes a hold and can constrict.  
  Skills: Forsaken shells have a +4 racial bonus on 
  Hide checks (already figured into the statistics 
  above), due to their ability to fold themselves into 
  very small spaces. 
  Background ‘The Mummer’ is the ancient and 
  powerful remains of an Ur-Flan mage. He’s been 
  called ‘The Mummer’ for so long, no one living 
  knows his original name. The name is apt however, 
  as this creature has a penchant for dancing about 
  silently with its new spawn in a macabre sort of 
  silent play. The Mummer serves primarily as an 
  assassin and saboteur and has been hired for this 
  mission. 
  Description Roiling and coiling, this long, slender 
  creature snakes forward. At first, it does seem like 
  a snake, if strangely wide and loose-skinned, but 
  an instant later the creature is revealed for what it 
  is – an evacuated but horribly animate humanoid 
  skin that continues to slither onward in an 
  unmistakably aggressive manner. (Libris Mortis 
  p100) 
   
    
  URD7-04 Skin Deep 
   
  Page 36 
  
  APL 8 
   
  ENCOUNTER 4 
  VOORAAN SOOTHMOOR  CR 9 
  Voidmind Advanced Seawolf Expert 4 
  CE Medium (Magical Beast (Shapechanger)) 
  Init 5; Senses Listen +8, Spot +13 
  Languages  
  AC 24, touch 15, flat-footed 19 
   (+5 Dex, +9 natural)  
  hp 129 (16 HD); DR 5/magic 
  Immune None 
  Resist spell resistance 26 
  Fort +15, Ref +14, Will +12  
  Speed 30 ft. (6 squares), swim 20 ft. 
  Melee Bite +19 (1d6+4) and 2 claws +16 (1d4+3) and 
  tentacle +18 (1d6+4) or constrict +18 (1d6+4) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +12 Grp +16 
  Attack Options Weapon Focus (bite); constrict 
  1d6+4, improved grab, sentient tentacle, curse 
  Special Actions cone of slime 12d6 Ref DC20 
  Abilities Str 19, Dex 20, Con 18, Int 12, Wis 14, Cha 
  10 
  SQ change shape, hold breath, immunities, mind 
  flayer host 
  Feats Alertness, Combat Reflexes, Great Fortitude, 
  Improved Natural Armor, Iron Will, Multiattack, Old 
  Salt, Sailor’s Balance, Stealthy, Weapon Focus 
  (bite) 
  Skills Balance +12 , Bluff +6 , Disguise +8 (but see 
  Identifying a Voidmind Creature, below), Hide +7 , 
  Intimidate +11 , Knowledge (Geography) +5 , 
  Knowledge (Local) +5 , Listen +8 , Move Silently 
  +7 , Profession (sailor) +17 , Sense Motive +8 , 
  Spot +13 , Swim +13 , Use Rope +8  
  Possessions 
  earring 
  of 
  mind 
  shielding, 
  Mwk 
  Disguise kit 
  Change Shape (Su): A seawolf’s natural form is that 
  of a wolf-headed seal, but it can assume two other 
  forms: a human or a wolf-human hybrid. The 
  human form is unique; a seawolf in human form 
  always assumes the same appearance and traits, 
  much as a lycanthrope would. In human form, a 
  seawolf cannot use its bite attack, and it does not 
  convey its curse. In hybrid form, a seawolf’s swim 
  speed is reduced to 20 feet, but it has a much 
  faster land speed, and it gains two claw attacks (or 
  can use its claws to wield weapons, if it prefers). 
  This form otherwise resembles the seawolf form. A 
  seawolf remains in one form until it chooses to 
  assume a new one. A change in form cannot be 
  dispelled, not does a seawolf revert to its natural 
  form when killed. A true seeing spell, however, 
  reveals its natural form if it is in human form. 
  Hold Breath (Ex): A seawolf can hold its breath for a 
  number of rounds equal to 6 × its Constitution 
  score before it risks drowning. For a typical 
  seawolf, this is 84 rounds, or over 8 minutes. 
  Cone of Slime (Su): Once per day as a standard 
  action, a voidmind creature can expel the 
  psionically charged slime in its head in a 30-foot 
  cone. This attack deals 1d6 points of acid damage 
  per Hit Die of the voidmind creature (maximum 
  20d6). A successful Reflex save DC20 (DC 10 + ½ 
  voidmind creature’s racial Hit Dice + voidmind 
  creature’s Con modifier) halves the damage. In 
  addition, any creature that takes damage from the 
  spray takes a –2 penalty on its Will saves and is 
  stunned for 1d4+1 rounds (Fortitude save negates 
  the stun; save DC same as above). The psionic 
  slime replenishes itself automatically in 24 hours. 
  The save DCs are Constitution-based.  
  Constrict (Ex): A voidmind creature gains the ability 
  to constrict its victim with a successful grapple 
  check. When it constricts, one of its tentacles deals 
  damage based on the creature’s size (see the table 
  below), plus its Strength bonus × 1-1/2. Size 
  Constrict Damage Tiny 1d3 Small 1d4 Medium 1d6 
  Large 1d8 Huge 2d6 
  Improved Grab (Ex): To use this ability, a voidmind 
  creature must hit a creature of its size category or 
  smaller with its tentacle attack. It can then attempt 
  to start a grapple as a free action without provoking 
  attacks of opportunity. A voidmind creature has a 
  +4 racial bonus on grapple checks made with its 
  tentacle. If the creature wins the grapple check, it 
  establishes a hold and can constrict. 
  Sentient Tentacle (Ex): A voidmind creature’s 
  tentacle attacks of its own accord. The creature 
  can direct it to attack certain targets, but the 
  psionic nature of the tentacle enables it to fl ex and 
  move in combat without hindering the creature’s 
  other combat abilities. A voidmind that has 
  successfully grappled a creature with its tentacle 
  can attack another creature at no penalty, as long 
  as that creature is within a distance equal to the 
  tentacle’s reach. 
  Racial Skill Modifiers Bluff +4, Escape Artist +4, 
  Intimidate +4 
  Skills: A seawolf has a +8 racial bonus on any Swim 
  check to perform a special action or avoid a 
  hazard. It can always choose to take 10 on a Swim 
  check, even if distracted or endangered. It can use 
  the run action while swimming, provided it swims in 
  a straight line. 
  Stormwrack p158 
   
  Identifying a Voidmind Creature: An observer can 
  notice the holes in a voidmind creature’s head by 
  making a DC 10 Spot check, or by succeeding on a 
  Spot check opposed by the creature’s Disguise 
  check if it is actively trying to conceal its true 
  nature. The creature receives a +5 bonus on this 
  check, because the change in appearance involves 
  minor details only (see page 73 of the Player’s 
  Handbook). If the creature’s head is covered by 
  armor or clothing, it receives an additional +5 
  bonus on its Disguise check.  
  Under normal circumstances, Voraan’s head is 
  covered at all times and he actively attempts to 
  conceal his condition, granting him a total Disguise 
  of +20. (+10 in seawolf form) 
   
  URD7-04 Skin Deep 
   
  Page 37 
  
  ENCOUNTER 7 
  UCHUULON (SLIME CHUUL)  
  CR 8 
  CE Huge (Aberration (Aquatic)) 
  Init 4; Senses Listen +18, Spot +18 
  Languages  
  AC 22, touch 10, flat-footed 20 
   (-2 size, +12 natural, +2 deflection)  
  hp 180 (19 HD) 
  Immune poison 
  Resist spell resistance 16 
  Fort +11, Ref +6, Will +12  
  Speed 20 ft. (4 squares), swim 20 ft. 
  Melee 2 claws +20 (3d6+8) or constrict +20 (4d6+8) 
  Space 15 ft.; Reach 10 ft. 
  Base Atk +14 Grp +30 
  Attack Options Blind-Fight, Weapon Focus () 
  Special Actions constrict 4d6+8, improved grab, 
  paralytic tentacles 
  Abilities Str 26, Dex 10, Con 20, Int 10, Wis 12, Cha 
  3 
  SQ amphibious, protective slime 
  Feats Alertness, Blind-Fight, Combat Reflexes, 
  Improved Initiative, Improved Natural Armor, 
  Multiattack, Weapon Focus () 
  Skills Hide +6 , Listen +18 , Spot +18 , Swim +12  
  Possessions None 
  Constrict (Ex): An uchuulon deals 3d6+4 points of 
  damage with a successful grapple check. 
  Improved Grab (Ex): To use this ability, an uchuulon 
  must hit with a claw attack. It can then attempt to 
  start a grapple as a free action without provoking 
  attacks of opportunity. If it wins the grapple check, 
  it establishes a hold and can constrict or on its next 
  turn transfer a grabbed character to its tentacles. 
  Paralytic Tentacles (Ex): An uchuulon can transfer 
  grabbed targets from a claw to its tentacles as a 
  move action. The tentacles grapple with the same 
  strength as the claw but deal no damage. 
  However, they exude a paralytic secretion. Anyone 
  held in the tentacles must succeed on a DC 17 
  Fortitude save each round on the uchuulon’s turn 
  or be paralyzed for 6 rounds. The save DC is 
  Constitution- based. While held in the tentacles, 
  paralyzed or not, a target automatically takes 
  1d8+2 points of damage each round from the 
  creature’s mandibles. 
  Amphibious (Ex): Although uchuulons are aquatic, 
  they can survive indefinitely on land. 
  Protective Slime (Ex): The uchuulon exudes a 
  transparent mucous that provides a +2 deflection 
  bonus to the creature’s Armor Class. The slime 
  suspends and protects the uchuulon’s vital organs 
  as well and has a 50% chance of negating any 
  critical hit made against the creature.  
  Skills: An uchuulon has a +8 racial bonus on any 
  Swim check to perform some special action or 
  avoid a hazard. It can always choose to take 10 on 
  a Swim check, even if distracted or endangered. It 
  can use the run action while swimming, provided it 
  swims in a straight line. 
  Description: A vile creature resembling a large insect 
  or monstrous crustacean rises out of the murk, its 
  pincer like claws snapping madly. A thick coat of 
  slime glistens over its translucent carapace and 
  drips from the dozen or more tentacles dangling 
  from its mouth. As it skitters toward you, it leaves a 
  trail of slime in its wake. Stormwrack p163 
   
  ENCOUNTER 8 
  THE MUMMER 
  CR 10 
  Advanced Evolved Forsaken Shell 
  CE Medium (Undead) 
  Init 5; Senses darkvision 60 ft.; Listen +19, Spot +23 
  Languages  
  AC 19, touch 11, flat-footed 18 
   (+1 Dex, +8 natural)  
  hp 195 (26 HD); fast healing 3 
  Immune ability damage, ability drain, criticals, death 
  effects, energy drain, fatigue & exhaustion, 
  massive 
  damage, 
  mind 
  affecting, 
  nonlethal 
  damage, paralysis, poison, sleep, and stunning 
  Fort +8, Ref +11, Will +15  
  Speed 30 ft. (6 squares), burrow 15 ft. 
  Melee Skin Slap +21 (1d8+8) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +13 Grp +21 
  Attack Options Power Attack; Constrict, Improved 
  Gab 
  Special Actions create spawn 
  Spell-Like Abilities (CL 26): 1/day 
  haste 
  Abilities Str 26, Dex 13, Con --, Int 11, Wis 10, Cha 
  12 
  SQ healed by negative energy 
  Feats 
  Alertness, 
  Combat 
  Reflexes, 
  Improved 
  Initiative, Improved Natural Armor, Improved 
  Natural Attack, Improved Toughness, Lightning 
  Reflexes, Positive Energy Resistance, Power 
  Attack 
  Skills Climb +22 , Hide +30 , Listen +19 , Move 
  Silently +26 , Spot +23 , Swim +16  
  Possessions None 
  Constrict (Ex): A forsaken shell deals 1d6+5 points 
  of damage with a successful grapple check. 
  Constricting uses the entire body of the creature, 
  so it cannot take any move actions while 
  constricting. 
  Create Spawn (Su): Creatures killed by a forsaken 
  shell slough their skins after 1d4 rounds. These 
  sloughed skins are new forsaken shells under the 
  spawner’s control. These forsaken shells do not 
  possess any of the abilities they had in life. NO 
  SPAWN ARE PRODUCED AT THIS APL 
  Improved Grab (Ex): To use this ability, a forsaken 
  shell must successfully hit an opponent with its skin 
  slap attack. It can then attempt to start a grapple as 
  a free action without provoking attacks of 
  opportunity. If it wins the grapple check, it 
  establishes a hold and can constrict.  
  Skills: Forsaken shells have a +4 racial bonus on 
  Hide checks (already figured into the statistics 
  URD7-04 Skin Deep 
   
  Page 38 
  
  above), due to their ability to fold themselves into 
  very small spaces. 
  Fast Healing (Ex): An evolved undead heals 3 points 
  of damage each round so long as it has at least 1 
  hit point. 
  Description Roiling and coiling, this long, slender 
  creature snakes forward. At first, it does seem like 
  a snake, if strangely wide and loose-skinned, but 
  an instant later the creature is revealed for what it 
  is – an evacuated but horribly animate humanoid 
  skin that continues to slither onward in an 
  unmistakably aggressive manner. (Libris Mortis 
  p100) 
   
  URD7-04 Skin Deep 
   
  Page 39 
  
  APL 10 
   
  ENCOUNTER 4 
  VORAAN SOOTHMOOR 
  CR 11 
  Spellwarped Voidmind Advanced Seawolf Expert 4 
  CE Medium (Aberration (Shapechanger, Augmented 
  Magical Beast)) 
  Init 7; Senses Listen +8, Spot +23 
  Languages  
  AC 28, touch 17, flat-footed 21 
   (+7 Dex, +11 natural)  
  hp 153 (16 HD); DR 5/magic 
  Immune ability damage, ability drain, acid, death 
  effects, and mind affecting 
  Resist spell resistance 26 
  Fort +17, Ref +16, Will +12  
  Speed 30 ft. (6 squares), swim 20 ft. 
  Melee Bite +21 (1d6+6) and 2 claws +18 (1d4+5) and 
  tentacle +20 (1d6+6) or constrict +20 (1d6+6) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +12 Grp +18 
  Attack Options Weapon Focus (bite); constrict 
  1d6+6, improved grab, sentient tentacle, curse  
  Special Actions cone of slime 16d6 (Ref DC22) 
  Abilities Str 23, Dex 24, Con 22, Int 16, Wis 14, Cha 
  10 
  SQ change shape, hold breath, spell absorption, mind 
  flayer host 
  Feats Alertness, Combat Reflexes, Great Fortitude, 
  Improved Natural Armor, Iron Will, Multiattack, Old 
  Salt, Sailor’s Balance, Stealthy, Weapon Focus 
  (bite) 
  Skills Balance +17 , Bluff +6 , Disguise +18 (but see 
  Identifying a Voidmind Creature, below) , Hide +9 , 
  Intimidate +13 , Knowledge (Geography) +7 , 
  Knowledge (Local) +7 , Listen +8 , Move Silently 
  +9 , Profession (sailor) +17 , Sense Motive +8 , 
  Spot +23 , Swim +13 , Use Rope +10  
  Possessions 
  earring 
  of 
  mind 
  shielding, 
  Mwk 
  Disguise kit 
  Change Shape (Su): A seawolf’s natural form is that 
  of a wolf-headed seal, but it can assume two other 
  forms: a human or a wolf-human hybrid. The 
  human form is unique; a seawolf in human form 
  always assumes the same appearance and traits, 
  much as a lycanthrope would. In human form, a 
  seawolf cannot use its bite attack, and it does not 
  convey its curse. In hybrid form, a seawolf’s swim 
  speed is reduced to 20 feet, but it has a much 
  faster land speed, and it gains two claw attacks (or 
  can use its claws to wield weapons, if it prefers). 
  This form otherwise resembles the seawolf form. A 
  seawolf remains in one form until it chooses to 
  assume a new one. A change in form cannot be 
  dispelled, not does a seawolf revert to its natural 
  form when killed. A true seeing spell, however, 
  reveals its natural form if it is in human form. 
  Hold Breath (Ex): A seawolf can hold its breath for a 
  number of rounds equal to 6 × its Constitution 
  score before it risks drowning. For a typical 
  seawolf, this is 84 rounds, or over 8 minutes. 
  Spell Resistance (Ex): A spellwarped creature gains 
  spell resistance equal to 11 + its Hit Dice. If the 
  creature already has spell resistance, use the 
  greater of the two values. 
  Spell Absorption (Su): Whenever a spell fails to 
  penetrate 
  a 
  spellwarped 
  creature’s 
  spell 
  resistance, the creature gains one of the following 
  benefits, chosen at the time that the spell resolves.  
   
   Might: The spellwarped creature gains a +4 
  enhancement bonus to Strength for 1 minute.  
   
   Agility: The spellwarped creature gains a +4 
  enhancement bonus to Dexterity for 1 minute. 
   
   Endurance: The spellwarped creature gains a +4 
  enhancement bonus to Constitution for 1 minute. 
   
   Life: The spellwarped creature gains temporary 
  hit points equal to 5 × the level of the failed spell. 
   
   Speed: The spellwarped creature’s base speed 
  increases by a number of feet equal to 5 × the level 
  of the failed spell.  
   
   Resistance: The spellwarped creature gains 
  resistance 10 to one energy type (acid, cold, 
  electricity, fire, or sonic). 
  Cone of Slime (Su): Once per day as a standard 
  action, a voidmind creature can expel the 
  psionically charged slime in its head in a 30-foot 
  cone. This attack deals 1d6 points of acid damage 
  per Hit Die of the voidmind creature (maximum 
  20d6). A successful Reflex save DC22 (DC 10 + ½ 
  voidmind creature’s racial Hit Dice + voidmind 
  creature’s Con modifier) halves the damage. In 
  addition, any creature that takes damage from the 
  spray takes a –2 penalty on its Will saves and is 
  stunned for 1d4+1 rounds (Fortitude save negates 
  the stun; save DC same as above). The psionic 
  slime replenishes itself automatically in 24 hours. 
  The save DCs are Constitution-based.  
  Constrict (Ex): A voidmind creature gains the ability 
  to constrict its victim with a successful grapple 
  check. When it constricts, one of its tentacles deals 
  damage based on the creature’s size (see the table 
  below), plus its Strength bonus × 1-1/2. Size 
  Constrict Damage Tiny 1d3 Small 1d4 Medium 1d6 
  Large 1d8 Huge 2d6 
  Improved Grab (Ex): To use this ability, a voidmind 
  creature must hit a creature of its size category or 
  smaller with its tentacle attack. It can then attempt 
  to start a grapple as a free action without provoking 
  attacks of opportunity. A voidmind creature has a 
  +4 racial bonus on grapple checks made with its 
  tentacle. If the creature wins the grapple check, it 
  establishes a hold and can constrict. 
  Sentient Tentacle (Ex): A voidmind creature’s 
  tentacle attacks of its own accord. The creature 
  can direct it to attack certain targets, but the 
  psionic nature of the tentacle enables it to fl ex and 
  move in combat without hindering the creature’s 
  other combat abilities. A voidmind that has 
  URD7-04 Skin Deep 
   
  Page 40 
  
  successfully grappled a creature with its tentacle 
  can attack another creature at no penalty, as long 
  as that creature is within a distance equal to the 
  tentacle’s reach. 
  Racial Skill Modifiers Bluff +4, Escape Artist +4, 
  Intimidate +4, A seawolf has a +8 racial bonus on 
  any Swim check to perform a special action or 
  avoid a hazard. It can always choose to take 10 on 
  a Swim check, even if distracted or endangered. It 
  can use the run action while swimming, provided it 
  swims in a straight line. 
  Stormwrack p158 
   
  Identifying a Voidmind Creature: An observer can 
  notice the holes in a voidmind creature’s head by 
  making a DC 10 Spot check, or by succeeding on a 
  Spot check opposed by the creature’s Disguise 
  check if it is actively trying to conceal its true 
  nature. The creature receives a +5 bonus on this 
  check, because the change in appearance involves 
  minor details only (see page 73 of the Player’s 
  Handbook). If the creature’s head is covered by 
  armor or clothing, it receives an additional +5 
  bonus on its Disguise check.  
  Under normal circumstances, Voraan’s head is 
  covered at all times and he actively attempts to 
  conceal his condition, granting him a total Disguise 
  of +30. (+20 in seawolf form) 
   
  ENCOUNTER 7 
  FIENDISH UCHUULON (SLIME CHUUL) 
   
  CR 10 
  NE Huge (Aberration (Aquatic)) 
  Init 4; Senses Listen +18, Spot +18 
  Languages  
  AC 22, touch 10, flat-footed 20 
   (-2 size, +12 natural, +2 deflection)  
  hp 180 (19 HD); DR 10/magic 
  Immune poison 
  Resist cold 10 and fire 10,spell resistance 24 
  Fort +11, Ref +6, Will +12  
  Speed 20 ft. (4 squares), swim 20 ft. 
  Melee 2 claws +20 (3d6+8) or constrict +20 (4d6+8) 
  Space 15 ft.; Reach 10 ft. 
  Base Atk +14 Grp +30 
  Attack Options Blind-Fight, Weapon Focus (); smite 
  good 
  Special Actions constrict 4d6+8, improved grab, 
  paralytic tentacles 
  Abilities Str 26, Dex 10, Con 20, Int 10, Wis 12, Cha 
  3 
  SQ amphibious, protective slime 
  Feats Alertness, Blind-Fight, Combat Reflexes, 
  Improved Initiative, Improved Natural Armor, 
  Multiattack, Weapon Focus () 
  Skills Hide +6 , Listen +18 , Spot +18 , Swim +12  
  Possessions None 
  Constrict (Ex): An uchuulon deals 3d6+4 points of 
  damage with a successful grapple check. 
  Improved Grab (Ex): To use this ability, an uchuulon 
  must hit with a claw attack. It can then attempt to 
  start a grapple as a free action without provoking 
  attacks of opportunity. If it wins the grapple check, 
  it establishes a hold and can constrict or on its next 
  turn transfer a grabbed character to its tentacles. 
  Paralytic Tentacles (Ex): An uchuulon can transfer 
  grabbed targets from a claw to its tentacles as a 
  move action. The tentacles grapple with the same 
  strength as the claw but deal no damage. 
  However, they exude a paralytic secretion. Anyone 
  held in the tentacles must succeed on a DC 17 
  Fortitude save each round on the uchuulon’s turn 
  or be paralyzed for 6 rounds. The save DC is 
  Constitution- based. While held in the tentacles, 
  paralyzed or not, a target automatically takes 
  1d8+2 points of damage each round from the 
  creature’s mandibles. 
  Amphibious (Ex): Although uchuulons are aquatic, 
  they can survive indefinitely on land. 
  Protective Slime (Ex): The uchuulon exudes a 
  transparent mucous that provides a +2 deflection 
  bonus to the creature’s Armor Class. The slime 
  suspends and protects the uchuulon’s vital organs 
  as well and has a 50% chance of negating any 
  critical hit made against the creature.  
  Skills: An uchuulon has a +8 racial bonus on any 
  Swim check to perform some special action or 
  avoid a hazard. It can always choose to take 10 on 
  a Swim check, even if distracted or endangered. It 
  can use the run action while swimming, provided it 
  swims in a straight line. 
  Smite Good (Su): Once per day the creature can 
  make a normal melee attack to deal extra damage 
  equal to its HD total (maximum of +20) against a 
  good foe. 
  Description: A vile creature resembling a large insect 
  or monstrous crustacean with malevolent crimson 
  eyes rises out of the murk, its pincer like claws 
  snapping madly. A thick coat of slime glistens over 
  its translucent carapace and drips from the dozen 
  or more tentacles dangling from its mouth. As it 
  skitters toward you, it leaves a trail of slime in its 
  wake. 
  URD7-04 Skin Deep 
   
  Page 41 
  
  UCHUULON (SLIME CHUUL)  
  CR 8 
  CE Huge (Aberration (Aquatic)) 
  Init 4; Senses Listen +18, Spot +18 
  Languages  
  AC 22, touch 10, flat-footed 20 
   (-2 size, +12 natural, +2 deflection)  
  hp 180 (19 HD) 
  Immune poison 
  Resist spell resistance 16 
  Fort +11, Ref +6, Will +12  
  Speed 20 ft. (4 squares), swim 20 ft. 
  Melee 2 claws +20 (3d6+8) or constrict +20 (4d6+8) 
  Space 15 ft.; Reach 10 ft. 
  Base Atk +14 Grp +30 
  Attack Options Blind-Fight, Weapon Focus () 
  Special Actions constrict 4d6+8, improved grab, 
  paralytic tentacles 
  Abilities Str 26, Dex 10, Con 20, Int 10, Wis 12, Cha 
  3 
  SQ amphibious, protective slime 
  Feats Alertness, Blind-Fight, Combat Reflexes, 
  Improved Initiative, Improved Natural Armor, 
  Multiattack, Weapon Focus () 
  Skills Hide +6 , Listen +18 , Spot +18 , Swim +12  
  Possessions None 
  Constrict (Ex): An uchuulon deals 3d6+4 points of 
  damage with a successful grapple check. 
  Improved Grab (Ex): To use this ability, an uchuulon 
  must hit with a claw attack. It can then attempt to 
  start a grapple as a free action without provoking 
  attacks of opportunity. If it wins the grapple check, 
  it establishes a hold and can constrict or on its next 
  turn transfer a grabbed character to its tentacles. 
  Paralytic Tentacles (Ex): An uchuulon can transfer 
  grabbed targets from a claw to its tentacles as a 
  move action. The tentacles grapple with the same 
  strength as the claw but deal no damage. 
  However, they exude a paralytic secretion. Anyone 
  held in the tentacles must succeed on a DC 17 
  Fortitude save each round on the uchuulon’s turn 
  or be paralyzed for 6 rounds. The save DC is 
  Constitution- based. While held in the tentacles, 
  paralyzed or not, a target automatically takes 
  1d8+2 points of damage each round from the 
  creature’s mandibles. 
  Amphibious (Ex): Although uchuulons are aquatic, 
  they can survive indefinitely on land. 
  Protective Slime (Ex): The uchuulon exudes a 
  transparent mucous that provides a +2 deflection 
  bonus to the creature’s Armor Class. The slime 
  suspends and protects the uchuulon’s vital organs 
  as well and has a 50% chance of negating any 
  critical hit made against the creature.  
  Skills: An uchuulon has a +8 racial bonus on any 
  Swim check to perform some special action or 
  avoid a hazard. It can always choose to take 10 on 
  a Swim check, even if distracted or endangered. It 
  can use the run action while swimming, provided it 
  swims in a straight line. 
  Description: A vile creature resembling a large insect 
  or monstrous crustacean rises out of the murk, its 
  pincerlike claws snapping madly. A thick coat of 
  slime glistens over its translucent carapace and 
  drips from the dozen or more tentacles dangling 
  from its mouth. As it skitters toward you, it leaves a 
  trail of slime in its wake.  
  Source: Stormwrack p163 
   
  ENCOUNTER 8 
  THE MUMMER 
  CR 13 
  Advanced Evolved Forsaken Shell 
  CE Medium (Undead) 
  Init 5; Senses darkvision 60 ft.; Listen +19, Spot +23 
  Languages  
  AC 21, touch 11, flat-footed 20 
   (+1 Dex, +10 natural) Feats Dodge, Mobility 
  hp 225 (30 HD); fast healing 3 
  Immune ability damage, ability drain, criticals, death 
  effects, energy drain, fatigue & exhaustion, 
  massive 
  damage, 
  mind 
  affecting, 
  nonlethal 
  damage, paralysis, poison, sleep, and stunning 
  Fort +10, Ref +13, Will +17  
  Speed 30 ft. (6 squares), burrow 15 ft. 
  Melee Skin Slap +25 (1d8+10) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +15 Grp +25 
  Attack Options Power Attack; Constrict, Improved 
  Gab 
  Special Actions create spawn 
  Spell-Like Abilities (CL 30): each 1/day 
  greater dispel magic, greater invisibility, haste 
  Abilities Str 31, Dex 13, Con --, Int 11, Wis 10, Cha 
  16 
  SQ healed by negative energy 
  Feats Alertness, Combat Reflexes, Dodge, Improved 
  Initiative, Improved Natural Armor, Improved 
  Natural Attack (skin slap), Improved Toughness, 
  Lightning Reflexes, Mobility, Positive Energy 
  Resistance, Power Attack 
  Skills Climb +25 , Hide +35 , Listen +19 , Move 
  Silently +31 , Spot +23 , Swim +19  
  Possessions possum pouch, mask of lies 
  Constrict (Ex): A forsaken shell deals 1d6+5 points 
  of damage with a successful grapple check. 
  Constricting uses the entire body of the creature, 
  so it cannot take any move actions while 
  constricting. 
  Create Spawn (Su): Creatures killed by a forsaken 
  shell slough their skins after 1d4 rounds. These 
  sloughed skins are new forsaken shells under the 
  spawner’s control. These forsaken shells do not 
  possess any of the abilities they had in life. 
  Improved Grab (Ex): To use this ability, a forsaken 
  shell must successfully hit an opponent with its skin 
  slap attack. It can then attempt to start a grapple as 
  a free action without provoking attacks of 
  opportunity. If it wins the grapple check, it 
  establishes a hold and can constrict.  
  Fast Healing (Ex): An evolved undead heals 3 points 
  of damage each round so long as it has at least 1 
  hit point. 
  URD7-04 Skin Deep 
   
  Page 42 
  
  Skills: Forsaken shells have a +4 racial bonus on 
  Hide checks (already figured into the statistics 
  above), due to their ability to fold themselves into 
  very small spaces. 
   Fast Healing (Ex): An evolved undead heals 3 
  points of damage each round so long as it has at 
  least 1 hit point. 
  Background ‘The Mummer’ is the ancient and 
  powerful remains of an Ur-Flan mage. He’s been 
  called ‘The Mummer’ for so long, no one living 
  knows his original name. The name is apt however, 
  as this creature has a penchant for dancing about 
  silently with its new spawn in a macabre sort of 
  silent play. The Mummer serves primarily as an 
  assassin and saboteur and has been hired for this 
  mission. 
  Description Roiling and coiling, this long, slender 
  creature snakes forward. At first, it does seem like 
  a snake, if strangely wide and loose-skinned, but 
  an instant later the creature is revealed for what it 
  is – an evacuated but horribly animate humanoid 
  skin that continues to slither onward in an 
  unmistakably aggressive manner. The skin is 
  covered in glowing arcane symbols.  
  Source: Libris Mortis p100
  URD7-04 Skin Deep 
   
  Page 43 
  
  APL 12 
   
  ENCOUNTER 4 
  VORAAN SOOTHMOOR 
  CR 13 
  Spellwarped Voidmind Advanced Seawolf Expert 4/ 
  Barbarian 2 
  CE Medium (Aberration (Shapechanger, Augmented 
  Magical Beast)) 
  Init 7; Senses Listen +8, Spot +23 
  Languages  
  AC 26, touch 15, flat-footed 19 
   (+7 Dex, +11 natural)  
  hp 215 (18 HD); DR 5/magic 
  Immune ability damage, ability drain, acid, death 
  effects, and mind affecting 
  Resist spell resistance 28 
  Fort +24, Ref +16, Will +14**  
  Speed 40 ft. (8 squares), swim 20 ft. 
  Melee Bite +25 (1d6+8) and 2 claws +22 (1d4+7) and 
  tentacle +24 (1d6+8) or constrict +24 (1d6+8) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +12 Grp +18 
  Attack Options Weapon Focus (bite); constrict 
  1d6+8, rage, improved grab, sentient tentacle, 
  curse 
  Special Actions uncanny dodge, cone of slime 18d6 
  (Ref DC24) 
  Abilities Str 27**, Dex 24, Con 26**, Int 16, Wis 14, 
  Cha 10 
  SQ change shape, hold breath, spell absorption 
  Feats Alertness, Combat Reflexes, Great Fortitude, 
  Improved Natural Armor, Iron Will, Multiattack, Old 
  Salt, Sailor’s Balance, Stealthy, Weapon Focus 
  (bite) 
  Skills Balance +17 , Bluff +6 , Disguise +18 (but see 
  Identifying a Voidmind Creature, below) , Hide +9 , 
  Intimidate +13 , Knowledge (Geography) +7 , 
  Knowledge (Local) +7 , Listen +8 , Move Silently 
  +9 , Profession (sailor) +17 , Sense Motive +8 , 
  Spot +23 , Swim +13 , Use Rope +10  
  Possessions earring of mind shielding 
  **Rage (Ex): The statistics above assume Voraan is 
  raging. When he drops out of rage (or fails to attain 
  it) he looses 36 hit points, 4 str and con, and 2 from 
  his will save. He may also be fatigued.  
  Change Shape (Su): A seawolf’s natural form is that 
  of a wolf-headed seal, but it can assume two other 
  forms: a human or a wolf-human hybrid. The 
  human form is unique; a seawolf in human form 
  always assumes the same appearance and traits, 
  much as a lycanthrope would. In human form, a 
  seawolf cannot use its bite attack, and it does not 
  convey its curse. In hybrid form, a seawolf’s swim 
  speed is reduced to 20 feet, but it has a much 
  faster land speed, and it gains two claw attacks (or 
  can use its claws to wield weapons, if it prefers). 
  This form otherwise resembles the seawolf form. A 
  seawolf remains in one form until it chooses to 
  assume a new one. A change in form cannot be 
  dispelled, not does a seawolf revert to its natural 
  form when killed. A true seeing spell, however, 
  reveals its natural form if it is in human form. 
  Hold Breath (Ex): A seawolf can hold its breath for a 
  number of rounds equal to 6 × its Constitution 
  score before it risks drowning. For a typical 
  seawolf, this is 84 rounds, or over 8 minutes. 
  Spell Resistance (Ex): A spellwarped creature gains 
  spell resistance equal to 11 + its Hit Dice. If the 
  creature already has spell resistance, use the 
  greater of the two values. 
  Spell Absorption (Su): Whenever a spell fails to 
  penetrate 
  a 
  spellwarped 
  creature’s 
  spell 
  resistance, the creature gains one of the following 
  benefits, chosen at the time that the spell resolves.  
   
   Might: The spellwarped creature gains a +4 
  enhancement bonus to Strength for 1 minute.  
   
   Agility: The spellwarped creature gains a +4 
  enhancement bonus to Dexterity for 1 minute. 
   
   Endurance: The spellwarped creature gains a +4 
  enhancement bonus to Constitution for 1 minute. 
   
   Life: The spellwarped creature gains temporary 
  hit points equal to 5 × the level of the failed spell. 
   
   Speed: The spellwarped creature’s base speed 
  increases by a number of feet equal to 5 × the level 
  of the failed spell.  
   
   Resistance: The spellwarped creature gains 
  resistance 10 to one energy type (acid, cold, 
  electricity, fire, or sonic). 
  Cone of Slime (Su): Once per day as a standard 
  action, a voidmind creature can expel the 
  psionically charged slime in its head in a 30-foot 
  cone. This attack deals 1d6 points of acid damage 
  per Hit Die of the voidmind creature (18d6). A 
  successful Reflex save (DC 28); [10 + ½ voidmind 
  creature’s racial Hit Dice + voidmind creature’s 
  Con modifier] halves the damage. In addition, any 
  creature that takes damage from the spray takes a 
  –2 penalty on its Will saves and is stunned for 
  1d4+1 rounds (Fortitude save negates the stun; 
  save DC same as above). The psionic slime 
  replenishes itself automatically in 24 hours. The 
  save DCs are Constitution-based.  
  Constrict (Ex): A voidmind creature gains the ability 
  to constrict its victim with a successful grapple 
  check. When it constricts, one of its tentacles deals 
  damage based on the creature’s size (see the table 
  below), plus its Strength bonus × 1-1/2. Size 
  Constrict Damage Tiny 1d3 Small 1d4 Medium 1d6 
  Large 1d8 Huge 2d6 
  Improved Grab (Ex): To use this ability, a voidmind 
  creature must hit a creature of its size category or 
  smaller with its tentacle attack. It can then attempt 
  to start a grapple as a free action without provoking 
  attacks of opportunity. A voidmind creature has a 
  +4 racial bonus on grapple checks made with its 
  tentacle. If the creature wins the grapple check, it 
  establishes a hold and can constrict. 
  URD7-04 Skin Deep 
   
  Page 44 
  
  Sentient Tentacle (Ex): A voidmind creature’s 
  tentacle attacks of its own accord. The creature 
  can direct it to attack certain targets, but the 
  psionic nature of the tentacle enables it to flex and 
  move in combat without hindering the creature’s 
  other combat abilities. A voidmind that has 
  successfully grappled a creature with its tentacle 
  can attack another creature at no penalty, as long 
  as that creature is within a distance equal to the 
  tentacle’s reach. 
  Racial Skill Modifiers Bluff +4, Escape Artist +4, 
  Intimidate +4, A seawolf has a +8 racial bonus on 
  any Swim check to perform a special action or 
  avoid a hazard. It can always choose to take 10 on 
  a Swim check, even if distracted or endangered. It 
  can use the run action while swimming, provided it 
  swims in a straight line. 
  Stormwrack p158 
   
  Identifying a Voidmind Creature: An observer can 
  notice the holes in a voidmind creature’s head by 
  making a DC 10 Spot check, or by succeeding on a 
  Spot check opposed by the creature’s Disguise 
  check if it is actively trying to conceal its true 
  nature. The creature receives a +5 bonus on this 
  check, because the change in appearance involves 
  minor details only (see page 73 of the Player’s 
  Handbook). If the creature’s head is covered by 
  armor or clothing, it receives an additional +5 
  bonus on its Disguise check.  
  Under normal circumstances, Voraan’s head is 
  covered at all times and he actively attempts to 
  conceal his condition, granting him a total Disguise 
  of +30 (+20 in seawolf form) 
   
  ENCOUNTER 7 
  HALF-FIEND UCHUULON 
  CR 11 
  NE Huge (Outsider (Aquatic, Augmented Aberration)) 
  Init 6; Senses Listen +18, Spot +18 
  Languages  
  AC 27, touch 12, flat-footed 21 
   (-2 size, +2 Dex, +13 natural, +4 deflection)  
  hp 199 (19 HD); DR 10/magic 
  Immune disease, poison 
  Resist acid 10, and fire 10, cold 10, electricity 
  10,spell resistance 29 
  Fort +16, Ref +12, Will +16  
  Speed 20 ft. (4 squares), swim 20 ft., fly 20 ft. 
  (average) 
  Melee 2 claws +22 (3d6+10) or constrict +22 
  (4d6+10) or 2 claws +22 (2d6+10) or bite +20 
  (3d6+5) 
  Space 15 ft.; Reach 10 ft. 
  Base Atk +14 Grp +32 
  Attack Options Blind-Fight, Weapon Focus (); smite 
  good 
  Special Actions constrict 4d6+10, improved grab, 
  paralytic tentacles 
  Spell-Like Abilities (CL 19): 
  All  
  1/day unless otherwise specified: Darkness 3/day, 
  Desecrate, 
  Unholy 
  Blight, 
  Poison 
  3/day, 
  Contagion, Blasphemy, Unholy Aura, Horrid 
  Wilting, Summon Monster IX (fiends only), 
  Destruction 
  Already cast
  Abilities Str 30, Dex 14, Con 22, Int 14, Wis 12, Cha 
  5 
  SQ amphibious, protective slime, spell-like abilities 
  Feats Alertness, Blind-Fight, Combat Reflexes, 
  Improved Initiative, Improved Natural Armor, 
  Multiattack, Weapon Focus () 
  Skills Hide +8 , Listen +18 , Spot +18 , Swim +12  
  Possessions None 
  Constrict (Ex): An uchuulon deals 3d6+4 points of 
  damage with a successful grapple check. 
  Improved Grab (Ex): To use this ability, an uchuulon 
  must hit with a claw attack. It can then attempt to 
  start a grapple as a free action without provoking 
  attacks of opportunity. If it wins the grapple check, 
  it establishes a hold and can constrict or on its next 
  turn transfer a grabbed character to its tentacles. 
  Paralytic Tentacles (Ex): An uchuulon can transfer 
  grabbed targets from a claw to its tentacles as a 
  move action. The tentacles grapple with the same 
  strength as the claw but deal no damage. 
  However, they exude a paralytic secretion. Anyone 
  held in the tentacles must succeed on a DC 17 
  Fortitude save each round on the uchuulon’s turn 
  or be paralyzed for 6 rounds. The save DC is 
  Constitution- based. While held in the tentacles, 
  paralyzed or not, a target automatically takes 
  1d8+2 points of damage each round from the 
  creature’s mandibles. 
  Amphibious (Ex): Although uchuulons are aquatic, 
  they can survive indefinitely on land. 
  Protective Slime (Ex): The uchuulon exudes a 
  transparent mucous that provides a +2 deflection 
  bonus to the creature’s Armor Class. The slime 
  suspends and protects the uchuulon’s vital organs 
  as well and has a 50% chance of negating any 
  critical hit made against the creature.  
  Smite Good (Su): Once per day the creature can 
  make a normal melee attack to deal extra damage 
  equal to its HD total (maximum of +20) against a 
  good foe. 
  Skills: An uchuulon has a +8 racial bonus on any 
  Swim check to perform some special action or 
  avoid a hazard. It can always choose to take 10 on 
  a Swim check, even if distracted or endangered. It 
  can use the run action while swimming, provided it 
  swims in a straight line. 
  Description: A huge vile creature resembling a large 
  insect or monstrous crustacean with malevolent 
  crimson eyes rises out of the murk, its pincer like 
  claws snapping madly. It is surrounded by a 
  sinister cloud of darkness, through which you can 
  barely make out a thick coat of slime glistening 
  over its translucent carapace. The slime drips from 
  the dozen or more tentacles dangling from its 
  mouth. As it skitters toward you, it leaves a trail of 
  slime in its wake. Stormwrack p163 
  URD7-04 Skin Deep 
   
  Page 45 
  
  Note: Unholy Aura has been precast and figured into 
  the stat block above. If this is dispelled, the 
  uchuulon looses 2 points of AC and 4 from all of its 
  saves. It does not loose its SR 
   
  FIENDISH UCHUULON (SLIME CHUUL) 
   
  CR 10 
  NE Huge (Aberration (Aquatic)) 
  Init 4; Senses Listen +18, Spot +18 
  Languages  
  AC 22, touch 10, flat-footed 20 
   (-2 size, +12 natural, +2 deflection)  
  hp 180 (19 HD); DR 10/magic 
  Immune poison 
  Resist cold 10 and fire 10,spell resistance 24 
  Fort +11, Ref +6, Will +12  
  Speed 20 ft. (4 squares), swim 20 ft. 
  Melee 2 claws +20 (3d6+8) or constrict +20 (4d6+8) 
  Space 15 ft.; Reach 10 ft. 
  Base Atk +14 Grp +30 
  Attack Options Blind-Fight, Weapon Focus (); smite 
  good 
  Special Actions constrict 4d6+8, improved grab, 
  paralytic tentacles 
  Abilities Str 26, Dex 10, Con 20, Int 10, Wis 12, Cha 
  3 
  SQ amphibious, protective slime 
  Feats Alertness, Blind-Fight, Combat Reflexes, 
  Improved Initiative, Improved Natural Armor, 
  Multiattack, Weapon Focus () 
  Skills Hide +6 , Listen +18 , Spot +18 , Swim +12  
  Possessions None 
  Constrict (Ex): An uchuulon deals 3d6+4 points of 
  damage with a successful grapple check. 
  Improved Grab (Ex): To use this ability, an uchuulon 
  must hit with a claw attack. It can then attempt to 
  start a grapple as a free action without provoking 
  attacks of opportunity. If it wins the grapple check, 
  it establishes a hold and can constrict or on its next 
  turn transfer a grabbed character to its tentacles. 
  Paralytic Tentacles (Ex): An uchuulon can transfer 
  grabbed targets from a claw to its tentacles as a 
  move action. The tentacles grapple with the same 
  strength as the claw but deal no damage. 
  However, they exude a paralytic secretion. Anyone 
  held in the tentacles must succeed on a DC 17 
  Fortitude save each round on the uchuulon’s turn 
  or be paralyzed for 6 rounds. The save DC is 
  Constitution- based. While held in the tentacles, 
  paralyzed or not, a target automatically takes 
  1d8+2 points of damage each round from the 
  creature’s mandibles. 
  Amphibious (Ex): Although uchuulons are aquatic, 
  they can survive indefinitely on land. 
  Protective Slime (Ex): The uchuulon exudes a 
  transparent mucous that provides a +2 deflection 
  bonus to the creature’s Armor Class. The slime 
  suspends and protects the uchuulon’s vital organs 
  as well and has a 50% chance of negating any 
  critical hit made against the creature.  
  Skills: An uchuulon has a +8 racial bonus on any 
  Swim check to perform some special action or 
  avoid a hazard. It can always choose to take 10 on 
  a Swim check, even if distracted or endangered. It 
  can use the run action while swimming, provided it 
  swims in a straight line. 
  Smite Good (Su): Once per day the creature can 
  make a normal melee attack to deal extra damage 
  equal to its HD total (maximum of +20) against a 
  good foe. 
  Description: A vile creature resembling a large insect 
  or monstrous crustacean with malevolent crimson 
  eyes rises out of the murk, its pincer like claws 
  snapping madly. A thick coat of slime glistens over 
  its translucent carapace and drips from the dozen 
  or more tentacles dangling from its mouth. As it 
  skitters toward you, it leaves a trail of slime in its 
  wake. 
  Source: Stormwrack p163 
   
  ENCOUNTER 8 
  THE MUMMER 
  CR 14 
  Evolved, Spellstitched Advanced Forsaken Shell 
  CE Medium (Undead) 
  Init 5; Senses darkvision 60 ft.; Listen +19, Spot +23 
  Languages  
  AC 21, touch 11, flat-footed 20 
   (+1 Dex, +10 natural) Feats Dodge, Mobility 
  hp 225 (30 HD); fast healing 3 
  Immune ability damage, ability drain, criticals, death 
  effects, energy drain, fatigue & exhaustion, 
  massive 
  damage, 
  mind 
  affecting, 
  nonlethal 
  damage, paralysis, poison, sleep, and stunning 
  Resist turn resistance +2 
  Fort +12, Ref +15, Will +19  
  Speed 30 ft. (6 squares), burrow 15 ft. 
  Melee Skin Slap +25 (1d8+10) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +15 Grp +25 
  Attack Options Power Attack; Constrict, Improved 
  Grab 
  Special Actions create spawn, spell-like abilities 
  Spell-Like Abilities (CL 30): each 1/day 
  greater dispel magic, greater invisibility, haste 
  Abilities Str 31, Dex 13, Con --, Int 11, Wis 10, Cha 
  16 
  SQ healed by negative energy, dr 10/magic silver, 
  spell resistance 18 
  Feats Alertness, Combat Reflexes, Dodge, Improved 
  Initiative, Improved Natural Armor, Improved 
  Natural Attack (skin slap), Improved Toughness, 
  Lightning Reflexes, Mobility, Positive Energy 
  Resistance, Power Attack 
  Skills Climb +25 , Hide +35 , Listen +19 , Move 
  Silently +31 , Spot +23 , Swim +19  
  Possessions possum pouch, mask of lies 
  Constrict (Ex): A forsaken shell deals 1d6+5 points 
  of damage with a successful grapple check. 
  Constricting uses the entire body of the creature, 
  URD7-04 Skin Deep 
   
  Page 46 
  
  so it cannot take any move actions while 
  constricting. 
  Create Spawn (Su): Creatures killed by a forsaken 
  shell slough their skins after 1d4 rounds. These 
  sloughed skins are new forsaken shells under the 
  spawner’s control. These forsaken shells do not 
  possess any of the abilities they had in life. 
  Improved Grab (Ex): To use this ability, a forsaken 
  shell must successfully hit an opponent with its skin 
  slap attack. It can then attempt to start a grapple as 
  a free action without provoking attacks of 
  opportunity. If it wins the grapple check, it 
  establishes a hold and can constrict.  
  Fast Healing (Ex): An evolved undead heals 3 points 
  of damage each round so long as it has at least 1 
  hit point. 
  Skills: Forsaken shells have a +4 racial bonus on 
  Hide checks (already figured into the statistics 
  above), due to their ability to fold themselves into 
  very small spaces. 
  Background ‘The Mummer’ is the ancient and 
  powerful remains of an Ur-Flan mage. He’s been 
  called ‘The Mummer’ for so long, no one living 
  knows his original name. The name is apt however, 
  as this creature has a penchant for dancing about 
  silently with its new spawn in a macabre sort of 
  silent play. The Mummer serves primarily as an 
  assassin and saboteur and has been hired for this 
  mission. 
  Description Roiling and coiling, this long, slender 
  creature snakes forward. At first, it does seem like 
  a snake, if strangely wide and loose-skinned, but 
  an instant later the creature is revealed for what it 
  is – an evacuated but horribly animate humanoid 
  skin, covered in odd scar-like markings, that 
  continues to slither onward in an unmistakably 
  aggressive manner.  
   
  FORSAKEN SHELL SPAWN CR 6 
  Forsaken Shell 
  CE Medium (Undead) 
  Init 5; Senses darkvision 60 ft.; Listen +11, Spot +15 
  Languages  
  AC 17, touch 11, flat-footed 16 
   (+1 Dex, +6 natural)  
  hp 105 (14 HD) 
  Immune ability damage, ability drain, criticals, death 
  effects, energy drain, fatigue & exhaustion, 
  massive 
  damage, 
  mind 
  affecting, 
  nonlethal 
  damage, paralysis, poison, sleep, and stunning 
  Fort +4, Ref +7, Will +9  
  Speed 30 ft. (6 squares), burrow 15 ft. 
  Melee Skin Slap +12 (1d6+5) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +7 Grp +12 
  Attack Options Power Attack; Constrict, Improved 
  Grab 
  Special Actions create spawn 
  Abilities Str 21, Dex 13, Con --, Int 11, Wis 10, Cha 
  10 
  SQ healed by negative energy 
  Feats 
  Alertness, 
  Improved 
  Initiative, 
  Improved 
  Toughness, Lightning Reflexes, Power Attack 
  Skills Climb +13 , Hide +22 , Listen +11 , Move 
  Silently +18 , Spot +15 , Swim +9  
  Possessions None 
  Constrict (Ex): A forsaken shell deals 1d6+5 points 
  of damage with a successful grapple check. 
  Constricting uses the entire body of the creature, 
  so it cannot take any move actions while 
  constricting. 
  Create Spawn (Su): Creatures killed by a forsaken 
  shell slough their skins after 1d4 rounds. These 
  sloughed skins are new forsaken shells under the 
  spawner’s control. These forsaken shells do not 
  possess any of the abilities they had in life. 
  Improved Grab (Ex): To use this ability, a forsaken 
  shell must successfully hit an opponent with its skin 
  slap attack. It can then attempt to start a grapple as 
  a free action without provoking attacks of 
  opportunity. If it wins the grapple check, it 
  establishes a hold and can constrict.  
  Skills: Forsaken shells have a +4 racial bonus on 
  Hide checks (already figured into the statistics 
  above), due to their ability to fold themselves into 
  very small spaces. 
  Background ‘The Mummer’ is the ancient and 
  powerful remains of an Ur-Flan mage. He’s been 
  called ‘The Mummer’ for so long, no one living 
  knows his original name. The name is apt however, 
  as this creature has a penchant for dancing about 
  silently with its new spawn in a macabre sort of 
  silent play. The Mummer serves primarily as an 
  assassin and saboteur and has been hired for this 
  mission. 
  Description Roiling and coiling, this long, slender 
  creature snakes forward. At first, it does seem like 
  a snake, if strangely wide and loose-skinned, but 
  an instant later the creature is revealed for what it 
  is – an evacuated but horribly animate humanoid 
  skin that continues to slither onward in an 
  unmistakably aggressive manner.  
  Source: Libris Mortis p100 
   
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  APPENDIX 2: NEW RULES ITEMS 
  FEATS 
  Great Captain 
  You are a master pilot and battle leader; your crew 
  anticipates your every command and leaps to do your 
  bidding. 
   
  Prerequisites: 
  Profession 
  (sailor) 
  7 
  ranks, 
  Knowledge (Geography) 7 ranks, Leadership 
   
  Benefit: If you are in command of a vessel, you 
  can use the aid another action to assist all other persons 
  on board who are performing the same action in the 
  current round – for example, making an attack, making 
  Profession (siege engineer) checks, making Profession 
  (sailor) checks, and so forth. Commanding the vessel in 
  combat is a more action for you 
   
  Normal: You can only use the aid another action 
  to assist one character at a time. Commanding a vessel 
  in combat requires a standard action.  
   
  Source: Stormwrack 90 
   
  Old Salt 
  You are an old hand at shipboard life, having mastered 
  the myriad skills that are required of the experienced 
  sailor. Additionally, you have an eye for the weather. 
   
  Prerequisites: Profession (sailor) 5 ranks 
   
  Benefit: You gain a +1 bonus on Balance, 
  Profession (Sailor) and Use Rope checks. Additionally, 
  you can use a Profession (Sailor) check to predict the 
  weather (as described in the Survival skill on page 83 of 
  the Player’s Handbook 
   
  Normal: Survival is normally used to predict the 
  weather.  
   
  Source: Stormwrack 90 
   
  Positive Energy Resistance [Monstrous] 
  You are resistant to the damage dealt by positive energy 
  effects. 
  Prerequisite: Undead type. 
  Benefit: You gain resistance 10 against positive 
  energy effects, such as cure spells. 
   
  Source: Libris Mortis 29 
   
  Rapid Swimming 
  You are one with the water 
   
  Prerequisites: 
  Natural 
  swim 
  speed, 
  base 
  Fortitude save +2 
   
  Benefit: Your swim speed increases by 20 feet. 
   
  Source: Stormwrack 90 
   
  Sailor’s Balance 
  You are experienced with the rolling decks of the ship 
  and maintain strong footing, even in a terrible storm.  
   
  Prerequisite: Profession (sailor) 4 ranks. 
   
  Benefit: You gain a +5 competence bonus on 
  Balance checks made while on the deck or in the 
  rigging of a ship.  
   You can move across a slippery deck at your normal 
  speed. 
   
  Normal: Without this feat, each square of 
  movement across a slippery deck costs 2 squares of 
  movement. 
   
  Source: Stormwrack 90 
   
  Sea Legs 
  You are accustomed to the rolling motion on board a 
  ship and can use this motion to your advantage.  
   
  Benefit: As long as you are on board a ship, you 
  get a +2 bonus on Balance and Tumble checks, and a +1 
  bonus on initiative checks 
   
  Source: Stormwrack 90 
   
  Swim-by Attack 
  You can attack in the middle of a fast pass by your 
  opponent 
   
  Prerequisites: Swim speed. 
   
  Benefit: When swimming you can take a move 
  action and another standard action (such as an attack) 
  at any point during the move. You cannot take a second 
  move action during a round when you make a swim-by 
  attack. 
   
  Normal: Without this feat, you take a standard 
  action either before or after your move, but not in the 
  middle of your move. 
   
  Source: Stormwrack 90 
   
  SPELLS 
  Favorable Wind 
  Evocation [Air] 
  Level: Druid 3, sorcerer/wizard 3 Components: V, S 
  Casting Time: 1 standard action 
  Range: 60 ft. 
  Area: Cone-shaped emanation 
  Duration: 10 min./level (D) 
  Saving Throw: Fortitude negates 
  Spell Resistance: No 
  This spell produces a stream of wind that can fill a 
  ship’s sails, disperse vapors and gases, and keep 
  flying creatures at bay. The wind force is strong, 
  with a speed of about 30 mph. It begins where you 
  stand and blows directly away from you; you can 
  easily propel a sailing vessel by standing astern of 
  the mast and directing the wind forward to fill the 
  sails.  
  Tiny or smaller creatures in the path of the wind 
  are knocked prone, or if f lying are blown back 
  1d6×10 feet. Small creatures are checked and cannot 
  make headway against the wind.  
  Small airborne creatures are instead blown back 
  1d6×5 feet.  
  Medium and larger creatures can move 
  normally within the effect.  
  A favorable wind can’t push a creature beyond the 
  limit of its range.  
  URD7-04 Skin Deep 
   
  Page 48 
  
  Any creature, regardless of size, takes a –2 
  penalty on ranged attacks and on Listen checks in 
  the area of a favorable wind.  
  The wind automatically extinguishes candles, 
  torches, and similar unprotected flames.  
  In addition to the above-noted effects, favorable 
  wind can do anything that a strong natural wind 
  could do. It can fan a large fire, disperse gases and 
  vapors to the limit of its range in 1 round, and make 
  sailing difficult for small craft nearby. 
   
  Hydrate 
  Conjuration (Healing) 
  Level: Bard 2, cleric 2, druid 2, paladin 2, ranger 2 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Living creature touched 
  Duration: Instantaneous 
  Saving Throw: Will half; see text 
  Spell Resistance: Yes; see text 
  This spell allows you to create moisture within the 
  body of a living creature, healing damage from 
  dehydration. Hydrate heals 2d8 points +1 point per 
  caster level (maximum +10) of desiccation damage, 
  removes all nonlethal damage from dehydration, 
  and clears up any lingering effects of the dehydrated 
  condition. When cast on a creature of the fire 
  subtype, hydrate deals damage instead of healing. 
  Such a creature can apply spell resistance and 
  attempt a Will save to take half damage. 
  Source: Sandstorm:117 
   
  Impede Sun’s Brilliance 
  Abjuration 
  Level: Druid 1, ranger 1, Summer 1 
  Components: S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Area: Cylinder (10-ft. radius, 20 ft. 
  high) 
  Duration: 10 min./level (D) 
  Saving Throw: None  
  Spell Resistance: No  
  This spell reduces the sun’s light to a comfortable glow 
  in a stationary area, dropping the temperature by 20 
  degrees. Creatures inside the effect gain a one-step 
  improvement in protection against heat, are not subject 
  to sunburn, and can begin to recover from sun glare 
  and nonlethal damage due to heat (see Chapter 1). 
  Impede sun’s brilliance has no effect on light, daylight, 
  sunburst, and similar magical light effects, and it offers 
  no protection from damage that creatures vulnerable to 
  sunlight might take from the sun. 
  Source: Sandstorm:117 
   
  Locate Water 
  Divination 
  Level: Cleric 1, druid 1, ranger 1, sorcerer/wizard 1 
  Components: V, S, F/DF 
  Casting Time: 1 standard action 
  Range: Long (400 ft. + 40 ft./level) 
  Area: Cone-shaped emanation 
  Duration: Concentration, up to 10 min./level 
  Saving Throw: None 
  Spell Resistance: No 
  You sense the direction of a substantial body of 
  water. The amount of information revealed depends 
  on how long you search a particular area. 
  1st Round: Presence or absence of water. 
  2nd Round: Number of water sources in the area 
  and the rough size of the largest one present. 
  3rd Round: The size (see below) and location of 
  each source of water. If a water source is outside 
  your line of sight, then you discern its direction but 
  not its exact location. 
  Size: For the purpose of this spell, the size 
  categories of bodies of water are as follows. 
  Small: A small pond or pool (200 cubic feet or 
  less) or a brook (5 feet across or smaller). 
  Medium: A large pond or small lake (up to 20,000 
  cubic feet) or a good-sized stream (up to 30 feet 
  across). 
  Large: A large lake (up to 10 million cubic feet) or 
  a broad river. 
  Vast: An ocean or an inland sea. 
  Creatures cannot be found by this spell. The spell 
  ignores small quantities of water, such as filled 
  bottles and skins. The spell reveals nothing about 
  the quality of the water or how easy it is to reach. 
  The presence of fire or magma within the spell’s 
  area blocks it. Arcane Focus: A forked hazel wand. 
  Source: Sandstorm:117 
   
  Tern’s Persistence 
  Transmutation 
  Level: Druid 2, ranger 1, sorcerer/ wizard 2 
  Components: V, S, M/DF 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: 24 hours 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
  The subject gains the sea bird’s ability to travel great 
  distances without undue exertion. The subject can 
  travel overland 50% longer than normal before 
  risking injury or fatigue. For example, a character 
  can walk up to 12 hours overland before having to 
  make Constitution checks to avoid fatigue, or can 
  hustle for 90 minutes before taking nonlethal 
  damage. The subject still can’t run for extended 
  periods, but it can move at run speed tactically for a 
  number of rounds equal to 1-1/2 times its 
  Constitution score. 
  URD7-04 Skin Deep 
   
  Page 49 
  
  Arcane Material Component: A few feathers or a pinch 
  of guano from a tern. 
  Source: Stormwrack:123 
   
  MUNDANE EQUIPMENT 
  Air Plant 
  The air plant is a bizarre form of pond vegetation 
  whose spongy structure produces and stores air, 
  keeping the plant at the surface so it can receive 
  adequate light. This mass remains alive and continues 
  to produce air even after being cut from the plant, 
  provided it is kept moist and well lit. When placed in 
  the mouth, a fist sized piece of this material can 
  provide enough air to sustain a Medium air-breathing 
  creature for 5 minutes. After that time, the submerged 
  creature must begin holding its breath and risks 
  drowning. The air plant dies after use and can’t be 
  recharged – another portion must be procured. 
   
  Source: Stormwrack 105 Cost: 25gp 
   
  Farflame Oil 
  This thin, light blue oil burns with a blue flame and 
  illuminates a wide area. When used in a lantern, 
  farflame oil sheds light in a 40-ft radius. In a bull’s-eye 
  lantern, it illuminates a cone 80 feet long and 25 feet 
  wide. A pint of farflame oil covers a 5-foot square area if 
  poured on the ground. If lit, farflame oil burns for 1 
  round and deals 1d4 points of damage to each creature 
  in the area.  
   
  Source: Arms & Equipment Guide Cost: 2gp. 
   
  Float Bladder 
  An emergency floatation device for those who find 
  themselves cast overboard. It can also be used to 
  support a non-swimmer being assisted through water. 
  A float bladder is a sack of oiled hide that can be filled 
  with air. It has a long neck that is knotted shut after 
  filling and ropes or straps to fasten it to the wearer. A 
  float bladder can keep afloat one Medium creature. 
  Treat this as a leather object (hardness 2); if it takes 5 or 
  more points of damage, the skin is punctured. The 
  round after puncturing, the user must begin making 
  Swim checks to remain afloat. A punctured or deflated 
  float bladder is a burden to a swimmer, imposing a -2 
  penalty on swim checks if it is not removed.  
   
  Source: Stormwrack 105 Cost: 10 gp 
   
  Insect Netting 
  This is a 10-foot by 20-foot rectangle of very light 
  woven fabric designed to keep small insects from 
  getting through. If properly set up, it keeps away 
  mosquitoes, bees, and other ordinary vermin. It does 
  not prevent monstrous vermin from getting through.  
   
  Source: Arms & Equipment Guide Cost: 200gp 
   
  Portable Game Board 
  This is a small, foldable varnished teak over slate board 
  and box with pieces for a game. In this case, the board 
  is for Merels (Nine Men’s Morris). The board is a 
  cleverly hinged, flat piece of slate with the lines carved 
  and inlaid with some kind of hard red clay. The tokens 
  are all beautifully carved ivory. All fit within a custom 
  leather case padded with down. Byloos will happily sell 
  boards to anyone who will buy them, although it takes 
  him 4TU to make one.  
   
  Source: Arms & Equipment Guide Cost: 50gp 
   
  CREATURE AND TEMPLATE 
  REFERENCES 
  Evolved Undead: Libris Mortis p99 
  Forsaken shell: Libris Mortis p100 
  Hammerclaw: Stormwrack p152 
  Skin kite: Libris Mortis p119 
  Seawolf: Stormwrack p158 
  Spellstitched: Monster Manual II p215 
  Spellwarped: Monster Manual III p162 
  Uchuulon: Stormwrack p163 
  Monstrous Lobster (same statistics as a 
  monstrous crab): Stormwrack p141 
  Voidmind: Monster Manual III p167 
   
   
  URD7-04 Skin Deep 
   
  Page 50 
  
  APPENDIX 3: THE GOLDEN VENTURE 
  THE CREW 
  There are 24 crew members, aside from the PCs, for this voyage.  
   
  Captain: Guy il Verin-Meissel (male Suel Ari2/Exp5) – an experienced and well respected sea captain and 
  merchant. He’s far happier being at sea than catering to the whims of Leukish politics, and thrilled in particular 
  to be engaged for this particular venture which promises to bring great riches to him and both his families if it 
  can be pulled off. Guy is the product of the ilVerins, a rich merchant family who have married into the even 
  more successful and well-connected house Meissel.  
   
  Quartermaster/Bookkeeper: Tyqual il Verin (male Suel Exp4). Captain ilVerin’s cousin and trusted advisor. 
  A bookworm, but a man well used to being at sea. He has a thirst for the esoterica of foreign lands. A sharp, 
  accomplished merchant who gets little public credit for his considerable knowledge of sailing due to his 
  retiring nature.  
   
  Master at Arms: Sgt. Gwence Tymoril (female Oeridian Exp1/Ftr3). Responsible for the regular ship’s 
  marines and the weapons locker. A experienced, no-nonsense (in public, anyway) sea-going warrior. Thirsty for 
  adventure and better pay than the Ducal marines were offering, she has mustered out and signed on with the 
  Company in anticipation of reaping the profits and fame from being associated with successful trade missions.  
   
  1st Mate: Voraan Soothmoor (male Suel Exp4). A second son in a prominent merchant house aligned with 
  house Meissel. Voraan is a rather tall (and stout) man, who appears competent, but a little hot headed and aloof. 
  He is impatiently awaiting his first command as captain. After a recent run in with some seawolves and, later a 
  few mind flayers, he’s no longer himself 
   
  2nd Mate/Ship’s Surgeon: Malie Bayle (female Oeridian Exp4). A cold, precise woman who enjoys the 
  relative solace of the sea. Known as a skilled surgeon who enjoys the finer things in life.  
   
  Ship’s Marines (5) 
  • 
  Guard Captain Myles (male Suel Ftr1/War2) 
  • 
  Yohn (male Bakluni Ftr1/War2) 
  • 
  Fellis (female Suel Ftr1/War2) 
  • 
  Ayman (male Bakluni Ftr1/War2) 
  • 
  Byloos (male Touv Exp1/Ftr3) 
  These marines are Company Guards for the Western Flanaess Trading Company (half used to be Ducal Navy 
  Marines).  
   
  Ship’s crew (14 all 2nd level Experts)  
  • 
  (8 male and 6 female) 
  • 
  8 are Suel (Males: Brunis, Barwell, Sethel, Yancy, and Willem Potsmythe. Females: Balshard, Tashelle, 
  and Mae) 
  • 
  4 are Oeridien (Males: Horace, Engled, and Derveer. Females: Lydi & Brollis) 
  • 
  1 is Rhennee (Male: Ghalwhar) 
   
  Crew Shifts 
  The regular crew usually consists of 30 members, including those mentioned above. Because of the danger 
  offered by this voyage, the normal crew has been reduced in size to allow space for the PC’s irregular marine 
  detachment. If there are fewer than six PCs, additional sailors will be added to fill out a full crew of 30. The ship 
  requires a minimum of 7 to adequately maneuver: 1 watch officer/helmsman, 1 lookout, and a 5-sailor rigging 
  crew. 
   
  The Golden Venture has two watches, each of which takes an 8 hour shift during the day; the night is split 
  into 2 four hour watches manned by 3 crew members (2 marines/PCs and 1 sailor). The marines patrol the rail 
  with lanterns, crossbows, and whistles, and the crewman watches from the crow’s nest. PCs are expected to 
  take their turns at “rail patrol” (one character per shift, per evening).  
   
  The ship sails only during the two day watches starting not long before the sun comes up and well into the 
  twilight of evening. Captain ilVerin desires a swift passage, but is a well seasoned traveler of the Nyr Dyv; he 
  sees no reason to risk the capricious Nyr Dyv at night but has decided to cut off a good part of the journey with 
  URD7-04 Skin Deep 
   
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  a bay crossing that will take them out of sight of land. Allowing for an extra marine detachment (the 
  adventurers) has left him a watch short in any case, so he only sails from false dawn ‘til late twilight before 
  anchoring.  
   
  THE SHIP 
  The Golden Venture is a caravel. 
   
  Statistics for the Caravel: 65 ft long, 20ft beam (width); Seaworthiness: varies – see below; Shiphandling: 
  +4; Speed: wind x30ft (3mph in a light breeze); Overall AC: -3; Hull Sections: 24 (destroy 8 sections to sink); 
  (each section has HP:80, hardness 5); Section AC:3, Rigging Sections 3 (each has HP:80, hardness 0) ; height 
  above water to the rail: 10ft; draft: 10ft, cargo capacity: 112 tons (speed drops to ¾ if cargo is above 56 tons). 
  Currently, the Golden Venture is fairly lightly loaded with only 45 tons of cargo, it will not be slowed unless it 
  takes on water.  
   
  Armor plating: A 30x20 section of the center underside of the Golden Venture is fitted with armor plating. 
  The plating has a hardness of 10 and 30hp per 10x10 section. It does not significantly impact the cargo capacity 
  of the ship, but it does help to stabilize it some due to the extra 15 tons of weigh.  
   
  Cargo: The Golden Venture is partially filled with trade goods bound for Zeif: Rare and unusual furs, fine 
  wooden furniture, certain rare types of lumber, high quality wooden toys, a few rare spices made from fungi 
  found exclusively in the Celadon forest, gemstones, and a large volume of carrowheat (a staple of the 
  Nyrondese diet; known for its ability to travel well and resist rot) . All of these are considered commodities. 
  Also stocked is a large supply of farflame oil, and several dozen of the finest woven spidersilk insect netting. 
   
  Ship’s Stores: The ship is well stocked with supplies for the journey, including an extra two weeks of 
  food, beer, and sealed casks of water mixed with lime juice. Additionally, the captain keeps four Air Plants in an 
  open box on the forecastle, and four inflated Float Bladders, each attached to 50’ tarred rope, made fast to the 
  fore and aft bulkheads. 
   
  Bilges: the very bottom of the ship is divided into six compartments, each of which is considered to be a 
  bilge. They are about 4 feet deep at their deepest, and filled with disgusting, fishy smelling brackish waste 
  water over heavy ballast stones used to stabilize the ship. There is a thick reinforced wood deck above the bilge 
  area with one 3x4 semi-watertight hatch above each bilge. Large sections of oiled sailcloth tarp lie over the 
  entire hold. The cargo sits on top of the tarp. The cargo is relatively light for this trip, leaving the hatch to each 
  bilge uncovered.  
   
  There is one manual bilge pump aboard. It breaks after about five hours of use, but can be repaired with 6 
  hours of work and a DC18 Knowledge (Engineering) check. The configuration of the bilges makes checking 
  bilge water volume an inconvenient task. It takes 2 people 2 hours to pump a normal bilge with a working 
  bilge pump. It takes 2 people 3 hours to pump bilge with a small leak (as is the case for both midline bilges for 
  this journey). It takes 6 people 6 hours to bail the volume of a single bilge. Bailing a leaking bilge is impossible. 
  It takes two hours to clear a bilge of ballast stones and expose the ship’s hull. 
   
  Sailing speed: although it doesn’t really come into play here, for players that ask, sailing speed is modified 
  by wind speed and cargo. For the speed listed in the statistics above, sailing speed is 30ft in a light breeze (1-
  10mph), 60ft in a moderate breeze(11-20mph), 90ft in a strong breeze or any higher wind speed (21+mph). 
  Flooding of two hull sections is enough to slow this speed to ¾ of the listed values). Also note that wind speeds 
  above 30mph are considered storm conditions. 
   
  KEY TO THE MAP OF THE GOLDEN VENTURE (FOUND IN APPENDIX 6) 
  1. 
  Quarterdeck – a raised open deck at the stern; this is where the ship’s wheel for steering is. The ship’s 
  boat is also attached here. 
  2. 
  Forecastle deck – a raised open deck at the bow. The ballista is mounted here. It cannot fire straight 
  ahead due to the foremast. Ballista (3d8/19-20) range inc 120ft. It takes 2 crew 2 rounds to cock and load a 
  ballista. There are four air plants (see Appendix 3) in an open box. 
  3. 
  Captain’s cabin – Where the captain goes to brood, naturally.  
  4. 
  Wardroom – officers and passengers take their meals here; often used for planning and as a parlor. 
  5. 
  Main Deck – although there is a catapult mounted here, it will fail the first time it is fired, requiring a 
  DC20 Knowledge (Engineering) check and 3 hours to repair. A thorough inspection (DC20 Search) will 
  also reveal the problem. See DMG page 99 for details on this weapon. There are four inflated float bladders 
  (see Appendix 3), each attached to 50’ tarred rope, made fast to the fore and aft bulkheads 
  6. 
  Forecastle – sleeping quarters for the crew and the marines. It currently holds 18 bunks. 
  7. 
  Galley – forward part of the lower deck. Contains a small stove and some of the ship’s food stores. 
  Through an oversight, the one good sailor found with cooking skills was found wanting and replaced 
  without account for his culinary skills at the last minute. None of the ship’s crew has any real cooking 
  skill, although all are expected to take a turn at meal prep.  
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  8. 
  Chain Locker – storage for the ship’s anchor chain. The chain passes through the hawsepipe in the 
  forecastle up to the forecastle deck. 
  9. 
  Lower Deck – first cargo hold and crew’s mess. It’s relatively roomy right now due to the light cargo. PCs 
  who are not offered an Officer cabin are encouraged to sleep here. 
  10. Officer’s cabins – Lady Terrabessalla Coriner, and her servant Mizza, share the sternmost (rearmost) 
  cabin. Any noble PCs (or Ducal Guard or Ducal Navy officers) are offered the cabin just forward of it. The 
  ships officers are crowded into the cabin next to the PC's (made easier by being on different watches). 
  11. Ship’s Office – storage for ships paperwork, including manifests, pay records, and paychest. 
  12. Sail Locker – Spare sails, canvas, sewing gear, lines, hawsers, firewood, heavy tools, alcohol and more are 
  stored here.  
  13. Lower Hold – contains most of the ship’s cargo and provisions.  
   
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  APPENDIX 4: GLOSSARY OF NAUTICAL TERMS 
  • 
  beam- the width of a ship at its widest part 
  • 
  bilge- the bottom of the ship, generally a crawlspace filled with water and ballast stones  
  • 
  bow- the forward part of a ship 
  • 
  bowsprit- a long pole for sails sticking out of the bow of the ship 
  • 
  bulkhead - the walls of a ship 
  • 
  cargo- the goods that are carried on a ship, a plane, or a vehicle 
  • 
  crow's nest- a platform high on a ship's mast used as a lookout 
  • 
  deck – a horizontal (but not necessarily flat), generally open surface on a ship that the crew moves 
  about on. “The deck” or “the main deck” is the large open area where the mail mast is attached and 
  most the crew’s on duty activity takes place.  
  • 
  draft- the amount of water needed for a ship to float when loaded 
  • 
  forecastle- the forward part of the upper deck of a ship; the living area for the crew in the front part 
  of a ship 
  • 
  foremast- the mast nearest the bow of a ship 
  • 
  foresail- the lowest and largest sail on the foremast of a square-rigged ship 
  • 
  green water – surf water washing across the deck, generally due to wash from a storm  
  • 
  heel – one side of the deck lifts, creating an uneven surface, generally due to turning or rolling 
  • 
  ladder – generic name for a conveyance between decks. Usually a steep stairway rather than a true 
  ladder. 
  • 
  lateen- a triangular sail on a short mast. Note that the Golden Venture is square-rigged; it doesn’t have 
  lateen sails. 
  • 
  listing – one side of the deck is higher than the other, often due to uneven distribution of weight, 
  such as from taking on water.  
  • 
  mainmast- the center mast 
  • 
  mainsail- the main sail on the mainmast 
  • 
  mast- a long pole that rises from the bottom of a ship a supports the sails and rigging 
  • 
  mizzenmast- the mast behind the mainmast in a ship 
  • 
  pitching – pitching is like rolling only the bow and stern are moving up and down instead of the port 
  and starboard sides of the ship.  
  • 
  port – left; or the left side of a ship when facing the bow from the deck 
  • 
  rigging- the ropes and chains used in working sails and supporting masts 
  • 
  rolling – rocking from side to side.  
  • 
  seaworthiness – a sturdiness rating added to any Profession (Sailor) check made to avoid 
  foundering, sinking, and hazards in which mass and sturdiness are more important than 
  maneuverability. 
  • 
  Shiphandling – ships agility and nimbleness. Applied to Profession (Sailor) checks to avoid 
  collisions, come about, sail close to the wind, or any other situation where maneuverability is more 
  important than sturdiness and momentum. 
  • 
  spritsail- the sail on the bowsprit 
  • 
  square-rigged – having square sails instead of triangular lateen sails. Square-rigging is generally 
  easier to understand and use, but doesn’t provide as much wind power.  
  • 
  starboard – right; or the right side of a ship when facing the bow from the deck 
  • 
  stern-the rear end of a boat 
  • 
  tacking- to change the direction of a sailing ship by shifting the sails, or to sail into the wind 
  • 
  trimming- changing position in the water 
  • 
  topsail- the sail above the lower sail on a square-rigged ship 
  • 
  yard- a long pole tapered toward the ends that supports and spreads the top of a sail 
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  APPENDIX 5: HAZARDS OF THE SEA 
   
  Moving in nonflowing water requires a Swim check: DC10 in calm water, DC15 in rough water, and DC20 in a storm 
   
  UNDERWATER COMBAT (DMG P92) 
  Combat Adjustments Underwater 
  Condition 
  Slashing /Bludgeoning 
  Tail 
  Movement 
  Off balance4
  freedom of movement 
  normal/normal 
  normal/normal 
  normal 
  No 
  Has a swim speed 
  -2/half 
  normal 
  normal 
  No 
  Successful swim check 
  -2/half1
  -2/half 
  quarter or half2
  No 
  Firm Footing3
  -2/half 
  -2/half 
  half 
  No 
  None of the above 
  -2/half 
  -2/half 
  normal 
  Yes 
   
  1 A creature without freedom of movement effects or a swim speed makes grapple checks underwater at -2 penalty, but deals damage normally when grappling. 
  2 A successful Swim check lets a creature move one-quarter speed as a move action or one-half its speed as a full-round action 
  3 Creatures have firm footing when walking along the bottom, braced against the ship’s hull, or the like. A creature can only walk along the bottom if it wears or carries 
  enough gear to weigh itself down – at least 16 pounds for Medium creatures, twice that for each size category larger than Medium, and half that for each size category 
  smaller than Medium. 
  4 Creatures flailing about in the water (usually because they failed their Swim checks) have a hard time fighting effectively. An off-balance creature loses its Dexterity 
  bonus to Armor Class, and opponents gain a +2 bonus on attacks against it.  
   
  Underwater combat adjustments apply when a creature is swimming, walking in chest-deep water, or walking along the 
  bottom. 
   
  Ranged weapons: -2 to attack for every 5 ft. of water they must pass through in addition to normal range penalties.  
   
  Attacks from land: Characters swimming, floating, or treading water on the surface, or wading in water at least chest 
  deep, have improved cover (+8 to AC, +4 on bonus on reflex saves) from opponents on land. Land bound opponents who 
  have freedom of movement effects ignore this cover when making melee attacks against targets in the water. A completely 
  submerged creature has total cover against opponents on land unless those opponents has freedom of movement effects. 
   
  Hypothermia: the Nyr Dyv (including bilge water) in spring is moderately cold at sea; those unprotected by 
  appropriate magic or adapted to the environment take 1d6 nonlethal damage for every 10 minutes in the water (DC12 
  Con check, +1 per previous check).  
   
  CONDITIONS AT SEA (FROM STORMWRACK) 
  Deck, Cluttered: +2 to Tumble and Move Silently DCs 
  Deck, Slippery: caused by ocean spray, ice, blood, oil, chum, etc. +5 to Tumble and Balance DCs. Requires a DC10 
  Balance check to run or charge over slippery deck. 
   
  Mast: 2ft thick column of wood 40ft high. 
  • 
  Standing in the same square as the mast grants a cover bonus: +2 AC and +1 on Reflex saves. 
  • 
  Climbing the mast is a DC20 Climb check 
  • 
  AC4, Hardness 5, 150HP 
  Cover aboard ship: The deck of a ship offers plenty of both cover and concealment for hiding, however, creatures not 
  hiding can be spotted automatically. 
  Sinking: Once a ship begins to founder or capsize, it will typically sink in d100 minutes. Reduce this by 50% in 
  inclement weather and by 75% in a storm. A sinking ship is full of hazards; everyone aboard has a 20% chance each 
  round of being subject to a slam attack from flying or shifting material. Attack bonus +6, 1d10 damage; additionally there 
  is a 20% chance of being hurled overboard. Once a ship has gone under, it sinks at a rate of 200ft per minute. For the ease 
  of this adventure, unless the ship is clearly in much shallower water (such as stuck on a reef) it will sink for 5 rounds. 
  Anyone still aboard takes 4d6 of bludgeoning damage when it hits bottom. 
  Spotting in open water: maximum spot distance over open water is 4d8x10 feet  
   
  Sargassos: In some seas, gigantic mats of floating seaweed grow so dense that adventurous (or desperate) travelers can 
  attempt to cross them on foot. The mass of stinking, rotting seaweed often attracts monstrous scavengers of the worst 
  sort (lacedons, monstrous crabs of all sizes, and the like), and sargasso can close in and entrap ships so thoroughly that 
  escape becomes impossible. Sargasso comes in two varieties: light and heavy. 
  Light  
  Heavy 
  Derelict   
  5%  
  10% 
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  Mat, heavy  
  15%  
  60% 
  Mat, light  
  50%  
  20% 
  Pass  
   
  30%  
  10% 
   
  Derelict: Ships entrapped in a sargasso can never escape. A derelict is a rotting hulk of a ship fouled with slime 
  and seaweed, floating amid the densest Sargasso mats. A typical derelict is a cog, caravel, or launch (see Chapter 5), often 
  in bad shape. Derelicts normally stand at least 10 to 20 feet above the sea level, and so they serve as high ground on the 
  otherwise flat and boggy surface. 
  Mat, Heavy: Characters must spend 2 squares of movement in order to enter a square of heavy Sargasso mat, 
  and the DC of Tumble checks increases by 5. The mat is about 10 feet thick, and for 50 feet below that the seaweed 
  impedes swimmers, who must spend 2 squares of movement to enter a square of heavy mat. A Large creature that ends 
  its move on a square of light mat must succeed on a DC 15 Balance check or break through. Huge or larger creatures 
  break through automatically.  
  Mat, Light: Light sargasso is quite difficult to walk on. Characters must spend 4 squares of movement in order 
  to enter a square of light sargasso mat; running and charging are impossible. The mat is about 5 feet thick, and for 20 feet 
  below that dense tangles of seaweed impede swimmers, who must spend 2 squares of movement to enter a square of 
  light mat. A Medium creature that ends its move on a square of light mat must succeed on a DC 15 Balance check or 
  break through. A Large creature that enters a square of light mat must succeed on a DC 25 Balance check or break 
  through. Huge or larger creatures break through automatically. If a creature breaks through light mat, it creates a patch 
  of open water equal to its space. In addition, climbing out of the water onto the mat again is difficult; a creature trying to 
  climb back on top of a square of light mat must succeed on another Balance check at the same DC, or it fails to climb up 
  out of the water.  
  Pass: A pass is a stretch of open water in a sargasso. Characters walking atop a sargasso mat must swim to cross 
  passes, while characters swimming through a Sargasso find that passes permit them to pass through the seaweed 
  without going around or over it. Passes are normally 1d4×10 feet wide and meander randomly among the floating mats. 
  Stealth and Detection in a Sargasso: Characters on top of the sargasso can spot others at a distance of 3d6×20 feet. 
  Underwater, the maximum distance at which a Spot check to detect the nearby presence of others can succeed is 1d8×10 
  feet due to the heavy cover provided by the seaweed mat. 
   
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   APPENDIX 6: PLAYER HANDOUTS 
  HANDOUT 1: FOR WHITE HARTS AND DUCAL LOYALISTS 
  Yesterday, you were passing through Leukish and checked in with members of your faction in the city. Soon after a 
  short note was delivered to you: 
   
  Flocktime 5, 597 
   
  Dear ___________ 
   You have garnered a reputation for loyalty to our 
  beloved Duchy and the values of the recently deposed 
  Duke Karll. As such, I ask a discrete favor of you. 
  Three days hence, a group of adventurers will be taking 
  employment as guards on board the Western Flanaess 
  Trading Company's vessel, The Golden Venture. 
  The ship is transporting a new"Envoy" to Zeif, along 
  with her handmaiden. Her safety is of particular interest 
  to us, and she may require some additional security. I 
  have arranged for you to be called upon to undertake 
  this duty. Please make sure the ship and envoy make it 
  safely across the Nyr Dyv. 
   You are to meet quartermaster Tyquil ilVerin at the 
  Basking Barracuda at sunset, two days hence. Good 
  luck, and good sailing. 
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  Page 57 
  
   
     
   
   
   
   
  Yours in confidence. 
   
   
  Enclosed with the note is another, smaller note sealed with the logo of the Western Flanaess Trade Company. The note 
  is addressed to Tyqual ilVerin
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  HANDOUT 2: ORDERS RECEIVED 
  FOR MEMBERS OF THE DUCAL GUARD, DUCAL NAVY, , OR THE WESTERN FLANAESS 
  TRADING COMPANY, AND FOR EMPLOYEES OF STRONG HART HOUSES*. 
   
  Two days ago you received orders from your superiors (or a request from an equal if you are a WFTC 
  board member). You are being assigned to the Western Flanaess Trading Company's flagship, The 
  Golden Venture. 
   
  You are to do your utmost to see to the protection of said ship while she undergoes a special mission. 
  This mission has the personal blessing of the new Duke, Lord Ellis Lorinar. You are to meet with the 
  quartermaster Tyqual ilVerin in the Basking Barracuda Inn in the harbor district at sun down 
  tomorrow eve. You will receive further instructions when you arrive. In the meantime, you were 
  ordered to speak to no one of the mission. 
   
  Enclosed with your orders is another, smaller note sealed with the logo of the Western Flanaess 
  Trade Company. The note is addressed to Tyqual ilVerin 
   
  Ducal Guard characters may use banked time units for this adventure. 
   
  * As of the time of this adventure, the following houses are members of Duke Ellis's Strong Harts Faction: Arginar, 
  Baercol, Baerglund, Coriner, D’Dolch, D'Argin, Durnix, Eisener, Gaebech, Holomaer, Kilbourne, Kressel, Meissel, 
  Nelaera, Pontirun, Regin, Ruen, Saevil, Samaris, Szabo, U'Morael, Vaer, Verana, Verle, Wolfheart, and Xiotha. 
  URD7-04 Skin Deep 
   
  Page 59 
  
   
  HANDOUT 3: FOR THOSE WHO DID NOT RECEIVE HANDOUT 1 OR 2 
   
  Soon after arriving in Leukish two days ago, a short note was delivered to you: 
   
  Flocktime 5, 597 
   
  Dear ___________ 
   
  Your name has come to my attention as someone 
  who is both loyal to our beloved land, and capable 
  of serving with valor and discretion in time of need. 
  We have such a need at the moment, and would be 
  most pleased if you would consent to undertake a 
  task for us. I believe you will find our gratitude for 
  this service most enriching. Please meet the 
  quartermaster Tyqual ilVerin in the Basking 
  Barracuda Inn in the harbor district at sun down 
  tomorrow eve. You will receive further instructions 
  when you arrive.  
   
  Sincerely, 
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  Page 60 
  
   
  Lord Torin Pontirun 
  Board Member 
  Western Flanaess Trading Company 
   
   
  Enclosed with the note is another, smaller note sealed with the logo of the Western Flanaess Trade Company. The note 
  is addressed to Tyqual ilVerin
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  URD7-04 Skin Deep 
   
  Page 62 
  The Leukish Tattletale 
  Volume 7, Article 1 
  All the gossip you haven’t heard 
  Needfest , CY 597 
   
  Powerful People 
  By Lord Devon Samaris 
  • Lord Jolen Lorinar disappeared from sight just before Duke 
  Ellis was confirmed. Rumor has it that he is stirring rebellion 
  among the elves of the Celadon and the halflings of the Vale.  
  • Jolen's brother has been seen back at Shorewatch Castle and 
  is believed to be consulting with his White Hart allies. It is 
  hoped that Broden will recognize a fait accompli and 
  gracefully hand over the keep's keys. If not, it will be up to the 
  1st Infantry to arrest him and turn him over for his treason.  
  • It has been said that the old Duke has made an appearance 
  amidst his childhood friends in the Celadon. The current 
  closure of the forest makes it nearly impossible to confirm the 
  veracity of the rumor, but, if true, it would seem Karll has 
  abandoned the Duchy to return to his adventuring ways.  
  • Lord Sarkor Grek, a bit nonplussed after his abrupt 
  declaration for the Ducal Loyalists did not prevent Lord Ellis's 
  confirmation, is said to have retired to his estates in Pontyrel. 
  Some say he has called for a convocation of Ducal Loyalists. 
  Would a man so long respected in the Duchy really consider 
  treason in the face of his peer's decision? Or is he really 
  secretly allied with Duke Ellis and planning to turn on those… 
  Whispers of the West 
  By Toris Einstoffen 
  • The most recent convoy from the 
  Bakluni West was sorely lacking in 
  many of the luxuries found in past 
  shipments. Some claim that the 
  company had difficulty with a religious 
  group that controls trade in the west. It 
  is unclear what occurred to incur the 
  wrath of the Bakluni zealots. 
  • Others say that the ship with the most 
  valuable goods on board was lost to 
  piracy. The Company's attempts to hire 
  escort ships seem to have gone largely 
  unanswered. In turn, the Ducal Navy's 
  sporadic escort service has left their 
  ships vulnerable. The lack of Naval 
  escort has been blamed on traditional 
  corruption among its Captains, but this 
  author has heard speculation that it is a 
  direct result of interference from House 
  Kaste. It is about time our new Duke 
  cleaned house in the Navy. If the old 
  Duke could run the Rogues out of 
  Leukish, how hard can it be for our new 
  one to do so on board a ship? 
  • The flagship of the WFTC has been 
  taking on supplies for an immediate sail. 
  This author had a chance to mingle with 
  the crew at the Folly by The Sea. The 
  hardest drinkers among them confirmed 
  the shortness of their shore leave. This 
  was followed by a bit of a brawl with 
  some members of the crew who were to 
  be left behind when she sailed. One can 
  only speculate that it might be…  
  News from the Vale 
  By Sandrani Szabo 
  • Some say that the Vale's transition to a Low County is not 
  going as well as claimed and that halfling bandits have 
  prevented the planting of a spring crop.  
  • This author spoke directly to the Vale's Lord Governor and 
  was informed that evidence points to White Hart inciters. Lord 
  Jolen? 
  • There is some question as to whether March Warden Storeg 
  Killbourne has the will to hunt done the halfling bandits. They 
  claim that he practically became a halfling himself during… 
  continued on page 2
  continued on page 3
  continued on page 4
  I N S I D E  T H I S  I S S U E  
  2 
  Whispers of the West (continued) 2 
  The Latest in Leukish 
  3 
  News from the Vale (continued) 
  3 
  The Skeptics Corner 
  4 
  Powerful People (continued) 
  4 
  Beginnings and Endings 
  
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  MAPS: THE GOLDEN VENTURE UPPER DECKS 
   
  These Caravel maps are from Stormwrack © Wizards of the Coast 
  Key  
  1. Quarterdeck  
  2. Forecastle 
  deck  
  3. Captain’s 
  cabin  
  4. Wardroom  
  5. Main Deck  
  6. Forecastle 
  (main 
  crew 
  cabin) 
   
  See Appendix 3 
  for details on each 
  area. 
  
  MAPS: THE GOLDEN VENTURE LOWER DECKS 
   
  These Caravel maps are from Stormwrack © Wizards of the Coast 
   
  Key  
  7. Galley  
  8. Chain Locker  
  9. Lower Deck  
  10. Officer’s cabins  
  11. Ship’s Office  
  12. Sail Locker  
  13. Lower Hold  
   
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SOURCE: textdata/thevault/Living Greyhawk/Modules/Duchy of Urnst/597/Normal Scenarios/URD7-04 - Skin Deep (APL 2-12)/URD7-04 - Skin Deep.pdf