TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of Wizards of the 
  Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit www.wizards.com/d20 
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can sanction and run DUNGEONS & 
  DRAGONS game events of all sizes, visit our website at www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAWK, Living Greyhawk, D&D Rewards, RPGA, Player’s Handbook, Dungeon Master’s Guide, and Monster 
  Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is protected under the copyright laws of the United 
  States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written 
  permission of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely 
  coincidental. © 2005 Wizards of the Coast, Inc. 
  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
   
   
  COR7-06 
   
   
   
   
   
   
   
  Drowning by Numbers 
   
  A One-Round Dungeons & Dragons® Living 
  Greyhawk™  
  Core Adventure 
  Version 2 
   
  by Luke Pitcher 
  Circle Reviewer: Creighton Broadhurst 
  Reviewer: Chris Chesher 
  Playtesters: Ben Allen, Nickey Barnard, Mark Booth, Laura Campbell, Rich Griffin, Xan Ophis 
   
   
  In the Ahlissan town of Jalpa, a young noblewoman needs your help. Her betrothed is missing. His friends are… 
  indisposed. And whatever is happening, someone (or something) seems intent on making a song and dance about it. A 
  one-round Core adventure set in the United Kingdom of Ahlissa for characters level 8-15 (APLs 10-16). 
   
  Resources for this adventure [and the authors of those works] include CORS4-03 Castle Greyhawk [Jason Bulmahn and 
  David Christ], Complete Adventurer [Jesse Decker], Complete Arcane [Richard Baker], Complete Divine [David Noonan], 
  Complete Warrior [Andy Collins, David Noonan, and Ed Stark], Fiend Folio [Eric Cagle, Jesse Decker, James Jacobs, Erik 
  Mona, Matthew Sernett, Chris Thomasson, and James Wyatt], COR3-19 Folly [The Head Brothers], Greyhawk’s Circle of 
  Eight [Erik Mona and Gary Holian], Howl from the North [Dale “Slade” Henson], Ivid the Undying [Carl Sargent], and Spell 
  Compendium [Matthew Sernett, Jeff Grub, and Mike McArtor].
  
  COR7-06 Drowning by Numbers 
   
  Page 1 
  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. Sidebars contain important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Full information on NPCs 
  and monsters are given in Appendix 1. For your 
  convenience, that appendix 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).  
   
   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 
  this adventure in 2008, check the current version of the 
  LGCS and follow any updated rules presented within.  
  
  COR7-06 Drowning by Numbers 
   
  Page 2 
   
  TIME UNITS AND UPKEEP 
  This is a standard one-round Core adventure, set in the 
  United Kingdom of Ahlissa. All characters pay 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 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 avoid the above-described penalties by 
  living off the wild. If the character possesses four or more 
  ranks in Survival and succeeds on a DC 20 Survival 
  check, he heals temporary ability damage as if he had 
  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). PCs may Take 10 on this roll. 
   
  Chapters 1 and 5 of the LGCS present more 
  information about lifestyle and upkeep. 
   
  PREPARATION FOR PLAY 
  Because this adventure deals tangentially with Zagyg, 
  check if any of the characters has the Disciple of Zagyg or 
  True Disciple of Zagyg AR items from CORS4-03 Castle 
  Greyhawk. (This is relevant in Encounter 7). 
   
  Additionally, it is possible that Virthina recognizes a 
  few of the characters when she meets them in Encounter 
  2 (anyone with the Favor or House Torquann from ESA6-
  04 Gift of the Tempest or NMR6-05 Gift of the Tempest.) 
  She greats such characters effusively. 
   
  NEW RULE ITEMS 
  Core adventures often utilize new rules items –including 
  new classes, prestige classes, races, feats, spells, and 
  equipment (including magic items) – that do not appear 
  in any of the three core D&D books (Player’s Handbook, 
  Dungeon Master’s Guide, or Monster Manual). The full write-
  up of any featured feats, spells, or equipment appears in 
  Appendix 2. Information on featured classes, prestige 
  classes, and races appears in the relevant creature’s stat 
  block. This adventure includes all the information 
  required to run these characters. The DM should double-
  check that he fully understands any new rule items 
  presented in this adventure before play begins. 
   
  ADVENTURE BACKGROUND 
  Over the last decade and a half, few adventuring 
  companies have equaled the success of the Company of 
  Grace. The band composed: Serrenen Brax, warrior and 
  son of a Delaric noble house; Quenerel, an olven 
  sorceress from the Grandwood; the Almorian wizard 
  Bronden Taren; and Taren’s compatriot, the priest 
  Gerrand of Atroa.  
   
  Adversity knitted the Company of Grace together; 
  prosperity and time have begun to pull it apart. Serrenen 
  Brax decided to settle down. He won the heart of 
  Virthina of Torquann, an Ahlissan noblewoman. Bronden 
  Taren turned to research; his work won him praise, and 
  even brought him to the great Otto’s attention. Only 
  Quenerel and Gerrand retained their wanderlust. 
   
  Recently, an opportunity came for Serrenen and 
  Bronden to work together again. Investigating the 
  relationship between magic and music under the 
  auspices of Otto, Bronden stumbled across references to 
  the Book of Numbers. Created by Zagig Yragerne, the Book 
  of Number embodied, in Zagig’s own words, “a 
  demonstration most trenchant and pertinacious of the 
  fundamental identity between the art of music (that 
  entertains the world) and the art magic (that changes it)”. 
  This was a surprising claim, since the Book of Numbers is 
  entirely blank. 
   
  Most saw the Book as proof of Zagig’s insanity. 
  Bronden was not so sure. He conjectured that if placed in 
  the right context, the Book of Numbers might unlock its 
  mysteries. The wizard had just the place in mind: the 
  Polyphonium, in the Ahlissan city of Jalpa. The following 
  description of the Polyphonium is taken from Ivid the 
  Undying: “with its nested scalloped ceiling and roof 
  structures, and bizarre cross-beamed internal structure 
  (allegedly designed to allow perfect sound), the place 
  looks bewildering. Some claim that metamagical 
  operations and illusions using sound distortions can be 
  most beneficially practiced and performed here…” 
   
  Bronden, therefore, persuaded the current custodian 
  of the Book, the Zagygite contemplative Entropimus 
  (familiar to some PCs from COR3-19 Folly), to let him use 
  it for his experiment. Serrenen had it transported to Jalpa, 
  and obtain the permissions necessary to access the 
  Polyphonium. The experiment was an astonishing 
  success. Placed at the focal point of the Polyphonium, the 
  Book of Numbers released melodies that rippled the world.  
   
  The two friends dispatched messengers so that their 
  friends could join in their success: Bronden to Quenerel 
  and Gerrand, Serrenen to Virthina. Bronden asked his 
  fellow adventurers to come to the Polyphonium, but 
  Serrenen told Virthina only to meet him at a particular 
  inn in Jalpa. He wished the success to be a glorious 
  surprise. 
   
  The activation of an artifact, however, had attracted 
  attention. Delglath, the animus-lord of Rinloru, detected 
  the Book and dispatched a minion, the vampire harpy Ka’ 
  Reek, to obtain it. Ka’ Reek arrived at the Polyphonium, 
  and attacked Bronden and Serrenen. They fought back, 
  but the Book’s influence had grown wanton, and all of 
  Bronden’s spells went awry. The harpy imprisoned them, 
  but decided to play with the device herself rather than 
  return to Delglath immediately, and began to experiment 
  with the Book. Its zone of influence gradually expanded. 
   
  Two days later, Quenerel and Gerrand arrived at the 
  Polyphonium. On the very threshold of the building, the 
  Book’s influence removed Gerrand’s ability to understand 
  
  COR7-06 Drowning by Numbers 
   
  Page 3 
  any language but music. Unable to speak, comprehend 
  normal speech, or cast spells, the priest was powerless. 
  Against his mute promptings, the headstrong Quenerel 
  headed into the Polyphonium alone, where she 
  confronted Ka’ Reek, but fell prey to the Book’s insidious 
  harmonies. 
   
  As the adventure begins, Ka’ Reek is comfortably 
  established in the Polyphonium and Serrenen and 
  Bronden are her unconscious captives. In an outer 
  chamber, the magic of the Book compels Quenerel in an 
  unending dance. Gerrand, functionally helpless, has 
  retreated to Bronden’s rented lodgings to formulate a 
  plan. Virthina has arrived in Jalpa, only to find that 
  Serrenen has disappeared. She is wandering in search of 
  heroes to help work out what is going on. Perhaps it is 
  her lucky night… 
   
  ADVENTURE SUMMARY 
  Introduction: Overture. The PCs’ presence in town is 
  explained. Once this is explained, the action moves to 
  Encounter 1. 
   
  Encounter 1: The Statutory Duel. Late at night, 
  the PCs notice that there is music in the air. It grows 
  more threatening the closer they get to a particular alley. 
  Almost immediately, harassed thugs issue forth from the 
  alley. They demand the PCs’ possessions, and attack when 
  the PCs decline. If a fight takes place, however, the music 
  bends it in unusual ways. Once the fight or negotiation 
  ends, the action moves to Encounter 2. 
   
  Encounter 2: The Lass That Loved A Sailor. A 
  young Ahlissan noblewoman, Virthina of Torquann, 
  approaches the party. She explains that her betrothed, the 
  Delaric nobleman Serrenen Brax, was supposed to meet 
  her at a Jalpan inn earlier that day, but failed to show up. 
  She would much appreciate it if some capable individuals 
  would help her find him. 
   
  Virthina thinks that Serrenen had some sort of 
  surprise planned for her. She also knows where he and 
  Bronden had rented lodgings. She suggests that the hunt 
  could start there. If they follow this advice, the action 
  moves to Encounter 3.  
   
  Encounter 3: The Flowers of Progress. The PCs 
  inspect the lodgings. Bronden’s belongings include 
  various materials related to the Book of Numbers. PCs who 
  make the necessary Knowledge checks can deduce that 
  Bronden was experimenting with some sort of Zagygite 
  item that blurred the boundaries between music and 
  magic. Once the PCs have had time to digest what they 
  have learned, the distraught Gerrand appears on the door-
  step. The action then moves to Encounter 4.   
   
  Encounter 4: The Slave of Duty. Gerrand can now 
  only understand or communicate in music. He has 
  managed to prepare a song to sing to anyone he thinks 
  can help him. (Player Handout 3 replicates these lyrics 
  but the DM can sing it if he wants).  
   
  Gerrand knows other important material, from 
  earlier conversations with Bronden. However, he can 
  only communicate this if a PC can “talk” to him through 
  Perform (sing) checks or by initiating telepathic contact. 
  At the very least, however, the PCs know that the 
  Polyphonium is the place to go. Once they investigate the 
  Polyphonium, the action moves to Encounter 5. 
   
  Encounter 5: Castle Adamant. The PCs reach the 
  Polyphonium. PCs with the appropriate skills can pick up 
  further clues about what they face. Once they come to the 
  foyer of the main auditorium, they find Quenerel. The 
  action then moves to Encounter 6. 
   
  Encounter 6: The Witch’s Curse. In a chamber 
  before the main auditorium, the PCs discover an olven 
  woman, trapped in a seemingly endless dance. Unable to 
  speak, she frantically indicates to the most athletic-
  seeming PC as if asking him/her to take over. If a PC 
  takes over the dance and makes the requisite Perform 
  (dance) or Tumble checks, or if the PCs use their own 
  music to counter this enchantment, the woman can be 
  freed. If not, her final drops of Wisdom drain away as 
  they watch, and she is transformed into a creature of feral 
  movement, that attacks the PCs. 
   
  If the elf is saved, she explains that she is Quenerel. 
  Quenerel glimpsed Ka’ Reek before the music took her 
  over, so she can give the PCs an idea of what they will be 
  facing. Once the PCs decide to confront what awaits 
  them in the auditorium, the action moves to Encounter 7. 
   
  Encounter 7: The Peer and the Peri. Ka’ Reek is in 
  the central chamber of the Polyphonium, laying plans for 
  further mayhem with her two minions. They attack 
  intruders fiercely. Whatever the outcome, the action 
  moves to Encounter 8 when the fight is over. 
   
  Encounter 8: The Merryman and His Maid. If Ka’ 
  Reek bests the PCs, she succeeds in mastering some 
  elements of the Book’s power. She teleports away to 
  pastures new, taking the book and her captives with her. 
  The PCs, if any survive, now have the problem that the 
  music which has entered their blood remains there, and 
  is turning sour. All PCs receive the Curse of Ka’ Reek AR 
  item if this occurs. 
   
  If the PCs succeed, however, Serrenen is reunited 
  with Virthina and his comrades. The PCs have won the 
  gratitude of a number of influential people, who may 
  assist them in future – and also the favor of Zagyg 
  himself. All PCs receive the Da Capo, Rubato AR item if 
  this occurs. The Book of Numbers, freed from Ka’ Reek’s 
  influence, teleports back to Entropimus in Greyhawk. The 
  adventure ends. 
   
  INTRODUCTION: OVERTURE 
  For the adventure to begin, it is necessary to explain the 
  presence of the PCs in the Ahlissan city of Jalpa.  
   
   
  �Jalpa (large city): Conventional; AL LE; 40,000 
  gp; Population 25,000; Mixed (Human 79%, Halfling 9%, 
  Elf 5%, Dwarf 2%, Gnome 2%, Half-elf 1%, Half-orc 1%, 
  Orc 1%).  
   
  Authority Figure: Prince Farland of Darmen (LE 
  human male aristocrat 13).  
   
  
  COR7-06 Drowning by Numbers 
   
  Page 4 
  The easiest way to explain the presence of the PCs in 
  Jalpa is to do so is in terms of mercenary work, or a 
  diplomatic mission of some kind, as follows: 
  • 
  Jalpa is a melting-pot for information, sellswords, 
  potential employers, and patrons. It also boasts more 
  inns and taverns (750 in total) than any other city in 
  the Flanaess. If the PCs are looking for work in the 
  lands of the former Great Kingdom, this is the place 
  to find it. 
  • 
  On the other hand, it may be that characters at this 
  level have larger concerns. Jalpa’s ruler, Prince 
  Farland of Darmen, is Overking Xavener’s uncle. 
  Those who seek influence with the Nightingale 
  Throne often petition Farland to intercede on their 
  behalf. The PCs may be attached to such an embassy. 
  As the adventure opens, Farland and his retinue are 
  attending upon his nephew in Kalstrand for a few 
  days, leaving the PCs at something of a loose end. 
   
  In any event, the PCs have been out on the town, and 
  have fallen in with a number of like-minded individuals 
  similarly at a loose end (the other PCs, if they were 
  previously unacquainted). While at the inns, they can 
  find out the latest gossip. Have all the PCs make Gather 
  Information checks. Anyone who makes a DC 15 Gather 
  Information check hears one of the following stories, 
  with an additional one for every 5 points by which the 
  check exceeds DC 15. 
  • 
  A group of necromancers fled to Jalpa from Rauxes 
  just before it fell. After a decade of quiet, they are 
  again active. Their weapons include a golden 
  skeleton that animates whenever Luna is full, which 
  can kill with its gaze alone! (DM’s note: versions of 
  this story have been around for a decade. Whether it 
  is true or not is anyone’s guess. Nervous PCs may 
  note that Luna is not full on the night on which this 
  adventure takes place.) 
  • 
  Something strange has been happening in Jalpa over 
  the last day or two. People say that they keep hearing 
  odd, faint sounds in the distance, or coming across 
  people in places where they should not have been 
  without any idea of how they got there. No one 
  knows what this means. (DM’s note: this is the 
  influence of the Book of Numbers spilling out into 
  Jalpa. The outbreaks have been few and far between 
  up to now.) 
  • 
  Ships are disappearing on the Solnor Ocean and 
  Aerdi Sea. At first there was nothing special about it, 
  except for the somewhat unusual high number and 
  reports trickling in from as far north as Ratik and the 
  Sea Barons. There have been no survivors up until 
  recently. When found, the only known survivor, was 
  completely insane. He was heard babbling that the 
  Treasure Fleet has returned from the bottom of the 
  sea to reclaim all its treasure stolen only a couple of 
  years ago by the United Kingdom of Ahlissa. (This 
  relates to CORS5-01 The Jungle of Lost Ships). 
  • 
  The Overking summoned Farland because he is 
  concerned at the instability of the region. Strychan 
  of Dustbridge, once independent, will likely declare 
  fealty to Grenell of the North Kingdom shortly. 
  Bullywugs threaten Sunndi; something is stirring in 
  the Headlands of Onnwal; and Delglath the animus-
  priest sends undead from his corpse-city of Rinloru 
  to bring him items of power. (DM’s note: all of this is 
  more or less accurate, but only Delglath is relevant to 
  this adventure.) 
   
  Whatever the success of these checks, the adventure 
  opens with the PCs going back to their lodgings together 
  through the streets of Jalpa after a night of revelry, on the 
  night of Planting 7, CY 597. The hour is midnight. At this 
  point, Encounter 1 begins. 
   
   
  1: THE STATUTORY DUEL 
  This encounter begins as the PCs return to their lodgings 
  together through Jalpa at about midnight, on the night of 
  Planting 7, CY 597. Read or paraphrase the following: 
   
  You are walking back to your lodgings, after a night 
  of carousing. At midnight, the streets of Jalpa see 
  little traffic. Yet for the last minute or so there has 
  been music in the air - literally, “in the air”. No 
  instrument or performer is visible.  
   
  This would be strange enough, but the other 
  thing about the music is that its character has just 
  changed. Previously bright and upbeat, it has 
  slowed, deepened, and entered a minor key. Its tone 
  is now distinctly sinister.  
   
  Give the PCs a round to ponder this and take actions. If 
  they move forward, they note that the music gets more 
  sinister. If they pull back, it gets chirpier again.  
   
  After this round, start to read or paraphrase the 
  following. PCs can interrupt this boxed text with action at 
  any point they desire (which makes it unlikely that Jerzel 
  will finish his speech). If the PCs attack, roll for initiative 
  normally; there is no surprise round. 
   
  Three figures step out of an alley about fifty feet 
  ahead of you. One is a big man in full plate armor, 
  with symbols of a fist holding six red arrows on 
  chains around his neck. He carries a heavy flail. The 
  second is a leaner man in chainmail with a rapier 
  and a kukri in his hands. The third is a dog, 
  slathering at the second man’s heels. The man in 
  plate speaks: 
   
  “The Herald take this. If all was as it should be, 
  now is when we would be jumping out, taking you 
  by surprise, and running you through. But since this 
  confounded MUSIC-” he gestures irritably at the air 
  “-lets even an arrant halfwit know that something is 
  amiss, that’s not about to work. So we’ll make it easy. 
  Give us your money -now- or we will kill you all 
  slowly, 
  painfully, 
  and, 
  no 
  doubt, 
  to 
  the 
  accompaniment of swooning bloody violins.”   
   
  
  COR7-06 Drowning by Numbers 
   
  Page 5 
  A DC 15 Knowledge (religion) check identifies the first 
  man’s symbols as those of Hextor, LE Oeridian 
  Intermediate God of War, Conflict, Massacres, Discord, 
  Fitness, and Tyranny. The two men are Jerzel, a priest of 
  Hextor, and Faneen, his ranger associate. The dog is Ix, 
  Faneen’s animal companion. The fourth member of their 
  group, a halfling wizard and rogue named Trebban, is still 
  in the alley.  
   
  The three are all originally from the North Kingdom. 
  They belong to a heretical faction of the church of Hextor 
  known as the Servants of the Six. This faction holds that 
  the most important conflict for their faith is not (as most 
  Hextorites think) Hextor against Heironeous, but Hextor 
  against Erythnul. The Servants of the Six see the 
  traditions of warfare Hextor represents as antithetical to 
  the screaming bloodlust and rage of Erythnul. This means 
  that they regard Overking Grenell’s reliance on his 
  “Angry Army” of orcs with contempt, and so are outlawed 
  in the North Kingdom. Most have been reduced to 
  brigandage in foreign lands. Having their profitable 
  attempts to ambush passersby repeatedly thwarted 
  tonight by the music in the air is the last straw.  
   
  Development: Talking the Servants of the Six out of 
  their stance is possible. Jerzel’s attitude must be adjusted 
  from hostile to friendly. This requires a DC 40 Diplomacy 
  check made as a full-round action. The DC includes a +5 
  circumstance modifier for his current aggravation and a -
  10 penalty for trying to stave off combat (PH 72). 
  Otherwise, he tires of talking and attacks. If the PCs start 
  combat, the Servants of the Six fight back, regardless of 
  any attempts at diplomacy. If the PCs negotiate their way 
  out of this, skip down to “Talking to the Servants of the 
  Six” below. If not, battle is joined: 
   
  APL 10 (EL 10) 
   
  �Jerzel: male human cleric 7; hp 42; Appendix 1.  
   
  �Faneen: male human ranger 7; hp 57; Appendix 1. 
   
  �Trebban: male halfling wizard 5/rogue 1/assassin 
  1; hp 29; Appendix 1. 
   
  �Ix: advanced riding dog; hp 33; Appendix 1. 
   
  APL 12 (EL 12) 
   
  �Jerzel: male human cleric 9); hp 53; Appendix 1.  
   
  �Faneen: male human ranger 9; hp 71; Appendix 1. 
   
  �Trebban: male halfling wizard 5/rogue 1/assassin 
  1/arcane trickster 2; hp 38; Appendix 1. 
   
  �Ix: advanced riding dog; hp 33; Appendix 1. 
   
  APL 14 (EL 14) 
   
  �Jerzel: male human cleric 11; hp 64; Appendix 1.  
   
  �Faneen: male human ranger 11; hp 84; Appendix 
  1. 
   
  �Trebban: male halfling wizard 5/rogue 1/assassin 
  1/arcane trickster 4; hp 46; Appendix 1. 
   
  �Ix: advanced riding dog; hp 33; Appendix 1. 
   
  APL 16 (EL 16) 
   
  �Jerzel: male human cleric 13; hp 74; Appendix 1.  
   
  �Faneen: male human ranger 13; hp 97; Appendix 
  1. 
   
  �Trebban: male halfling wizard 5/rogue 1/assassin 
  1/arcane trickster 6; hp 52; Appendix 1. 
   
  �Ix: advanced riding dog; hp 54; Appendix 1. 
   
  Tactics: At all APLs, Faneen and Ix close to melee as 
  quickly as possible. Jerzel likewise casts buffs and wades 
  into melee if at all possible, but he is ready to vary his 
  attacks with range spells if possible. Trebban tries to snipe 
  with his ranged touch spells, sneak attacking wherever he 
  can. 
   
  However, as combat breaks out, something odd 
  happens. 
   
  LET’S MISBEHAVE… 
  As the two sides square up, the music in the air, which 
  died down during Jerzel’s declaration, returns at full 
  volume. Now it seems as if the music is not just in the air, 
  it is in the world. As the PCs attack, they find themselves 
  moving and reacting in ways that would be bizarre in a 
  normal fight: spinning, flourishing, and leaping around, 
  The Servants of the Six seem likewise affected. 
   
  This “dance-fight” comes from magic bubbling out 
  into Jalpa from the Book of Numbers. It cannot be dispelled 
  or resisted by any means. Its game mechanic effects are as 
  follows, and apply to PCs and NPCs alike for this 
  encounter: 
  • 
  Characters now apply their Charisma modifiers as a 
  bonus (or penalty) to all attack rolls. Characters with 
  at least 5 ranks in Perform (dance) can ignore this 
  effect, but do not have to do so. This is due to the 
  magical effect resonating from the Book of Numbers 
  artifact.  
  • 
  Members of the dervish prestige class (Complete 
  Warrior) can activate their “dervish dance” class 
  feature for free. 
  • 
  At the start of their turn each round, characters may 
  (but do not have to) attempt a DC 35 Perform (dance) 
  or Tumble check as a free action. If this check is 
  successful, the character gains the benefits of the 
  Cleave and Whirlwind Attack feats for one round, 
  even if he does not meet the prerequisites. If the 
  check fails by 5 or more, the character falls prone. 
  This is an effect from the Book of Numbers. 
  • 
  Characters casting spells during this combat notice 
  that magic has become much more showy, with lots 
  of twinkling lights. This looks pretty, but has no 
  game effect. 
  • 
  Note, that the stat blocks of Jerzel and his 
  companions do not include any of the above 
  modifications. 
   
  These effects end when the fight does. The music itself, 
  however, does not: see below.  
   
  
  COR7-06 Drowning by Numbers 
   
  Page 6 
  Treasure: Refer to the treasure section of this adventure 
  to determine what the PCs find here. 
   
  TALKING TO THE SERVANTS OF THE SIX 
  PCs may try to question their would-be assailants. If 
  Jerzel was talked out of attacking, he supplies this 
  information amiably. If the PCs have taken one or more 
  of the Servants alive, getting this information takes 
  Intimidate checks or magical compulsion. 
  • 
  Summarize the information about the Servants of 
  the Six from earlier in this encounter. 
  • 
  The music has been wrecking their attempts to 
  ambush people all night. Every time anyone came 
  near the alley, it got sinister and scared them away. 
  This never happened before tonight. 
  • 
  Earlier this evening, Jerzel even used a hoarded 
  scroll of divination to ask “why is this music 
  happening?” He received the response: “a bird not a 
  bird from a throat long dry/ sings a song not a 
  song for her prince of bone/ with a book not a 
  book from the days gone by/ to conduct a 
  concerto of wail and moan”. The Servants did not 
  find this illuminating.  
    
   If the PCs part with the Servants on cordial terms (for 
  example, without fighting), they all receive the Favor of 
  the Servants of the Six AR item at the end of the adventure. 
  Characters resolving this situation without violence still 
  receive the full XP award for this encounter. 
   
  Although the music in the air has died away 
  somewhat, it does not go away entirely (and it remains as 
  well if the fight is averted). From this point onwards, the 
  PCs endure quiet “mood music” on the verge of their 
  hearing appropriate to whatever they are doing. Do not 
  over-stress this (the idea is to madden the PCs, not the 
  players), but try to remind the players of its enduring 
  presence. Whatever the outcome here, when matters 
  with the muggers have been completed, the action moves 
  to Encounter 2. 
   
  Development: During any fighting or stand-offs in this 
  encounter a small crowd gathers to watch. Once of those 
  watching events is Virthina (see Encounter 2 for more 
  details). 
   
  2: THE LASS THAT LOVED A 
  SAILOR 
  The PCs come to this encounter when they have finished 
  with Encounter 1. The commotion of the music attracts a 
  small crowd. If possible, the DM should start having 
  onlookers appear on the battle-mat (at a safe distance) 
  while the combat (or negotiation) is still in progress. 
  These people hang back politely at first, but come 
  forward once the PCs are finished. Read or paraphrase the 
  following: 
   
  A young woman, dressed as a noble, steps forward 
  from the throng. She addresses you in quiet but 
  authoritative terms. In the background, the texture 
  of the unseen orchestration thins to a single 
  plaintive oboe, which she ignores: 
   
  “Good evening, sirs. My name is Virthina of 
  Torquann. I have urgent need for individuals of such 
  manifest skill and dispatch as I see before me. Might 
  I crave your attention for a moment?” 
   
  This young woman is, as she has said, Virthina of 
  Torquann. 
   
  �Virthina of Torquann: female human aristocrat 
  4, LN. 
   
  Virthina is an Oeridian woman in her late twenties. She 
  stands a slightly built five foot one inch tall. She is the 
  youngest daughter of Lord Vengast, a minor noble of the 
  Aerdy House of Torquann with holdings close to Jalpa. A 
  small, quiet, and rather plain girl, her parents thought her 
  a matrimonial liability, until Serrenen Brax met and fell 
  in love with her. She is thus now more confident and self-
  assured than once she was, but remnants of her original 
  shyness remain. 
   
  It is possible that Virthina recognizes a few of the 
  characters (anyone with the Favor or House Torquann 
  from ESA6-04 Gift of the Tempest or NMR6-05 Gift of the 
  Tempest.) She greats such characters effusively. 
   
  Virthina is accompanied by two bodyguards (Tenrel 
  and Flert, both LN human male warrior 3) and a maid 
  (Hentra, LN human female expert 2). These stay near her 
  most of the time, but do not speak unless spoken to. 
   
  VIRTHINA’S TALE 
  If the PCs speak to her, Virthina tells them the following: 
  • 
  Her name is Virthina of Torquann, and she is an 
  Ahlissan noblewoman. 
  • 
  She needs help because her betrothed, the Delaric 
  nobleman Serrenen Brax, is missing. He was 
  supposed to meet her in an inn in Jalpa, The Sorcerer, 
  at noon today. Virthina came from her family’s estate 
  outside Jalpa to meet him, but Serrenen did not show 
  up. She desperately wants to know where he is. 
  • 
  Virthina knows her distress may seem an 
  overreaction. However, there are two additional 
  factors. In the first place, Serrenen had explicitly 
  summoned her to Jalpa by letter for this meeting. In 
  the second, Serrenen is never, ever, late for anything. 
  Reliability (he once told her) was vital to an 
  adventuring career like his own former one. “If I am 
  ever late,” he told Virthina once, “I am either 
  captive or dead”. He intended that as a joke, but 
  now Virthina is terribly worried. 
  • 
  After waiting at the inn for hours, Virthina went to 
  the lodgings that Serrenen was sharing with his 
  wizard friend, Bronden, while they stayed in Jalpa. 
  Serrenen had mentioned the location of these 
  
  COR7-06 Drowning by Numbers 
   
  Page 7 
  lodgings in his letter. The owner had not seen either 
  man for two days. 
  • 
  After going back to the inn to ask around 
  (fruitlessly), Virthina is heading back to Serrenen’s 
  lodgings. She hopes to find some clues. Perhaps 
  individuals with insight into how an ex-adventurer 
  thinks would have more luck? Virthina would 
  welcome any contribution that the PCs could make. 
  • 
  Virthina is insistent that, if the PCs are willing to 
  help her, they should all head to the lodgings right 
  now. She apologizes for the unsociable hour, but she 
  believes that Serrenen may be in immediate peril. 
  Moreover, anything that powerful adventurers like 
  her beloved and his friend Bronden could not handle 
  might be an imminent threat to the whole city. 
  • 
  Virthina cannot pay the PCs for their time, but she is 
  the scion of a powerful House of Aerdy. The favor of 
  House Torquann is potent in the lands of the former 
  Great Kingdom. 
   
  All of the foregoing is true. Virthina and her retinue are 
  exactly what they claim, as any magical check confirms. 
   
  Development: If the PCs are willing to help Virthina, 
  they may choose to accompany her to Serrenen’s 
  lodgings. In this case, the action moves immediately to 
  Encounter 3. However, questioning can reveal more from 
  Virthina, as can Knowledge checks and spells. Of course, 
  PCs may choose to use any of these options in the course 
  of Encounters 3 and 4 as well, in which case refer to the 
  information here. 
   
  QUESTIONING VIRTHINA 
  Virthina has more information.  
   
  Q: Can you show us the letter Serrenen sent 
  you? Virthina can. Indeed, she hands it over to the PCs 
  gladly. It is in Common, and is Player Handout 1. 
  Q: Can you tell us a bit more about Serrenen or 
  Bronden? 
  What 
  do 
  you 
  know 
  about 
  their 
  adventuring career? Virthina knows the following on 
  these topics: 
  • 
  Serrenen Brax is the youngest son of a nobleman in 
  Delaric. 
  • 
  Gifted with martial prowess (trumpets blare in the 
  unseen orchestra) and, thanks to his elder brothers, 
  somewhat surplus to family requirements in his 
  youth (much like Virthina herself – hence some of 
  the attraction), he took to life as an adventurer, 
  forming a band called the Company of Grace.  
  • 
  Other members of the Company of Grace included 
  the Almorian wizard Bronden Taren, and another 
  Almorian, a priest of Atroa called Gerrand. Virthina 
  has never met Bronden, although Serrenen always 
  speaks very warmly of him, but Gerrand came to visit 
  once and he impressed Virthina as a quiet but kindly 
  man. 
  • 
  The Company of Grace had at least one other 
  member, but Serrenen did not talk much about him 
  and Virthina has not met him. (DM’s note: the 
  mistake over Quenerel’s gender is not sinister. 
  Virthina does not know that the other member of 
  the Company of Grace was female. Serrenen skirted 
  around the topic of Quenerel when talking to 
  Virthina about his past. The reasons for this omission 
  are explained in Encounter 6.) 
  • 
  The Company of Grace was very successful. As time 
  passed, however, Serrenen wanted to return to the 
  life of a Delaric noble. His family has cross-fostering 
  links with Virthina’s going back generations. Thus, 
  something over a year ago, Serrenen and Virthina 
  met again for the first time since they were children, 
  and fell in love. They have been betrothed for several 
  months. (The unseen music swells and swoons with 
  rich violins at this point. Virthina blushes and stops 
  talking). 
   
  Apart from answering these queries, Virthina does not 
  know much more that can help. She has no idea why this 
  music and its effects have appeared. Indeed, she is 
  curious about it herself (“umm… do ALL fights that 
  adventurers have involve those twists and flourishes 
  and, well, dancing? Serrenen never mentioned any of 
  that to me…”.) More generally, she is quietly inquisitive 
  about adventuring, since she wants to know what made 
  her future husband. As long as she is around, she asks the 
  PCs intelligent but naïve questions about their 
  professional practices: “Why do you always look at a 
  door for two minutes before opening it?” or suchlike. 
   
  PC KNOWLEDGE 
  PCs are likely to be curious at this point on two topics: 
  Serrenen and his associates; and the music.  
   
  Serrenen Brax and the Company of Grace 
  This topic requires a bardic knowledge or Knowledge 
  (local: Core) check. Those making a DC also know all the 
  information from the easier DCs as well. 
  • 
  DC 25 Serrenen Brax was the leader of adventuring 
  group called the Company of Grace. They were 
  active in the Cairn Hills from 580 CY until a couple 
  of years ago, becoming wealthy and quite powerful.  
  • 
  DC 30 The Company of Grace consisted of: the 
  warrior Serrenen Brax from Delaric (its leader); a 
  priest of Atroa named Gerrand from Almor as was; 
  the wizard Bronden Taren, another Almorian; and an 
  olve sorceress from the Grandwood called Quenerel. 
  • 
  DC 35 The Company effectively disbanded a couple 
  of years back. All remain on good terms with each 
  other, however. Brax returned to Delaric; Quenerel 
  and Gerrand went on adventuring with other 
  companies; and Taren retired to do magical research 
  – possibly for the Circle of Eight itself. 
   
  
  COR7-06 Drowning by Numbers 
   
  Page 8 
  The Music 
  This requires a Knowledge (arcana) or Spellcraft check. 
  Those making a DC also know all the information from 
  the easier DC as well. 
  • 
  DC 15 Whatever is causing the music, it is very 
  powerful. Magic that can produce an irresistible 
  effect with that sort of area or duration is hard to 
  come by. 
  • 
  DC 24 No commonly known spell or effect can 
  account for what the music has done, although it 
  most resembles an intensified and deviant version of 
  Otto’s Irresistible Dance. Since it seems to be capable of 
  rewriting the laws of reality in a given area, it is most 
  likely power on the level of an artifact or deity. 
   
  PCs’ Spells 
  PCs may also use magic to find out more. The following 
  summarizes the effects of the most likely options: 
   
  Commune/contact other plane: These both work 
  normally. 
   
  Discern location: this reveals that Serrenen is in the 
  Polyphonium. PCs who cast it may well be tempted to 
  head for the Polyphonium at once. This is not a problem, 
  but since they cannot teleport into the Polyphonium itself 
  right now (see below), they most probably have to head 
  through the streets. In this case, omit Encounter 3 
  entirely, and run Encounter 4 outside the Polyphonium 
  with the necessary adjustments. 
   
  Divination: casting this spell to ask a question about 
  the whereabouts of Serrenen Brax or the character of the 
  strange music yields the same response received by the 
  frustrated Jerzel (since the powers know that they are 
  fundamentally the same question): 
   
  “A bird not a bird from a throat long dry/ sings a 
  song not a song for her prince of bone/ with a book 
  not a book from the days gone by/ to conduct a 
  concerto of wail and moan” 
   
  (Greater) Scrying: Virthina can lend the PCs a personal 
  possession of Serrenen’s (his letter to her, for example), 
  should anyone think to ask her. Use the base Will save 
  for a fighter of a level equal to the APL (since the levels of 
  the Company of Grace go up according to the APL). At 
  APL 10 his save modifier is +3, at APL 12s and 14 it is +4, 
  and at APL 16 it is +5. 
   
  If Serrenen fails, the spell gives a vision of a 
  powerfully built Oeridian man in his mid thirties, lying 
  tied up and unconscious in a confined space. The only 
  light comes through cracks in the ceiling, which is only 
  three feet high. The ceiling seems to be made of wooden 
  planks of some kind. Beside the big man lies a smaller, 
  older man with a beard, also Oeridian, who is likewise 
  bound and unconscious, and an elderly male gnome 
  similarly tied. Virthina, if the big man is described to her 
  or she can see the vision, can identify him as Serrenen. 
  She does not recognize the smaller man or the gnome.  
   
  Teleport: No form of extra-dimensional travel can 
  currently be used to penetrate the Polyphonium from 
  outside. Such spells function normally once a caster is 
  inside the building (or as normally as the wild magic zone 
  allows). 
   
  If the PCs follow Virthina to Serrenen’s lodgings, proceed 
  to Encounter 3. If they head straight for the 
  Polyphonium, go to Encounter 4. Virthina insists on 
  accompanying them if they do this. 
   
  3: FLOWERS OF PROGRESS 
  The PCs reach this encounter if they accompany Virthina 
  to the lodgings of both Serrenen and Bronden at the end 
  of Encounter 2. As Serrenen’s letter said, it stands at the 
  end of the Street of Sickle-Makers. This is a mile from the 
  spot of the attempted ambush through the streets of Jalpa. 
  On the way, Virthina continues her polite questioning of 
  the PCs. In the background, the music continues to wax 
  and ebb. 
   
  The proprietor of the lodgings, Chesel Tar (N male 
  human commoner 2), is a curmudgeon who does not like 
  nocturnal visitors, but he does thaw a little when he sees 
  Virthina, whom he recognizes from earlier in the day. If 
  anyone thinks to interrogate him, a DC 20 Diplomacy 
  check coaxes the following out of him: 
  • 
  Serrenen and Bronden have being staying in his 
  rooms for more than a month. They were good 
  tenants, paid well in advance, and are paid up until 
  the end of the week. 
  • 
  Every day, the two of them headed out early in the 
  morning. They always came back late at night. 
  Chesel does not know where they went. 
  • 
  From about two and a half weeks ago, the two of 
  them seemed very happy whenever Chesel saw 
  them. “Flushed with success”, is the way he puts it. 
  • 
  The two of them set out as usual in the morning two 
  days ago, and have not yet returned.  
   
  Chesel agrees to let Virthina and the PCs inspect the 
  rooms without demurral. 
   
  SERRENEN’S ROOM 
  This contains little to interest the PCs. There are several 
  changes of good quality clothing in the wardrobe. Brax 
  and Bronden have been spending so much time at the 
  Polyphonium that they moved most of their equipment 
  there. 
   
  BRONDEN’S ROOM 
  At first glance, this seems much the same as Serrenen’s. A 
  DC 20 Search check, however, finds three pieces of paper 
  trapped behind a drawer. These are as follows: 
  • 
  A piece of parchment covered with intersecting 
  lines, geometrical shapes, and marginal calculations. 
  • 
  A scrap of parchment with several jotted notes on it, 
  written in Draconic. (Player Handout 2. Only give 
  this out if the PCs have some way to read it; Virthina, 
  her retinue, and Chesel do not speak the language.) 
  
  COR7-06 Drowning by Numbers 
   
  Page 9 
  • 
  A letter, written in Common, in a shaky hand 
  different from that of the other parchment. Each 
  letter of the text is printed in a different colored ink 
  (Player Handout 3).  
   
  Development: Each of the three pieces of parchment 
  can contribute in its own way to the puzzle. Each, 
  however, requires different skills to interpret. 
   
  A: The Geometric Diagram 
  • 
  A DC 20 Decipher Script or DC 25 Knowledge 
  (arcana) check deduces that the first parchment is a 
  diagram of a room with unusual properties, into 
  which a particular object has been placed. The 
  calculations seem to relate to the amount of power 
  released by the object at different points in the room. 
  The conclusion seems to be that power is only 
  released when the object is placed at exactly the right 
  spot in the room. If it is moved anywhere else in the 
  room, the effects stops. 
  • 
  A DC 35 Decipher Script check enables the PC to 
  calculate exactly where in the room the object would 
  have to be placed to have its effect. Knowledge 
  (arcana) checks, however high, are insufficient to 
  deduce this. A PC who makes this check 
  automatically sees through the “dummy artifact” in 
  Encounter 7. 
   
  Comprehend languages has no effect on this parchment. 
  Members of the geometer prestige class (Complete Arcane) 
  add their geometer class level as a competence bonus to 
  the checks above. 
   
  B: The Notes in Draconic 
  • 
  A DC 20 Knowledge (religion) check identifies the 
  Horsefeather Gospel as an obscure holy text of Zagyg, 
  CN demigod of Eccentricity, Unpredictability, 
  Humor, and Occult Studies. It is a collection of 
  writings by Zagig Yragerne of Greyhawk. Clerics, 
  favored souls, holy liberators, and pious templars of 
  Zagyg receive a +5 circumstance bonus to this check. 
  • 
  A DC 30 Knowledge (arcana) or bardic knowledge 
  check identifies the Fables of Burdock as an obscure 
  compendium of myths concerning various powerful 
  and unique magic items. 
  • 
  A DC 10 Knowledge (religion) check identifies 
  Heward as the NG hero-god of bards and musicians.  
   
  C: The Multi-Colored letter 
  • 
  A DC 10 Knowledge (arcana or local: Core) or bardic 
  knowledge check identifies Otto as a powerful mage, 
  the creator of several famous spells. He is a member 
  of the Circle of Eight. 
  • 
  A DC 25 Knowledge (arcana or local: Core) or bardic 
  knowledge check adds that Otto originally came 
  from lost Almor, and that he believes magic and 
  music to be linked on some level.  
  • 
  A DC 25 Knowledge (religion or local: Core) or 
  bardic 
  knowledge 
  check 
  identifies 
  “E~” 
  as 
  Entropimus, the mad contemplative who is the high 
  priest of Zagyg in Greyhawk. PCs who have played 
  COR3-19 Folly have met Entropimus, and know this 
  automatically; such characters have also met and 
  recognize Lebarat as a paladin and wizard who is 
  Entropimus’ old friend. 
  • 
  Virthina, Chesel, or any Jalpan native can identify 
  the Polyphonium as one of the most famous 
  structures in Jalpa. Built by an eccentric wizard long 
  ago, one of its chambers is said to be designed to 
  allow perfect sound. 
   
  Eight Songs for a Mad God 
  PCs who know or deduce that the demigod Zagyg and his 
  followers are involved may also make one further 
  Knowledge (arcana or history) or bardic knowledge 
  check. Those making a DC also know all the information 
  from the easier DCs as well. 
  • 
  DC 25 Before there was Zagyg the god there was 
  Zagig Yragerne the man – the mad archmage and 
  mayor of Greyhawk. Many believe that the two are 
  one and the same. 
  • 
  DC 30 Zagig crafted various items that pushed the 
  boundaries of conventional magical theory (and 
  sanity). Many of these seem intended to provide 
  enlightenment by inverting the ordinary or 
  upending the expected. 
  • 
  DC 35 At least one such device was designed to blur 
  the boundaries between music and magic. It is 
  somewhat mysterious, however. Most believe that it 
  did not work. 
  • 
  DC 40 The device is called the Book of Numbers – or, 
  sometimes, just “the Book”. It is said to be a hefty 
  tome, but all its pages are completely blank. 
   
  Once the PCs have finished pondering and seem about to 
  leave, the proceed to Encounter 4. 
   
  4: THE SLAVE OF DUTY 
  The PCs reach this encounter from either Encounter 2 (if 
  they headed straight for the Polyphonium) or when they 
  have 
  finished 
  investigating 
  Bronden’s 
  rooms 
  in 
  Encounter 3. If the PCs went right to the Polyphonium, 
  they find Gerrand outside the building, preparing to head 
  to Serrenen’s rooms for help. If they went to the rooms, 
  Gerrand bursts in on them there. Most of the text in this 
  encounter assumes that it is taking place at the lodgings 
  since this is the more likely scenario. Remember to make 
  appropriate 
  changes 
  if 
  it 
  happens 
  outside 
  the 
  Polyphonium.  
   
  PCs can probably detect Gerrand coming from some 
  distance, as he is not moving quietly to be covert. When 
  he arrives, read or paraphrase the following: 
   
  
  COR7-06 Drowning by Numbers 
   
  Page 10 
  A disheveled man bursts into the room. He is 
  Oeridian, in his mid-forties, with a plump build and 
  graying dark brown hair. Dressed in full plate, he 
  wears two symbols of an air glyph in a heart on a 
  chain around his neck. Hope blossoms on his face as 
  he sees Virthina, who in turn gasps: “Gerrand! What 
  is wrong?” 
   
  The newcomer opens his mouth. The music 
  swells… 
   
  This is indeed Gerrand, former member of the Company 
  of Grace. A DC 15 Knowledge (religion) check identifies 
  his symbols as those of Atroa, NG Oeridian lesser goddess 
  of Spring, the East Wind, and Renewal. 
   
  �Gerrand of The Sad Maiden: male human cleric 
  (Atroa, level=APL), NG. 
   
  Gerrand and Quenerel were in Sunndi trying to aid that 
  beleaguered nation against the invading bullywugs when 
  Bronden’s message reached them, about a week ago. It 
  mentioned where Bronden’s lodgings were in Jalpa, but 
  asked his two old friends to meet him and Serrenen at the 
  Polyphonium today instead. When the two reached the 
  Polyphonium, the music removed Gerrand’s ability to 
  understand any language but music. Unable to speak, 
  comprehend normal speech, or cast spells, the priest was 
  effectively powerless. Against his mute promptings, the 
  headstrong Quenerel headed into the Polyphonium 
  alone. Gerrand waited for her to come out, and 
  desperately tried to evolve a strategy for what to do if she 
  did not return. She did not. 
   
  Gerrand is not naturally musical, but he has spent 
  time laboriously fashioning his recent experiences into a 
  song, which he now sings. This song is the only way he 
  can communicate unaided at present, although he can 
  sing it over and over again. (give the players Player 
  Handout 4). The DM can sing the song but there is no 
  obligation to sing it, however, and the DM should still 
  give the players the handout even if he does. 
   
  Gerrand does have further information that the PCs find 
  useful. However, it is very hard for him to communicate 
  it. The magic behind his affliction cannot be removed or 
  dispelled by any means available to the PCs. Even an anti-
  magic field does not suppress it.  
   
  Trying to circumvent his communication difficulties 
  by conventional or magical means is likewise fruitless, 
  unless the PCs have some means to contact or read 
  Gerrand’s mind directly, without the medium of speech, 
  gesture, or quill and paper. Things that do not work 
  include, but are not limited to: casting comprehend 
  languages or tongues on Gerrand or someone else; trying to 
  get the priest to write things down; and having him draw 
  (or recognize) pictures. Gerrand’s problems are different 
  from simple aphasia: spoken or written words or pictures 
  cannot bear semantic content for him at present unless 
  they have a melodic context. Gerrand is not a musical 
  man, and this is giving him a lot of trouble. 
   
  There are two effective ways to allow Gerrand to 
  communicate what else he knows: 
  • 
  Establishing mind-to-mind contact with Gerrand. 
  Means of achieving this include: the telepathy class 
  feature possessed by members of the mindbender 
  prestige class (Complete Arcane); the telepathy 
  supernatural ability possessed by pseudodragon 
  improved familiars; and the spells brain spider, detect 
  thoughts, probe thoughts, and Rary’s (lesser) telepathic 
  bond (Gerrand voluntarily forgoes his save against 
  any spell that seems to be being cast to help him). 
  • 
  The most effective way to get Gerrand talking is for a 
  musically inclined character to work with him: 
  singing notes for him to follow and gradually 
  coaxing him into putting together new melodies and 
  sentences. Achieving this is a special use of the 
  Perform (sing) skill which takes ten minutes and 
  cannot be retried, as Gerrand gets upset and 
  frustrated if it fails the first time. The PC has to make 
  an APL+5 DC Perform (sing) check for this to work. 
  PC’s can aid another if they sing back-up. (DM’s note: 
  Gerrand’s affliction is more powerful and pernicious 
  at higher APLs. This is not because the Book of 
  Numbers is stronger at higher APLs. Rather, Bronden, 
  like all the other members of the Company of Grace, 
  has a character level tied to the APL, and at higher 
  APLs, he was therefore more successful in unlocking 
  the Book’s potential.) Because this exercise is as much 
  about getting Gerrand to sing as it is about the PCs’ 
  own performance abilities, outcast champions (Races 
  of Destiny) with the teamwork class feature and 
  exemplars (Complete Adventurer) who can use the 
  lend talent class feature on Perform (sing) checks 
  both gain a +4 circumstance bonus to this roll. As an 
  alternative, 
  casting 
  the 
  spell 
  protégé 
  (Spell 
  Compendium 163) on Gerrand automatically makes 
  him musical enough to share what else he knows. 
   
  WHAT ELSE GERRAND KNOWS 
  Gerrand knows the following additional facts. If he is still 
  communicating in song or via two-way telepathic contact, 
  he volunteers all of them. Otherwise, improvise 
  according to the parameters of whatever spell or ability is 
  being used. 
  • 
  Gerrand knows from previous letters that Bronden 
  was doing some research involving an ancient 
  magical item. 
  • 
  Bronden thought that the item would start working 
  if it was placed at the exact focal point of Jalpa’s 
  Polyphonium. If moved anywhere else, all of its 
  effects would stop working immediately.  
  • 
  The item in question is a book, the pages of which 
  are completely blank. 
   
  Refer to Encounter 3 if the PCs want to make Knowledge 
  checks to learn more if they have not already done so.  
   
  Regardless of his further success in communicating, 
  Gerrand mutely tries to impel the PCs to head for the 
  
  COR7-06 Drowning by Numbers 
   
  Page 11 
  Polyphonium now, since he is (correctly) convinced that 
  time is of the essence. Virthina likewise urges them to do 
  so. She says that she will look after Gerrand until they get 
  back. 
    
  Virthina does not think that it is a good idea for 
  Gerrand to accompany PCs into the building itself; in his 
  present state, he is a liability, and she does not want one 
  of Serrenen’s friends being put in danger while in such a 
  weakened state. Gerrand will not enter the Polyphonium 
  unless the PCs use brute force or mind control on him (in 
  which case they forfeit the Favor of Virthina at the end of 
  the adventure). If the PCs do insist thus, use the stats for a 
  cleric of his level from the DMG, except that Gerrand 
  cannot cast spells or turn undead in his current state and 
  has no magical equipment at present. Gerrand blew all his 
  spells trying to cast them in a panic when his curse first 
  manifested. Even if he is released from his affliction, he 
  will not be able to cast again until he has had time to pray.  
   
  Once the PCs decide to make an attempt on the 
  Polyphonium, the action moves to Encounter 5. 
   
  5: CASTLE ADAMANT 
  The PCs reach this encounter as soon as they decide to 
  make an attempt on the Polyphonium. This building can 
  be located by asking Virthina, Chesel, or any Jalpan 
  native. It is a mile from Serrenen’s lodgings, and about a 
  mile and a half from where the Servants of the Six staged 
  their assault. 
   
  On route to their destination, the PCs may notice 
  indications that the influence of the music is increasing: 
  • 
  Small groups of birds are singing. This would not be 
  disturbing, except that most birds do not sing at 
  night, and no birds usually sing six-part fugues.  
  • 
  At one crossroads, a long line of stolid Jalpan citizens 
  trots across the path of the PCs, each holding the 
  waist of the person in front and occasionally 
  rhythmically waving a leg out to one side. The music 
  at this point is jocular and perky. 
  • 
  The PCs pass a group of four people in the street: a 
  handsome young man smirking with his arms 
  around the shoulders of a giggling lady of the night; 
  a distraught young woman sobbing at the sight of the 
  first two together, and an old hunchbacked man, 
  seemingly the girl’s father. The four are all facing off 
  against one another – but they are all singing. 
  Despite their very different attitudes, all that comes 
  across is how beautiful the whole sounds. 
   
  When the PCs reach the Polyphonium itself, their own 
  personal music gets brooding and sinister again. The 
  building is a two-storey stone structure, built according to 
  the austere but beautiful canons of high Aerdy 
  architecture. There is no sign of anyone around, and the 
  great front doors are shut (but not locked). 
   
  If PCs try to run detect spells, they pick up strong 
  magic of an indeterminate school throughout the whole 
  building, and an aura of intermediate abjuration magic in 
  a shell around the edifice’s outer walls. The latter is the 
  focalization of the Book’s power which prevents anyone 
  from entering the building via extra-planar travel means 
  such as dimension door, ethereal jaunt, or teleport (such travel 
  within the building, or from inside the building to a point 
  outside of it, works normally, however). Neither effect 
  can be dispelled or suppressed by any means at the 
  disposal of the PCs. 
   
  INSIDE THE POLYPHONIUM 
  Despite its unique acoustic properties, the Polyphonium 
  is rarely used. The custodian, an elderly and half-deaf 
  gnome called Lollip Thistlethought (N male gnome 
  expert 7) requires authorization from the highest level 
  before he allows anyone access (however, when Ka’ Reek 
  arrived she simply captured him). In the last decade, the 
  Polyphonium has been used rarely, usually for the private 
  entertainment of Prince Farland and his courtiers. 
  Serrenen had to call in several favors to gain its use.  
   
  Muted continual flame effects provide light inside the 
  Polyphonium. Doors and walls have the following 
  properties, unless otherwise stated. Doors are shut, but 
  unlocked, except when the description notes an 
  exception. Most of the chambers in the Polyphonium are 
  presently dusty lumber-rooms, with little in them but 
  moldering stage properties from productions of long ago. 
  Exceptions are as follows: 
   
  A: The Hallway 
  This is all that its name suggests. There is little unusual in 
  it at first glance. However, a DC 10 Search or Survival 
  check notices odd marks of blood and apparent scorching 
  on the floor. A further Survival check by someone with 
  Track determines various characteristics about these 
  marks.  
  • 
  DC 15 The marks are the tracks of a single Medium 
  humanoid, with bare, bleeding feet. The stride 
  pattern is odd, though, and the scorching is hard to 
  interpret. The tracks are less than an hour old. 
  • 
  DC 20 The person who left the tracks was an adult, 
  but very light. The stride pattern suggests someone 
  who was repeatedly jumping around rather than 
  walking in a straight line. 
  • 
  DC 25 A female elf left the tracks. The stride 
  patterns suggest that she was dancing vigorously but 
  getting tired. The only explanation you have for the 
  scorch marks is that the dancer’s feet were –literally- 
  on fire. 
   
  The tracks lead beyond the door at the end of the passage 
  and around the corner into Encounter 6. 
   
  B: Security Check 
  Prominently carved into the top of this archway is the 
  rune for “danger.” A PC making a DC 15 Knowledge 
  (arcana) identifies it as such. Once the rune has been 
  identified, any Search or Disable Device checks made on 
  the archway receive a +5 circumstance modifier. 
  
  COR7-06 Drowning by Numbers 
   
  Page 12 
   
  Anyone who passes through this archway sets off its 
  associated “trap” and is targeted with a dispel magic. The 
  original creator of the Polyphonium installed this 
  security precaution in case visitors brought disruptive 
  spells from outside. Unlike the unique spell effects 
  generated by the Book of Numbers, it can be resisted or 
  disabled normally.  
   
  Because it was not designed as a “trap,” it is easier to 
  find and deactivate than would normally be the case; this 
  is reflected in its CR. 
   
  �Dispel magic trap: CR 3; spell; spell trigger; 
  automatic reset; spell effect (dispel magic [target], caster 
  level 10); Search DC 28; Disable Device DC 28. 
   
  All of the NPCs currently within the Polyphonium know 
  about this “trap.” Most have fallen victim to it. Indeed, 
  Quenerel, after setting it off by accident when she first 
  entered, has been repeatedly dancing through the 
  archway in a doomed attempt to use it to break the magic 
  that forces her to dance (hence the tracks). Clever PCs 
  who are suffering from unwanted spell effects may also 
  use the “trap” in this fashion. 
   
  Once the PCs enter the room marked “6” on the 
  handout, they meet the unfortunate Quenerel (go to 
  Encounter 6). 
   
  6: THE WITCH’S CURSE 
  The PCs reach this Encounter as soon as they enter the 
  room marked “6” on the map of the Polyphonium. When 
  they do so, read or paraphrase the following: 
   
  This room is of lofty proportions: fifty foot square, 
  with a twenty-foot high ceiling. Plush, faded 
  furnishings suggest a foyer or antechamber of some 
  kind. 
   
  In the middle of the room, a woman leaps and 
  spins in time to the music, which here hisses out a 
  frenzied jig. She is an olve. Despite the vigor of her 
  movements, she looks in a bad way. Sweat darkly 
  marks her loose-cut robes and her breath comes in 
  labored gasps. As her bare, bloodied feet drum 
  against the floor, flames leap and arc in their tracks. 
   
  This woman is Quenerel, an elven sorcerer/monk (LG 
  female elf monk 2/ sorcerer [APL-dependant]) and 
  former member of the Company of Grace. She is friends 
  with Gerrand and Bronden, and was once rather more 
  than friends with Serrenen. This is why his report of her 
  to Virthina has been sketchy.  
   
  Quenerel is an accomplished spellcaster, but rather 
  head-strong and impulsive. She bearded the three villains 
  in their lair, only to discover that the inner chamber was 
  now a wild magic zone. Chaotic power from the Book 
  charged the unfortunate Quenerel with its music, which 
  can only be “grounded” by expressing it through dance. 
   
  The monk Quenerel is reasonably athletic, but she 
  lacks the developed skill in coordinated movement to 
  dance her music to its conclusion. Still dancing, she fled 
  the inner chamber, and tried to break the spell by 
  dancing through the dispel magic trap in Encounter 5, to 
  no avail. Now, Quenerel’s strength is spent. Unless the 
  PCs can help her, the frustrated music inside her will 
  shortly convert her into a more conducive form. 
   
  DANSE MACABRE 
  Any PC who looks at her sees that Quenerel is spent. If 
  they want to help her, they need to act quickly. From the 
  point at which this Encounter begins, Quenerel takes 1 
  point of Wisdom drain every three rounds; her starting 
  Wisdom is 10. If her Wisdom reaches 0, she transforms 
  into a hideous creature of feral agility and speed (at which 
  point she can act normally). Roll for initiative normally at 
  this point; there is no surprise round. 
    
  APL 10 (EL 10) 
   
  �Quenerel: female wendigo elf monk 2/ sorcerer 6; 
  hp 55; Appendix 1.  
   
   
  APL 12 (EL 12) 
   
  �Quenerel: female wendigo elf monk 2/ sorcerer 8; 
  hp 59; Appendix 1. 
   
  APL 14 (EL 14) 
   
  �Quenerel: female wendigo elf monk 2/ sorcerer 
  10; hp 70; Appendix 1. 
   
   
  APL 16 (EL 16) 
   
  �Quenerel: female wendigo elf monk 2/ sorcerer 
  12; hp 81; Appendix 1. 
   
  Tactics: Quenerel the wendigo attempts to fly as high 
  above the PCs as possible and blast at them with her ray 
  spells. She singles out apparent spellcasters for spells that 
  effect casting ability. She cannot be reasoned with, and 
  fights, if possible, to the death. Quenerel remains a 
  wendigo if she is killed. 
   
  Treasure: Refer to the Treasure section to determine 
  what the PCs recover from Quenerel’s body.  
   
   
  SAVING QUENEREL 
  Breaking Quenerel’s curse requires meeting the music on 
  its own terms. The power of the Book of Numbers cannot 
  be dispelled or suppressed by any ability at the disposal of 
  the PCs. However, the PCs can buy her a little time if 
  they 
  have 
  certain 
  spells. 
  Sheltered 
  vitality 
  (Spell 
  Compendium 188), for example, temporarily protects her 
  from the Wisdom drain, but does not stop her dancing. 
  Similarly, casting owl’s wisdom or other Wisdom-boosting 
  spells can give her a few more rounds before her Wisdom 
  reaches 0 (but note she loses these bonus Wisdom points 
  at the end of the spell). 
   
  If the PCs free Quenerel from the dance, award them 
  XP as if they had defeated her in combat. There are two 
  ways to free Quenerel: 
   
  
  COR7-06 Drowning by Numbers 
   
  Page 13 
  A: Take It Away 
  Quenerel cannot speak while she is dancing, but as soon 
  as she sees any PC, she incorporates gestures into her 
  dance which unmistakably suggest “take over, please”. 
  Any PC with 5 or more ranks in Perform (dance) or 
  Tumble can see that whatever the dance is, Quenerel 
  cannot seem quite to do it properly: her movements are 
  always just a fraction behind the beat.  
   
  If a PC begins dancing, Quenerel freezes in place 
  (although she still cannot speak). The PC then feels a 
  burning sensation in his own body, impelling him to a 
  demanding dance. The PC must make an APL+5 Perform 
  (dance) or Tumble check as a full-round action. (Once 
  again, Bronden is a more powerful wizard at higher APLs, 
  and was more successful in unleashing the Book’s power). 
  PCs using a Tumble check suffer a –20 circumstance 
  penalty due to the compatibility problems of substituting 
  tumbling for such a complex and demanding dancing. 
   
  Dervishes who spend a use of their dervish dance 
  class feature gain a +4 competence bonus on this check 
  and on any subsequent ones to dance out Quenerel’s 
  curse. If the check fails, the PC takes 1 point of Wisdom 
  damage (not drain) and loses 4 hp from burning magical 
  feedback (no save) but may continue to try to master the 
  music in subsequent rounds. If a PC makes three such 
  checks successfully (not necessarily in successive rounds 
  – and it does not matter if a PC stops to rest or buff in the 
  middle, then resumes) before Quenerel’s Wisdom hits 0, 
  the jig ends with a triumphant flourish and the elf 
  collapses on the ground, exhausted but free from the 
  curse. 
   
  If one PC gives up, another may try. PCs are never 
  compelled to dance, and if their Wisdom hits 0, they fall 
  unconscious, and can be restored normally. A PC who 
  succeeds in dancing the music to its conclusion receives 
  the Danse macabre AR item at the end of the adventure. 
   
  B: Different Strokes 
  As an alternative, a PC bard can match his countersong 
  ability against the music, disrupting its efficacy through 
  an equally potent performance. The bard must be within 
  30 ft. of Quenerel and not under the effect of a silence or 
  similar spell. 
   
  The DC of the Will save that Quenerel must succeed 
  on is APL dependant as the Book of Numbers is more 
  potent from more misuse. The DC for this, by APL, is: 
   
  APL 10: DC 27. 
   
  APL 12: DC 29. 
   
  APL 14: DC 31. 
   
  APL 16: DC 33. 
   
  Because Quenerel is already under the influence of 
  the music, she can only use the result of the bard’s 
  countersong as her saving throw. 
  If 
  the 
  check 
  succeeds, the music ends freeing Quenerel from the 
  dance. 
   
  This option does not give the successful performer 
  the danse macabre AR item. 
   
  Talking to Quenerel 
  If Quenerel is released from the curse, she is exhausted, 
  but coherent. She is effusively grateful. Her first question 
  is whether the PCs have seen her friend Gerrand (whom 
  she describes) and whether he is alright. If the PCs calm 
  her down, however, she volunteers useful information. 
  Play Quenerel as earnest and direct, but not very 
  reflective: 
  • 
  Her name is Quenerel, and she arrived in Jalpa from 
  Sunndi with her friend Gerrand this morning to 
  meet some other old friends of theirs in this very 
  building.  
  • 
  On the threshold, Gerrand was subjected to some 
  powerful magical attack which left him unable to 
  speak or cast spells. All he could do was splutter out 
  notes, and he seemed unable to understand anything 
  Quenerel said. He tried to stop Quenerel going on by 
  herself, but she had to know what was going on and 
  whether her friends were in danger. 
  • 
  In the innermost room of this building, she had an 
  even nastier surprise. Her friends were nowhere to 
  be seen, and the chamber was in the clutches of a 
  foul, odd-looking harpy and a pair of annis hags. The 
  harpy’s skin was dry and desiccated, and its eyes 
  glowed a fearsome red. (DM’s note: Quenerel has 
  never seen a vampire harpy, and is not clear that that 
  Ka’ Reek is undead. If PCs suggest this possibility to 
  her, though, she thinks that it makes sense.) The 
  villains sneered when Quenerel came in. “We are 
  the masters of the music now, little olve,” the 
  harpy squawked, “we beat the measure, and we 
  call the tune, and…” 
  • 
  At this point Quenerel cut the harpy’s speech short 
  by attacking the hags, but something went wrong 
  with her magic. Her first set of magic missiles fired 
  pickled onions at one of the hags, and her second 
  only gave one of them hiccoughs. 
  • 
  Quenerel was just preparing to retreat and regroup 
  when the room swelled with a burst of music and 
  she was compelled to dance She danced back 
  towards the outside to where she had set off a dispel 
  magic trap in the hope that it could neutralize her 
  affliction, but it did not. After that she lost control 
  altogether, and everything becomes a blur of pain, 
  desperation, and fatigue. She sensed, however, that 
  the music as a whole was getting stronger – fast. 
  Unless something is done soon…. Quenerel trails 
  off at this point.  
  • 
  Bronden did not keep Quenerel informed by 
  correspondence of what he was doing, as he did with 
  Gerrand. She knows that he was working on 
  something in the Polyphonium and that he and 
  Serrenen were preparing a big surprise, but she has 
  no idea what it was. 
   
  The backlash from the magic has left Quenerel both 
  exhausted and nauseated, quite apart from any Wisdom 
  drain she may have suffered. These conditions cannot be 
  
  COR7-06 Drowning by Numbers 
   
  Page 14 
  cured by magical means until the Book of Numbers is taken 
  away or liberated. She is too weak to help the PCs in their 
  final encounter, but bids them good fortune. 
   
  Once the PCs decide to brave the inner chamber of 
  the Polyphonium, the action moves to Encounter 7. 
   
  7: THE PEER AND THE PERI 
  The PCs come to this Encounter once they try to enter 
  the inmost chamber of the Polyphonium, the current 
  locale of the Book of Numbers. It is an imposing room, one 
  hundred and fifty feet long, sixty feet wide, and thirty feet 
  high. The last thirty feet of its length is taken up by a 5 ft. 
  high stage. The most important characteristics of the 
  room are: 
  • 
  The music here is astonishingly powerful. As battle 
  commences, it becomes appropriately climactic, with 
  crashing chords and all the resources of the invisible 
  percussion section being brought into play.  
  • 
  In this room, where the power of the Book of Numbers 
  is at its strongest, conventional magic is apt to 
  misbehave unless the caster has had time to attune to 
  the artifact. Thus, this chamber is a wild magic zone. 
  A PC inside the room casting a spell (or one casting 
  into the room from without) must make a level 
  check (DC 15 + the level of the spell or effect) to be 
  successful. If he fails this check, roll on the Wild 
  Magic table in the Appendix 2 to determine the 
  results. Remember, a wild mage of 3rd-level or 
  higher may roll twice in this event and pick the 
  more advantageous result. The spells of the harpy 
  function normally (and the EL of this Encounter is 1 
  higher than normal to reflect this) because she has 
  been able to study the book. 
  • 
  Anyone who made a DC 20 Decipher Script or DC 25 
  Knowledge 
  (arcana) 
  check 
  to 
  interpret 
  the 
  Geometric Diagram in Encounter 3 can see at once 
  that this is the room it represented. Anyone who 
  made a DC 35 Decipher Script check to interpret it 
  can determine the exact location of the focus point, 
  and so of Bronden’s item, automatically. This is the 
  spot currently occupied by the Book of Numbers, of 
  course. 
  • 
  The presence of an artifact crafted by the Mad 
  Archmage empowers his Chosen Ones. Inside this 
  room, anyone with the Disciple of Zagyg or True 
  Disciple of Zagyg AR items from CORS4-03 Castle 
  Greyhawk gains a +1 sacred bonus to all attack rolls, 
  skill checks, and saving throws. 
   
  A: THE STAGE 
  The stage is set with the props and backdrop for an opera. 
  The backdrop depicts a snowy wasteland, while the stage 
  space is strewn with three axes, a spear, two swords (one 
  greatsword, one bastard sword), a great drinking horn, a 
  large leather-bound book, a horned helmet, and a 
  bearskin. 
   
  A DC 20 Knowledge (history or local: Core) or bardic 
  knowledge check reveals that the stage is set for a 
  performance of the opera Howl from the North, a richly 
  orchestrated piece which tells of the quest to reunite the 
  legendary Five Blades of Corusk and free the god Vatun 
  from his prison. 
   
  What the check does NOT reveal by itself (although 
  smart PCs may well be able to figure it out) is that there is 
  something incongruous about the stage properties lying 
  on the stage. The saga of the Blades has no place for a 
  book. In fact, Ka’ Reek hastily erected the set to conceal 
  the true focal point and the source of the power that is 
  fueling all of this. Namely… 
   
  B: THE BOOK OF NUMBERS 
  The Book lies open on the stage, camouflaged amongst 
  other stage properties. It is a handsome, leather-bound 
  tome, unremarkable in appearance, but completely blank. 
  It radiates overwhelming magic of an indeterminate 
  school. 
   
  The Book of Numbers is a major artifact. It is totally 
  invulnerable to anything that any PC or NPC in this 
  adventure can throw at it. Note that this durability can be 
  a clue to the tome’s true nature, if spellcasters are reckless 
  with area effect spells around it and it emerges unscathed.  
   
  However, if anyone moves the Book from its current 
  position at the exact focus of the Polyphonium, which 
  takes as little effort as it would to move any other book of 
  its size, the following effects immediately occur: 
  • 
  The music resolves itself into one final, soul-shaking 
  chord, and stops. 
  • 
  The room’s wild magic traits are replaced with 
  normal magic traits. 
  • 
  (True) Disciples of Zagyg lose the sacred bonuses above. 
  • 
  Gerrand regains the power to understand language 
  (although he gains a resonant singing voice he did 
  not have before) and the ability to cast spells (but he 
  has none memorized). 
  • 
  Quenerel, if dancing or a wendigo, is freed from 
  either condition, although she is still dead if the PCs 
  killed her. 
  • 
  All other manifestations of the Book’s magic in Jalpa 
  cease immediately. 
  • 
  Ka’ Reek and her minions are all deafened (no saving 
  throw). The two annis hags are also fatigued (magical 
  backlash; no saving throw). 
  • 
  The Book itself disappears, teleporting back to 
  Entropimus in Greyhawk. 
   
  Although Ka’ Reek has had a little success bending the 
  Book to her will, she is unable to use it to unleash any 
  specific magical effect on the PCs in this Encounter. PCs 
  cannot harness its magic to their own ends either. 
   
  
  COR7-06 Drowning by Numbers 
   
  Page 15 
  C: THE GLOWING HARP 
  At this point, a six-foot tall harp has been placed in front 
  of the stage. The harp glows with an eerie purple light. It 
  radiates faint evocation magic. 
   
  The harp is actually just a masterwork instrument 
  from one of the Polyphonium’s storerooms, with a variant 
  light cantrip cast on it. Ka’ Reek was aware that she might 
  have to deal with intruders who knew that artifact-level 
  magic was at work, so she decided to have a dummy 
  artifact to hand to divert attention from the Book. The 
  hags stand protectively in front of the harp wherever 
  possible, so as to facilitate the ruse. 
   
  KA’ REEK, GREETHA, AND KREL 
  These three are servants of Delglath, the animus-priest of 
  Nerull who is the ruler of the city of Rinloru. Delglath 
  detected the activation of the Book of Numbers, and 
  dispatched his servants to obtain it, determine its 
  properties, and return it to him. Ka’ Reek has enjoyed 
  playing with the Book, but is now almost ready to return 
  to Rinloru, and has worked out how to use the Book’s 
  power to unleash an enhanced Aria of Everywhere (seeker of 
  the song— Complete Arcana) and teleport back there.  
   
  Ka’ Reek and her minions are not prepared to 
  negotiate and attack anyone who enters without mercy. If 
  the PCs are going to stop the madness and save Serrenen, 
  they have to do so by force of arms.  
   
  APL 10 (EL 13) 
   
  �Ka’ Reek: female vampire harpy bard 6; hp 90; 
  Appendix 1.  
   
  �Greetha: female annis hag barbarian 3; hp 124; 
  Appendix 1. 
   
  �Krel: female annis hag barbarian 3; hp 124; 
  Appendix 1. 
   
   
  APL 12 (EL 15) 
   
  �Ka’ Reek: female vampire harpy bard 8; hp 100; 
  Appendix 1.  
   
  �Greetha: female annis hag barbarian 5; hp 152; 
  Appendix 1. 
   
  �Krel: female annis hag barbarian 5; hp 152; 
  Appendix 1. 
   
  APL 14 (EL 17) 
   
  �Ka’ Reek: female vampire harpy bard 10; hp 114; 
  Appendix 1.  
   
  �Greetha: female annis hag barbarian 7; hp 175; 
  Appendix 1. 
   
  �Krel: female annis hag barbarian 7; hp 175; 
  Appendix 1. 
   
   
  APL 16 (EL 19) 
   
  �Ka’ Reek: female vampire harpy bard 12; hp 127; 
  Appendix 1.  
   
  �Greetha: female annis hag barbarian 9; hp 202; 
  Appendix 1. 
   
  �Krel: female annis hag barbarian 9; hp 202; 
  Appendix 1. 
   
  Tactics: The annis hags favor melee where possible. Ka’ 
  Reek tries to fly out of reach, using bardic and spell buffs 
  on the hags. After that, she uses her offensive spells 
  against the party from a distance. Ka’ Reek’s cronies are 
  not immune to her Captivating Song ability, so she avoids 
  using it unless there is a clear tactical advantage to be 
  gained. 
   
  Treasure: Ka’ Reek has already dispatched the 
  possessions of Serenen and Bronden (including the 
  latter’s spellbook) back to Rinloru. However, she and her 
  associates still have some loot to interest adventurers. 
  Refer to the Treasure section to determine what the PCs 
  recover from their bodies. 
   
  If the villains are taken captive, they remain silent about 
  their mission, unless magic or successful Intimidate 
  checks are used. In this case, they admit that Delglath, 
  the animus-prince of Rinloru, had them teleported to Jalpa 
  to investigate the artifact whose awakening he had 
  sensed. Ka’ Reek, however, was so entranced with her 
  new toy that she could not resist the urge to play with it 
  for a while before returning it to Rinloru. 
   
  When the battle and interrogation (if any) are over, 
  the action moves to Encounter 8. 
   
  8: THE MERRYMAN AND HIS 
  MAID 
  The PCs reach this encounter after their battle with Ka’ 
  Reek and her minions (which likely ends very well, or 
  very badly). 
   
  1. HARPY TRIUMPHANT 
  If Ka’ Reek beats the PCs, or forces them to flee in such a 
  fashion that she has ten minutes or more before they 
  return, she manages to unleash the Book’s power in an 
  enhanced Aria of Everywhere (seeker of the song— Complete 
  Arcana), which teleports the harpy, the hags, all their 
  treasure, and their three captives (see below) back to 
  Rinloru. If the PCs retreated, warn them that the music is 
  becoming more threatening again as the moment of 
  departure approaches. 
   
  If Ka’ Reek escapes, what is left of the music in Jalpa 
  curdles and turns sour before (eventually) disappearing. 
  Tempers are frayed in the town for months to come; 
  Virthina is heart-broken; Quenerel and Gerrand stay 
  cursed; and the PCs feel bitter music in their veins for 
  some time. All the PCs receive the Curse of Ka’ Reek AR 
  item. Virthina does, however, present each of the PCs 
  with a small emerald (worth 125 gp) for their time and 
  trouble.  
   
  
  COR7-06 Drowning by Numbers 
   
  Page 16 
  2. THE BIG FINISH 
  If the PCs prevail, however, they quickly discover (no 
  skill check required) the semi-conscious bodies of 
  Serrenen Brax, Bronden Taren, and Lollip Thistlethought 
  the Curator stowed beneath a trapdoor in the stage, along 
  with a filthy nest that serves as Ka’ Reek’s “coffin”: 
   
  �Serrenen 
  Brax: 
  LG 
  male 
  human 
  fighter 
  (level=APL). 
   
  �Bronden Taren: LN male human wizard 
  (level=APL). 
   
  �Lollip Thistlethought: N male gnome expert 7. 
   
  Serrenen Brax 
  Serrenen Brax is a big, muscular Oeridian man in his 
  mid-thirties, with dark hair and a moustache. Despite the 
  trying circumstances, he is unfailingly polite and urbane. 
  He thanks the PCs warmly and hopes that he will be able 
  to repay them.  
   
  If asked, Serrenen can confirm that Bronden was 
  attempting to unlock the power of the Zagygite artifact 
  known as The Book of Numbers, and that he helped by 
  using his contacts to access the Polyphonium. After some 
  experimentation, they succeeded in releasing the Book’s 
  potential and calling forth melodies that rearranged 
  reality itself. Just after they sent off letters to Virthina, 
  Gerrand, and Quenerel confirming their success, 
  however, the Polyphonium was invaded by the undead 
  harpy and her cronies.  
   
  Bronden’s spells went awry when he tried to defend 
  them, and they, along with the curator, were taken 
  prisoner. Serrenen knows that Ka’ Reek was sent by 
  Delglath of Rinloru to find the thing of power whose 
  reawakening he had sensed. The harpy was vain, 
  garrulous, and spent a great deal of time preening over 
  her possible promotion. 
   
  Bronden Taren 
  Bronden Taren is a small bearded Oerid of about fifty 
  with grey hair. He is laconic and dry of speech, and 
  seemingly rather embarrassed at what the Book has 
  unleashed. If the Book is still at the focal point when he is 
  released, he immediately goes and moves it, with the 
  results described in the previous encounter. Bronden is 
  now convinced that it is safer to leave the artifact’s power 
  to slumber back in Greyhawk under the custody of 
  Entropimus.  
   
  Lollip Thistlethought 
  Lollip is a wizened gnome. The curator is half-deaf, bad-
  tempered, and understandably furious about being 
  imprisoned. He wants everyone off the premises as soon 
  as possible. 
   
  CONCLUSION 
  Brax tries to get all his friends back together as soon as 
  possible, and proudly introduces Virthina to Taren. He 
  seems to be a bit tense about introducing Virthina to 
  Quenerel, if she is still alive (DC 15 Sense Motive check 
  to work out why, or just ask one of his other friends), but 
  the awkwardness soon passes. If Quenerel is dead, 
  Gerrand takes back her body to have her raised as soon as 
  possible. He also restores any ability or level damage or 
  drain suffered by any PC, free of charge. 
    
  Virthina is overjoyed to have her beloved returned. 
  All PCs receive the Favor of Virthina AR item. She also 
  gives each of them a 125 gp emerald as described above. 
  Moreover, interacting with the Book of Numbers in such a 
  fashion has won the PCs a smidgeon of attention from its 
  creator. All PCs receive the Da Capo, Rubato AR item as 
  well. 
   
  On this note, the adventure ends. 
   
  
  COR7-06 Drowning by Numbers 
   
  Page 17 
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives plus 
  roleplaying) to each character. 
   
  Encounter 1: The Statutory Duel 
  Defeat or talk down the Servants of the Six 
  APL 10  
  300 XP 
  APL 12  
  360 XP 
  APL 14 
  420 XP 
  APL 16 
  480 XP 
   
  Encounter 5: Castle Adamant  
  Survive, disable, or evade the dispel magic trap  
  APL 10  
  90 XP 
  APL 12  
  90 XP 
  APL 14  
  90 XP 
  APL 16 
  90 XP 
   
  Encounter 6: The Witch’s Curse  
  Defeat or free Quenerel  
  APL 10  
  300 XP 
  APL 12  
  360 XP 
  APL 14 
  420 XP 
  APL 16 
  480 XP 
   
  Encounter 7: The Peer and the Peri  
  Defeat Ka’ Reek and her minions  
  APL 10  
  390 XP 
  APL 12  
  450 XP 
  APL 14 
  510 XP 
  APL 16 
  570 XP 
   
  Discretionary roleplaying award 
  APL 10  
  270 XP 
  APL 12  
  315 XP 
  APL 14  
  360 XP 
  APL 16  
  405 XP 
    
  Total possible experience: 
  APL 10  
  1,350 XP 
  APL 12  
  1,575 XP 
  APL 14  
  1,800 XP 
  APL 16  
  2,025 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. 
   
  1: The Statutory Duel 
   
  APL 10: Loot: 254 gp; Coin: 4 gp; Magic: 833 gp - 
  pearl of power (1st level) (83 gp each), gloves of dexterity +2 
  (333 gp each), ring of protection +1 (167 gp each), Trebban’s 
  spellbook (242 gp each), potion of cure light wounds (8 gp); 
  Total 1,091 gp.  
   
  APL 12: Loot: 254 gp; Coin: 4 gp; Magic: 1,349 gp -
  pearl of power (1st level) (83 gp each), gloves of dexterity +2 
  (333 gp each), ring of protection +1 (167 gp each), Trebban’s 
  spellbook (300 gp each), potion of cure light wounds (8 gp 
  each), boots of striding and springing (458 gp each); Total 
  1,607 gp. 
   
  APL 14: Loot: 254 gp; Coin: 6 gp; Magic: 3,016 gp -
  pearl of power (1st level) (83 gp each), gloves of dexterity +2 
  (333 gp each), ring of protection +1 (167 gp each), Trebban’s 
  spellbook (433 gp each), 2 potions of cure light wounds (8 gp 
  each), boots of striding and springing (458 gp each), +1 icy 
  burst rapier (1526 gp each); Total 3,276 gp. 
    
  APL 16: Loot: 254 gp; Coin: 6 gp; Magic: 4707 gp -
  pearl of power (1st level) (83 gp each), gloves of dexterity +2 
  (333 gp each), ring of protection +1 (167 gp each), Trebban’s 
  spellbook (516 gp each), 2 potions of cure light wounds (8 gp 
  each), boots of striding and springing (458 gp each), +1 icy 
  burst rapier (1526 gp each), cloak of resistance +1 (83 gp 
  
  COR7-06 Drowning by Numbers 
   
  Page 18 
  each), minor ring of spell storing (1500 gp each), Quaal’s 
  feather token (bird) (25 gp each); Total 4,967 gp.  
   
  6: The Witch’s Curse  
   
  All APLs: Loot: 1 gp; Total 1gp. 
   
  7: The Peer and the Peri 
   
  APL 10: Loot: 87 gp; Magic: 999 gp –dusty rose ioun 
  stone (416 gp each), 3 cloaks of resistance +1 (83 gp each), 2 
  rings of protection +1 (167 gp each); Total 1,086 gp.  
   
  APL 12: Loot: 87 gp; Magic: 1,483 gp –dusty rose ioun 
  stone (416 gp each), 3 cloaks of resistance +1 (83 gp each), 2 
  rings of protection +1 (167 gp each), 2 amulets of natural 
  armor +1 (167 gp each), dust of appearance (150 gp each); 
  Total 1570 gp. 
   
  APL 14: Loot: 153 gp; Coin: 50 gp; Magic: 3,049 gp –
  dusty rose ioun stone (416 gp each), 3 cloaks of resistance +1 
  (83 gp each), 2 rings of protection +1 (167 gp each), ring of 
  protection +3 (1500 gp each), 2 amulets of natural armor +1 
  (167 gp each), dust of appearance (150 gp each) gp, clerical 
  scroll of restoration (66 gp each); Total 3,252 gp. 
   
  APL 16: Loot: 153 gp; Coin: 50 gp; Magic: 4657 gp –
  dusty rose ioun stone (416 gp each), 3 cloaks of resistance +1 
  (83 gp each), 2 rings of protection +1 (167 gp each), ring of 
  protection +3 (1500 gp each), 2 amulets of natural armor +1 
  (167 gp each), dust of appearance (150 gp each) gp, clerical 
  scroll of restoration (66 gp each), pearl of the sirines (1275 gp 
  each), bracers of armor +2 (333 gp each); Total 4,960 gp. 
   
  8: The Merryman and his Maid  
   
  All APLs: Coin: 125 gp; Total 125 gp. 
   
  Treasure Cap 
  APL 10: 2,300 gp. 
   
  APL 12: 3,300 gp. 
   
  APL 14: 6,600 gp. 
   
  APL 16: 9,900 gp. 
   
  Total Possible Treasure 
   
  APL 10: Loot: 342 gp; Coin: 129 gp; Magic: 1,832 gp; 
  Total: 2,303 gp. 
   
  APL 12: Loot: 342 gp; Coin: 129 gp; Magic: 2,832 gp; 
  Total: 3,303 gp. 
   
  APL 14: Loot: 408 gp; Coin: 131 gp; Magic: 6,065 gp; 
  Total: 6,604 gp. 
   
  APL 16: Loot: 408 gp; Coin: 131 gp; Magic: 9,364 gp; 
  Total: 9,903 gp. 
   
  Special 
  �Curse of Ka’ Reek: The music inside you is turning 
  sour. For the next three adventures, you suffer a -4 
  penalty to Listen checks and initiative rolls. 
   
  �Da Capo, Rubato: You have caught Zagyg’s attention. 
  This PC has gained access to the seeker of the song 
  prestige class (Complete Arcane). 
   
  �Danse Macabre: Your ordeal by dance has 
  enlightened you. Henceforth, you may (but do not have 
  to) use your Dex modifier instead of your Cha modifier 
  for the purpose of Perform (dance) checks and Perform 
  (dance) is now treated as a class skill for you.  
   
  �Favor of the Servants of the Six: You have made 
  peaceful contact with dissident Hextorites, who can 
  instruct you in their teachings. Gain a +1 circumstance 
  bonus to any Knowledge (religion or history) check 
  pertaining to the church or worship of Hextor.  
   
  �Favor of Virthina: Virthina is grateful for your deeds. 
  When the PC exercises this favor, she will upgrade any 
  one magical suit of armor that the PC owns to add either 
  the ghost touch, fortification (moderate), or wild special 
  ability. The PC must pay the difference in market value 
  for the upgrade. Cross this favor out once used. 
   
  �Trebban’s Spellbook: This small tome, bound 
  in black leather, contains the following spells:  
   
  APL 10: 0—acid splash, mage hand, ray of frost; 1—
  grease, lesser orb of acid, lesser orb of sound, mage armor, magic 
  missile, mount; 2—glitterdust, invisibility, scorching ray, see 
  invisibility; 3—displacement, heroism, phantom steed, stinking 
  cloud. 
   
  APL 12: All the above and 2—touch of idiocy; 4—
  dimension door, summon monster IV. 
   
  APL 14: All the above and 4—orb of force; 5—
  Mordenkainen’s faithful hound, wall of force. 
   
   APL 16: All the above and 2—fog cloud; 4—solid fog; 
  6—wall of iron. 
   
  ITEMS FOR THE ADVENTURE 
  RECORD 
  Item Access 
  APL 10: 
  • 
  Pearl of power (1st level) (Adventure; DMG) 
  • 
  Trebban’s spellbook (Adventure; see above; 2,900 gp) 
  • 
  Dusty rose ioun stone (Adventure; DMG) 
  • 
  Large masterwork chain vest (Adventure; PH; 350 
  gp) 
  • 
  Large javelin (Adventure; PH; 2 gp) 
   
  APL 12 (all of APL 10 plus the following): 
  • 
  Boots of striding and springing (Core; DMG) 
  • 
  Dust of appearance (Adventure; DMG) 
  • 
  Trebban’s spellbook (Adventure; see above; 3,900 gp) 
   
  APL 14 (all of APLs 10-12 plus the following): 
  • 
  Trebban’s spellbook (Adventure; see above; 5,300 gp) 
  • 
  +1 icy burst rapier (Core; DMG; 18,320 gp) 
  • 
  scroll of restoration (Adventure; DMG) 
  • 
  Large masterwork greatsword (Adventure; PH; 400 
  gp) 
  • 
  Ring of protection +3 (Core; DMG) 
   
  
  COR7-06 Drowning by Numbers 
   
  Page 19 
  APL 16 (all of APLs 10-14 plus the following): 
  • 
  Trebban’s spellbook (Adventure; see above; 6,500 gp) 
  • 
  Minor ring of spell storing (Core; DMG) 
  • 
  Quaal’s feather token (bird) (Adventure; DMG) 
  • 
  Bracers of armor +2 (Adventure; DMG) 
  • 
  Pearl of the sirines (Adventure; DMG) 
   
  
  COR7-06 Drowning by Numbers 
   
  Page 20 
  APPENDIX 1: APL 10
  1: THE STATUTORY DUEL 
   
   
  JERZEL OF HEXTOR 
  CR 7 
  Male human (Oeridian) cleric 7 
  LE Medium humanoid (human) 
  Init -1; Senses Listen +3, Spot +3 
  Languages Common, Old Oeridian 
  Aura magic circle against good  
  AC 18, touch 9, flat-footed 18; +2 against good 
  creatures 
   (-1 Dex, +9 armor) 
  hp 42 (7 HD) 
  Immune ongoing mental control, possession (magic 
  circle against good) 
  Fort +6, Ref +1, Will +8; +2 against good creatures 
  Speed 20 ft. in full plate (4 squares), base movement 
  30 ft 
  Melee mwk heavy flail +9 (1d10+3/19-20) 
  Ranged sling +4 (1d4+2) 
  Base Atk +5; Grp +7 
  Atk Options Divine Metamagic (Quicken Spell), 
  Power Attack; smite 1/day (+4 to hit, +7 damage) 
  Special Actions spontaneous casting (inflict spells), 
  rebuke undead 7/day (+2, 2d6+7, 7th) 
  Combat Gear pearl of power (1st level) 
  Cleric Spells Prepared (CL 7th): 
  4th—divine powerD, freedom of movement 
  3rd—dispel magic, magic circle against good�, 
  magic vestmentD�, prayer 
  2nd—bear’s endurance, cure moderate wounds, 
  silence (DC 15), sound burst (DC 15), spiritual 
  weaponD  
  1st—bless, cure light wounds, divine favor, inflict 
  light 
  woundsD 
  (DC 
  14), 
  obscuring 
  mist, 
  resurgence 
  0—create water, cure minor wounds (2), detect 
  magic, guidance, light 
  D: Domain spell. Deity: Hextor. Domains: Destruction, 
  War  
  �Already cast 
  Abilities Str 14, Dex 8, Con 13, Int 12, Wis 16, Cha 
  10 
  Feats Divine Metamagic (Quicken Spell), Extra 
  Turning, Martial Weapon Proficiency (heavy flail), 
  Power Attack, Quicken Spell, Weapon Focus 
  (heavy flail)  
  Skills Concentration +11, Knowledge (planes) +11, 
  Knowledge (religion) +11, Spellcraft +11 
  Possessions combat gear plus masterwork heavy 
  flail, heavy flail, longspear, sling, 10 sling bullets, 
  morningstar, masterwork full plate, 2 wooden holy 
  symbols (Hextor), 2 spell component pouches, 24 
  gp 
     
  FANEEN 
  CR 7 
  Male human (Oeridian) ranger 7 
  LE Medium humanoid (human) 
  Init +4; Senses Listen +13, Spot +13 
  Languages Common 
  AC 19, touch 15, flat-footed 15 
   (+4 Dex, +4 armor, +1 deflection) 
  hp 57 (7 HD) 
  Resist fire 10 
  Fort +9, Ref +11, Will +5  
  Speed 40 ft. (8 squares) 
  Melee mwk rapier +13/+8 (1d6+1/18-20) and  
   
  mwk kukri +13 (1d4/18-20) 
  Ranged longbow +13/+8 (1d8/x3) 
  Base Atk +7; Grp +8 
  Atk Options favored enemy humans +4, favored 
  enemy 
  orcs +2, combat style (two-weapon 
  fighting), improved combat style 
  Ranger Spells Prepared (CL 3rd):  
   1st—longstrider�, resist energy (fire)� 
  �Already cast Faneen has also had heroism cast on 
  him by Trebban. 
  Abilities Str 13, Dex 18, Con 14, Int 8, Wis 12, Cha 
  10 
  SQ animal companion (Ix), wild empathy +7 (+3 
  magical beasts), woodland stride 
  Feats EnduranceB, Improved Toughness, TrackB, 
  Weapon Finesse, Weapon Focus (kukri), Weapon 
  Focus (rapier)  
  Skills Handle Animal +12, Hide +15, Listen +13, 
  Move Silently +15, Spot +13, Survival +13  
  Possessions masterwork rapier, masterwork kukri, 
  rapier, kukri, 2 clubs, longbow, 20 arrows, 
  longspear, gloves of dexterity +2, ring of protection 
  +1, masterwork chain shirt  
    
  IX  
  CR - 
  Male advanced riding dog animal companion 
  N Medium animal 
  Init +3; Senses low-light vision, scent; Listen +5, Spot 
  +7 
  AC 19, touch 13, flat-footed 16 
   (+3 Dex, +6 natural) 
  hp 33 (4 HD) 
  Resist evasion 
  Fort +7, Ref +7, Will +2 
  Speed 40 ft. (8 squares) 
  Melee bite +6 (1d6+4) 
  Base Atk +3; Grp +6 
  Atk Options trip (+3) 
  Abilities Str 16, Dex 16, Con 16, Int 2, Wis 12, Cha 6 
  Feats Alertness, Improved Toughness, Track  
  Skills Jump +9, Listen +5 , Spot +7, Survival +1 (+5 
  tracking by scent), Swim +4   
  Trip (Ex) If Ix hits with a bite attack he can attempt to 
  trip the opponent (+3 check modifier) as a free 
  action without making a touch attack or provoking 
  an attack of opportunity. If the attempt fails, the 
  opponent cannot react to trip Ix. 
     
  TREBBAN “THE FILCHER” 
  CR 7 
  Male halfling rogue 1/ conjurer 5/ assassin 1 
  NE Small humanoid (halfling) 
  Init +3; Senses see invisibility; Listen +9, Spot +1 
  
  COR7-06 Drowning by Numbers 
   
  Page 21 
  Languages 
  Common, 
  Draconic, 
  Halfling, 
  Old 
  Oeridian 
  AC 18, touch 14, flat-footed 14 
   (+1 size, +3 Dex, +4 armor) 
  hp 29 (7 HD) 
  Immune hold, paralysis, grapple attempts (freedom of 
  movement) 
  Fort +3, Ref +9, Will +6 (+8 against fear) 
  Speed 20 ft. (4 squares) 
  Melee rapier +1 (1d4-2/18-20) 
  Ranged light crossbow +6 (1d6/19-20) 
  Base Atk +2; Grp -4 
  Atk Options Point-Blank Shot, Precise Shot; death 
  attack (DC 14), poison use, sneak attack +2d6, +1 
  racial bonus on attack rolls with thrown weapons 
  and slings 
  Combat Gear potion of cure light wounds 
  Wizard Spells Prepared (CL 7th): 
   3rd—heroism�, empowered magic missile, stinking 
  cloud (DC 16) 
   2nd—glitterdust (DC 15), invisibility, scorching ray, 
  see invisibility�  
   1st—grease (DC 14), lesser orb of acid, lesser orb 
  of sound, mage armor�, magic missile 
   0—acid splash (3), ray of frost (2) 
  �Already cast 
  Assassin Spells Known (CL 1st): 
   1st (1/day)—distract assailant (DC 14), true strike 
  Abilities Str 6, Dex 16, Con 13, Int 16, Wis 12, Cha 
  10 
  SQ halfling traits 
  Feats Empower Spell, Point-Blank Shot, Practiced 
  Caster (wizard), Precise Shot  
  Skills Concentration +1, Decipher Script +10, Disable 
  Device +10, Disguise +4, Escape Artist +10, Hide 
  +15, Knowledge (arcana) +7, Listen +9, Move 
  Silently +13, Spellcraft +7 
  Possessions 
  combat 
  gear 
  plus 
  rapier, 
  light 
  crossbow, 10 bolts, 2 spell component pouches, 
  spellbook 
  Spellbook (barred schools: abjuration, necromancy) 
  wizard spells prepared plus 0-mage hand, 1—
  mount; 3—displacement, phantom steed  
   Death Attack: If Trebban studies his victim for 3 
  rounds and then makes a sneak attack with a 
  melee weapon that successfully deals damage, the 
  sneak attack has the additional effect of possibly 
  either paralyzing or killing the target (his choice). 
  While studying the victim, Trebban can undertake 
  other actions so long as his attention stays focused 
  on the target and the target does not detect the 
  assassin or recognize the assassin as an enemy. If 
  the victim of such an attack fails a Fortitude save 
  (DC 14) against the kill effect, she dies. If the 
  saving throw fails against the paralysis effect, the 
  victim is rendered helpless and unable to act for 
  1d6 rounds plus 1 round. If the victim’s saving 
  throw succeeds, the attack is just a normal sneak 
  attack. Once Trebban has completed the 3 rounds 
  of study, he must make the death attack within the 
  next 3 rounds. 
  If a death attack is attempted and fails (the victim 
  makes her save) or if Trebban does not launch the 
  attack within 3 rounds of completing the study, 3 
  new rounds of study are required before he can 
  attempt another death attack. 
   
   
  6: THE WITCH’S CURSE 
   
   
   
  QUENEREL THE WENDIGO 
  CR 10 
  Female wendigo* elf monk 2/ sorcerer 6 
  *see Fiend Folio 186 
  CE Medium fey (cold) 
  Init +7; Senses low-light vision; Listen +3, Spot +3 
  Languages Sylvan  
  AC 32, touch 28, flat-footed 25; Deflect Arrows 
   (+7 Dex, +1 monk, +4 armor [mage armor],+5 feat, 
  +5 deflection)  
  hp 55 (8 HD); regeneration 5 
  Immune cold, magic sleep effects 
  Resist evasion 
  Fort +7, Ref +12, Will +9; +2 against enchantment 
  Weakness fire 
  Speed fly 120 ft. (perfect) (24 squares) 
  Melee unarmed strike +7 (1d6+3) and  
   
  bite +2 (1d6+4/18-20/x3 plus disease) or 
  Melee unarmed strike +5/+5 (1d6+3) with flurry of 
  blows and  
   
  bite +0 (1d6+4/18-20/x3 plus disease) 
  Base Atk +4; Grp +11 
  Atk Options Ascetic Mage, Empower Spell, Improved 
  Grapple, Improved Unarmed Strike, Silent Spell; 
  ravenous bite  
  Special Actions maddening whispers, wind walk 
  Sorcerer Spells Known (CL 6th) 
   3rd (4/day)—lightning bolt (DC 18) 
   2nd (5/day)—false life� (11 hp), web (DC 17) 
   1st (5/day)—distract assailant (DC 16), mage 
  armor�, magic missile, ray of enfeeblement  
   0 (6/day)—acid splash, dancing lights, detect 
  magic, 
  disrupt 
  undead, 
  mage 
  hand, 
  prestidigitation, read magic  
    
  �Already cast: Quenerel also used two magic missile 
  spells fighting the hags and a false life 
  Abilities Str 16, Dex 24, Con 15, Int 8, Wis 12, Cha 
  21 
  Feats Ascetic Mage, Deflect Arrows, Empower Spell, 
  Improved Grapple, Improved Unarmed Strike, 
  Silent Spell, Track  
  Skills Concentration +13, Jump +8, Tumble +14 
  Disease (Su) Any creature hit by Quenerel’s bite 
  attack must succeed on a DC 16 Fortitude save or 
  become infected with the wendigo’s hunger. The 
  incubation period is 1d3 days, and the disease 
  deals 1d3 points of Wisdom damage. Additionally, 
  each day the victim takes Wisdom damage from 
  the disease, he must succeed in a DC 19 Will save 
  or become overwhelmed with insatiable hunger for 
  the flesh of his own race. The victim stalks and 
  tries to kill the closest member of its own race; if it 
  does so, it feeds on the victim’s body and then 
  returns home with no memory of the tragic event. If 
  
  COR7-06 Drowning by Numbers 
   
  Page 22 
  a victim of this hunger is reduced to a Wisdom 
  score of 0, he transforms into a wendigo 
  immediately and races off into the night sky at such 
  speed that his feet burn away into bloody, charred 
  stumps. 
  Maddening Whispers (Su) Quenerel may use her 
  maddening whispers ability on any one target 
  within 120 ft. 1/day. She may use this ability while 
  wind walking. Only the chosen victim can hear her 
  insane whispers and invitations. The victim must 
  make a successful DC 19 Will save or take 1d3 
  points of Wisdom damage. 
  Ravenous Bite (Ex) If Quenerel makes a successful 
  critical hit with her bite attack, the wound bleeds for 
  an additional 3 points of damage per round 
  thereafter. Multiple wounds from such attacks 
  result in cumulative bleeding loss (two wounds for 
  6 points of damage per round, and so on). The 
  bleeding can be stopped only by a successful DC 
  10 Heal check or the application of a cure spell or 
  other healing spell (heal, healing circle, or the like). 
  Regeneration (Ex) Fire deals normal damage to 
  Quenerel 
  Wind Walk (Su) Quenerel can wind walk at will, 
  transforming from physical form to incorporeal form 
  or back again as a move action. 
   
  7: THE PEER AND THE PERI  
   
  KA’ REEK 
  CR 9 
  Female vampire harpy bard 6 
  CE 
  Medium 
  undead 
  (augmented 
  monstrous 
  humanoid) 
  Init +9; Senses darkvision 60 ft.; Listen +14, Spot 
  +28 
  Languages Common 
  AC 23, touch 16, flat-footed 18; Dodge 
   (+5 Dex, +7 natural, +1 insight) 
  hp 90 (13 HD); DR 10/silver and magic, fast healing 5 
  Immune mind-affecting, poison, sleep, paralysis, 
  stunning, disease, death effects, critical hits, 
  nonlethal damage, ability drain, energy drain, 
  damage to physical ability scores, fatigue and 
  exhaustion 
  Fort +5, Ref +18, Will +13 
  Resist cold 10, electricity 10, turn resistance +4 
  Weakness garlic, holy symbols, mirrors, running 
  water, sunlight 
  Speed 20 ft. (4 squares), fly 80 ft. (16 squares) 
  (average); Flyby Attack 
  Melee mwk longsword +17/+12/+7 (1d8+6/19-20) and 
  slam +10 (1d6+4 plus energy drain) 
  Base Atk +11; Grp +15 
  Atk Options Combat Reflexes,  Power Attack; blood 
  drain, energy drain  
  Special Actions alternate form, bardic music 6/day 
  (inspire 
  competence, 
  inspire 
  courage 
  +1), 
  captivating song (DC 21), children of the night, 
  countersong, dominate (DC 24), gaseous form, 
  spider climb 
  Bard Spells Known (CL 6th) 
   2nd (4/day)—glitterdust (DC 20), harmonize, 
  heroism 
   1st (5/day)—disguise self (DC 19), grease (DC 19), 
  inspirational boost, unseen servant 
   0 (3/day)—detect magic, flare (DC 17), ghost 
  sound, light, message, prestidigitation    
  Abilities Str 19, Dex 20, Con -, Int 12, Wis 14, Cha 
  27 
  Feats Alertness, Combat Reflexes, Dodge, Flyby 
  Attack, Improved Initiative, Lightning Reflexes, 
  Persuasive, 
  Power 
  Attack, 
  Weapon 
  Focus 
  (longsword)  
  Skills Bluff +20, Concentration +24, Intimidate +12, 
  Knowledge (arcana) +6, Listen +14, Perform (sing) 
  +24, Spellcraft +4 , Spot +28  
  Possessions masterwork longsword, dusty rose ioun 
  stone, cloak of resistance +1 
  Captivating Song (Su) When Ka’ Reek sings, all 
  creatures (other than harpies) within a 300-foot 
  spread must succeed on a DC 21 Will save or 
  become captivated. This is a sonic mind-affecting 
  charm effect. A creature that successfully saves 
  cannot be affected again by Ka’ Reek’s song for 24 
  hours. The save DC is Charisma-based.  
  A captivated victim walks toward Ka’ Reek, taking the 
  most direct route available. If the path leads into a 
  dangerous area (through flame, off a cliff, or the 
  like), that creature gets a second saving throw. 
  Captivated creatures can take no actions other 
  than to defend themselves. (Thus, a fighter cannot 
  run away or attack but takes no defensive 
  penalties.) A victim within 5 feet of Ka’ Reek stands 
  there and offers no resistance to the monster’s 
  attacks. The effect continues for as long as Ka’ 
  Reek sings and for 1 round thereafter. A bard’s 
  countersong ability allows the captivated creature 
  to attempt a new Will save. 
  Blood Drain (Ex) Ka’ Reek can suck blood from a 
  living victim with her fangs by making a successful 
  grapple check. If she pins the foe, she drains 
  blood, dealing 1d4 points of Constitution drain each 
  round the pin is maintained. On each such 
  successful attack, Ka’ Reek gains 5 temporary hit 
  points. 
  Children of the Night (Su) Ka’ Reek command the 
  lesser creatures of the world and once per day can 
  call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or 
  a pack of 3d6 wolves as a standard action. These 
  creatures arrive in 2d6 rounds and serve Ka’ Reek 
  for up to 1 hour. 
  Dominate (Su) Ka’ Reek can crush an opponent’s will 
  just by looking onto his or her eyes. This is similar 
  to a gaze attack, except that Ka’ Reek must use a 
  standard action, and those merely looking at it are 
  not affected. Anyone Ka’ Reek targets must 
  succeed on a Will save or fall instantly under the 
  vampire’s influence as though by a dominate 
  person spell (caster level 12th). The ability has a 
  range of 30 feet. 
  Create Spawn (Su) A humanoid or monstrous 
  humanoid slain by Ka’ Reek energy drain rises as 
  a vampire spawn (see the Vampire Spawn entry) 
  
  COR7-06 Drowning by Numbers 
   
  Page 23 
  1d4 days after burial. If Ka’ Reek instead drains the 
  victim’s Constitution to 0 or lower, the victim 
  returns as a spawn if it had 4 or less HD and as a 
  vampire if it had 5 or more HD. In either case, the 
  new vampire or spawn is under Ka’ Reek’s 
  command and remains enslaved until Ka’ Reek’s 
  destruction. At any given time Ka’ Reek may have 
  enslaved spawn totaling no more than twice its 
  own Hit Dice; any spawn it creates that would 
  exceed this limit are created as free-willed 
  vampires or vampire spawn. A vampire may 
  voluntarily free an enslaved spawn in order to 
  enslave a new spawn, but once freed, a vampire or 
  vampire spawn cannot be enslaved again. 
  Energy Drain (Su) Living creatures hit by Ka’ Reek 
  slam attack (or any other natural weapon the 
  vampire might possess) gain two negative levels. 
  For each negative level bestowed, the vampire 
  gains 5 temporary hit points. Ka’ Reek can use her 
  energy drain ability once per round. 
  Alternate Form (Su) Ka’ Reek can assume the 
  shape of a bat, dire bat, wolf, or dire wolf as a 
  standard action. This ability is similar to a 
  polymorph spell cast by a 12th-level character, 
  except that Ka’ Reek does not regain hit points for 
  changing form and must choose from among the 
  forms mentioned here. While in its alternate form, 
  she loses her natural slam attack and dominate 
  ability, but gains the natural weapons and 
  extraordinary special attacks of its new form. Ka’ 
  Reek can remain in that form until it assumes 
  another or until the next sunrise.  
  Fast Healing (Ex) Ka’ Reek heals 5 points of damage 
  each round so long as she has at least 1 hit point. 
  If reduced to 0 hit points in combat, she 
  automatically assumes gaseous form and attempts 
  to escape. Ka’ Reek must reach her coffin home 
  within 2 hours or be utterly destroyed. (She can 
  travel up to nine miles in 2 hours.) Any additional 
  damage dealt to Ka’ Reek forced into gaseous 
  form has no effect. Once at rest in its coffin, Ka’ 
  Reek is helpless. She regains 1 hit point after 1 
  hour, then is no longer helpless and resumes 
  healing at the rate of 5 hit points per round. 
  Gaseous Form (Su) As a standard action, Ka’ Reek 
  can assume gaseous form at will as the spell 
  (caster level 5th), but she can remain gaseous 
  indefinitely and has a fly speed of 20 feet with 
  perfect maneuverability. 
  Spider Climb (Ex) Ka’ Reek can climb sheer 
  surfaces as though with a spider climb spell. 
   
  GREETHA/KREL (RAGING) 
  CR 9 
  Female annis hag barbarian 3 
  CE Large monstrous humanoid 
  Init +2; Senses darkvision 60 ft.; Listen +14, Spot 
  +14 
  Languages Common, Giant 
  AC 24, touch 10, flat-footed 24; +1 against traps, 
  uncanny dodge 
   (-1 size, +2 Dex, -2 class, +10 natural, +4 armor, +1 
  deflection) 
  hp 124 (10 HD); DR 2/bludgeoning 
  Resist SR 19 
  Fort +15, Ref +9 (+10 against traps), Will +11  
  Speed 50 ft. (10 squares) 
  Melee 2 claws +20 (1d6+11) and  
   
  bite +15 (1d6+5) 
  Ranged javelin +11/+6 (1d8+11) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +10; Grp +26 
  Atk Options Blind-Fight, Quick-Draw; improved grab, 
  rake (+20 attack, 1d6+11), rage 1/day, rend 
  2d6+16   
  Spell-Like Abilities (CL 8) 
   
  3/day—disguise self, fog cloud 
  Abilities Str 32, Dex 15, Con 24, Int 12, Wis 14, Cha 
  8 
  Feats Alertness, Blind-Fight, Great Fortitude, Quick-
  Draw 
  Skills Bluff +10, Diplomacy +1, Disguise -1 (+1 
  acting), Hide +5, Intimidate +1, Listen +14, Spot 
  +14 
  Possessions 10 Large javelins, ring of protection +1, 
  cloak of resistance +1, Large masterwork chain 
  vest 
  Improved Grab (Ex) To use this ability, an annis 
  must hit a Large or smaller opponent with a claw 
  attack. It can then attempt to start a grapple as a 
  free action without provoking an attack of 
  opportunity. 
  Rake (Ex) Attack bonus +20 melee, damage 1d6+11. 
  An annis can attack a grappled foe with both claws 
  at no penalty. 
  Rend (Ex) An annis that hits with both claw attacks 
  latches onto the opponent’s body and tears the 
  flesh. This attack automatically deals an extra 
  2d6+16 points of damage. 
   
  When not raging, Greetha/Krel have the following 
  changed statistics: 
  AC 26, touch 12, flat-footed 26 
  hp 104 (10 HD) 
  Fort +13, Will +9 
  Melee 2 claws +18 (1d6+9) and  
   
  bite +13 (1d6+4) 
  Ranged javelin +11/+6 (1d8+9) 
  Grp +24 
  Abilities Str 28, Con 20 
  Rake Attack bonus +18 melee, damage 1d6+9 
  Rend 2d6+13  
   
  
  COR7-06 Drowning by Numbers 
   
  Page 24 
   
  APL 12 
  1: THE STATUTORY DUEL 
   
   
  JERZEL OF HEXTOR 
  CR 9 
  Male human (Oeridian) cleric 9 
  LE Medium humanoid (human) 
  Init -1; Senses Listen +3, Spot +3 
  Languages Common, Old Oeridian 
  Aura magic circle against good  
  AC 19, touch 9, flat-footed 19; +2 against good 
  creatures 
   (-1 Dex, +10 armor) 
  hp 53 (9 HD) 
  Immune ongoing mental control, possession (magic 
  circle against good); hold, paralysis, grapple 
  attempts (freedom of movement) 
  Resist fire 20 
  Fort +7, Ref +2, Will +9; +2 against good creatures 
  Speed 20 ft. in full plate (4 squares), base movement 
  30 ft 
  Melee mwk heavy flail +10/+5 (1d10+3/19-20) 
  Ranged sling +5 (1d4+2) 
  Base Atk +6; Grp +8 
  Atk Options Divine Metamagic (Quicken Spell), 
  Power Attack, Quick-Draw; smite 1/day (+4 to hit, 
  +9 damage) 
  Special Actions spontaneous casting (inflict spells), 
  rebuke undead 7/day (+2, 2d6+9, 9th) 
  Combat Gear pearl of power (1st level) 
  Cleric Spells Prepared (CL 9th): 
   5th—quickened divine favor, flame strikeD (DC 18) 
   4th—divine powerD, freedom of movement (2)� �  
   3rd—dispel magic, magic circle against good�, 
  magic vestment�(on Faneen), magic vestmentD�, 
  prayer 
   2nd—bear’s endurance, cure moderate wounds, 
  resist energy (fire)�, silence (DC 15), sound burst 
  (DC 15), spiritual weapon D  
   1st—bless, cure light wounds, inflict light wounds D 
  (DC 14), obscuring mist, resurgence, shield of 
  faith 
   0—create water, cure minor wounds (2), detect 
  magic, guidance, light 
  D: Domain spell. Deity: Hextor. Domains: Destruction, 
  War  
  �Already cast 
  Abilities Str 14, Dex 8, Con 13, Int 12, Wis 17, Cha 
  10 
  Feats Divine Metamagic (Quicken Spell), Extra 
  Turning, Martial Weapon Proficiency (heavy flail), 
  Power Attack, Quick-Draw, Quicken Spell, Weapon 
  Focus (heavy flail)  
  Skills Concentration +13, Knowledge (planes) +13, 
  Knowledge (religion) +13, Spellcraft +13 
  Possessions masterwork heavy flail, heavy flail, 
  longspear, sling, 10 sling bullets, morningstar, 
  masterwork full plate, 2 wooden holy symbols 
  (Hextor), 2 spell component pouches, 24 gp  
   
   
  FANEEN 
  CR 9 
  Male human (Oeridian) ranger 9 
  LE Medium humanoid (human) 
  Init +4; Senses Listen +15, Spot +15 
  Languages Common 
  AC 21, touch 15, flat-footed 17 
   (+4 Dex, +6 armor, +1 deflection) 
  hp 71 (9 HD) 
  Resist evasion, fire 10 
  Fort +10, Ref +12, Will +6  
  Speed 40 ft. (8 squares); woodland stride 
  Melee mwk rapier +15/+10 (1d6+2/15-20) and  
   
  mwk kukri +15/+10 (1d4+1/18-20) 
  Ranged longbow +15/+10 (1d8/x3) 
  Base Atk +9; Grp +11 
  Atk Options favored enemy humans +4, favored 
  enemy 
  orcs +2, combat style (two-weapon 
  fighting), improved combat style (two-weapon 
  fighting) 
  Ranger Spells Prepared (CL 4th):  
   1st—longstrider�, resist energy (fire � 
  �Already cast. Faneen has also had heroism cast on 
  him by Trebban. 
  Abilities Str 14, Dex 18, Con 14, Int 8, Wis 12, Cha 
  10 
  SQ animal companion (Ix), swift tracker, wild empathy 
  +9 (+5 magical beasts) 
  Feats 
  Endurance, 
  Improved 
  Critical 
  (rapier), 
  Improved Toughness, Track, Weapon Finesse, 
  Weapon Focus (kukri), Weapon Focus (rapier)  
  Skills Handle Animal +14, Hide +17, Listen +15, 
  Move Silently +17, Spot +15, Survival +15  
  Possessions masterwork rapier, masterwork kukri, 
  rapier, kukri, 2 clubs, longbow, 20 arrows, 
  longspear, masterwork chain shirt, gloves of 
  dexterity +2, ring of protection +1  
    
  IX   
  CR - 
  Male advanced riding dog animal companion 
  N Medium animal 
  Init +3; Senses low-light vision, scent; Listen +5, Spot 
  +7 
  AC 23, touch 13, flat-footed 20 
   (+3 Dex, +4 armor [mage armor], +6 natural) 
  hp 33 (4 HD) 
  Resist evasion 
  Fort +7, Ref +7, Will +2 
  Speed 40 ft. (8 squares) 
  Melee bite +6 (1d6+4) 
  Base Atk +3; Grp +6 
  Atk Options trip (+3) 
  Abilities Str 16, Dex 16, Con 16, Int 2, Wis 12, Cha 6 
  Feats Alertness, Improved Toughness, Track  
  Skills Jump +9, Listen +5, Spot +7, Survival +1 (+5 
  tracking by scent), Swim +4  
   
  Trip (Ex) If Ix hits with a bite attack he can attempt to 
  trip the opponent (+3 check modifier) as a free 
  action without making a touch attack or provoking 
  
  COR7-06 Drowning by Numbers 
   
  Page 25 
  an attack of opportunity. If the attempt fails, the 
  opponent cannot react to trip Ix. 
   
   
  TREBBAN “THE FILCHER” 
  CR 9 
  Male halfling rogue 1/conjurer 5/assassin 1/arcane 
  trickster 2 
  NE Small humanoid (halfling) 
  Init +3; Senses see invisibility; Listen +9, Spot +1 
  Languages 
  Common, 
  Draconic, 
  Halfling, 
  Old 
  Oeridian 
  AC 18, touch 14, flat-footed 14 
   (+1 size, +3 Dex, +4 armor) 
  hp 38 (9 HD) 
  Immune hold, paralysis, grapple attempts (freedom of 
  movement) 
  Fort +3, Ref +12, Will +9 (+11 against fear) 
  Speed 30 ft. (6 squares) 
  Melee rapier +2 (1d4-2/18-20) 
  Ranged light crossbow +7 (1d6/19-20) 
  Base Atk +3; Grp -3 
  Atk Options Point-Blank Shot, Precise Shot; +1 racial 
  bonus on attack rolls with thrown weapons and 
  slings, death attack (DC 14), poison use, sneak 
  attack +3d6  
  Special Actions ranged legerdemain 1/day 
  Combat Gear potion of cure light wounds  
  Wizard Spells Prepared (CL 9th): 
   4th—dimension door, empowered scorching ray 
   3rd—heroism�, empowered lesser orb of sound, 
  scorching ray, stinking cloud (DC 16) 
   2nd—glitterdust (DC 15), invisibility, scorching ray, 
  see invisibility�, touch of idiocy  
   1st—grease (DC 14), lesser orb of acid, lesser orb 
  of sound, mage armor (2)� �, magic missile 
   0—acid splash (3), ray of frost (2) 
  �Already cast 
  Assassin Spells Known (CL 1st): 
   1st (1/day)—distract assailant (DC 14), true strike 
  Abilities Str 6, Dex 16, Con 13, Int 17, Wis 12, Cha 
  10 
  SQ halfling traits, trapfinding 
  Feats Empower Spell, Point-Blank Shot, Practiced 
  Caster (wizard), Precise Shot, Quicken Spell  
  Skills Concentration +13, Decipher Script +10, 
  Disable Device +10, Disguise +4, Escape Artist 
  +10, Hide +15, Jump +3, Knowledge (arcana) +7, 
  Listen +9, Move Silently +13, Spellcraft +9 
  Possessions rapier, light crossbow, 10 bolts, 2 spell 
  component pouches, spellbook, boots of striding 
  and springing 
  Spellbook (barred schools: abjuration, necromancy) 
  wizard spells prepared plus 0—mage hand, 1—
  mount; 3—displacement, phantom steed; 4—
  summon monster IV 
   Death Attack: If Trebban studies his victim for 3 
  rounds and then makes a sneak attack with a 
  melee weapon that successfully deals damage, the 
  sneak attack has the additional effect of possibly 
  either paralyzing or killing the target (his choice). 
  While studying the victim, Trebban can undertake 
  other actions so long as his attention stays focused 
  on the target and the target does not detect the 
  assassin or recognize the assassin as an enemy. If 
  the victim of such an attack fails a Fortitude save 
  (DC 14) against the kill effect, she dies. If the 
  saving throw fails against the paralysis effect, the 
  victim is rendered helpless and unable to act for 
  1d6 rounds plus 1 round. If the victim’s saving 
  throw succeeds, the attack is just a normal sneak 
  attack. Once Trebban has completed the 3 rounds 
  of study, he must make the death attack within the 
  next 3 rounds. 
  If a death attack is attempted and fails (the victim 
  makes her save) or if Trebban does not launch the 
  attack within 3 rounds of completing the study, 3 
  new rounds of study are required before he can 
  attempt another death attack. 
  Ranged Legerdemain: Trebban can perform one of 
  the following class skills at a range of 30 feet: 
  Disable Device, Open Lock, or Sleight of Hand. 
  Working at a distance increases the normal skill 
  check DC by 5, and an arcane trickster cannot take 
  10 on this check. Any object to be manipulated 
  must weigh 5 pounds or less. 
   
  6: THE WITCH’S CURSE 
   
   
   
  QUENEREL THE WENDIGO     CR 12 
  Female wendigo* elf monk 2/ sorcerer 8 
  *see Fiend Folio 186 
  CE Medium fey (cold) 
  Init +7; Senses low-light vision; Listen +3, Spot +3 
  Languages Sylvan  
  AC 35, touch 29, flat-footed 28; Deflect Arrows 
   (+7 Dex, +7 class, +6 armor [greater mage armor], 
  +5 deflection)  
  hp 59 (10 HD); regeneration 5 
  Immune cold, magic sleep effects 
  Resist evasion 
  Fort +7, Ref +12, Will +10; +2 against enchantments 
  Weakness fire 
  Speed fly 120 ft. (perfect) (24 squares) 
  Melee unarmed strike +8 (1d6+3) and 
   
  bite +3 (1d6+4/18-20/x3 and disease) or 
  Melee unarmed strike +6/+6 (1d6+3) with flurry of 
  blows and 
   
  bite +1 (1d6+4/18-20/x3 and disease) 
  Base Atk +5; Grp +12 
  Atk Options Ascetic Mage, Empower Spell, Improved 
  Grapple, Improved Unarmed Strike, Silent Spell; 
  ravenous bite  
  Special Actions maddening whispers, wind walk 
  Sorcerer Spells Known (CL 8th) 
   4th (3/day)—dimension door  
   3rd (6/day)—greater mage armor�, lightning bolt 
  (DC 18) 
   2nd (7/day)—eagle’s splendor, false life�, web (DC 
  17) 
   1st (6/day)—distract assailant (DC 16), magic 
  missile, ray of enfeeblement, shield, true strike  
   0 (6/day)—acid splash, dancing lights, detect 
  magic, disrupt undead, light, mage hand, 
  prestidigitation, read magic  
    
  
  COR7-06 Drowning by Numbers 
   
  Page 26 
  �Already cast: Quenerel also used two magic missile 
  spells fighting the hags and an empowered false 
  life (19 temporary hit points) 
  Abilities Str 16, Dex 24, Con 15, Int 8, Wis 12, Cha 
  21 
  Feats Arcane Preparation, Ascetic Mage, Deflect 
  Arrows, 
  Empower 
  Spell, 
  Improved 
  Grapple, 
  Improved Unarmed Strike, Silent Spell, Track  
  Skills Concentration +15, Jump , Tumble +14 
  Possessions spell component pouch 
  Disease (Su) Any creature hit by Quenerel’s bite 
  attack must succeed on a DC 17 Fortitude save or 
  become infected with the wendigo’s hunger. The 
  incubation period is 1d3 days, and the disease 
  deals 1d3 points of Wisdom damage. Additionally, 
  each day the victim takes Wisdom damage from 
  the disease, he must succeed in a DC 20 Will save 
  or become overwhelmed with insatiable hunger for 
  the flesh of his own race. The victim stalks and 
  tries to kill the closest member of its own race; if it 
  does so, it feeds on the victim’s body and then 
  returns home with no memory of the tragic event. If 
  a victim of this hunger is reduced to a Wisdom 
  score of 0, he transforms into a wendigo 
  immediately and races off into the night sky at such 
  speed that his feet burn away into bloody, charred 
  stumps. 
  Maddening Whispers (Su) Quenerel may use her 
  maddening whispers ability on any one target 
  within 120 ft. 1/day. Quenerel may use this ability 
  while wind walking. Only the chosen victim can 
  hear the insane whispers and invitations of the 
  wendigo. The victim must make a successful DC 
  20 Will save or take 1d3 points of Wisdom 
  damage. 
  Ravenous Bite (Ex) If Quenerel makes a successful 
  critical hit with her bite attack, the wound bleeds for 
  an additional 3 points of damage per round 
  thereafter. Multiple wounds from such attacks 
  result in cumulative bleeding loss (two wounds for 
  6 points of damage per round, and so on). The 
  bleeding can be stopped only by a successful DC 
  10 Heal check or the application of a cure spell or 
  other healing spell (heal, healing circle, or the like). 
  Regeneration (Ex) Fire deals normal damage to 
  Quenerel. 
  Wind Walk (Su) Quenerel can wind walk at will, 
  transforming from physical form to incorporeal form 
  or back again as a move action. 
   
  7: THE PEER AND THE PERI  
   
  KA’ REEK 
  CR 11 
  Female vampire harpy bard 8 
  CE 
  Medium 
  undead 
  [augmented 
  monstrous 
  humanoid] 
  Init +9; Senses darkvision 60 ft.; Listen +14, Spot 
  +30 
  Languages Common 
  AC 23, touch 16, flat-footed 18; Dodge 
   (+5 Dex, +7 natural, +1 insight) 
  hp 100 (15 HD); DR 10/silver and magic, fast healing 
  5 
  Immune mind-affecting, poison, sleep, paralysis, 
  stunning, disease, death effects, critical hits, 
  nonlethal damage, ability drain, energy drain, 
  damage to physical ability scores, fatigue and 
  exhaustion 
  Fort +5, Ref +19, Will +14 
  Resist cold 10, electricity 10, turn resistance +4 
  Weakness garlic, holy symbols, mirrors, running 
  water, sunlight 
  Speed 20 ft. (4 squares), fly 80 ft. (16 squares) 
  (average) Flyby Attack 
  Melee mwk longsword +19/+14/+9 (1d8+6/19-20) and 
   
  slam +12 (1d6+4 plus energy drain) 
  Base Atk +13; Grp +17 
  Atk Options Combat Reflexes, Power Attack; blood 
  drain, energy drain  
  Special Actions alternate form, bardic music 8/day 
  (inspire 
  competence, 
  inspire 
  courage 
  +2), 
  captivating song (DC 21), children of the night, 
  countersong, dominate (DC 25), gaseous form, 
  spider climb 
  Combat Gear dusty rose ioun stone, dust of 
  appearance (in her coffin-nest) 
  Bard Spells Known (CL 8th) 
   3rd (3/day)—dispel magic, invisibility sphere, slow 
  (DC 21) 
   2nd (5/day)—glitterdust (DC 20), harmonize, 
  heroism, tongues 
   1st (5/day)—disguise self (DC 19), grease (DC 19), 
  inspirational boost, unseen servant 
   0 (3/day)—detect magic, flare (DC 18), ghost 
  sound, light, message, prestidigitation    
  Abilities Str 19, Dex 20, Con -, Int 12, Wis 14, Cha 
  27 
  Feats Alertness, Combat Reflexes, Dodge, Flyby 
  Attack, Improved Initiative, Improved Toughness, 
  Lightning Reflexes, Persuasive, Power Attack, 
  Weapon Focus (longsword)  
  Skills  Bluff +22, Concentration +26, Intimidate +12, 
  Knowledge (arcana) +8, Listen +14, Perform (sing) 
  +26, Spellcraft +6, Spot +30 
  Possessions mwk longsword, cloak of resistance +1, 
  Captivating Song (Su) When Ka’ Reek sings, all 
  creatures (other than harpies) within a 300-foot 
  spread must succeed on a DC 21 Will save or 
  become captivated. This is a sonic mind-affecting 
  charm effect. A creature that successfully saves 
  cannot be affected again by the same harpy’s song 
  for 24 hours. The save DC is Charisma-based.  
  A captivated victim walks toward the harpy, taking the 
  most direct route available. If the path leads into a 
  dangerous area (through flame, off a cliff, or the 
  like), that creature gets a second saving throw. 
  Captivated creatures can take no actions other 
  than to defend themselves. (Thus, a fighter cannot 
  run away or attack but takes no defensive 
  penalties.) A victim within 5 feet of Ka’ Reek stands 
  there and offers no resistance to the monster’s 
  attacks. The effect continues for as long as Ka’ 
  
  COR7-06 Drowning by Numbers 
   
  Page 27 
  Reek sings and for 1 round thereafter. A bard’s 
  countersong ability allows the captivated creature 
  to attempt a new Will save. 
  Blood Drain (Ex) Ka’ Reek can suck blood from a 
  living victim with its fangs by making a successful 
  grapple check. If it pins the foe, it drains blood, 
  dealing 1d4 points of Constitution drain each round 
  the pin is maintained. On each such successful 
  attack, the vampire gains 5 temporary hit points. 
  Children of the Night (Su) Ka’ Reek command the 
  lesser creatures of the world and once per day can 
  call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or 
  a pack of 3d6 wolves as a standard action. These 
  creatures arrive in 2d6 rounds and serve Ka’ Reek 
  for up to 1 hour. 
  Dominate (Su) Ka’ Reek can crush an opponent’s will 
  just by looking onto his or her eyes. This is similar 
  to a gaze attack, except that Ka’ Reek must use a 
  standard action, and those merely looking at it are 
  not affected. Anyone Ka’ Reek targets must 
  succeed on a Will save or fall instantly under the 
  vampire’s influence as though by a dominate 
  person spell (caster level 12th). The ability has a 
  range of 30 feet. 
  Create Spawn (Su) A humanoid or monstrous 
  humanoid slain by Ka’ Reek’s energy drain rises as 
  a vampire spawn (see the Vampire Spawn entry) 
  1d4 days after burial.  
  If Ka’ Reek instead drains the victim’s Constitution to 
  0 or lower, the victim returns as a spawn if it had 4 
  or less HD and as a vampire if it had 5 or more HD. 
  In either case, the new vampire or spawn is under 
  her command and remains enslaved until Ka’ 
  Reek’s destruction. At any given time hse may 
  have enslaved spawn totaling no more than twice 
  her own Hit Dice; any spawn it creates that would 
  exceed this limit are created as free-willed 
  vampires or vampire spawn. A vampire that is 
  enslaved may create and enslave spawn of its 
  own, so a master vampire can control a number of 
  lesser vampires in this fashion. Ka’ Reek may 
  voluntarily free an enslaved spawn in order to 
  enslave a new spawn, but once freed, a vampire or 
  vampire spawn cannot be enslaved again. 
  Energy Drain (Su) Living creatures hit by Ka’ Reek’s 
  slam attack (or any other natural weapon Ka’ Reek 
  possess) gain two negative levels. For each 
  negative level bestowed, she gains 5 temporary hit 
  points. She can use her energy drain ability once 
  per round. 
  Alternate Form (Su) Ka’ Reek can assume the 
  shape of a bat, dire bat, wolf, or dire wolf as a 
  standard action. This ability is similar to a 
  polymorph spell cast by a 12th-level character, 
  except that the vampire does not regain hit points 
  for changing form and must choose from among 
  the forms mentioned here. While in its alternate 
  form, Ka’ Reek loses her natural slam attack and 
  dominate ability, but gains the natural weapons 
  and extraordinary special attacks of its new form. 
  She can remain in that form until she assumes 
  another or until the next sunrise.  
  Fast Healing (Ex) Ka’ Reek heals 5 points of damage 
  each round so long as she has at least 1 hit point. 
  If reduced to 0 hit points in combat, she 
  automatically assumes gaseous form and attempts 
  to escape. Ka’ Reek must reach her coffin home 
  within 2 hours or be utterly destroyed. (She can 
  travel up to nine miles in 2 hours.) Any additional 
  damage dealt to Ka’ Reek forced into gaseous 
  form has no effect. Once at rest in her coffin, Ka’ 
  Reek is helpless. She regains 1 hit point after 1 
  hour, then is no longer helpless and resumes 
  healing at the rate of 5 hit points per round. 
  Gaseous Form (Su) As a standard action, Ka’ Reek 
  can assume gaseous form at will as the spell 
  (caster level 5th), but she can remain gaseous 
  indefinitely and has a fly speed of 20 feet with 
  perfect maneuverability. 
  Spider Climb (Ex) Ka’ Reek can climb sheer 
  surfaces as though with a spider climb spell 
   
  GREETHA/KREL (RAGING) 
  CR 11 
  Female annis hag barbarian 5 
  CE Large monstrous humanoid 
  Init +2; Senses darkvision 60 ft.; Listen +16, Spot 
  +16 
  Languages Common, Giant 
  AC 25, touch 10, flat-footed 25; +1 against traps, 
  improved uncanny dodge, uncanny dodge 
   (-1 size, +2 Dex, +11 natural, +4 armor, +1 
  deflection, -2 rage) 
  hp 152 (12 HD); DR 2/bludgeoning 
  Resist SR 19 
  Fort +16, Ref +9 (+10 against traps), Will +11 
  Speed 50 ft. (10 squares) 
  Melee 2 claws +22 (1d6+11) and  
   
  bite +17 (1d6+5) 
  Ranged javelin +13/+8/+3 (1d8+11) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +12; Grp +28 
  Atk Options Blind-Fight, Power Attack, Quick-Draw; 
  improved grab, rake 1d6+11, rage 2/day, rend 
  2d6+16   
  Spell-Like Abilities (CL 8)  
   
  3/day—disguise self, fog cloud.  
  Abilities Str 32, Dex 15, Con 24, Int 12, Wis 14, Cha 
  8 
  Feats Alertness, Blind-Fight, Great Fortitude, Power 
  Attack, Quick-Draw 
  Skills Bluff +12, Diplomacy +1, Disguise -1 (+1 
  acting), Hide +5, Intimidate +1, Listen +16, Spot 
  +16  
  Possessions 10 Large javelins, Large mwk chain 
  vest, ring of protection +1, cloak of resistance+1, 
  amulet of natural armor +1 
   
  Improved Grab (Ex) To use this ability, an annis 
  must hit a Large or smaller opponent with a claw 
  attack. It can then attempt to start a grapple as a 
  free action without provoking an attack of 
  opportunity. 
  
  COR7-06 Drowning by Numbers 
   
  Page 28 
  Rake (Ex) Attack bonus +22 melee, damage 1d6+11. 
  An annis can attack a grappled foe with both claws 
  at no penalty. 
  Rend (Ex) An annis that hits with both claw attacks 
  latches onto the opponent’s body and tears the 
  flesh. This attack automatically deals an extra 
  2d6+16 points of damage. 
   
  When not raging, Greetha/Krel have the following 
  changed statistics: 
  AC 27, touch 12, flat-footed 27 
  hp 128 (12 HD) 
  Fort +14, Will +9 
  Melee 2 claws +20 (1d6+9) and  
   
  bite +15 (1d6+4) 
  Ranged javelin +13/+8/+3 (1d8+9) 
  Grp +26 
  Abilities Str 28, Con 20 
  Rake Attack +20 melee, damage 1d6+9 
  Rend 2d6+13  
   
  
  COR7-06 Drowning by Numbers 
   
  Page 29 
   
  APL 14 
  1: THE STATUTORY DUEL 
   
   
  JERZEL OF HEXTOR 
  CR 11 
  Male human (Oeridian) cleric 11 
  LE Medium humanoid (human) 
  Init -1; Senses Listen +3, Spot +3 
  Languages Common, Old Oeridian 
  Aura magic circle against good  
  AC 19, touch 9, flat-footed 19; +2 against good 
  creatures 
   (-1 Dex, +10 armor) 
  hp 66 (11 HD) 
  Immune ongoing mental control, possession (magic 
  circle against good); hold, paralysis, grapple 
  attempts (freedom of movement) 
  Resist fire 30 
  Fort +8, Ref +2, Will +10; +2 against good creatures 
  Speed 20 ft. in full plate (4 squares), base movement 
  30 ft 
  Melee mwk heavy flail (greater magic weapon) 
  +13/+8 (1d10+5/19-20) 
  Ranged sling +7 (1d4+2) 
  Base Atk +8; Grp +10 
  Atk Options Divine Metamagic (Quicken Spell), 
  Power Attack, Quick-Draw; smite 1/day (+4 to hit; 
  +11 damage) 
  Special Actions spontaneous casting (inflict spells), 
  rebuke undead 7/day (+2, 2d6+11, 11th) 
  Combat Gear pearl of power (1st level) 
  Cleric Spells Prepared (CL 11th): 
   6th-blade barrierD (DC 19), harm (DC 19)  
   5th—quickened divine favor, flame strikeD (DC 18), 
  righteous might 
   4th—divine powerD, freedom of movement (2)� �, 
  greater magic weapon � 
   3rd—dispel magic, magic circle against good�, 
  magic vestment�, magic vestmentD�, prayer, 
  wind wall 
   2nd—bear’s endurance, cure moderate wounds, 
  resist energy (fire)�, silence (DC 15), sound burst 
  (DC 15), spiritual weaponD  
   1st—bless, cure light wounds, inflict light wounds D 
  (DC 14), obscuring mist, resurgence, shield of 
  faith (2) 
   0—create water, cure minor wounds (2), detect 
  magic, guidance, light 
  D: Domain spell. Deity: Hextor. Domains: Destruction, 
  War  
  �Already cast 
  Abilities Str 14, Dex 8, Con 13, Int 12, Wis 17, Cha 
  10 
  Feats Divine Metamagic (Quicken Spell), Extra 
  Turning, Martial Weapon Proficiency (heavy flail), 
  Power Attack, Quick-Draw, Quicken Spell, Weapon 
  Focus (heavy flail)  
  Skills Concentration +15, Knowledge (planes) +15, 
  Knowledge (religion) +15, Spellcraft +15 
  Possessions mwk heavy flail, heavy flail, longspear, 
  sling, 10 sling bullets, morningstar, mwk full plate, 
  2 
  wooden 
  holy 
  symbols 
  (Hextor), 
  2 
  spell 
  component pouches, 39 gp  
   
   
  FANEEN 
  CR 11 
  Male human (Oeridian) ranger 11 
  LE Medium humanoid (human) 
  Init +4; Senses Listen +17, Spot +17 
  Languages Common 
  AC 23, touch 15, flat-footed 19 
   (+4 Dex, +6 armor, +1 deflection, +2 natural) 
  hp 84 (11 HD) 
  Resist evasion, fire 10  
  Fort +11, Ref +13, Will +6  
  Speed 40 ft. (8 squares); woodland stride 
  Melee +1 icy burst rapier +17/+12/+7 (1d6+3 plus 1d6 
  cold/15-20) and 
   mwk kukri +17/+12/+7 (1d4+1/18-20) 
  Ranged longbow +17/+12 (1d8/x3) 
  Base Atk +11; Grp +13 
  Atk Options favored enemy humans +6, favored 
  enemy orcs, +4, o favored enemy elves +2, combat 
  style (two-weapon fighting), improved combat style, 
  combat style mastery 
  Ranger Spells Prepared (CL 5th):  
   2nd-barkskin� 
   1st—longstrider�, resist energy (fire) � 
  �Already cast Faneen has also had heroism cast on 
  him by Trebban. 
  Abilities Str 14, Dex 18, Con 14, Int 8, Wis 12, Cha 
  10 
  SQ animal companion (Ix), swift tracker, wild empathy 
  +11 (+7 magical beasts)  
  Feats 
  Endurance, 
  Improved 
  Critical 
  (rapier), 
  Improved Toughness, Track, Weapon Finesse, 
  Weapon Focus (kukri), Weapon Focus (rapier)  
  Skills Handle Animal +16, Hide +19, Listen +17, 
  Move Silently +19, Spot +17, Survival +17  
  Possessions masterwork rapier, masterwork kukri, 
  rapier, kukri, 2 clubs, longbow, 20 arrows, 
  longspear, mwk chain shirt, +1 icy burst rapier, 
  potion of cure light wounds, gloves of dexterity +2, 
  ring of protection +1  
   
  IX   
  CR - 
  Male advanced riding dog animal companion 
  N Medium animal 
  Init +3; Senses low-light vision, scent; Listen +5, Spot 
  +7 
  AC 23, touch 13, flat-footed 20 
   (+3 Dex, +4 armor [mage armor], +6 natural) 
  hp 33 (4 HD) 
  Resist evasion 
  Fort +7, Ref +7, Will +2 
  Speed 40 ft. (8 squares) 
  Melee bite +6 (1d6+4) 
  Base Atk +3; Grp +6 
  Atk Options trip (+3) 
  Combat Gear  
  
  COR7-06 Drowning by Numbers 
   
  Page 30 
  Abilities Str 16, Dex 16, Con 16, Int 2, Wis 12, Cha 6 
  Feats Alertness, Improved Toughness, Track  
  Skills Jump +9 , Listen +5 , Spot +7, Survival +1 , 
  Swim +4   
  Resist evasion 
  Fort +7, Ref +7, Will +2 
  Speed 40 ft. (8 squares) 
  Melee bite +6 (1d6+4) 
  Base Atk +3; Grp +6 
  Atk Options trip (+3) 
  Combat Gear  
  Abilities Str 16, Dex 16, Con 16, Int 2, Wis 12, Cha 6 
  Feats Alertness, Improved Toughness, Track  
  Skills Jump +9, Listen +5, Spot +7, Survival +1 (+5 
  tracking by scent) , Swim +4  
  Trip (Ex) If Ix hits with a bite attack he can attempt to 
  trip the opponent (+3 check modifier) as a free 
  action without making a touch attack or provoking 
  an attack of opportunity. If the attempt fails, the 
  opponent cannot react to trip Ix. 
   
   
  TREBBAN “THE FILCHER” 
  CR 11 
  Male halfling rogue 1/ conjurer 5/ assassin 1/arcane 
  trickster 4 
  NE Small humanoid (halfling) 
  Init +3; Senses see invisibility; Listen +9, Spot +1 
  Languages 
  Common, 
  Draconic, 
  Halfling, 
  Old 
  Oeridian 
  AC 18, touch 14, flat-footed 14 
   (+1 size, +3 Dex, +4 armor) 
  hp 46 (11 HD) 
  Immune hold, paralysis, grapple attempts (freedom of 
  movement) 
  Fort +4, Ref +13, Will +10; (+12 against fear) 
  Speed 30 ft. (6 squares) 
  Melee rapier +3 (1d4-2/18-20) 
  Ranged light crossbow +8 (1d6/19-20) 
  Base Atk +4; Grp -2 
  Atk Options Point-Blank Shot, Precise Shot; +1 racial 
  bonus on attack rolls with thrown weapons and 
  slings, death attack (DC 14), impromptu sneak 
  attack 1/day, poison use, sneak attack +4d6 
  Special Actions ranged legerdemain 1/day 
  Combat Gear potion of cure light wounds 
  Wizard Spells Prepared (CL 11th): 
   5th—quickened lesser orb of sound, wall of force 
   4th—dimension door, orb of force, empowered 
  scorching ray  
   3rd—heroism�, empowered lesser orb of sound, 
  scorching ray, stinking cloud (DC 16) 
   2nd—glitterdust (DC 15), invisibility, scorching ray 
  (2), see invisibility�, touch of idiocy  
   1st—grease (DC 14), lesser orb of acid, lesser orb 
  of sound, mage armor (2)� �, magic missile 
   0—acid splash (3), ray of frost (2) 
  �Already cast 
  Assassin Spells Known (CL 1st): 
   1st (1/day)—distract assailant (DC 14), true strike 
  Abilities Str 6, Dex 16, Con 13, Int 17, Wis 12, Cha 
  10 
  SQ halfling traits, trapfinding 
  Feats Empower Spell, Point-Blank Shot, Practiced 
  Caster (wizard), Precise Shot, Quicken Spell  
  Skills Concentration +15, Decipher Script +10, 
  Disable Device +10, Disguise +4, Escape Artist 
  +10, Hide +15, Knowledge (arcana) +7, Jump +3, 
  Listen +9, Move Silently +13, Spellcraft +9Tumble 
  +15 (+12 ranks, +3 ability) 
  Possessions rapier, light crossbow, 10 bolts, 2 spell 
  component pouches, spellbook, boots of striding 
  and springing 
  Spellbook (barred schools: abjuration, necromancy) 
  wizard spells prepared plus 0—mage hand, 1—
  mount; 2—fog cloud; 3—displacement, phantom 
  steed; 4—summon monster IV; 5—Mordenkainen’s 
  faithful hound 
  Death Attack: If Trebban studies his victim for 3 
  rounds and then makes a sneak attack with a 
  melee weapon that successfully deals damage, the 
  sneak attack has the additional effect of possibly 
  either paralyzing or killing the target (his choice). 
  While studying the victim, Trebban can undertake 
  other actions so long as his attention stays focused 
  on the target and the target does not detect the 
  assassin or recognize the assassin as an enemy. If 
  the victim of such an attack fails a Fortitude save 
  (DC 14) against the kill effect, she dies. If the 
  saving throw fails against the paralysis effect, the 
  victim is rendered helpless and unable to act for 
  1d6 rounds plus 1 round. If the victim’s saving 
  throw succeeds, the attack is just a normal sneak 
  attack. Once Trebban has completed the 3 rounds 
  of study, he must make the death attack within the 
  next 3 rounds. 
  If a death attack is attempted and fails (the victim 
  makes her save) or if Trebban does not launch the 
  attack within 3 rounds of completing the study, 3 
  new rounds of study are required before he can 
  attempt another death attack. 
  Ranged Legerdemain  Trebban can perform one of 
  the following class skills at a range of 30 feet: 
  Disable Device, Open Lock, or Sleight of Hand. 
  Working at a distance increases the normal skill 
  check DC by 5, and he cannot take 10 on this 
  check. Any object to be manipulated must weigh 5 
  pounds or less. 
  Trebban can use ranged legerdemain once per day 
  initially, twice per day upon attaining 5th level, and 
  three times per day at 9th level or higher. He can 
  make only one ranged legerdemain skill check 
  each day, and only if he has at least 1 rank in the 
  skill being used. 
  Impromptu Sneak Attack (Ex) Trebban can declare 
  one melee or ranged attack he makes to be a 
  sneak attack (the target can be no more than 30 
  feet distant if the impromptu sneak attack is a 
  ranged attack). The target of an impromptu sneak 
  attack loses any Dexterity bonus to AC, but only 
  against that attack. The power can be used against 
  any target, but creatures that are not subject to 
  critical hits take no extra damage (though they still 
  lose any Dexterity bonus to AC against the attack). 
   
  
  COR7-06 Drowning by Numbers 
   
  Page 31 
  6: THE WITCH’S CURSE 
   
   
   
  QUENEREL THE WENDIGO 
  CR 14 
  Female wendigo elf monk 2/ sorcerer 10 
  CE Medium fey (cold) 
  Init +7; Senses low-light vision; Listen +3, Spot +3 
  Languages Sylvan  
  AC 37, touch 31, flat-footed 30; Deflect Arrows 
   (+7 Dex, +8 class, +6 armor [greater mage armor], 
  +6 deflection) 
  hp 79 (12 HD); regeneration 5 
  Immune cold, magic sleep effects 
  Resist evasion 
  Fort +8, Ref +13, Will +11; +2 against enchantment 
  Weakness fire 
  Speed fly 120 ft. (perfect) (24 squares) 
  Melee unarmed strike +9/+4 (1d6+3) and  
  bite +4 (1d6+4/18-20/x3 and disease) or 
  Melee unarmed strike +7/+7/+2 (1d6+3) with flurry of 
  blows and  
  bite +2 (1d6+4/18-20/x3 and disease) 
  Base Atk +6; Grp +13 
  Atk Options Ascetic Mage, Empower Spell, Improved 
  Grapple, Improved Unarmed Strike, Silent Spell; 
  ravenous bite  
  Special Actions maddening whispers, wind walk 
  Sorcerer Spells Known (CL 10th) 
   5th (3/day)—cone of cold (DC 21), plus prepared 
  quickened shield  
   4th (5/day)—dimension door, enervation  
   3rd (6/day)—greater mage armor�, lightning bolt 
  (DC 19) 
   2nd (8/day)—eagle’s splendor, false life�, touch of 
  idiocy, web (DC 18) 
   1st (6/day)—distract assailant (DC 17), magic 
  missile, ray of enfeeblement, shield, true strike  
   0 (6/day)—acid splash, dancing lights, detect 
  magic, detect poison, disrupt undead, light, mage 
  hand, prestidigitation, read magic 
  �Already cast: Quenerel also used two magic missile 
  spells fighting the hags and an empowered false 
  life (22 temporary hit points) 
  Abilities Str 16, Dex 24, Con 15, Int 8, Wis 12, Cha 
  22 
  Feats Arcane Preparation, Ascetic Mage, Deflect 
  Arrows, 
  Empower 
  Spell, 
  Improved 
  Grapple, 
  Improved Unarmed Strike, Quicken Spell, Silent 
  Spell, Track  
  Skills Concentration +17, Jump +8, Tumble +14 
  Possessions spell component pouch 
  Disease (Su) Any creature hit by Quenerel’s bite 
  attack must succeed on a DC 18 Fortitude save or 
  become infected with the wendigo’s hunger. The 
  incubation period is 1d3 days, and the disease 
  deals 1d3 points of Wisdom damage. Additionally, 
  each day the victim takes Wisdom damage from 
  the disease, he must succeed in a DC 22 Will save 
  or become overwhelmed with insatiable hunger for 
  the flesh of his own race. The victim stalks and 
  tries to kill the closest member of its own race; if it 
  does so, it feeds on the victim’s body and then 
  returns home with no memory of the tragic event. If 
  a victim of this hunger is reduced to a Wisdom 
  score of 0, he transforms into a wendigo 
  immediately and races off into the night sky at such 
  speed that his feet burn away into bloody, charred 
  stumps. 
  Maddening Whispers (Su): Quenerel may use her 
  maddening whispers ability on any one target 
  within 120 ft. 1/day. Quenerel may use this ability 
  while wind walking. Only the chosen victim can 
  hear the insane whispers and invitations of the 
  wendigo. The victim must make a successful DC 
  22 Will save or take 1d3 points of Wisdom 
  damage. 
  Ravenous Bite (Ex): If Quenerel makes a successful 
  critical hit with her bite attack, the wound bleeds for 
  an additional 3 points of damage per round 
  thereafter. Multiple wounds from such attacks 
  result in cumulative bleeding loss (two wounds for 
  6 points of damage per round, and so on). The 
  bleeding can be stopped only by a successful DC 
  10 Heal check or the application of a cure spell or 
  other healing spell (heal, healing circle, or the like). 
  Regeneration (Ex): Fire deals normal damage to 
  Quenerel. 
  Wind Walk (Su): Quenerel can wind walk at will, 
  transforming from physical form to incorporeal form 
  or back again as a move action. 
   
  7: THE PEER AND THE PERI  
   
  KA’ REEK 
  CR 13 
  Female vampire harpy bard 10 
  CE 
  Medium 
  undead 
  [augmented 
  monstrous 
  humanoid] 
  Init +9; Senses darkvision 60 ft.; Listen +14, Spot 
  +32 
  Languages Common 
  AC 26, touch 19, flat-footed 21; Dodge 
   (+5 Dex, +7 natural, +1 insight, +3 deflection) 
  hp 114 (17 HD); DR 10/silver and magic, fast healing 
  5 
  Immune mind-affecting, poison, sleep, paralysis, 
  stunning, disease, death effects, critical hits, 
  nonlethal damage, ability drain, energy drain, 
  damage to physical ability scores, fatigue and 
  exhaustion 
  Fort +6, Ref +20, Will +15 
  Resist cold 10, electricity 10 
  Weakness garlic, holy symbols, mirrors, running 
  water, sunlight, turn resistance +4 
  Speed 20 ft. (4 squares), fly 80 ft. (16 squares) 
  (average), Flyby Attack 
  Melee mwk longsword +20/+15/+10 (1d8+6/19-20) 
  and 
   
  slam +13 (1d6+4 plus energy drain) 
  Base Atk +14; Grp +18 
  Atk Options Combat Reflexes, Power Attack, blood 
  drain, energy drain  
  Special Actions alternate form, bardic music 10/day 
  (inspire competence, inspire courage +2, inspire 
  greatness), captivating song (DC 22), children of 
  
  COR7-06 Drowning by Numbers 
   
  Page 32 
  the night, countersong, dominate (DC 27), gaseous 
  form, spider climb 
  Combat Gear dusty rose ioun stone, dust of 
  appearance and clerical scroll of restoration (in her 
  coffin-nest) 
  Bard Spells Known (CL 10th) 
   4th (2/day)—greater invisibility, shout (DC 23) 
   3rd (4/day)—crushing despair (DC 22), dispel 
  magic, invisibility sphere, slow (DC 22) 
   2nd (5/day)—glitterdust (DC 21), harmonize, 
  heroism, tongues 
   1st (5/day)—disguise self (DC 20), grease (DC 20), 
  inspirational boost, unseen servant 
   0 (3/day)—detect magic, flare (DC 19), ghost 
  sound, light, message, prestidigitation    
  Abilities Str 19, Dex 20, Con -, Int 12, Wis 14, Cha 
  28 
  Feats Alertness, Combat Reflexes, Dodge, Flyby 
  Attack, Improved Initiative, Improved Toughness, 
  Lightning Reflexes, Persuasive, Power Attack, 
  Weapon Focus (longsword)  
  Skills  Bluff +25, Concentration +29, Intimidate +13, 
  Knowledge (arcana) +10, Listen +14, Perform 
  (sing) +29, Spellcraft +8, Spot +32 
  Possessions mwk longsword, ring of protection +3, 
  cloak of resistance +1 
  Captivating Song (Su) When Ka’ Reek sings, all 
  creatures (other than harpies) within a 300-foot 
  spread must succeed on a DC 22 Will save or 
  become captivated. This is a sonic mind-affecting 
  charm effect. A creature that successfully saves 
  cannot be affected again by the same harpy’s song 
  for 24 hours. The save DC is Charisma-based.  
  A captivated victim walks toward Ka’ Reek taking the 
  most direct route available. If the path leads into a 
  dangerous area (through flame, off a cliff, or the 
  like), that creature gets a second saving throw. 
  Captivated creatures can take no actions other 
  than to defend themselves. (Thus, a fighter cannot 
  run away or attack but takes no defensive 
  penalties.) A victim within 5 feet of Ka’ Reek stands 
  there and offers no resistance to the monster’s 
  attacks. The effect continues for as long as the 
  harpy sings and for 1 round thereafter. A bard’s 
  countersong ability allows the captivated creature 
  to attempt a new Will save. 
  Blood Drain (Ex) Ka’ Reek can suck blood from a 
  living victim with her fangs by making a successful 
  grapple check. If she pins the foe, she drains 
  blood, dealing 1d4 points of Constitution drain each 
  round the pin is maintained. On each such 
  successful attack, she gains 5 temporary hit points. 
  Children of the Night (Su) Ka’ Reek command the 
  lesser creatures of the world and once per day can 
  call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or 
  a pack of 3d6 wolves as a standard action. These 
  creatures arrive in 2d6 rounds and serve Ka’ Reek 
  for up to 1 hour. 
  Dominate (Su) Ka’ Reek can crush an opponent’s will 
  just by looking onto his or her eyes. This is similar 
  to a gaze attack, except that Ka’ Reek must use a 
  standard action, and those merely looking at it are 
  not affected. Anyone Ka’ Reek targets must 
  succeed on a Will save or fall instantly under the 
  vampire’s influence as though by a dominate 
  person spell (caster level 12th). The ability has a 
  range of 30 feet. 
  Create Spawn (Su) A humanoid or monstrous 
  humanoid slain by a Ka’ Reek’s energy drain rises 
  as a vampire spawn (see the Vampire Spawn 
  entry) 1d4 days after burial.  
  If Ka’ Reek instead drains the victim’s Constitution to 
  0 or lower, the victim returns as a spawn if it had 4 
  or less HD and as a vampire if it had 5 or more HD. 
  In either case, the new vampire or spawn is under 
  the command of Ka’ Reek and remains enslaved 
  until its master’s destruction. At any given time she 
  may have enslaved spawn totaling no more than 
  twice its own Hit Dice; any spawn it creates that 
  would exceed this limit are created as free-willed 
  vampires or vampire spawn. A vampire that is 
  enslaved may create and enslave spawn of its 
  own, so a master vampire can control a number of 
  lesser vampires in this fashion. Ka’ Reek may 
  voluntarily free an enslaved spawn in order to 
  enslave a new spawn, but once freed, a vampire or 
  vampire spawn cannot be enslaved again. 
  Energy Drain (Su) Living creatures hit by Ka’ Reek’s 
  slam attack (or any other natural weapon Ka’ Reek 
  possess) gain two negative levels. For each 
  negative level bestowed, she gains 5 temporary hit 
  points. She can use its energy drain ability once 
  per round. 
  Alternate Form (Su): Ka’ Reek can assume the 
  shape of a bat, dire bat, wolf, or dire wolf as a 
  standard action. This ability is similar to a 
  polymorph spell cast by a 12th-level character, 
  except that she does not regain hit points for 
  changing form and must choose from among the 
  forms mentioned here. While in her alternate form, 
  Ka’ Reek loses her natural slam attack and 
  dominate ability, but gains the natural weapons 
  and extraordinary special attacks of her new form. 
  She can remain in that form until she assumes 
  another or until the next sunrise. (If the base 
  creature is not terrestrial, this power might allow 
  other forms.) 
  Fast Healing (Ex) Ka’ Reek heals 5 points of damage 
  each round so long as she has at least 1 hit point. 
  If reduced to 0 hit points in combat, she 
  automatically assumes gaseous form and attempts 
  to escape. Ka’ Reek must reach her coffin home 
  within 2 hours or be utterly destroyed. (She can 
  travel up to nine miles in 2 hours.) Any additional 
  damage dealt to Ka’ Reek forced into gaseous 
  form has no effect. Once at rest in its coffin, Ka’ 
  Reek is helpless. She regains 1 hit point after 1 
  hour, then is no longer helpless and resumes 
  healing at the rate of 5 hit points per round. 
  Gaseous Form (Su) As a standard action, Ka’ Reek 
  can assume gaseous form at will as the spell 
  (caster level 5th), but she can remain gaseous 
  indefinitely and has a fly speed of 20 feet with 
  perfect maneuverability. 
  
  COR7-06 Drowning by Numbers 
   
  Page 33 
  Spider Climb (Ex) Ka’ Reek can climb sheer 
  surfaces as though with a spider climb spell 
   
  GREETHA/KREL (RAGING) 
  CR 13 
  Female annis hag barbarian 7 
  CE Large monstrous humanoid 
  Init +2; Senses darkvision 60 ft.; Listen +18, Spot 
  +18 
  Languages Common, Giant 
  AC 25, touch 10, flat-footed 25; improved uncanny 
  dodge, uncanny dodge 
   (-1 size, +2 Dex, +4 armor, +1 deflection, +11 
  natural, -2 rage) 
  hp 175 (14 HD); DR 1/-, DR 2/bludgeoning 
  Resist SR 19 
  Fort +17, Ref +10, Will +12 
  Speed 50 ft. (10 squares) 
  Melee mwk greatsword +25/+20/+15 (3d6+16/19-20) 
  and 
   
  bite +19 (1d6+5) or 
  Melee 2 claws +24 (1d6+11) and  
   
  bite +19 (1d6+5) 
  Ranged javelin +15/+10/+5 (1d8+11) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +14; Grp +30 
  Atk Options Blind-Fight, Power Attack, Quick-Draw; 
  improved grab, rake 1d6+11, rage 2/day, rend 
  2d6+16 
  Spell-Like Abilities (CL 8)  
   
  3/day—disguise self, fog cloud.  
  Abilities Str 32, Dex 15, Con 24, Int 12, Wis 14, Cha 
  8 
  Feats Alertness, Blind-Fight, Great Fortitude, Power 
  Attack, Quick-Draw 
  Skills Bluff +14, Diplomacy +1, Disguise -1 (+1 
  acting), Hide +5, Intimidate +1, Listen +18, Spot 
  +18 
  Possessions 10 Large javelins, Large masterwork 
  greatsword, Large masterwork chain vest, ring of 
  protection +1, cloak of resistance+1, amulet of 
  natural armor +1 
  Improved Grab (Ex) To use this ability, an annis 
  must hit a Large or smaller opponent with a claw 
  attack. It can then attempt to start a grapple as a 
  free action without provoking an attack of 
  opportunity. 
  Rake (Ex) Attack bonus +24 melee, damage 1d6+11. 
  An annis can attack a grappled foe with both claws 
  at no penalty. 
  Rend (Ex) An annis that hits with both claw attacks 
  latches onto the opponent’s body and tears the 
  flesh. This attack automatically deals an extra 
  2d6+16 points of damage. 
   
  When not raging, Greetha/Krel have the following 
  changed statistics: 
  AC 27, touch 12, flat-footed 27 
  hp 147 (14 HD) 
  Fort +15, Will +10 
  Melee mwk greatsword +23/+18/+13 (3d6+13/19-20) 
  and 
   
  bite +17 (1d6+4) or 
  Melee 2 claws +22 (1d6+9) and  
   
  bite +17 (1d6+4) 
  Ranged javelin +13/+8/+3 (1d8+9) 
  Grp +28 
  Abilities Str 28, Con 20 
  Rake Attack +20 melee, damage 1d6+9 
  Rend 2d6+13  
   
  
  COR7-06 Drowning by Numbers 
   
  Page 34 
  APL 16 
  1: THE STATUTORY DUEL 
  JERZEL OF HEXTOR 
  CR 13 
  Male human (Oeridian) cleric 13 
  LE Medium humanoid (human) 
  Init -1; Senses Listen +4, Spot +4 
  Languages Common, Old Oeridian 
  Aura magic circle against good  
  AC 23, touch 9, flat-footed 23; +2 against good 
  creatures 
   (-1 Dex, +11 armor, +3 natural) 
  hp 74 (13 HD) 
  Immune ongoing mental control, possession (magic 
  circle against good); hold, paralysis, grapple 
  attempts (freedom of movement) 
  Resist fire 30 (resist energy) 
  Fort +10, Ref +4, Will +13; +2 against good creatures 
  Speed 20 ft. in full plate (4 squares), base movement 
  30 ft 
  Melee mwk heavy flail (greater magic weapon) 
  +15/+9 (1d10+6/19-20) 
  Ranged sling +8 (1d4+2) 
  Base Atk +9; Grp +11 
  Atk Options Divine Metamagic (Quicken Spell), 
  Power Attack, Quick-Draw; smite 3/day (+4 to hit; 
  +13 damage) 
  Special Actions spontaneous casting (inflict spells), 
  rebuke undead 7/day (+2, 2d6+13, 13th) 
  Combat Gear minor ring of spell storing (currently 
  contains displacement), pearl of power (1st level) 
  Cleric Spells Prepared (CL 13th): 
   7th—quickened cure serious wounds, power word 
  blindD 
   6th—blade barrierD (DC 20), greater dispel magic, 
  harm (DC 20) 
   
   5th—quickened divine favor, flame strikeD (DC 19), 
  righteous might, slay living (DC 20) 
   4th—divine powerD, freedom of movement (2)� �, 
  greater magic weapon (3)�� � 
   3rd—invisibility purge, magic circle against good�, 
  magic vestment�, magic vestmentD�, prayer, 
  wind wall 
   2nd—bear’s endurance, cure moderate wounds, 
  resist energy (fire) (2)� �, silence (DC 16), sound 
  burst (DC 16), spiritual weaponD  
   1st—bless, cure light wounds, inflict light wounds D 
  (DC 15), obscuring mist, resurgence, shield of 
  faith (2) 
   0—create water, cure minor wounds (2), detect 
  magic, guidance, light 
  D: Domain spell. Deity: Hextor. Domains: Destruction, 
  War  
  �Already cast 
  Abilities Str 14, Dex 8, Con 13, Int 12, Wis 18, Cha 
  10 
  Feats Divine Metamagic (Quicken Spell), Extra 
  Smiting, Extra Turning, Martial Weapon Proficiency 
  (heavy flail), Power Attack, Quick-Draw, Quicken 
  Spell, Weapon Focus (heavy flail)  
  Skills Concentration +17, Knowledge (planes) +17, 
  Knowledge (religion) +17, Spellcraft +17 
  Possessions masterwork heavy flail, heavy flail, 
  longspear, sling, 10 sling bullets, morningstar, mwk 
  full plate, 2 wooden holy symbols (Hextor), 2 spell 
  component pouches, cloak of resistance +139 gp 
     
  FANEEN 
  CR 13 
  Male human (Oeridian) ranger 13 
  LE Medium humanoid (human) 
  Init +4; Senses Listen +19, Spot +19 
  Languages Common 
  AC 25, touch 15, flat-footed 21 
   (+4 Dex, +7 armor, +1 deflection, +3 natural) 
  hp 93 (13 HD) 
  Resist evasion, fire 10  
  Fort +12, Ref +14, Will +7  
  Speed 40 ft. (8 squares); woodland stride 
  Melee +1 icy burst rapier [greater magic weapon +3] 
  +21/+16/+11 (1d6+5 plus 1d6 cold/15-20) and 
  mwk 
  kukri 
  with 
  [greater 
  magic 
  weapon 
  +3] 
  +21/+16/+11 (1d4+4/15-20) 
  Ranged longbow +19/+14 (1d8/x3) 
  Base Atk +13; Grp +15 
  Atk Options favored enemy humans +6, favored 
  enemy orcs +4, favored enemy elves +2, combat 
  style mastery, combat style (two-weapon fighting), 
  improved combat style 
  Combat Gear potion of cure light wounds 
  Ranger Spells Prepared (CL 6th):  
   3rd—barkskin� 
   2nd—barkskin� 
   1st—longstrider�, resist energy (fire) � 
  �Already cast. Faneen has also had heroism cast on 
  him by Trebban. 
   
  Abilities Str 14, Dex 18, Con 14, Int 8, Wis 13, Cha 
  10 
  SQ animal companion (Ix), camouflage, swift tracker, 
  wild empathy +13 (+9 magical beasts),  
  Feats Endurance, Improved Critical (kukri), Improved 
  Critical (rapier), Improved Toughness, Track, 
  Weapon Finesse, Weapon Focus (kukri), Weapon 
  Focus (rapier)  
  Skills Handle Animal +18, Hide +21, Listen +19, 
  Move Silently +21, Spot +19, Survival +19  
  Possessions mwk rapier, mwk kukri, rapier, kukri, 2 
  clubs, longbow, 20 arrows, longspear, mwk chain 
  shirt, gloves of dexterity +2, ring of protection +1 
    
  IX 
  CR - 
  Male advanced riding dog animal companion 
  N Medium animal 
  Init +3; Senses low-light vision, scent; Listen +5, Spot 
  +9 
  AC 23, touch 13, flat-footed 20 
   (+3 Dex, +4 armor [mage armor], +6 natural)  
  hp 54 (6 HD) 
  Resist evasion 
  
  COR7-06 Drowning by Numbers 
   
  Page 35 
  Fort +8, Ref +8, Will +3; +4 against enchantment 
  Speed 40 ft. (8 squares) 
  Melee bite +7 (1d6+4) 
  Base Atk +4; Grp +7 
  Atk Options trip (+3) 
  Combat Gear  
  Abilities Str 17, Dex 17, Con 16, Int 2, Wis 12, Cha 6 
  Feats Alertness, Improved Toughness, Toughness, 
  Track  
  Skills Jump +9, Listen +5, Spot +9, Survival +1 (+5 
  tracking by scent), Swim +4  
  Trip (Ex) If Ix hits with a bite attack he can attempt to 
  trip the opponent (+3 check modifier) as a free 
  action without making a touch attack or provoking 
  an attack of opportunity. If the attempt fails, the 
  opponent cannot react to trip Ix. 
   
  TREBBAN “THE FILCHER 
  CR 13 
  Male halfling rogue 1/ conjurer 5/ assassin 1/arcane 
  trickster 6 
  NE Small humanoid (halfling) 
  Init +7; Senses see invisibility; Listen +9, Spot +1 
  Languages 
  Common, 
  Draconic, 
  Halfling, 
  Old 
  Oeridian 
  AC 18, touch 14, flat-footed 14 
   (+1 size, +3 Dex, +4 armor) 
  hp 52 (13 HD) 
  Immune hold, paralysis, grapple attempts (freedom of 
  movement) 
  Resist fire 30 (resist energy) 
  Fort +5, Ref +14, Will +11 (+13 against fear) 
  Speed 30 ft. (6 squares) 
  Melee rapier +4 (1d4-2/18-20) 
  Ranged light crossbow +9 (1d6/19-20) 
  Base Atk +5; Grp -1 
  Atk Options Point-Blank Shot, Precise Shot; +1 racial 
  bonus on attack rolls with thrown weapons and 
  slings, death attack (DC 15), impromptu sneak 
  attack 1/day, poison use, sneak attack +5d6 
  Special Actions ranged legerdemain 2/day 
  Combat Gear potion of cure light wounds, Quaal’s 
  feather token (bird) 
  Wizard Spells Prepared (CL 13th): 
   6th—quickened mirror image, empowered orb of 
  force  
   5th—quickened grease (DC 15), quickened lesser 
  orb of sound, wall of force 
   4th—dimension door, orb of force, empowered 
  scorching ray (2), solid fog 
   3rd—displacement, heroism�, empowered lesser 
  orb of sound, scorching ray, stinking cloud (DC 
  17) 
   2nd—glitterdust (DC 16), invisibility, scorching ray 
  (2), see invisibility�, touch of idiocy  
   1st—grease (DC 15), lesser orb of acid, lesser orb 
  of sound, mage armor (2)� �, magic missile 
   0—acid splash (3), ray of frost (2) 
  �Already cast 
  Assassin Spells Known (CL 1st): 
   1st (1/day)—distract assailant (DC 14), true strike 
  Abilities Str 6, Dex 16, Con 13, Int 18, Wis 12, Cha 
  10 
  SQ halfling traits, trapfinding 
  Feats Empower Spell, Improved Initiative, Point-Blank 
  Shot, Practiced Caster (wizard), Precise Shot, 
  Quicken Spell  
  Skills Concentration +17, Decipher Script +11, 
  Disable Device +11, Disguise +4, Escape Artist 
  +10, Hide +15, Jump +3 Knowledge (arcana) +11, 
  Listen +9, Move Silently +13, Spellcraft +17, 
  Tumble +19  
  Possessions rapier, light crossbow, 10 bolts, 2 spell 
  component pouches, spellbook, boots of striding 
  and springing, 
  Spellbook (barred schools: abjuration, necromancy) 
  wizard spells prepared plus 0—mage hand, 1—
  mount; 2—fog cloud; 3-phantom steed; 4—
  summon monster IV; 5—Mordenkainen’s faithful 
  hound; 6—wall of iron 
  Death Attack If Trebban studies his victim for 3 
  rounds and then makes a sneak attack with a 
  melee weapon that successfully deals damage, the 
  sneak attack has the additional effect of possibly 
  either paralyzing or killing the target (his choice). 
  While studying the victim, Trebban can undertake 
  other actions so long as his attention stays focused 
  on the target and the target does not detect the 
  assassin or recognize the assassin as an enemy. If 
  the victim of such an attack fails a Fortitude save 
  (DC 14) against the kill effect, she dies. If the 
  saving throw fails against the paralysis effect, the 
  victim is rendered helpless and unable to act for 
  1d6 rounds plus 1 round. If the victim’s saving 
  throw succeeds, the attack is just a normal sneak 
  attack. Once Trebban has completed the 3 rounds 
  of study, he must make the death attack within the 
  next 3 rounds. 
  If a death attack is attempted and fails (the victim 
  makes her save) or if Trebban does not launch the 
  attack within 3 rounds of completing the study, 3 
  new rounds of study are required before he can 
  attempt another death attack. 
  Ranged Legerdemain Trebban can perform one of 
  the following class skills at a range of 30 feet: 
  Disable Device, Open Lock, or Sleight of Hand. 
  Working at a distance increases the normal skill 
  check DC by 5, and an arcane trickster cannot take 
  10 on this check. Any object to be manipulated 
  must weigh 5 pounds or less. 
  Impromptu Sneak Attack (Ex) Trebban can declare 
  one melee or ranged attack he makes to be a 
  sneak attack (the target can be no more than 30 
  feet distant if the impromptu sneak attack is a 
  ranged attack). The target of an impromptu sneak 
  attack loses any Dexterity bonus to AC, but only 
  against that attack. The power can be used against 
  any target, but creatures that are not subject to 
  critical hits take no extra damage (though they still 
  lose any Dexterity bonus to AC against the attack). 
   
  
  COR7-06 Drowning by Numbers 
   
  Page 36 
  6: THE WITCH’S CURSE 
   
   
   
  QUENEREL THE WENDIGO     CR 16 
  Female wendigo elf monk 2/ sorcerer 12 
  CE Medium fey (cold) 
  Init +7; Senses low-light vision; Listen +3, Spot +3 
  Languages Sylvan  
  AC 37, touch 31, flat-footed 30; Deflect Arrows 
   (+7 Dex, +8 class, +6 armor, +6 deflection) 
  hp 81 (14 HD) ; regeneration 5 
  Immune cold, magic sleep effects 
  Resist evasion 
  Fort +9, Ref +14, Will +12; +2 against enchantment 
  Weakness fire 
  Speed fly 120 ft. (perfect) (24 squares) 
  Melee unarmed strike +10/+5 (1d6+3) and 
   bite +5 (1d6+4/18-20/x3 and disease) or 
  Melee unarmed strike +8/+8/+3 (1d6+3) with flurry of 
  blows and 
   bite +3 (1d6+4/18-20/x3 and disease) 
  Base Atk +7; Grp +14 
  Atk Options Ascetic Mage, Empower Spell, Improved 
  Grapple, Improved Unarmed Strike, Silent Spell; 
  ravenous bite  
  Special Actions maddening whispers, wind walk 
  Sorcerer Spells Known (CL 12th) 
   6th (2/day)—repulsion (DC 22), plus prepared 
  quickened eagle’s splendor and quickened web 
   5th (5/day)—cone of cold (DC 21), waves of 
  fatigue, plus prepared quickened shield  
   4th (6/day)—confusion (DC 20), dimension door, 
  enervation  
   3rd (6/day)—dispel magic, greater mage armor�, 
  lightning bolt (DC 19)  
   2nd (8/day)—eagle’s splendor, false life�, touch of 
  idiocy, web (DC 18) 
   1st (6/day)—distract assailant (DC 17), magic 
  missile, ray of enfeeblement, shield, true strike  
   0 (6/day)—acid splash, dancing lights, detect 
  magic, detect poison, disrupt undead, light, mage 
  hand, prestidigitation, read magic  
    
  �Already cast: Quenerel also used two magic missile 
  spells fighting the hags and empowered false life 
  (22 temporary) 
  Abilities Str 16, Dex 24, Con 15, Int 8, Wis 12, Cha 
  22 
  Feats Arcane Preparation, Ascetic Mage, Deflect 
  Arrows, 
  Empower 
  Spell, 
  Improved 
  Grapple, 
  Improved Unarmed Strike, Quicken Spell, Silent 
  Spell, Track  
  Skills Concentration +17, Jump +8 , Tumble +14 
  Possessions spell component pouch  
  Disease (Su) Any creature hit by Quenerel’s bite 
  attack must succeed on a DC 19 Fortitude save or 
  become infected with the wendigo’s hunger. The 
  incubation period is 1d3 days, and the disease 
  deals 1d3 points of Wisdom damage. Additionally, 
  each day the victim takes Wisdom damage from 
  the disease, he must succeed in a DC 23 Will save 
  or become overwhelmed with insatiable hunger for 
  the flesh of his own race. The victim stalks and 
  tries to kill the closest member of its own race; if it 
  does so, it feeds on the victim’s body and then 
  returns home with no memory of the tragic event. If 
  a victim of this hunger is reduced to a Wisdom 
  score of 0, he transforms into a wendigo 
  immediately and races off into the night sky at such 
  speed that his feet burn away into bloody, charred 
  stumps. 
  Maddening Whispers (Su) Quenerel may use her 
  maddening whispers ability on any one target 
  within 120 ft. 1/day. Quenerel may use this ability 
  while wind walking. Only the chosen victim can 
  hear the insane whispers and invitations of the 
  wendigo. The victim must make a successful DC 
  23 Will save or take 1d3 points of Wisdom 
  damage. 
  Ravenous Bite (Ex) If Quenerel makes a successful 
  critical hit with her bite attack, the wound bleeds for 
  an additional 3 points of damage per round 
  thereafter. Multiple wounds from such attacks 
  result in cumulative bleeding loss (two wounds for 
  6 points of damage per round, and so on). The 
  bleeding can be stopped only by a successful DC 
  10 Heal check or the application of a cure spell or 
  other healing spell (heal, healing circle, or the like). 
  Regeneration (Ex) Fire deals normal damage to 
  Quenerel. 
  Wind Walk (Su) Quenerel can wind walk at will, 
  transforming from physical form to incorporeal form 
  or back again as a move action. 
   
  7: THE PEER AND THE PERI  
   
  KA’ REEK 
  CR 15 
  Female vampire harpy bard 12 
  CE 
  Medium 
  undead 
  [augmented 
  monstrous 
  humanoid] 
  Init +9; Senses darkvision 60 ft.; Listen +14, Spot 
  +34 
  Languages Common 
  AC 28, touch 19, flat-footed 23; Dodge 
   (+5 Dex, +2 armor, +1 insight, +3 deflection, +7 
  natural) 
  hp 127 (19 HD); DR 10/silver and magic, fast healing 
  5 
  Immune mind-affecting, poison, sleep, paralysis, 
  stunning, disease, death effects, critical hits, 
  nonlethal damage, ability drain, energy drain, 
  damage to physical ability scores, fatigue and 
  exhaustion 
  Fort +7, Ref +21, Will +16 
  Resist cold 10, electricity 10, turn resistance +4 
  Weakness garlic, holy symbols, mirrors, running 
  water, sunlight 
  Speed 20 ft. (4 squares), fly 80 ft. (16 squares) 
  (average), Flyby Attack 
  Melee mwk longsword +22/+17/+12/+7 (1d8+6/17-20) 
  and 
   
  slam +15 (1d6+4 plus energy drain) 
  Base Atk +16; Grp +20 
  Atk Options Combat Reflexes, Power Attack; blood 
  drain, energy drain  
  
  COR7-06 Drowning by Numbers 
   
  Page 37 
  Special Actions alternate form, bardic music 12/day  
  (inspire competence, inspire courage +2, inspire 
  greatness), captivating song (DC 22), children of 
  the night, countersong, dominate (DC 28), gaseous 
  form, spider climb 
  Combat Gear dusty rose ioun stone, dust of 
  appearance, pearl of the sirines and clerical scroll 
  of restoration (in her coffin-nest) 
  Bard Spells Known (CL 12th) 
   4th (4/day)-greater invisibility, hold monster (DC 
  23), shout (DC 23) 
   3rd (5/day)—crushing despair (DC 22), dispel 
  magic, invisibility sphere, slow (DC 22) 
   2nd (5/day)—glitterdust (DC 21), harmonize, 
  heroism, tongues 
   1st (5/day)—disguise self (DC 20), grease (DC 20), 
  inspirational boost, unseen servant 
   0 (3/day)—detect magic, flare (DC 19), ghost 
  sound, light, message, prestidigitation    
  Abilities Str 19, Dex 20, Con -, Int 12, Wis 14, Cha 
  28 
  Feats Alertness, Combat Reflexes, Dodge, Flyby 
  Attack, Improved Critical (longsword), Improved 
  Initiative, Improved Toughness, Lightning Reflexes, 
  Persuasive, 
  Power 
  Attack, 
  Weapon 
  Focus 
  (longsword)  
  Skills Bluff +27, Concentration +31, Intimidate +13, 
  Knowledge (arcana) +12, Listen +14, Perform 
  (sing) +31, Spellcraft +10, Spot +34 
  Possessions masterwork longsword, bracers of 
  armor +2, ring of protection +3, cloak of resistance 
  +1 
  Captivating Song (Su) When Ka’ Reek sings, all 
  creatures (other than harpies) within a 300-foot 
  spread must succeed on a DC 22 Will save or 
  become captivated. This is a sonic mind-affecting 
  charm effect. A creature that successfully saves 
  cannot be affected again by her song for 24 hours. 
  The save DC is Charisma-based.  
  A captivated victim walks toward the harpy, taking the 
  most direct route available. If the path leads into a 
  dangerous area (through flame, off a cliff, or the 
  like), that creature gets a second saving throw. 
  Captivated creatures can take no actions other 
  than to defend themselves. (Thus, a fighter cannot 
  run away or attack but takes no defensive 
  penalties.) A victim within 5 feet of the harpy 
  stands there and offers no resistance to the 
  monster’s attacks. The effect continues for as long 
  as the harpy sings and for 1 round thereafter. A 
  bard’s countersong ability allows the captivated 
  creature to attempt a new Will save. 
  Blood Drain (Ex) Ka’ Reek can suck blood from a 
  living victim with her fangs by making a successful 
  grapple check. If she pins the foe, she drains 
  blood, dealing 1d4 points of Constitution drain each 
  round the pin is maintained. On each such 
  successful attack, the vampire gains 5 temporary 
  hit points. 
  Children of the Night (Su) Ka’ Reek commands the 
  lesser creatures of the world and once per day can 
  call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or 
  a pack of 3d6 wolves as a standard action. These 
  creatures arrive in 2d6 rounds and serve Ka’ Reek 
  for up to 1 hour. 
  Dominate (Su) Ka’ Reek can crush an opponent’s will 
  just by looking onto his or her eyes. This is similar 
  to a gaze attack, except that Ka’ Reek must use a 
  standard action, and those merely looking at it are 
  not affected. Anyone Ka’ Reek targets must 
  succeed on a Will save or fall instantly under the 
  vampire’s influence as though by a dominate 
  person spell (caster level 12th). The ability has a 
  range of 30 feet. 
  Create Spawn (Su) A humanoid or monstrous 
  humanoid slain by a Ka’ Reek’s energy drain rises 
  as a vampire spawn (see the Vampire Spawn 
  entry) 1d4 days after burial.  
  If Ka’ Reek instead drains the victim’s Constitution to 
  0 or lower, the victim returns as a spawn if it had 4 
  or less HD and as a vampire if it had 5 or more HD. 
  In either case, the new vampire or spawn is under 
  her command and remains enslaved until her 
  destruction. At any given time she may have 
  enslaved spawn totaling no more than twice its 
  own Hit Dice; any spawn it creates that would 
  exceed this limit are created as free-willed 
  vampires or vampire spawn. A vampire that is 
  enslaved may create and enslave spawn of its 
  own, so a master vampire can control a number of 
  lesser vampires in this fashion. Ka’ Reek may 
  voluntarily free an enslaved spawn in order to 
  enslave a new spawn, but once freed, a vampire or 
  vampire spawn cannot be enslaved again. 
  Energy Drain (Su) Living creatures hit by Ka’ Reek’s 
  slam attack (or any other natural weapon Ka’ Reek 
  possess) gain two negative levels. For each 
  negative level bestowed, she gains 5 temporary hit 
  points. She can use its energy drain ability once 
  per round. 
  Alternate Form (Su) Ka’ Reek can assume the 
  shape of a bat, dire bat, wolf, or dire wolf as a 
  standard action. This ability is similar to a 
  polymorph spell cast by a 12th-level character, 
  except that she does not regain hit points for 
  changing form and must choose from among the 
  forms mentioned here. While in its alternate form, 
  Ka’ Reek loses her natural slam attack and 
  dominate ability, but gains the natural weapons 
  and extraordinary special attacks of her new form. 
  She can remain in that form until she assumes 
  another or until the next sunrise.  
  Fast Healing (Ex) Ka’ Reek heals 5 points of damage 
  each round so long as she has at least 1 hit point. 
  If reduced to 0 hit points in combat, she 
  automatically assumes gaseous form and attempts 
  to escape. Ka’ Reek must reach her coffin home 
  within 2 hours or be utterly destroyed. (She can 
  travel up to nine miles in 2 hours.) Any additional 
  damage dealt to Ka’ Reek forced into gaseous 
  form has no effect. Once at rest in her coffin, Ka’ 
  Reek is helpless. She regains 1 hit point after 1 
  hour, then is no longer helpless and resumes 
  healing at the rate of 5 hit points per round. 
  
  COR7-06 Drowning by Numbers 
   
  Page 38 
  Gaseous Form (Su) As a standard action, Ka’ Reek 
  can assume gaseous form at will as the spell 
  (caster level 5th), but she can remain gaseous 
  indefinitely and has a fly speed of 20 feet with 
  perfect maneuverability. 
  Spider Climb (Ex) Ka’ Reek can climb sheer 
  surfaces as though with a spider climb spell 
   
  GREETHA/KREL (RAGING) 
  CR 15 
  Female annis hag barbarian 9 
  CE Large monstrous humanoid 
  Init +3; Senses darkvision 60 ft.; Listen +20, Spot 
  +20 
  Languages Common, Giant 
  AC 26, touch 11, flat-footed 26; improved uncanny 
  dodge 
   (-1 size, +3 Dex, +11 natural, +4 armor, +1 
  deflection, -2 rage) 
  hp 202 (16 HD); DR 1/-, DR 2/bludgeoning 
  Resist SR 19 
  Fort +18, Ref +12, Will +15 
  Speed 50 ft. (10 squares) 
  Melee mwk greatsword +27/+22/+17/+12 (3d6+16/19-
  20) and 
   bite +21 (1d6+5) or 
  Melee 2 claws +26 (1d6+11) and 
   
  bite +21 (1d6+5) 
  Ranged javelin +18/+13/+8/+3 (1d8+11) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +16; Grp +32 
  Atk Options Blind-Fight, Power Attack, Quick-Draw; 
  improved grab, rake 1d6+11, rage 3/day, rend 
  2d6+16   
  Spell-Like Abilities (CL 8)  
   
  3/day—disguise self, fog cloud.  
  Abilities Str 32, Dex 16, Con 24, Int 12, Wis 14, Cha 
  8 
  Feats Alertness, Blind-Fight, Great Fortitude, Iron 
  Will, Power Attack, Quick-Draw 
  Skills Bluff +16, Diplomacy +1, Disguise -1 (+1 
  acting, Hide +5, Intimidate +1, Listen +20, Spot 
  +20  
  Possessions 10 Large javelins, Large masterwork 
  greatsword Large masterwork chain vest, ring of 
  protection +1, cloak of resistance+1, amulet of 
  natural armor +1 
  Improved Grab (Ex) To use this ability, an annis 
  must hit a Large or smaller opponent with a claw 
  attack. It can then attempt to start a grapple as a 
  free action without provoking an attack of 
  opportunity. 
  Rake (Ex) Attack bonus +26 melee, damage 1d6+11. 
  An annis can attack a grappled foe with both claws 
  at no penalty. 
  Rend (Ex) An annis that hits with both claw attacks 
  latches onto the opponent’s body and tears the 
  flesh. This attack automatically deals an extra 
  2d6+16 points of damage. 
   
  When not raging, Greetha/Krel has the following 
  changed statistics: 
  AC 28, touch 13, flat-footed 28 
  hp 170 (16 HD) 
  Fort +16, Will +13 
  Melee mwk greatsword +25/+20/+15 (3d6+13/19-20) 
  and 
   
  bite +19 (1d6+4) or 
  Melee 2 claws +24 (1d6+9) and  
   
  bite +19 (1d6+4) 
  Ranged javelin +18/+13/+8/+3 (1d8+9) 
  Grp +30 
  Abilities Str 28, Con 20 
  Rake Attack +22 melee, damage 1d6+9 
  Rend 2d6+13  
   
  
  COR7-06 Drowning by Numbers 
   
  Page 39 
  APPENDIX 2: WILD MAGIC TABLE 
   
   
  D% 
  Effect 
  01-19 
  Spell rebounds on caster with normal effect. If the spell cannot affect the caster, it simply fails. 
  20-23 
   A circular pit 15 feet wide opens under the caster’s feet; it is 10 feet deep per level of the caster. 
  24-27 
  The spell fails, but the target or targets of the spell are pelted with a rain of small objects, which disappears 
  upon striking. The barrage continues for 1 round. During this time, the targets are blinded and must make 
  Concentration checks (DC 15 + spell level) to cast spells. 
  28-31 
  The spell affects a random target or area. The DM should randomly choose a different target from among 
  those in range of the spell or centre the spell at a random place within range of the spell. To generate 
  direction randomly, roll 1d8 and count clockwise around the compass, starting with south. To generate 
  range randomly, roll 3d6. Multiply the result by 5 feet for close range spells, 20 feet for medium range 
  spells or 80 feet for long-range spells. 
  32-35 
  The spell functions normally, but any material components are not consumed. The spell is not expended 
  from the caster’s mind (a spell slot or prepared spell can be used again). An item does not lose charges, and 
  the effect does not count against an item’s or spell-like ability’s use limit. 
  36-39 
  The spell does not function. Instead, everyone (friend or foe) within 30 feet of the caster receives the 
  effect of a heal spell. 
  40-43 
  The spell does not function. Instead, a deeper darkness and a silence effect cover a 30-foot radius around the 
  caster for 2d4 rounds. 
  44-47 
  The spell does not function. Instead, a reverse gravity effect covers a 30-foot radius around the caster for 1 
  round. 
  48-51 
  The spell functions, but shimmering colors swirl around the caster for 1d4 rounds. Treat this as a glitterdust
  effect within a save DC of 10 + the level of the spell that generated this result. 
  52-59 
  Nothing happened. The spell does not function. Any material components are used up. The spell or spell 
  slot is used up, and charges or uses from an item are used up. 
  60-71 
  Nothing happens. The spell does not function. Any material components are not consumed. The spell is 
  not expended from the caster’s mind (a spell slot or prepared spell can be used again). An item does not 
  lose charges, and the effect does not count against an item’s or spell-like ability’s use limit. 
  72-98 
  The spell functions normally. 
  99-100 
  The spell functions strongly. Saving throws against the spell incur a –2 penalty. The spell has the 
  maximum possible effect as if it were cast with the Maximize Spell feat. If the spell is already maximized 
  with the feat, there is no further effect.  
  
  COR7-06 Drowning by Numbers 
   
  Page 40 
  APPENDIX 3: NEW RULES ITEMS 
  FEATS 
  ARCANE PREPARATION 
  You can prepare an arcane spell ahead of time, just as a 
  wizard does. 
   
  Prerequisite: Ability to cast arcane spells without 
  preparation. 
   
  Benefit: Each day, you can use one or more of your 
  spell slots to prepare spells you know, usually for the 
  purpose of applying a metamagic feat to the spell-but 
  without an increase in its casting time. Preparing a spell 
  uses a spell slot of the appropriate level, and once 
  prepared, that slot can’t be used for anything else until 
  the prepared spell is cast.  
   
  Normal: Spellcasters who cast arcane spells without 
  preparation (such as sorcerers and bards) who apply a 
  metamagic feat to a spell must cast it as a full-round 
  action instead of a standard action. 
   
  Source: Complete Arcane. 
   
  ASCETIC MAGE 
  You practice an unusual martial art that mixes self-taught 
  spellcasting and melee attacks to great effect. 
   
  Prerequisites: Improved Unarmed Strike, ability to 
  spontaneously cast 2nd-level arcane spells. 
   
  Benefit: As a swift action that doesn’t provoke 
  attacks of opportunity, you can sacrifice one of your daily 
  allotment of spells to add a bonus to your unarmed strike 
  attack rolls and damage rolls for 1 round. The bonus is 
  equal to the level of the spell sacrificed. The spell is lost as 
  if you had cast it. 
   
  If you have levels in sorcerer and monk, those levels 
  stack for the purpose of determining your AC bonus. For 
  example, a human 4th-level sorcerer/1st-level monk 
  would have a +1 bonus to AC as if she were a 5th-level 
  monk. If you would normally be allowed to add your 
  Wisdom bonus to AC (such as for a unarmored, 
  unencumbered monk), you instead add your Charisma 
  bonus (if any) to your AC. 
   
  In addition, you can multiclass freely between the 
  sorcerer and monk classes. You must still remain lawful 
  in order to continue advancing as a monk. You still face 
  the normal XP penalties for having multiple classes more 
  than one level apart.  
   
  Source: Complete Adventurer. 
   
  DIVINE METAMAGIC [Divine] 
  You can channel energy into some of your divine spells to 
  make them more powerful. 
   
  Prerequisite: Ability to turn undead or rebuke 
  undead. 
   
  Benefit: When you take this feat, choose a 
  metamagic feat. This feat applies only to that metamagic 
  feat. As a free action, you can take the energy from 
  turning or rebuking undead and use it to apply a 
  metamagic feat to spells that you know. You must spend 
  one turn or rebuke attempt, plus an additional attempt for 
  each level increase in the metamagic feat you’re using. 
  For example, Jozan the cleric could sacrifice three turn 
  attempts to empower a holy smite he’s casting. Because 
  you’re using positive or negative energy to augment your 
  spells, the spell slot for the spell doesn’t change. 
   
  Special: This feat may be taken multiple times. Each 
  time you take this feat choose a different metamagic feat 
  to which to apply it. 
   
  Source:  Complete Divine. 
   
   
  IMPROVED TOUGHNESS [General] 
  You are significantly tougher than normal. 
   
  Prerequisite: Base Fortitude save bonus +2. 
   
  Benefit: You gain a number of hit points equal to 
  your current Hit Dice. Each time you gain a HD (such as 
  by gaining a level), you gain 1 additional hit point. If you 
  lose a HD (such as by losing a level), you lose 1 hit point 
  permanently. 
   
  Special: A fighter may select Improved Toughness 
  as one of his fighter bonus feats. 
   
  Source: Complete Warrior. 
   
  PRACTICED CASTER 
  Choose a spellcasting class that you possess. Your spells 
  cast from that class are more powerful. 
   
  Prerequisite: Spellcraft 4 ranks. 
   
  Benefit: Your caster level for the chosen spellcasting 
  class increases by 4. This benefit can’t increase your caster 
  level to higher than your Hit Dice. However, even if you 
  can’t benefit from the full bonus immediately, if you later 
  gain Hit Dice in levels of nonspellcasting classes, you 
  might be able to apply the rest of the bonus. 
   
  For example, a human 5th-level sorcerer/ 3rd-level 
  fighter who selects this Feat would increase his sorcerer 
  caster level from 5th to 8th (since he has 8 Hit Dice). If he 
  later gained a fighter level, he would gain the remainder 
  of the bonus and his sorcerer caster level would become 
  9th (since he now has 9 Hit Dice). 
   
  A character with two or more spellcasting classes 
  (such as a bard/sorcerer or a ranger/druid) must choose 
  which class gains the feat’s effect.  
   
  This feat does not affect your spells per day or spells 
  known. It increases your caster level only, which would 
  help you penetrate spell resistance and increase the 
  duration and other effects of your spells. 
   
  Special: You may select this Feat multiple times. 
  Each time you choose it, you apply it to a different 
  spellcasting class. For instance, a 4th-level cleric/ 5th-
  level wizard who had selected this feat twice would cast 
  cleric spells as an 8th-level caster and wizard spells as a 
  9th-level caster. 
   
  Source: Complete Arcane. 
   
  SPELLS 
  Distract Assailant 
  Enchantment (Compulsion) [Mind-Affecting] 
  Level: Assassin 1, sorcerer/wizard 1 
  
  COR7-06 Drowning by Numbers 
   
  Page 41 
  Components: V, S, M 
  Casting Time: 1 swift action 
  Range: Close (25 ft. +5 ft. /2 levels) 
  Target: One creature  
  Duration: 1 round 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
   
  Buzzing under your breath like a fly, you swat at the sky and 
  toss the fly’s wing in your hand into the air. The target of your 
  spell becomes distracted, starting at shadows and looking about 
  for unseen assailants. 
   
  A creature affected by this spell is flat-footed until the 
  beginning of its next turn. 
   
  Material Component: The dried wing of a fly. 
   
  Source: Spell Compendium. 
   
  Harmonize 
  Transmutation 
  Level: Bard 2 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You  
  Duration: 1 min/level 
   
  You blend magic and music seamlessly. While this spell is 
  in effect, starting a bardic music effect requires only a 
  move action. Concentrating on a bardic music effect that 
  requires concentration still requires a standard action. 
   
  Source: Races of Stone. 
   
  Inspirational Boost 
  Enchantment (Compulsion) [Mind-Affecting, Sonic] 
  Level: Bard 1 
  Components: V, S 
  Casting Time: 1 swift action 
  Range: Personal 
  Target: You  
  Duration: 1 round or special; see text 
   
  You concentrate on assisting your friends as you begin the short 
  chant and simple hand-chopping motion necessary to cast the 
  spell. As you finish, the spell’s chant allows you to segue easily 
  into bolstering your allies. 
   
  While this spell is in effect, the morale bonus granted by 
  your inspire courage bardic music increases by 1. 
   
  The effect lasts until your inspire courage effect 
  ends. If you don’t begin to use your inspire courage 
  ability before the beginning of your next turn, the spell’s 
  effect ends. 
  Source: Spell Compendium. 
   
  Mage Armor, Greater 
  Conjuration (Creation) [Force] 
  Level: Sorcerer/wizard 3 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: 1 hour/level (D) 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: No 
   
  This spell functions like mage armor, except that its 
  tangible field of force provides a +6 armor bonus to 
  Armor Class. 
   
  Source: Spell Compendium. 
   
  Orb of Acid, Lesser 
  Conjuration (Creation) [Acid] 
  Level: Sorcerer/wizard 1 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. +5 ft. /2 levels) 
  Effect: One orb of acid 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: No 
   
  Your quick, precise movements culminate in your open palm 
  facing your target. An orb of dark green acid flies from your 
  hand. 
   
  An orb of acid about 2 inches across shoots from your 
  palm at its target, dealing 1d8 points of acid damage. You 
  must succeed on a ranged touch attack to hit your target. 
   
  For every two caster levels beyond 1st, your orb deals 
  an additional 1d8 points of damage: 2d8 at 3rd level, 3d8 
  at 5th level, 4d8 at 7th level, and the maximum of 5d8 at 
  9th level or higher.  
   
  Source: Spell Compendium. 
   
  Orb of Force 
  Conjuration (Creation) [Force] 
  Level: Sorcerer/wizard 4 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. +10 ft. /level) 
  Effect: One orb of force 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: No 
   
  As you gather the energies of the spell, you feel against your palm 
  a spherical weight that seems almost bonded to your skin. The 
  sphere grows, until with a final precise movement, you release 
  the translucent blue orb, sending it hurtling toward your 
  intended target. 
   
  You create a globe of force 3 inches across, which streaks 
  from your palm toward your target. You must succeed on 
  a ranged touch attack to hit the target. The orb deals 1d6 
  points of damage per caster level (maximum 10d6). 
   
  Source: Spell Compendium. 
   
  Orb of Sound, Lesser 
  Conjuration (Creation) [Sonic] 
  
  COR7-06 Drowning by Numbers 
   
  Page 42 
  Level: Sorcerer/wizard 1 
  Effect: One orb of sonic energy 
   
  This spell functions like lesser orb of acid, except that it 
  deals 1d6 points of sonic damage, plus an additional 1d6 
  points of damage per two caster levels beyond 1st; 2d6 at 
  3rd level, 3d6 at 5th level, 4d6 at 7th level, and the 
  maximum of 5d6 at 9th level or higher.  
   
  Source: Spell Compendium. 
   
  Resurgence 
  Abjuration 
  Level: Blackguard 1, cleric 1, paladin 1 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: Instantaneous 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
   
  By laying hands on your ally and saying a brief prayer, you 
  convince a higher power to grant him a second chance. 
   
  The subject of a resurgence spell can make a second 
  attempt to save against an ongoing spell, spell-like ability, 
  or supernatural ability, such as dominate person. If the 
  subject of resurgence is affected by more than one ongoing 
  magical effect, the subject chooses one of them to retry 
  the save against. If the subject succeeds on the saving 
  throw on the second attempt, the effect ends 
  immediately. Resurgence never restores hit points or 
  ability score damage, but it does eliminate any conditions 
  such as shaken, fatigued, or nauseated that were caused 
  by a spell, spell-like ability, or supernatural ability. 
   
  If a spell, spell-like ability, or supernatural ability 
  doesn’t allow a save (such as power word stun), then 
  resurgence won’t help the subject recover. 
   
  Source: Spell Compendium. 
  
  COR7-06 Drowning by Numbers 
   
  Page 43 
  PLAYER HANDOUT 1: SERRENEN’S LETTER 
  My Beloved Virthina, 
   
  Pray excuse the veil of mystery, which I have drawn over my doings in 
  Jalpa of late. My old friend Bronden did not wish our endeavors 
  announced before a favorable outcome could be assured. The scholar’s 
  discretion curbed the lover’s sighs. 
   
  Last night, however, success crowned our secret labors. I can say no 
  more in this letter, but we would have our friends and loved ones enjoy 
  the first-fruits of success ere the whole of the Flanaess reaps the 
  harvest. Meet me not in our humble lodgings (an abode fit for my 
  adventuring days – it stands at the end of the Street of Sickle-
  Makers, beside the Temple of the Far Wanderer), but rather at the inn 
  they call The Sorcerer, in the Red Market, at noon on the seventh day 
  of Planting. Be not late, my love, for what Bronden and I have to 
  show you cannot long remain obscure. Until we meet in Jalpa, 
   
  Your own, 
  Serrenen Brax   
   
   
   
   
   
  
  COR7-06 Drowning by Numbers 
   
  Page 44 
  PLAYER HANDOUT 2: THE SCRIBBLED PARCHMENT 
   
  Z. calls it:  
   
  “a demonstration most trenchant and pertinacious of fundamental 
  identity between the art magic (that entertains the world) and the art 
  music (that changes it)”  
  The Horsefeather Gospel: Third Analect 
   
  Fables of Burdock alleges Heward (sic!) helped him make it. 
   
  Does it still exist? Could it be what we need? 
    
  
  COR7-06 Drowning by Numbers 
   
  Page 45 
  PLAYER HANDOUT 3: THE MULTI−COLORED LETTER 
   
  My dear Bronden, 
   
  Yes, Otto told me what you are looking for. Good to know 
  that he has found someone to share his one inedible 
  preoccupation. You were right. It does still exist - and it is 
  in my keeping. What O. told me of your theory is most 
  intriguing!! Your idea that it might work again if 
  correctly positioned in the Polyphonium is so exciting that 
  I can barely straight think!!! 
   
  You shall have it for your experiment without delay!!!! 
   
  Yours, 
   
  E~ 
   
  PS Lebarat says that he will never speak to me again unless 
  I add that there is an elastic limit to the strain reality 
  can take before snapping altogether, and that the Master’s 
  wonderful toys do tend to push against that boundary if 
  left unattended for too long. He bids you be sure not to let 
  it keep working for more than a hundred heart-beats at a 
  time. L. is a paladin, poor love, and worries about such 
  things. I keep telling him that you can’t make an omelet 
  without breaking worlds, but he never listens. 
  
  COR7-06 Drowning by Numbers 
   
  Page 46 
  PLAYER HANDOUT 4: GERRAND’S SONG 
   
  I’m Gerrand of Atroan fame and wretched is my present state 
  For parlous is my parley and in notes alone can I relate 
  A narrative to chill the blood, with fear affright, and terror wrack, 
  A tale to top the lurid heights of Vecna or Acererak. 
  In Sunndi where I took my ease with Quenerel, a friend of yore, 
  A letter bade us seek out two with whom we made a famous four, 
  The Company of Grace; in short, the wizard Bronden made us come 
  To meet him and Serrenen Brax in Jalpa’s Polyphonium. 
   
  CHORUS: The Company of Grace! In short, the wizard Bronden made them come 
  To meet him and Serrenen Brax in Jalpa’s Polyphonium. 
   
  I know the score adventuring; I’ve played my part in rending Und- 
  erdark locales; I’ve done my bit for Kalinin and Brendingund. 
  But never have I heard the like of what befell me at the door 
  Of that strange building; I began to sing – and didn’t know the score! 
  Unable now to speak or pray, a useless lump, I tried to quell 
  The most unequal temperament and onward march of Quenerel. 
  But my old friend would not be swayed, a maiden bold as she is fair; 
  The barrier but piques her wish to make an expedition there. 
   
  CHORUS: But his old friend would not be swayed, a maiden bold as she is fair; 
  The barrier but piques her wish to make an expedition there. 
   
  An hour passed; she did not leave. I hurried here to seek some aid 
  Against whatever holds my friends. I wracked my brains. I even made 
  This ditty so that I could warn the jeerers who might mock at lips 
  which dribbled only notes – we face melodious apocalypse! 
  The strong of will must storm that place – a fearful feat, for mayhap ’tis 
  A peril fit for Tsojcanth or the fane of feignèd Keraptis. 
  Oh! Parlous is my parley and in notes alone can I relate 
  I’m Gerrand of Atroan fame and wretched is my present state. 
   
  CHORUS: Oh! Parlous is his parley and in notes alone can he relate 
  He’s Gerrand of Atroan fame and wretched is his present state. 
   
   
  
  COR7-06 Drowning by Numbers 
   
  Page 47 
  DM MAPS 
   
  COMBAT MAP FOR ENCOUNTER 1 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  COR7-06 Drowning by Numbers 
   
  Page 48 
  COMBAT MAP FOR ENCOUNTER 5, 6 AND 7 
   
   
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Core/597/COR7-06 Drowning By Numbers (APL 10-16)/COR7-06 Drowning By Numbers.pdf