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  Credits
  Authors: Matt Goodall with James F.D. Graham
  Artist: Ivan Dixon and Chris Smith
  Design and Layout: Rick Hershey
  Legendary Games Team Members: Clinton J. Boomer, Benjamin Bruck, Matt Goodall, Jim Groves, Tim Hitchcock, Jonathan 
  Keith, Jason Nelson, Tom Phillips, Alistair Rigg, Neil Spicer, Todd Stewart, Russ Taylor, Greg Vaughan, and Clark Peterson
  Proofreading: Alistair Rigg
  Publisher: Jason Nelson
  Executive Partner: Neil Spicer
  Business Director: Rachel Ventura
  Special Thanks: Erik Mona, Lisa Stevens, Jason Bulmahn, and the Paizo staff for their excellent Pathfinder Roleplaying-
  Game Adventure Path: Skull and Shackles. 
  Open Content: Subject to designation as Product Identity (see below), the only portion of this Legendary Games product designated as 
  Open Game Content is the rules content (creature stat blocks and names of skills, etc., taken from the Pathfinder Reference Document) as 
  defined in the Open Game License version 1.0a Section 1(d). The front and back cover, back matter, introduction and Credits page, as well 
  all other parts of this product including all text not specifically designated as Open Game Content is not Open Game Content. No portion of 
  this work other than the material designated as Open Game Content may be reproduced in any form without written permission.
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License 1.0a, Section 1(e), 
  and are not Open Content: Legendary Games, the Legendary Games Logo, Adventure Path Plug-In, Islands of Plunder: Spices and Flesh, as 
  well as all trademarks, registered trademarks, proper names (including the names of each character, location, item or monster unique to 
  this product), dialogue, plots, storylines, locations, characters, artworks, and trade dress, but excluding any content that is Product Identity 
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  Reference in non-Open Game Content (thus not covered by the Open Game License) in this work to content owned by others is not a 
  challenge to their ownership and is used under Fair Use. 
  
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  Welcome to Adventure Path Plug-Ins!
  This product is a part of our line of support materials for extended Adventure Path-style campaign play for use with Paizo’s 
  Pathfinder Roleplaying Game. When you see the “Adventure Path Plug-In” logo at the top of a Legendary Games product, 
  you can expect it is designed to fit directly with the themes of a particular Adventure Path campaign, but at the same time 
  are rich additions for your home game regardless of what campaign you may be running. The all-star team of designers here 
  at Legendary Games is committed to bringing you—the busy GM or player—the absolute best third party support for your 
  Pathfinder campaign, products that are innovative in their ideas, beautiful in their appearance, bursting with the creativity of 
  the best authors in the business and developed with a rich interactive layout that blends form and function, and on top of all 
  of that products that are flat-out fun to play. 
  Hey, What’s With the Names?
  You will see us use phrases such as “Pirate Adventure Path” instead of the official title of issues #55 through #60 of the of-
  ficial Adventure Path series produced by Paizo, Inc. Or, you may see us use names such as the “Pirate Isles,” the “Great Mael-
  strom,” the “Hazard Harbor” where the “Pirate King” rules, or the “Empire of Devils” to the north that lurks as a jack-booted 
  menace to all freebooters and buccaneers instead of the proper names of specific characters or places from those adventures 
  or gods from the world setting. While we can create compatible products under the Open Game License, we still have to be 
  respectful of certain content Paizo owns. Because we want to be very respectful of their content and work in partnership 
  with them, we use these “replacement phrases.” Plus, this helps the product have a more general appeal to those who may 
  be running a home campaign that fits the same themes. In any event, we are 100% confident you know what we are talking 
  about and will have no problem making the required connection. 
  Special Electronic Features
  We’ve hyperlinked this product internally from the Table of Contents and externally with links to the official Pathfinder 
  Reference Document as well as d20PFSRD. If it is in the core rulebook, we generally didn’t link to it unless the rule is an 
  obscure one. The point is not to supersede the game books, but rather to help support you, the player, in accessing the rules, 
  especially those from newer books or that you may not have memorized.
  About Legendary Games
  Legendary Games is an all star team of authors and designers, founded by Clark Peterson of Necromancer Games, Inc. 
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  Visit us on Facebook, follow us on Twitter, and check out our website at www.makeyourgamelegendary.com.
  
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  Table of Contents
  Welcome to Adventure Path Plug-Ins!  
   
   
   
   
        3
  What You Will Find Inside Islands of Plunder: Spices and Flesh       5
  Part 1: Easy Pickings  
   
   
   
   
   
   
   
        6
  Ship Combat 
   
   
  6
  Surrender 
  6
  Parley 
  6
  Clues 
  7
  Attack! 
  8
  Above Deck 
  9
  Below Deck 
  10
  Tamarind Crew 
  12
  Part 2: Delivering the Cargo 
  13
  The Legend of Shayonna 
  13
  The Islet 
  13
  Parley 
  14
  1. Underwater Passage 
  15
  2. Coral Flensing Trap (CR 3) 
  15
  3. Urchin Cluster (CR 4) 
  15
  4. Sea Hag’s Grotto (CR 6) 
  18
  Conclusion 
  20
  Player Maps  
   
   
   
   
   
   
   
   
   
   
          21
  
  5
  5
  What You Will Find Inside 
  Islands of Plunder: Spices and Flesh
  A life spent at sea is a life of adventure even in the real world, and in a fantasy campaign a voyage beyond the horizon 
  brings dangers and wonders undreamed of by those that never venture out of sight of land. Of course, “Here there be 
  monsters” is more than just a scrawled note on a fragment of map when you sail the seven seas. However, the beauty of a 
  nautical campaign is also the way that every island you visit and every stretch of open water in between can become its own 
  unique location for adventure. You’re not camping out in town and heading down to the local dungeon; you are setting sail 
  on the lookout for long-buried riches, keeping a weather eye on the horizon for the danger you know is coming. 
  The Islands of Plunder series is designed to populate that ocean with adventure! Superstar author Matt Goodall brings you 
  a succession of adventures that you can drop into any seagoing campaign to enliven the action in a way no random encoun-
  ter ever could. These may serve as ideal side-treks during a longer campaign or can serve as standalone adventures on their 
  own, with innovative encounters and exotic locales that will leave your players relishing the discovery of the next treasure 
  map that might lead them onward toward the horizon. We hope they spice up your nautical campaign with the rich story and 
  background, innovative layout, beautiful aesthetics, and excellence in design that is the hallmark of Legendary Games. We 
  hope you enjoy using it as much as we enjoyed making it. Game on!
  
  6 6
  Spices and 
  Flesh
  Islands of Plunder: Spices and Flesh is an island-based 
  adventure for 4th-level characters. For players using the 
  official Pirate Adventure Path by Paizo Publishing (issues 
  #55-60), it fits ideally with the second adventure in that 
  series, when the PCs are sailing the seas gathering plunder 
  and gaining infamy to establish themselves as prominent 
  pirates. It can also be used as a part of any pirate themed 
  campaign with PCs who command of a ship.
  Part 1: easy Pickings
  Another vessel appears in the distance. A cargo ship 
  which, from the look of her, has seen much better days. She 
  moves sluggishly along, sitting low in the water, her hull 
  scarred with old scuffs and scratches, her paint worn and 
  faded, and her sails covered in patches. A tarnished name-
  plate labels her the “Tamarind”.
  At first glance, the Tamarind appears to be a cargo 
  ship with a small crew, carrying a load of low to mediocre 
  quality spices. Her captain, a man named Bartholomew 
  Craw, seems an amiable fellow more interested in parley 
  than battling pirates on the high seas. When the PCs board, 
  they find him to be a cordial and gracious host who hopes 
  to negotiate a peaceful solution over drinks and perhaps a 
  fine meal.
  The truth, however, is much different. Captain Craw 
  is actually a vicious slaver and the Tamarind has a secret 
  hold, hidden beneath the first, filled with shackled prison-
  ers. While all of Craw’s crew are slavers, it is Sito Ripple-
  pott, the ship’s gnomish cook, who serves as the captain’s 
  main accomplice. Sito is a poisons expert who uses his 
  nefarious craft to keep the sentient cargo docile during the 
  journey.
  Ship Combat
  Once the Tamarind becomes aware of the PCs’ vessel 
  and their intentions, she immediately attempts to flee. 
  Only if the PCs bring their ship directly behind the Tama-
  rind does Captain Craw order the crew to use the light bal-
  lista on board and only for a few shots to hopefully disable 
  some of the PCs’ ship’s rigging before making escape the 
  primary focus again. If the PCs are obviously gaining, the 
  Tamarind brings out her oars to help keep her distance. 
  If this isn’t enough, she immediately strikes her sails and 
  raises the white flag of surrender.
  Should the PCs approach the Tamarind under the guise 
  of friendship, truce, or other subterfuge, Captain Craw 
  gives the order to heave to without delay, and invites the 
  party aboard. Instead of the Surrender section, proceed 
  straight to the Parley section.
  Surrender
  Upon boarding the Tamarind, the PCs find Captain 
  Craw waiting for them on deck. He immediately offers his 
  masterwork scimitar to the PCs as an official surrender. 
  Likewise, his crew place their various weapons on the 
  deck. Captain Bartholomew Craw introduces himself then 
  apologizes for any attempt to flee, and any shots from the 
  Tamarind’s ballista; he explains that this was just so he can 
  appease his clients and insurers when he returns home. He 
  then invites the PCs below deck in order to discuss terms 
  over drinks.
  The Truth: The surrendered weapons are a distrac-
  tion. Each crew member of the Tamarind has a light melee 
  weapon concealed somewhere on their person, ready to 
  be drawn if they receive the signal to attack. Captain Craw 
  also drank an extract of disguise self just before the PCs 
  boarded, not to change his appearance, but to allow him 
  to conceal his magical scimitar. If the PCs cast detect magic 
  and notice an aura of magic around Craw, he smiles ingra-
  tiatingly and says that he knows a few minor magic tricks, 
  including one that slightly improves his looks and makes 
  him seem more personable. After identifying the auras of 
  faint conjuration and illusion on Craw, suspicious PCs who 
  attempt to figure out exactly what spell it is can make a DC 
  16 Knowledge (arcana) check to realize that spells similar 
  to those Craw describes, such as cultural adaptation, hon-
  eyed tongue, or tap inner beauty, are either divination or 
  transmutation spells and not illusions.
  Parley
  Craw is most hospitable and once the PCs are below 
  decks in the galley, Sito serves everyone a stiff drink of 
  heavily spiced grog before returning to his kitchen duties. 
  
  7
  7
  Craw begins by toasting the PCs before leading them to the 
  hold and expressing his regrets for the low-quality of his 
  cargo. If Craw surrendered to the PCs, he tries to persuade 
  them that while they could take his cargo, it’s barely worth 
  the effort of transferring it to the PCs’ ship, and will only 
  take up space in their hold that they could fill with much 
  more valuable plunder. Craw attempts to convince the PCs 
  to release his ship instead. To help sway them, Craw offers 
  to help the PCs by selling some of their existing ill-gotten 
  plunder at the nearest legitimate port, using his mercantile 
  contacts to obtain an excellent price. Craw also proposes 
  that he could order and purchase expensive items needed 
  by the PCs that are unavailable in the Pirate Isles, such as 
  siege engines or exceptional magic items, when he makes 
  one of his regular visits to a major port.
  If the PCs boarded the Tamarind under false pretenses, 
  Captain Craw still invites them below—only the conversa-
  tion is one of friendly small talk, the swapping of the latest 
  news and information, and perhaps an offer to sell some of 
  the Tamarind’s spices.
  The Truth: If the PCs came aboard under false pre-
  tenses then Sito’s grog is poisoned and each PC who drinks 
  is exposed to a dose of oil of taggit (Poison—ingested; save 
  Fort DC 15; onset 1 minute; effect unconsciousness for 1d3 
  hours; cure 1 save). Before the PCs boarded the Tamarind, 
  Craw drank one of Sito’s delay poison infusions, so he can 
  imbibe the poisoned brew without fear of suffering its 
  effects immediately. Craw plans on riding out the poison’s 
  effects when the delay poison extract expires by drinking 
  an antitoxin and remaining locked in his cabin. The rest of 
  the conversation is simply Craw’s way of stalling for time to 
  let the poison do its work.
  If the PCs boarded and captured the Tamarind then 
  Craw expects that the wary PCs are unlikely to fall for 
  the poisoned grog ruse. He still has Sito offer grog (that 
  isn’t poisoned) and watches to see if the PCs cast spells 
  on their drinks before imbibing them. When in the cargo 
  hold, Craw pretends to act slightly nervous and his eyes 
  seem to repeatedly wander to a section of the hull on 
  the port side next to the ladder, 10 feet round from the 
  ship’s bow. PCs who make a successful DC 15 Sense Motive 
  check notice Captain Craw doing this, but PCs whose check 
  result also beats Craw’s opposed Bluff check realize that 
  Craw is purposefully acting in this way, deliberately trying 
  to draw their attention to that area rather than uninten-
  tionally revealing it. A successful DC 15 Perception check 
  while searching that area reveals a small hidden compart-
  ment set against the hull. Resting in a nest of straw inside 
  the compartment is a set of four oily clay vials. The vials 
  contain a potion of comprehend languages, a potion of 
  endure elements, a potion of expeditious retreat, and a 
  small amount of saffron oil (worth 60 gp). Normally these 
  potions are in Sito’s possession and the valuable saffron oil 
  secured away in Craw’s sea chest. All the vials are covered 
  in a contact poison version of oil of taggit; anyone who 
  touches these vials is exposed to the poison. The lid of 
  the vial of saffron oil is loose, making it appear as if it has 
  leaked over the other vials. Craw feigns disappointed when 
  the PCs discover this cache, but secretly hopes the PCs 
  pass these treasures around as they try to identify them. 
  A successful DC 20 Craft (alchemy) check reveals the toxic 
  nature of the oily coating on the vials. Avoid having the PCs 
  rolls saving throws as soon as they touch a poisoned vial. 
  Secretly track which PCs have touched the vials, keeping 
  note of how often each PC is in contact with a vial, as there 
  may be multiple exposures. Have the PCs make saving 
  throws retroactively when they become aware of the poi-
  son, or at the end of the 1 minute onset period when some 
  of them may start succumbing to the poison. This curtails 
  any metagaming, and increases the chances of the vials 
  being passed to different party members.
  Clues
  The following suggestions are some ways that the PCs 
  can start to learn that not all onboard the Tamarind is as it 
  seems:
  •	 A	DC	20	Profession	(sailor)	check	or	a	DC	15	Craft	
  (ships)	check,	after	seeing	the	cargo	in	the	hold:	the	
  ship	is	sitting	too	low	in	the	water	for	the	amount	of	
  cargo	in	the	hold.	If	the	PCs	mention	this,	Craw	says	
  that	he	has	a	large	load	of	ballast	to	keep	the	Tamarind	
  from	capsizing	in	the	frequent	storms	that	strike	this	
  area	of	ocean	and	that	the	ship’s	hull	has	a	multitude	
  of	small	leaks,	meaning	the	ship	usually	carries	a	lot	of	
  bilgewater.
  •	 A	DC	15	Knowledge	(engineering)	check	or	a	DC	15	Craft	
  (ships),	after	seeing	the	size	of	the	cargo	hold:	the	cargo	
  hold	is	small	for	a	ship	this	size.	If	questioned	about	this,	
  Craw	simply	points	out	that	while	the	Tamarind	isn’t	the	
  most	efficiently	or	elegantly	built	ship	on	the	ocean,	she	
  is	very	sturdy.	Craw	says	that	the	ship’s	extra	structural	
  supports	means	he	can’t	carry	quite	as	much	cargo	but	it	
  does	mean	the	Tamarind	is	a	lot	more	likely	to	arrive	in	
  port	in	one	piece.
  
  8 8
  •	 A	DC	18	Perception	check	or	a	DC	12	Profession	(cook)	
  check	after	watching	Sito	preparing	food	in	the	galley:	
  Ripplepott	is	making	two	separate	meals.	One	is	a	
  regular	ship’s	dinner	while	the	other	is	a	large	pot	of	
  simple	gruel.	If	the	PCs	draw	attention	to	this,	Craw	
  mentions	that	he’s	a	fair	but	firm	captain	and	one	of	the	
  more	common	punishments	he	metes	out	for	disciplinary	
  infractions	is	putting	crewmembers	on	gruel	rations	for	
  at	least	a	week.
  •	 A	DC	18	Perception	check	or	a	DC	13	Profession	
  (merchant)	check	while	examining	the	spices	in	the	hold:	
  many	of	the	containers	of	spice	in	the	far	corners	of	the	
  cargo	hold	are	old	and	dusty.	Only	those	in	the	easiest	to	
  reach	places	show	signs	of	being	new	or	recently	moved.	
  If	the	PCs	call	Craw	on	this,	he	sighs	and	goes	into	a	
  long	discourse	on	his	recent	string	of	misfortunes	in	the	
  spice	trade.	He	confides	that	he’s	hoping	to	sell	his	cargo	
  as	a	job	lot	and	get	rid	of	the	older	spices	by	mixing	
  them	in	with	his	fresher	stock.
  •	 A	DC	15	Craft	(alchemy)	check	by	a	character	with	ranks	
  in	the	skill	after	seeing	the	galley:	many	of	Ripplepott’s	
  bottles	and	equipment	in	the	galley	are	for	crafting	
  alchemical	items	rather	than	food.	If	the	check	result	
  beats	the	DC	by	10	or	more,	then	the	PC	recognizes	
  tools	and	materials	for	poison-making.
  •	 A	DC	20	Sense	Motive	check	against	crew	members	
  other	than	Captain	Craw	or	Sito	Ripplepott:	gives	the	
  sense	that	they	are	very	uncomfortable	about	the	PCs	
  being	onboard.
  •	 A	DC	20	Perception	check	while	in	the	hold:	beneath	the	
  strong	scent	of	spices	in	the	cargo	hold	is	the	distinct	
  smell	of	feces	and	sweat.	Any	PC	within	5	feet	of	the	trap	
  door	leading	to	the	secret	hold	gets	a	+2	circumstance	
  bonus	on	this	check.
  •	 A	successful	opposed	Perception	check	by	a	PC	against	
  a	crewmember’s	Sleight	of	Hand	check	while	closely	
  observing	or	searching	a	crew	member:	notices	the	
  presence	of	a	hidden	weapon	on	that	crewmember.
  Attack!
  Captain Craw’s plan of attack depends on how well the 
  poison works against the party. If none of the PCs succumb 
  and they remain unaware of the attempt, Craw keeps 
  up the ruse, perhaps offering the PCs a fine meal if they 
  look weak or divided and he believes a second attempt at 
  poisoning might work. Otherwise, Craw simply lets the PCs 
  take the spices and leave. He also chooses this option if the 
  PCs and their crew obviously outnumber and outmatch his. 
  Depending on their negotiations, the PCs may encounter 
  Craw again and make use of his services before learning his 
  true nature (if they ever do).
  If some of the PCs succumb, or if none do but the PCs 
  become aware of the poisoning attempt, then Craw initi-
  ates combat. The Captain signals his crew to draw their 
  hidden weapons and attack the PCs’ crew. Sito Ripplepott 
  appears and harasses the party at range while Craw him-
  self wades into battle. If the PCs find the hidden trap door 
  to the secret hold before Craw has a chance to spring his 
  trap, he lets one or two PCs go down before attempting to 
  separate the PCs by slamming the hatch shut and signal-
  ing the attack. If the party won’t split, he signals the attack 
  immediately.
  If all the PCs fall unconscious from the poison, they 
  later wake to find themselves stripped of gear and chained 
  in the secret hold with the rest of the slaves. They learn the 
  truth of the Tamarind from a visit by Sito, who brings gruel 
  and water, and from Craw himself, who reveals his true 
  colors. They can also learn the fate of their ship and crew. 
  Perhaps a less trustworthy member of the PCs’ crew saw 
  the opportunity to become captain, or maybe Craw forced 
  the PCs’ crew to withdraw by threatening to kill the PCs, 
  and their ship is still sailing nearby. Ultimately, how the 
  party escapes from this predicament is up to the players’ 
  ingenuity and your discretion as GM.
  The Tamarind
  Tamarind
  Gargantuan ship (Keelboat) (Skull & Shackles Player’s 
  Guide)
  Squares 60 (25 ft. by 60 ft.)
  Defense
  AC 6; Hardness 5
  hp 600 (oars 80, sails 80)
  Base Save +4
  Offense
  Maximum Speed 30 ft. (muscle), 30 ft. (wind), or 60 
  ft. (muscle and wind);
  Acceleration 30 ft.
  Ranged light ballista (3d8/19-20)
  CMB +4; CMD 14
  Ramming Damage 4d8
  Statistics
  Propulsion muscle, wind, or current
  Sailing Check Diplomacy or Intimidate (when using 
  
  9
  9
  muscle); Profession (sailor) (when using wind or 
  current)
  Sailing Check Modifier +1
  Control Device wheel
  Means of Propulsion 8 oars, 20 squares of sails (one 
  mast)
  Crew 15
  Decks 2
  Cargo/Passengers 55 tons/100 passengers
  Cargo 4 points of plunder. (Just 1 point of plunder 
  comes from the spices and ship’s equipment, the 
  other 3 points are from the slaves. Whether the PCs 
  free these slaves or choose to actively engage in 
  the slave trade to sell them could present a moral 
  quandary.)
  Equipment
  Weapons 1 light ballista with 20 bolts (aft)
  Ship Improvements broad rudder, increased cargo 
  capacity, smuggling compartment (15 squares)
  Above Deck
  1. Upper Main Deck: This area rises just over 4 feet 
  above the main deck. It holds the ship’s steering wheel and 
  its only armament—a light ballista mounted off the stern. 
  Two ladders, one on either side, connect the platform with 
  the main deck. On the main deck next to the port-side 
  ladder is a small door that leads to a storage space under 
  the platform that holds oars, spare planks, sails, tools, and 
  other supplies. 
  2. Main Deck: The main deck of the Tamarind has a 
  simple layout. The mast is at the center of the ship and for-
  ward of it are large loading doors that lead into the cargo 
  hold below. A ladder near the mast and another near the 
  cargo hold both lead below deck. 
  3. Crow’s Nest: At the top of the mast is a simple, 5-foot 
  square platform that serves as a lookout point for the ship.
  
  10 10
  Below Deck
  4. Captain’s Quarters: The private bunk of Captain Craw 
  also serves as his chart room and office. A comfortable 
  cot and nightstand are in one corner and maps, charts, 
  and other navigational tools cover the walls. There is also 
  a small writing desk containing numerous logs and record 
  books detailing the captain’s dealings—in both spices and 
  slaves. A thorough search of the cabin finds a weathered 
  piece of parchment that potentially leads to further adven-
  ture (see Part 2 below). Beside the bed is a sea chest that 
  contains his personal belongings. The door to this room is 
  always locked and Captain Craw carries the key with him at 
  all times.
  5. Cabin/Galley: This main cabin is both the eating and 
  sleeping area for the rest of the crew. A large stained and 
  dirty table with matching benches takes up the center of 
  the space while old hammocks and personal effects are 
  strung all around in a haphazard manner. On the starboard 
  side, a narrow section holds a small galley. Foodstuffs and 
  kitchen utensils mix seamlessly with Ripplepott’s alchemi-
  cal tools and belongings in a bizarre-looking mess.
  6. Cargo Hold: Crates, barrels, and sacks of various 
  spices partially fill the ship’s hold. The dusty air is thick with 
  the heavy odor of spices. One of the large crates in the 
  southeast section rests on top of a secret trap door leading 
  down into the secret hold below. Finding this trap door 
  requires the searching character to make a successful DC 
  20 Perception check.
  7. Secret Hold: This space is only tall enough for a 
  Medium-sized creature to stand hunched over. Dozens of 
  people lie chained to the floor and walls with thick, iron 
  manacles. Most are unconscious and the few who are 
  awake are torpid. They are all in poor health and show all 
  the signs of being malnourished. The stench of sweat and 
  human waste is overpowering, made all the worse by the 
  stale air.
  Captain of the Tamarind
  Bartholomew Craw is a paunchy, heavy-set man wearing the 
  dirty and threadbare outfit of a merchant sea captain. His shaved 
  head is ruddily-sunburned and his squinting, deep-set eyes are 
  dark brown. A scraggly, dull-red beard only serves to make his 
  wide smile, full of yellowed teeth, all the more noticeable. 
  Bartholomew Craw 
  CR 4
  XP 1,200
  Male human ranger (skirmisher) 5
  NE Medium humanoid (human)
  Init +2 (+4 in water terrain); Senses Perception +8 
  (+10 in water terrain)
  Defense
  AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
  hp 47 (5d10+15)
  Fort +5, Ref +6, Will +3
  Offense
  Speed 30 ft.
  Melee +1 scimitar +10 (1d6+6/18–20)
  Special Attacks favored enemy (elves +2, humans +4), 
  hunter’s tricks (2/day, upending strike)
  Tactics
  Before Combat Captain Craw drinks Sito’s delay poi-
  son and disguise self infusions before the PCs board 
  the Tamarind.
  During Combat Craw uses his upending strike hunter’s 
  trick to trip opponents. Against tougher opponents 
  who are mostly human or elven, he also uses his 
  hunter’s bond to boost his crew’s abilities.
  Morale Bartholomew Craw surrenders if reduced to 
  10 hit points or less. However, if he believes he is 
  fighting abolitionists, he fights to the death rather 
  than be captured and hanged as a slaver.
  Statistics
  Str 18, Dex 14, Con 12, Int 8, Wis 10, Cha 13
  Base Atk +5; CMB +9; CMD 21
  Feats Cosmopolitan (Bluff, Diplomacy), Endurance, 
  Iron Will, Power Attack, Skill Focus (Bluff), Tough-
  ness
  Skills Bluff +14, Climb +7, Diplomacy +11, Knowledge 
  (geography) +7 (+9 in water terrain), Perception +8 
  (+10 in water terrain), Profession (sailor) +6, Sense 
  Motive +5, Swim +7
  Languages Common, Gnoll, Infernal
  SQ favored terrain (water +2), track +2, hunter’s bond 
  (companions), silver tongued, wild empathy +6
  Combat Gear potion of cure moderate wounds; Other 
  Gear mwk chain shirt, +1 scimitar, mwk scimitar, 
  signal whistle, keys to captain’s cabin and sea chest.
  
  11
  11
  Ship’s Cook
  With a hunch that makes him seem shorter than he already is, 
  this gnome dresses in simple clothes and a leather apron covered 
  in grease and other stains. His slick hair is the color of moss and 
  his beady eyes are a quiet gray. Slung around his waist is a bando-
  leer of flasks and cooking utensils.
  Sito Ripplepott 
  CR 3
  XP 800
  Male gnome alchemist 4
  CE Small humanoid (gnome)
  Init +4; Senses low-light vision; Perception +9
  Defense
  AC 20, touch 15, flat-footed 16 (+3 armor, +4 Dex, +2 
  natural, +1 size)
  hp 33 (4d8+12)
  Fort +6, Ref +8, Will +3; +2 vs. despair and fear, +4 vs. 
  poison
  Offense
  Speed 20 ft.
  Melee mwk punching dagger +4 (1d3–1/×3)
  Ranged mwk light crossbow +9 (1d6/19–20/×2 plus 
  poison) or 
  bomb +9 (2d6+3 acid/×2)
  Special Attacks bomb 7/day (2d6+3 acid or fire, DC 
  15)
  Alchemist Extracts Prepared (CL 4th)
  2nd—delay poison, invisibility
  1st—cure light wounds, disguise self, shield, touch 
  of the sea
  Tactics
  Before Combat Sito applies a dose of concentrated 
  large scorpion venom (enhanced by his concentrat-
  ed poison discovery) to a crossbow bolt and drinks 
  his mutagen to increase his Dexterity.
  During Combat Sito drinks his shield extract and tries 
  his best to stay out of melee combat. He prefers 
  to stay back and pepper opponents with poisoned 
  bolts, bombs, and other thrown weapons. He al-
  ways uses his acid bomb discovery while fighting on 
  board the Tamarind to minimize the risk of fire.
  Morale Sito flees if reduced to 6 hit points or less. 
  He dives overboard, using his potions and extracts 
  to survive and hide underwater until the PCs’ ship 
  leaves. He surrenders if his escape route is blocked 
  or the PCs chase him down.
  Base Statistics Without his mutagen, Sito’s statistics 
  are Init +2; AC 16, touch 13, flat-footed 14; Ref +6, 
  Will +4; Melee mwk light crossbow +7 (1d6/19–
  20/×2) or bomb +7 (2d6+3 acid/×2); Dex 14, Wis 
  13; CMD 13; Skills Heal +8, Perception +10, Profes-
  sion (cook) +8
  Statistics
  Str 8, Dex 18, Con 14, Int 16, Wis 11, Cha 10
  Base Atk +3; CMB +1; CMD 15
  Feats Brew Potion, Extra Discovery, Iron Will, Throw 
  Anything
  Skills Appraise +10, Craft (alchemy) +10 (+12 create 
  poisons), Heal +7, Knowledge (nature) +10, Percep-
  tion +9, Profession (cook) +7, Spellcraft +10; Racial 
  Designer’s Note:                                        
  Alchemist’s AC too high?
  Designer’s Note:                                        
  Alchemist’s AC too high?
  
  12 12
  Modifiers +2 Craft (alchemy) to create poisons, +2 
  Perception
  Languages Common, Dwarven, Elven, Gnoll, Gnome, 
  Sylvan
  SQ alchemy (alchemy crafting +4, identify potions), 
  mutagen (+4/–2, +2 natural, 40 minutes), discov-
  eries (acid bomb, concentrate poison, infusion), 
  eternal hope (reroll a natural 1, 1/day), knack with 
  poison, poison use, swift alchemy
  Combat Gear potion of comprehend languages, 
  potion of cure light wounds, potion of endure 
  elements, potion of expeditious retreat, potion of 
  invisibility, potion of water breathing, antitoxin 
  (2), concentrated blue whinnis (Poison—injury; 
  save Fort DC 16; frequency 1/round for 3 rounds; 
  initial effect 1 Con; secondary effect unconscious-
  ness for 1d3 hours; cure 1 save), concentrated large 
  scorpion venom (Poison—injury; save Fort DC 20; 
  frequency 1/round for 9 rounds; effect 1d2 Str; cure 
  1 save), oil of taggit (4 doses), oil of taggit (con-
  tact poison*, 4 doses), smokesticks (3), tanglefoot 
  bags (2); Other Gear mwk studded leather, mwk 
  punching dagger, mwk light crossbow with 20 bolts, 
  alchemy crafting kit, backpack, bandoleer, formula 
  book (stored in a waterproof bag, contains all pre-
  pared extracts plus crafter’s fortune and true strike), 
  mess kit
  * Sito stole this unusual form of poison from a fellow 
  alchemist who possessed the Poison Conversion 
  alchemist discovery. It has the same statistics as 
  normal oil of taggit, but is a contact poison instead 
  of an ingested poison.
  Tamarind Crew
  Sailors (15) 
  CR 1/2
  XP 200 each
  Human expert 1/warrior 1
  NE Medium humanoid (human)
  Init +1; Senses Perception +4
  Defense
  AC 13, touch 11, flat-footed 12 (+2 armor, +1 Dex)
  hp 10 each (2 HD; 1d8+1d10+1)
  Fort +2, Ref +1, Will +2
  Offense
  Speed 30 ft.
  Melee sap +3 (1d6+3)
  Ranged dagger +2 (1d4+2/19–20)
  Tactics
  Before Combat The sailors have already concealed 
  various weapons on their person. They also carry a 
  selection of weapons openly, including longswords, 
  morningstars, and scimitars, but surrender these 
  weapons when the PCs board the Tamarind.
  During Combat The sailors gang up on lightly armored 
  foes first, hoping to take them out of the fight 
  quickly.
  Morale If reduced to 3 hit points or less, a sailor flees 
  or surrenders.
  Statistics
  Str 14, Dex 13, Con 11, Int 9, Wis 10, Cha 8
  Base Atk +1; CMB +3; CMD 14
  Feats Athletic, Power Attack
  Skills Climb +9, Perception +4, Profession (sailor) +5, 
  Sleight of Hand +5, Swim +9
  Languages Common
  Gear leather armor, sap, dagger, 4d10 gp
  
  13
  13
  Part 2:         
  Delivering the 
  Cargo
  Among the papers in Captain Craw’s cabin, the PCs find 
  a piece of weathered parchment containing a curious mes-
  sage and rough map. The message contains an order for a 
  consignment of slaves and instructions for delivery of this 
  shipment. The map marks the delivery location as a point 
  in the open ocean, with the nearest island over 20 miles 
  away. Scrawled on the parchment in Craw’s handwriting is 
  the following: “This be an odd trade run if ever there were 
  one. I guess there’ll be a ship waiting out there, but why 
  not make the trade at an island instead? Would have been 
  much easier. Still if the pay is as good as that down pay-
  ment of pearls it’ll make the trip well worthwhile, even if 
  it means the risk of sailing through pirate-infested waters.” 
  The only other clue is in Craw’s ledgers from over 2 months 
  ago. A note next to an entry paying off a large debt reads, 
  “Those pearls did the trick, that’ll keep the legbreakers off 
  me. It was good of old Jarkus the drunkard to put me onto 
  this deal. I don’t know why the ancient poxy lubber kept 
  muttering about it being “Shayonna’s debt”. I don’t give 
  a damn about the name of whoever he gets any of these 
  jobs from. Getting more of those lustrous pearls is what I 
  care about.”
  The Legend of Shayonna
  A successful DC 21 Knowledge (local) check reveals 
  the name ‘Shayonna’ is part of a tragic ghost story told by 
  sailors in many ports. The tale tells of an amoral charlatan 
  called Bren Taylee who owned a local tavern. A charismatic 
  and bald-faced liar, Taylee became rich swindling wealthy 
  investors by selling off unseen parcels of land on a nearby 
  island. He also fell madly in love with his barmaid and mar-
  ried her, an innocent redheaded beauty named Shayonna. 
  When one of the more intrepid investors discovered the 
  ‘rich farmland’ was, in fact, a swamp (or a waterway, 
  depending on the version of the story), Taylee was forced 
  to flee. 
  He left his wife Shayonna behind, abandoning her to 
  face the furious investors and a large debt from the tavern. 
  The tales say that Shayonna stowed away on the same ship 
  Taylee fled on to escape the angry mob and that a drunken 
  sailor on deck one night claimed to have seen Taylee with 
  his hands locked around a young woman’s throat (or pos-
  sibly even throwing her limp body overboard). Whatever 
  the truth, neither Taylee or Shayonna were ever seen or 
  heard from again. However, infrequent sightings of Shay-
  onna’s drowned ghostly spirit are reported to this day, in or 
  around the harbors of a number of port cities.
  Whatever the truth of this legend, Shayonna does ex-
  ist. Whether it was as the tales describe, and Shayonna’s 
  outrage at her husband’s betrayal kept her from succumb-
  ing to death and drove her to become what she is today or 
  whether there was always the blackest evil in her heart and 
  it was she who seduced Taylee, foully murdered him, and 
  stole his fortune, no-one knows. But Shayonna lives and 
  has become the powerful and villainous hag known as “the 
  Gaunt”. At present, the wicked sea hag seeks a shipment of 
  slaves to work her foul witchcraft upon, and transmogrify 
  into a horde of monstrous and slavishly obedient servitors.
  The Islet
  Assuming the account of the valuable pearls strikes the 
  PCs’ interest, it takes less than a week of travel to reach 
  the location marked on the map. It is a tiny islet, sandy 
  and barren, surrounded by a large coral reef. The shallow 
  Making Mythic Dramatic!
  Making Mythic Dramatic!
  
  1414
  waters and jagged reefs around this speck of land mean 
  that the PCs’ ship needs to moor at least 300 feet away to 
  avoid damage to the hull. There is, however, no one on the 
  isle and no other ships in sight.
  Reception  
   
   
   
           (CR 5)
  Creatures: Shortly after the PCs land on the islet, a pair 
  of hulking, brutish things put their heads above the surface 
  of the sea nearby and warily wade toward the PCs. These 
  are merrows, the unholy offspring of the legendary sea 
  hag, Shayonna the Gaunt. They approach the islet from 
  the east, using the shallow water for cover and, providing 
  the PCs don’t attack, slowly lumber ashore. Both creatures 
  have the waterlogged remnants of sailor’s outfits still cling-
  ing to their gross forms. One of them speaks in gurgling, 
  barely understandable Common asking why the PCs have 
  come. If the PCs provide a believable reason to be here, 
  such as to sell slaves, the merrows nod and one dives into 
  the water to convey this information to Shayonna. Shay-
  onna is already aware of the presence of the PCs’ ship and 
  has sent her minions to ascertain their intentions if a party 
  comes ashore.
  The remaining merrow has a deep scar across the 
  right side of its face that cuts off the lower half of its right 
  ear. The curious thing is a piece of silver jewelry crafted 
  to resemble the missing piece of flesh dangles from two 
  earrings in the upper half of this ear. PCs can recognize this 
  unusual jewelry and its owner with a DC 20 Knowledge 
  (local) check. It belongs to a knavish scallywag named 
  Gamin ‘half-ear’ Crystos, a womanizing half-elven pirate, 
  popular in many local ports for his willingness to spread his 
  plunder around. Gamin lost his ear from a close call with 
  an imperial ballista bolt. If any of the PCs have ever actu-
  ally seen Gamin, the merrow bears a warped, monstrous 
  resemblance to the man. If addressed by name, the mer-
  row stares blankly at the PCs before a flicker of recognition 
  crosses the creature’s face and it burbles three words in Gi-
  ant, “please kill me”. The grotesque thing that was once a 
  man then stiffens and comprehension fades from its eyes, 
  leaving only brutish hostility.
  Merrow, Freshwater (2) 
  CR 3
  XP 800 each
  hp 30 each (Pathfinder RPG Bestiary 2)
  Tactics
  Morale If attacked when Shayonna isn’t present, the 
  merrows retreat into the underwater passage (see 
  area 1 below) to warn her when reduced below 15 
  hit points. When defending Shayonna, they fight to 
  the death.
  Treasure: Gamin’s earring is only worth 50 gp, but if 
  spent to influence an Infamy check, it is worth 10 
  times that, giving a +1 bonus to the PCs’ check.
  Parley
  If the PCs wait, after several minutes Shayonna the 
  Gaunt (see area 4) rises up out of the ocean. She has used 
  her disguise hex to conceal her horrific form, appearing as 
  a youthful aquatic humanoid, similar to a merfolk, but with 
  legs instead of a tail. Even in this unassuming form, there is 
  something palpably sinister in her manner. The ocean itself 
  seems to recoil from her and as she steps onto the sand; 
  her blood-red hair is dry. Flanked by her two merrows, 
  Shayonna approaches the PCs and asks what they have 
  brought her. Shayonna cagily negotiates for the consign-
  ment of slaves and shrewdly asks why the PCs are making 
  this delivery rather than the Captain Craw. Shayonna de-
  mands the PCs bring a sample selection of slaves ashore for 
  her to examine. She haggles over the price and the quality 
  of the merchandise but is prepared to pay up to 2,800 gp 
  in pearls for all the Tamarind’s slaves, regardless of their 
  condition, which is an exceptionally good price.
  If the PCs sell the slaves, these poor wretches are 
  brought ashore where they huddle together on the tiny is-
  let. Each day at dawn, shells full of brackish water and raw 
  fish are left on the shore to sustain them, and each night 
  one of the doomed slaves vanishes, as the unfortunate is 
  dragged below the waves to a ghastly fate. After complet-
  ing such a despicable bargain, the PCs had best be gone 
  quickly and never return, for when Shayonna has at least 
  six merrows in total under her control, she avariciously 
  boards any nearby vessel to gain additional minions.
  
  15
  15
  1. Underwater Passage
  Just to the south of the islet is an underwater tunnel 
  into the coral reef that leads through to Shayonna’s lair. 
  The tunnel is marked with a darker outline on the map; the 
  other lighter areas are simply gaps between the colonies 
  of coral surrounding the islet. The thick coral over the 
  tunnel makes it impossible to spot from above and a steep 
  overhang above the tunnel entrance conceals it from the 
  view of anyone on the island. The passage slopes down 
  from a depth of 5 feet at the northern end to 25 feet at 
  the southern end where it opens out into area 3. Scattered 
  sunlight filters in during the day, providing dim illumina-
  tion; at night, the tunnel is in darkness. The Large-sized 
  merrows need to squeeze through this tunnel which slows 
  them significantly.
  2. Coral Flensing Trap (CR 3)
  Shayonna has placed a warding trap on this area. When 
  a creature of Small size or larger, other than Shayonna or 
  a merrow, passes through this area, a torrent of water at-
  tempts to slam the creature into the razor sharp corals that 
  line the passage. This trap automatically resets and can 
  trigger once per round.
  Coral Flensing Trap  
  CR 3
  XP 600
  Type magic; Perception DC 26; Disable Device DC 26
  Effects
  Trigger location (alarm); Reset automatic
  Effect spell effect (hydraulic push [CL 4th], CMB +7 bull 
  rush into razor-sharp coral, Atk +10 melee, 1d3+1 
  piercing damage plus 1 bleed)
  3. Urchin Cluster (CR 4)
  The coralline tunnel opens out into an underwater 
  clearing. Multicolored corals grow in profusion all around 
  this open area, but there are gaps in coral branches over-
  head, allowing more light through from above (giving this 
  area the same illumination level as above the waves) and 
  providing Medium or smaller creatures with a way up to 
  the surface. The area is 10 feet high and the seafloor is 25 
  feet below the surface.
  The passage to the south narrows to a small shaft that 
  leads up to the outside of the reef. It requires DC 20 Escape 
  Artist checks for Small- or Medium-sized creatures to 
  squeeze along this shaft, larger creatures can’t fit at all, and 
  smaller creatures can move through without restriction.
  Creatures: While there are tiny fish swimming among 
  the coral and aquatic plant life, the main danger here is a 
  large number of predatory sea urchins. These spiny marine 
  creatures are under Shayonna’s sway and don’t attack her 
  or her merrows, but hungrily surge over intruders.
  Ravenous Urchin Swarm  
  CR 2
  XP 600
  Pathfinder Adventure Path #56
  N Tiny vermin (aquatic, swarm)
  Init +1; Senses darkvision 60 ft., scent; Perception +1
  Defense
  AC 15, touch 13, flat-footed 14 (+1 Dex, +2 natural, +2 
  size)
  hp 18 (4d8)
  Fort +4, Ref +2, Will +2 
  Immune mind-affecting effects; Resist cold 5
  Offense
  Speed 10 ft., swim 20 ft.
  Melee swarm +6 (2d6 plus poison)
  Space 10 ft.; Reach 0 ft.
  Special Attacks distraction (DC 14), jet, underfoot
  Statistics
  Str 1, Dex 13, Con 10, Int —, Wis 13, Cha 9
  Base Atk +3; CMB +2; CMD 7 (can’t be tripped)
  Feats Weapon Finesse
  Skills Acrobatics +9, Swim +3
  SQ amphibious
  Special Abilities
  Jet (Ex) While underwater, a ravenous urchin swarm 
  can jet as a full-round action at a speed of 70 feet. It 
  must move in a straight line, but does not provoke 
  attacks of opportunity while jetting.
  Poison (Ex) Swarm—injury; save Fort DC 12; frequen-
  cy 1/round for 6 rounds; effect 1d2 Dex and reduce 
  movement speed by 10 feet (to a minimum of 5 
  feet); cure 1 save. The venom of ravenous urchin 
  swarms stiffens muscles and locks joints into painful 
  
  1616
  
  17
  17
  configurations. The save DC is Constitution-based.
  Underfoot (Ex) Each time a creature moves through 
  a space occupied by a ravenous urchin swarm or 
  starts its movement in such a space, it runs the 
  risk of a ravenous urchin moving underfoot. The 
  creature must succeed at a DC 13 Reflex save or 
  take 1 point of damage plus poison. Additionally, 
  the affected creature’s movement speed is reduced 
  by half because its foot is wounded. This move-
  ment penalty lasts for 24 hours, until the creature 
  is successfully treated with a DC 15 Heal check, or 
  until it receives at least 1 point of magical healing. 
  A charging or running creature must immediately 
  stop if it steps on a ravenous urchin. Any creature 
  moving at half its speed or slower can pick its way 
  through a tidal pool of ravenous urchins (but not a 
  ravenous urchin swarm) with no trouble. The save 
  DC is Constitution-based.
  Hunter Urchins (2) 
  CR 1
  XP 400 each
  Pathfinder Adventure Path #37
  N Medium vermin (aquatic)
  Init –4; Senses all-around vision, low-light vision, 
  scent, tremorsense 30 ft.; Perception +4
  Defense
  AC 12, touch 6, flat-footed 
  12 (–4 Dex, +6 natural)
  hp 13 each (2d8+4)
  Fort +5, Ref –4, Will +0 
  Defensive Abilities stability; Im-
  mune mind-affecting effects
  Offense
  Speed 15 ft.
  Melee tongue +3 (1d3+3 plus pull)
  Space 5 ft.; Reach 5 ft.; 20 ft. with tongue
  Special Attacks spines (+3, 1d4+2 plus poison), pull 
  (tongue, 5 feet)
  Statistics
  Str 15, Dex 3, Con 14, Int —, Wis 11, Cha 2
  Base Atk +1; CMB +3; CMD 9 (17 vs. bull rush or 
  trip)
  Skills Perception +4
  SQ amphibious
  Special Abilities
  All-Around Vision (Ex) All giant sea urchins can see in 
  all directions. They gain a +4 racial bonus on Per-
  ception checks and cannot be flanked.
  Poison (Ex) Hunter urchin venom causes intense pain 
  that staggers those who suffer its effects, but does 
  not actually inflict ability damage. The save DC is 
  Constitution-based. Spines—injury; save Fort DC 
  13; frequency 1/round for 6 rounds; effect stag-
  gered for 1 round; cure 1 save.
  Spines (Ex) A hunter urchin’s spines can swivel to face 
  any approaching creature. Any creature that attacks 
  a hunter urchin with an unarmed strike or a natural 
  attack, or any Medium or smaller creature that at-
  tacks with a one-handed weapon or light weapon, 
  is automatically 
  attacked by the 
  hunter urchin’s 
  spines as an im-
  
  18 18
  mediate action. If the spines hit, they can poison 
  the target as well.
  Stability (Ex) All giant sea urchins receive a +8 bonus 
  to CMD when resisting a bull rush or trip attempt.
  4. Sea Hag’s Grotto (CR 6)
  A carpet of pale bones litters the seabed in this grotto of dead 
  skeletal coral. Sharp spikes of lifeless coral jut from the walls and 
  opposite the entrance, glistening pearls rest in several large sea-
  shells. Curtains of lifeless blackened seaweed hang from the walls.
  The thick coral blocks any light from the surface leaving 
  the area in darkness.
  Creature: This dark grotto is the lair of Shayonna the 
  Gaunt. Her merrow minions have likely already alerted her 
  to the approach of the PCs’ ship. Shayonna lurks here, pa-
  tiently waiting for the PCs to bring her the slaves she needs 
  to complete her foul ministrations.
  If she retreats here to her grotto after a fight on shore, 
  she animates her claw of the briny depths and attempts to 
  heal her wounds with her wand of cure light wounds by ac-
  tivating it using her Use Magic Device skill. If she hears the 
  PCs approaching, she attempts to use a wand of summon 
  monster II she stores here to summon a fiendish octopus 
  by activating the wand with her Use Magic Device skill. 
  Shayonna the Gaunt 
  CR 5/MR 2
  XP 1,600
  Mythic female sea hag (Mythic Monsters: Sea Mon-
  sters, Legendary Games)
  CE Medium monstrous humanoid (aquatic, mythic)
  Init +3; Senses darkvision 60 ft.; Perception +6
  Aura horrific appearance (60 ft., DC 15)
  Defense
  AC 18, touch 13, flat-footed 15 (+3 Dex, +5 natural)
  hp 58 (4d10+36)
  Fort +5, Ref +7, Will +5
  SR 16
  Offense
  Speed 30 ft., swim 40 ft.
  Melee 2 claws +8 (1d6+4) or +1 returning harpoon +9 
  (1d8+7/x3)
  Ranged +1 returning harpoon +8 (1d8+5/x3)
  Special Attacks evil eye, hexed harpoonMA, mythic 
  power (4/day, surge 1d6), salt wifeMA
  Spell-Like Abilities (CL 4th; concentration +7)
  1/day—aqueous orb (DC 16), control water, old salt’s 
  curse (DC 18), water breathing
  Tactics
  Before Combat If aware of the PCs’ presence nearby, 
  Shayonna repeatedly attempts to active her wand 
  of mage armor with her Use Magic Device skill. She 
  has an 8 in 9 chance of being able to successfully 
  activate it before she rolls a natural 1 on her skill 
  check (not included in her statistics). 
  During Combat Shayonna starts by revealing her 
  horrific appearance and using her misfortune hex. 
  She also cackles using her cackling hag’s blouse to 
  extend the hex’s duration. Shayonna focuses her 
  attacks on one PC, hurling her returning harpoon to 
  lower that PC’s saving throws and repeatedly using 
  her evil eye ability to knock that PC unconscious for 
  later transformation into a merrow. Shayonna uses 
  aqueous orb to keep strong looking melee combat-
  ants away from her. She uses her mythic power to 
  increase her saving throws again the PCs’ spells or 
  to resolve attacks with her harpoon as touch at-
  Description
  Construction
  Description
  Construction
  
  19
  19
  tacks. If her death is imminent, Shayonna reserves 
  one use of her mythic power to cast old salt’s curse 
  on the PC who strikes the killing blow against her.
  Morale If fighting on the islet, Shayonna retreats into 
  the coral tunnel if she is being overwhelmed or 
  when reduced below 30 hit points. In her grotto, 
  however, she makes a final stand and fights to the 
  death.
  Statistics
  Str 19, Dex 16, Con 18, Int 12, Wis 13, Cha 17
  Base Atk +4; CMB +8; CMD 21
  Feats Die Hard, Endurance, Extra Mythic PowerMF
  Skills Bluff +7, Intimidate +12, Perception +8, Stealth 
  +8, Swim +17, Use Magic Device +7
  Languages Common, Giant
  SQ amphibious, water witchMA
  Combat Gear claw of the briny depths, wand of cure 
  light wounds (9 charges), wand of mage armor (15 
  charges); Other Gear mwk harpoon, cackling hag’s 
  blouseUE
  Special Abilities
  Hexed Harpoon (Su) A mythic sea hag carries a two-
  tined harpoon of dripping bone, coral, and rusted 
  metal, with a trailing rope of braided kelp. She can 
  wield this weapon proficiently, and in her hands it 
  functions as a +1 returning harpoon. In addition, 
  any creature she strikes with the hexed harpoon is 
  stricken with doubt and ill luck, causing the target 
  to take a −2 penalty to one of the following (hag’s 
  choice): AC, ability checks, attack rolls, saving 
  throws, or skill checks. This is a mind-affecting curse 
  effect that lasts for 4 rounds; a DC 15 Will save 
  reduces the duration to 1 round. The weapon has 
  no magical properties and gains the fragile weapon 
  quality in the hands of others. A creature carrying 
  a hexed harpoon for more than 1 round must save 
  be afflicted with a −2 penalty to all of the categories 
  listed above for as long as the hexed harpoon is car-
  ried and for 24 hours thereafter. A mythic sea hag 
  can expend one use of her mythic power to resolve 
  attacks with her hexed harpoon as melee touch or 
  ranged touch attacks until the end of her next turn. 
  If her hexed harpoon is lost or destroyed, she can 
  make another in a ritual requiring 8 hours.
  Evil Eye (Su) Three times per day, a sea hag can cast 
  her dire gaze upon any single creature within 30 
  feet. The target must succeed on a DC 15 Will save 
  or be staggered as strange nebulous distress and 
  a gnawing sense of impending doom plagues the 
  victim. If a sea hag uses her evil eye on someone al-
  ready afflicted by this curse, the victim must make a 
  DC 15 Fortitude save or be overwhelmed with fright 
  and collapse into a comatose state for 3 days. Each 
  day that passes, the comatose victim must make 
  a DC 15 Fortitude save or perish (see the salt wife 
  ability). The evil eye is a mind-affecting fear effect. 
  
  2020
  The save DCs are Charisma-based.
  Evil Eye Curse: Gaze—failed save; save Fortitude or 
  Will DC 15; frequency 1/day; effect staggered (or 
  fall comatose if already under the effects of the evil 
  eye).
  Horrific Appearance (Su) The sight of a sea hag is so 
  revolting that anyone within 60 feet (other than 
  another hag) who sets eyes upon one must succeed 
  on a DC 15 Fortitude save or instantly be weakened, 
  taking 1d6 points of Strength damage. Creatures 
  that are affected by this power or that success-
  fully save against it cannot be affected again by the 
  same hag’s horrific appearance for 24 hours. This 
  is a mind-affecting effect. The save DC is Charisma-
  based.
  Salt Wife (Su) A mythic sea hag gains the charm, 
  disguise, and misfortune hexes of a 4th-level witch. 
  If she renders a victim comatose with her evil eye, 
  that creature gains the amphibious special quality. 
  She then drags the victim below the waves, and 
  each day that passes the creature must succeed 
  at a DC 15 Fortitude save or be transformed into a 
  freshwater merrow (this is true even if the trans-
  formation occurs in salt water; use the freshwater 
  merrow statistics regardless) rather than perish-
  ing. This merrow regards the mythic sea hag as its 
  beloved mistress. She gains a +10 bonus on Bluff 
  checks when interacting with her merrow servants, 
  and they in turn become immune to her horrific ap-
  pearance. This transformation cannot be dispelled 
  but can be reversed with remove curse, requiring 
  a DC 19 caster level check. The DC of this check 
  increases by 1 each day, becoming permanent after 
  seven days have passed.
  Water Witch (Sp) A mythic sea hag gains aqueous orb, 
  control water, old salt’s curse, and water breathing 
  as spell-like abilities and may use each once per 
  day. If a mythic sea hag is killed, she can expend 
  one use of her mythic power as an immediate ac-
  tion to cast old salt’s curse upon her killer, even if 
  she had already used that ability that day. If she has 
  no mythic power remaining or if she was already 
  unable to take actions prior to being slain, she can-
  not use this ability.
  Treasure: A coral wand of summon monster II (6 
  charges) rests on a niche in the southwest alcove. 
  The piles of silvery pearls are worth 3,200 gp in 
  total.
  Conclusion
  Once the PCs have dealt with the Tamarind and Shayon-
  na the Gaunt in one way or another, and likely gained a rich 
  prize of pearls, they are free to continue raiding the sea 
  lanes. If the PCs still have the Tamarind’s cargo of slaves, 
  they need to decide what to do with them. If Shayonna 
  the Gaunt survives, PCs may encounter her again, perhaps 
  as the captain of a ship of her own crewed by a horde of 
  monstrous merrows.
  
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a  © 2000, Wizards of the Coast, Inc.
  Islands of Plunder: Spices and Flesh © 2014, Legendary Games; Author Matt 
  Goodall.  
  System Reference Document. © 2000, Wizards of the Coast, Inc.; Authors Jonathan 
  Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave 
  Arneson.
  The Hypertext d20 SRD. © 2004, Jans W Carton.
  Mythic Monsters: Sea Monsters © 2014, Legendary Games; Authors Jason Nelson 
  and Alistair Rigg.  
  Pathfinder Roleplaying Game Advanced Player's Guide. © 2010, Paizo Publish-
  ing, LLC; Author: Jason Bulmahn, James Jacobs, Steve Kenson, Hal Maclean, 
  Rob McCreary, Erik Mona, Jason Nelson, Stephen Radney-MacFarland, Sean K 
  Reynolds, F. Wesley Schneider, James L. Sutter, Owen Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Bestiary. © 2009, Paizo Publishing, LLC; Author: 
  Jason Bulmahn, Brian Cortijo, Adam Daigle, Mike Ferguson, Joshua J. Frost, James 
  Jacobs, Rob McCreary, Erik Mona, Sean K Reynolds, F. Wesley Schneider, Lisa 
  Stevens, James L. Sutter, and Greg A. Vaughan. 
  Pathfinder Roleplaying Game Bestiary 2. © 2010, Paizo Publishing, LLC; Author: 
  Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, 
  Joshua J. Frost, Tim Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal 
  Maclean, Martin Mason, Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie, 
  Sean K Reynolds, F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, Russ 
  Taylor, and Greg A. Vaughan. 
  Pathfinder Roleplaying Game Bestiary 3. © 2011, Paizo Publishing, LLC; Author: 
  Jason Bulmahn, Jesse Benner, Adam Daigle, James Jacobs, Michael Kenway, Rob 
  McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and 
  Russ Taylor.
  Pathfinder Roleplaying Game Bestiary 4. © 2013, Paizo Publishing, LLC; Authors: 
  Dennis Baker, Jesse Benner, Savannah Broadway, Ross Byers, Adam Daigle, Tim 
  Hitchcock, Tracy Hurley, James Jacobs, Matt James, Rob McCreary, Jason Nelson, 
  Tom Phillips, Stephen Radney-MacFarland, Sean K Reynolds, F. Wesley Schneider, 
  Tork Shaw, and Russ Taylor.
  Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; 
  Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and 
  Skip Williams.
  Pathfinder Campaign Setting: Inner Sea Bestiary. © 2012, Paizo  Publishing, 
  LLC; Author: Jim Groves, James Jacobs, Rob McCreary, Erik Mona, Jason Nelson, 
  Patrick Renie, F. Wesley Schneider, James L. Sutter, Russ Taylor, and Greg A. 
  Vaughan.
  Pathfinder Chronicles: Cities of Golarion. Copyright 2009, Paizo Publishing, LLC; 
  Authors: Joshua J. Frost, Tim Hitchcock, Jonathan Keith, Rob McCreary, Jason 
  Nelson, and Jeff Quick.
  Pathfinder Roleplaying Game Ultimate Combat © 2011, Paizo Publishing, LLC; 
  Lead Designer: Jason Bulmahn; Designers: Dennis Baker, Jesse Benner, Benjamin 
  Bruck, Brian J. Cortijo, Jim Groves, Tim Hitchcock, Richard A. Hunt, Colin 
  McComb, Jason Nelson, Tom Phillips, Patrick Renie, Sean K Reynolds, and Russ 
  Taylor.
  Pathfinder Roleplaying Game Ultimate Magic © 2011, Paizo Publishing, LLC; 
  Lead Designer: Jason Bulmahn; Designers: Tim Hitchcock, Colin McComb, Rob 
  McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen 
  K.C. Stephens, and Russ Taylor. 
  
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SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Legendary Games/Pirate/Islands of Plunder - Spices and Flesh.pdf