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. 
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  DUNGEONS & DRAGONS, D&D, GREYHAWK, Living Greyhawk, D&D Rewards, RPGA, Player’s 
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  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
   
  ZEF7-02 
   
   
   
   
   
  Tide of Battle 
   
  A One-Round Dungeons & Dragons
  ® Living Greyhawk™  
  Zeif Regional Adventure 
   
   
  by Ian Seale 
  Circle Reviewer: Tim Sech  
  Reviewers: Zeif Triad (Jon Dawes, Cory Fliegel, Chris Slater), Jake Robins 
  Playtesters: Colin Lacey, Darryl Loewen, Chris Naples, Zeff Santucci, Nick Vigdahl, Dave Wayne 
   
   
  A desperate call for aid has been sent out from the Merfolk al-Ghayar.  Their plea has not fallen upon deaf ears.  Sultan 
  Murad, the Proud, has decreed that the enemy of the Ghayar Merfolk shall be driven from the Dramidj.   Part three of 
  the Eternally Yours story arc. Meta-Organizations: Church of Geshtai, Order of Kwalish and Royal Navy of Zeif. A one-
  round Zeif regional adventure for PCs level 1-12 (APLs 2-10). 
   
  Resources for this adventure [and the authors of those works] include Complete Divine [David Noonan], Dungeon 
  Master’s Guide II [Jesse Decker, David Noonan, Chris Thomasson, James Jacobs, Robin D. Laws], Player’s Handbook II 
  [David Noonan] and Stormwrack [Richard Baker, Joseph D. Carriker, Jr., Jennifer Clarke Wilkes].
  
  RPGA® SANCTIONED PLAY 
   
  Most likely you ordered this adventure as part of an 
  RPGA event from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D
  ® campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL™ gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the session Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the session DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First, it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second, players and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2008.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com.  
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D rule books: Player’s Handbook, 
  Dungeon Master’s Guide, and the Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Information on nonplayer PCs 
  (NPCs) and monsters appear in abbreviated form in the 
  adventure text. Refer to Appendix 1 for full information 
  on NPCs and monsters. For your convenience, Appendix 
  1 is split by APL 
   
  Along with this adventure, you’ll find a RPGA 
  session tracking sheet. If you’re playing this adventure as 
  part of an RPGA-sanctioned event, complete and turn in 
  this sheet to your senior GM directly after play. You’ll 
  also find a LIVING GREYHAWK adventure record (AR). You 
  need one copy of this for each participating player. 
   
   LIVING GREYHAWK LEVELS 
  OF PLAY 
   
  Because players bring their own PCs to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1. Determine the character level for each of the PCs 
  participating in the adventure. 
  2. If PCs bring animals that have been trained for 
  combat other than those brought by virtue of a class 
  ability (such as animal companions, familiars 
  paladin’s mounts), use the table below to determine 
  the number of levels you add to the sum of step one. 
  Animals with different CRs are determined 
  separately using the chart below; then, take the 
  highest CR animal (or animals), and add 2 (drop 
  fractions). A single PC may only bring four or fewer 
  animals of this type.  
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  0 
  1/3 & 1/2 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  5 
  6 
  7 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  3. Sum the results of step 1 and 2, and divide by the 
  number of PCs playing in the adventure. Round to 
  the nearest whole number. 
  ZEF7-02 Tide of Battle 
   
  Page 1 
  
  4. 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. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level PCs 
  to reach the objectives. 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1st-level PCs 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 PCs to buy riding dogs to help protect 
  them and fight for them. 
   
  TIME UNITS AND UPKEEP 
   
  This is a standard one-round Zeif regional adventure. PCs 
  whose home region is Zeif pay 1 Time Unit.  All other 
  PCs pay 2 Time Units. 
   
  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. PCs that fail to pay at 
  least Standard Upkeep will retain temporary ability 
  damage until the next adventure, must buy new spell 
  component pouches and healer’s kits, and may suffer 
  other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this adventure. 
   
  A character that does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild. If the character possesses four or more 
  ranks in the Survival skill and succeeds at a DC 20 
  Survival check, the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking). The player is 
  allowed to Take 10 on this roll. 
   
  More information about lifestyle and upkeep can be 
  found in the Lifestyle and Upkeep section of Chapter 3 of 
  the Living Greyhawk Campaign Sourcebook. 
   
  ADVENTURE BACKGROUND 
  As detailed in ZEF6-07 Into the Drink, Sovorn’s Palace is 
  under siege by a horde of undead. Under Sovorn’s 
  leadership, the merfolk managed to repel the initial 
  assault of the undead.  However, the cost was very high.  
  Many merfolk were slain and their bodies collected by 
  the enemy.  Even more disturbing was the fact that a 
  number of the merfolk were still alive before being 
  dragged off into the depths of the Scar.  One of those 
  taken alive was Burlay bin Bealef, Shallah’s bodyguard 
  from ZEF6-01 Out of Water. 
   
  What exactly transpired in the deep is the subject of 
  a future adventure, but suffice it to say that Burlay was 
  the subject of necromantic experimentation. A side effect 
  of these experiments transformed him into a Wight with 
  unusual powers (fast healing and aqueous form, see 
  Appendix 1).  The process corrupted Burlay, but it was far 
  from absolute.  Even now, his honor struggles against his 
  new dark desires.  Burlay’s new masters failed to notice 
  his internal turmoil, instead seeing him as a powerful 
  new servant.  
   
  Based on their necromantic research, Burlay’s 
  masters have determined that they require the blood of 
  the merfolk royal line in order to enact their desired 
  ritual. As his first act of betrayal, Burlay revealed the 
  location of a secret passage that leads inside Sovorn’s 
  Palace.  His masters were pleased and immediately 
  planned a raid upon the Merfolk city. 
   
  Through means that shall be revealed in a later 
  adventure, the enemies of the Merfolk learned of the 
  reinforcements dispatched from Zeif.  Not wishing their 
  attack to be interrupted, they have called in a favor owed 
  to them by a powerful storm lord, who goes by the name 
  of Squall. He has been tasked with sinking the Zeifan 
  naval vessel before it arrives. 
   
  With the reinforcements dealt with, the enemy 
  attacked the merfolk city in full force. The zombie horde 
  was sent to provide a distraction by performing a frontal 
  assault on the city. Several intelligent undead, including 
  Burlay, were dispatched to kidnap the royal family amidst 
  the chaos. While Sovorn lead his troops against the 
  zombie threat, the undead gained entrance into the 
  palace unnoticed via the secret passage. Shallah and 
  Shalina were caught unaware by the undead and captured 
  without a fight. However, the corruption within Burlay 
  was shaken when he saw Shallah once again. As one 
  group of undead dragged Shallah off, Burlay was 
  ZEF7-02 Tide of Battle 
   
  Page 2 
  
  distracted enough that Shalina managed to escape his 
  clutches. Burlay and his group of undead chased down 
  Shalina, but wasted much time in doing so. Meanwhile, 
  the first group of undead had dragged Shallah into the 
  depths of the scar. By the time that Burlay’s group catches 
  up with Shalina, the PC's are there to stop them. 
   
  It is assumed that the events of ZEF7-02 Tide of 
  Battle take place three weeks after the events of ZEF6-07 
  Into the Drink. 
   
  ADVENTURE SUMMARY 
  • 
  The adventure begins in Nafiq.  The PCs witness a 
  little slice of Nafiq life. 
  • 
  A representative of the Grim Vizier approaches the 
  PCs. 
  • 
  The PCs receive a summons to accompany several 
  Apparatuses of Kwalish to the Palace of Sovorn al 
  Ghayar, aboard a Zeifan naval vessel. 
  • 
  The PCs receive their mission briefing. Afterwards, 
  they can interact with members of the crew. 
  • 
  The PCs receive a visit from an agent of the Matron 
  Sultana. 
  • 
  On the way to Sovorn’s Palace, a storm builds with 
  unnatural speed.  Once the storm is in full force, 
  summoned creatures attack the vessel.  
  • 
  The vessel arrives above Sovorn’s palace.  The 
  Apparatuses of Kwalish are revealed. The PCs receive 
  a long duration water breathing spell.  The PCs 
  descend into the ocean.  The PCs witness a 
  horrifying scene, as a veritable horde of zombies is 
  assaulting the palace en masse. With a little 
  encouragement from the PC’s, the Apparatuses go to 
  work slaying zombies. Some zombies manage to 
  enter the palace. The PCs follow them in. The PCs 
  defeat the zombies. 
  • 
  A short while later Shalina is chased into the room 
  by Burlay and two other undead. The PCs convince 
  Burlay not to attack them. The PCs defeat the other 
  undead. 
  • 
  Burlay informs the PCs about Shallah’s fate and the 
  location of the enemy stronghold in the Scar. Burlay 
  retreats into the Scar. Shalina begs the PCs to rescue 
  her daughter. The battle is won and the Merfolk 
  express their gratitude. 
  • 
  The PCs return to the ship. The PCs receive a 
  proposal from Cyaxares, representing the Sultan.  
  The PCs return to the mainland of Zeif. The PCs 
  inform their chosen faction about the events that 
  have transpired.  Fade to black. 
   
  PREPARATION FOR PLAY 
  This adventure is the third in the Eternally Yours story 
  arc.  It makes reference to NPC’s, items and events from 
  the following adventures: 
  • 
  ZEF6-01 Out of Water 
  • 
  ZEF6-07 Into the Drink 
  • 
  ZEFInt7-01 Swimming Lessons 
   
  Determine which, if any, of these adventures that the 
  character has participated in.  Look at the Adventure 
  Records for these adventures and make note of the 
  rewards and penalties that the character has received. 
   
  Find out if any of the PCs openly display either Shallah’s 
  Token from Out of Water or the Eye Gem from Into the 
  Drink. 
   
  Ask which Zeif meta-organizations the character is a 
  member of. 
   
  Read aloud text that is underlined is meant to be 
  emphasized. DM text that is underlined is meant to 
  remind the DM of important details. 
   
  Appendix 1: Combat encounters 
  Appendix 3: Named NPC’s 
  Appendix 3: New rules 
  Appendix 4: Storm rules 
  Appendix 5: Underwater rules 
  Appendix 6: Baklunish to common dictionary 
   
  CORE RULE ITEMS 
  • 
  Church of Geshtai (Zeif meta-organization) 
  • 
  Order of Kwalish (Zeif meta-organization) 
  • 
  Royal Navy of Zeif (Zeif meta-organization) 
  • 
  Weather effects (Dungeon Master’s Guide, page 
  94-95) 
  • 
  Improved Grab (Monster Manual, page 310) 
  • 
  Constrict (Monster Manual, page 307) 
  • 
  Grapple rules (Player’s Handbook, page 155-157) 
  • 
  Apparatus of Kwalish (Dungeon Master’s Guide, 
  page 247-248) (flavor text) 
  • 
  Underwater combat (Dungeon Master’s Guide, 
  page 92-93) 
  • 
  Merfolk (Monster Manual, page 185) 
   
  NEW RULE ITEMS 
  • 
  Shipboard combat (Stormwrack, page 20) 
  • 
  Knight character class (Player’s Handbook II, 
  page 24) 
   
  ZEF7-02 Tide of Battle 
   
  Page 3 
  
  INTRODUCTION 
  Read or paraphrase the following: 
   
  The first rays of the sun sparkles off of the surface of 
  the Gulf of Ghayar. Seagulls cry out in the early 
  morning air. As the sun rises higher, the city of Nafiq 
  awakens from its peaceful night’s slumber. The 
  Lightbearers of Azor’Alq are just finishing their 
  nightly rounds of the city streets. A fresh breeze 
  carries the scent of the sea, and something more. It 
  bears the fresh cooked smell of the morning meal.  
  Time to get up and greet the day. 
   
  The common room of the Sekme Deve Inn (Hopping 
  Camel Inn) is quite busy, despite the earliness of the 
  hour.  You are forced to share a large trestle table with 
  a number of interesting people, some familiar, others 
  strange.  
   
  Allow the PC’s to introduce themselves. 
   
  A young serving girl arrives at your table with a large 
  stack of wooden bowls.  A kitchen boy, who carries a 
  small steaming cauldron, smelling strongly of 
  cinnamon, accompanies her. The serving girl deftly 
  doles out large servings of bulgur wheat porridge for 
  each of you. While you eat, the other patrons indulge 
  in loud conversation about all manner of rumor, 
  conjecture and gossip. 
   
  The PC’s can make a Diplomacy, Gather Information or 
  Listen check to try and pick up some of the local gossip. 
  • 
  DC 9 or less – “Rashid’s horse gave birth to twin 
  foals last night.  Truly he is blessed by Istus.” 
  • 
  DC 10 – “Have you noticed that there are a lot 
  fewer merfolk around Nafiq the last month or so? 
  I do miss the sound of their music along the 
  beach.” 
  • 
  DC 15 – “The Çabuk Martý is making 
  preparations to leave port soon.  The Sultan must 
  need to get somewhere in a hurry.” 
  • 
  DC 20 – “Hutosh told me that she saw three 
  wagons under heavy guard enter Nafiq last night. 
   They bore heavy loads covered by canvas.  What 
  do you suppose they carried?” 
  • 
  DC 25 – “The sorceress Kimiya bint Artabanus has 
  offered a Bey’s ransom to the one who can return 
  her missing familiar. Why would anyone steal a 
  water mephit from a Sulamak Efendi (Water 
  Lord)? That is just asking for trouble.” 
  • 
  DC 30 – “You are telling me that the Order of 
  Kwalish intends to make a boat out of metal and 
  then sink it in the Dramidj? Such is madness!” 
   
  As time permits, feel free to embellish interactions with 
  the other various customers.  When the time is right, 
  move on to Encounter 1. 
   
  1: A PROPOSAL FROM THE 
  GRIM VIZIER 
  Have the PC’s make a DC 15 Spot check.  Any character 
  or animal with the scent ability automatically succeeds. 
  Those that succeed smell a foul odor of necrotizing flesh 
  blowing in from the open doorway. 
   
  Read or paraphrase the following: 
   
  A sudden hush falls over the other patrons of the 
  Sekme Deve. In the open doorway stands a hunched 
  over figure.  It wears heavy black robes, with a hood 
  drawn over its face. A symbol of an upright skeletal 
  hand clutching a rod is embroidered upon the front 
  of the robe in silver thread. 
   
  It reaches a decaying claw over its head and pulls 
  back the hood of its robes with a deliberate slowness. 
  What appears is a gaunt face, with rotting flesh pulled 
  tight across its skull.  The creature flashes a smile 
  revealing a twin row of pointed teeth. 
   
  It speaks in a guttural, rasping voice, though its 
  tone is calm and even. “My most humble apologies for 
  disturbing your meal, bayans and effendis (ladies and 
  gentlemen). I would greatly appreciate it if I were able 
  to speak with them in private.” The creature points at 
  your table with a single talon to punctuate its 
  statement. 
   
  The creature slowly starts making its way towards 
  you, shuffling and limping as it goes.  Everyone else 
  chooses this as an opportune moment to make a hasty 
  exit from the area.  Soon only you and the creature 
  remain in the room.  
   
   
  Garnat bin Jamil: NE Gravetouched Ghoul (see 
  Appendix 3) 
   
  It is possible that the PC’s may wish to attack Garnat.  
  Allow them to do so if they wish.  Use the stats for a 
  Ghast, except with no Stench ability (Monster Manual, 
  page 119).  Garnat will attempt to escape to the best of his 
  ability. If the PC’s defeat Garnat, they gain no experience 
  for this encounter.  Regardless of the outcome, the PCs 
  that attacked Garnat gain the Curse of the Grim Vizier. 
  PCs that refused to fight Garnat do not gain the curse. 
  ZEF7-02 Tide of Battle 
   
  Page 4 
  
   
  PCs that played ZEF7Int-01 Swimming Lessons will 
  immediately recognize Garnat as a representative of the 
  Grim Vizier. 
   
  A DC 14 Knowledge (religion) check will determine that 
  Garnat is some sort of advanced Ghoul. A DC 15 
  Knowledge (local) check will recognize the upright 
  skeletal hand clutching a rod as a symbol used by agents 
  of the Grim Vizier. 
   
  Who are you? 
   
  “I am Garnat bin Jamil, humble servant of the 
  Grim Vizier.” 
   
  Why are you here? 
   
  “Whether you know it or not, you are about to be 
  summoned at the Sultan’s behest to travel to the 
  Merfolk city governed by Sovorn of Ghayar. There 
  you will do battle with a force of undead, much to 
  your delight, I am sure. Only mindless lesser undead 
  are reported to be part of the assault. Such creatures 
  rarely attack in such numbers of their own volition. 
  My master thinks it prudent to find those who lead 
  this army and determine what they know. I am to 
  deliver this to you for that purpose.” 
   
  Garnat reaches a clawed hand within his robe and 
  gently draws forth a large black bag made of silk.  He 
  casually tosses it onto the trestle table. On the surface 
  of the bag is another symbol of the skeletal hand and 
  rod, embroidered in silver thread. The bag appears to 
  be empty. 
   
  What is the bag for? 
   
  Garnat smiles, revealing his toothy maw once 
  again. 
   
  “This is for a head. If you find an enemy that may 
  know something, remove their head and place it 
  within this bag. This container will keep the head 
  fresh so that its secrets may be revealed. Return the 
  bag and its contents to me, and through me to my 
  master. We shall take that as a sign of loyalty.” 
   
  Why should I help the Grim Vizier? 
   
  “An excellent question.  There are two reasons, 
  both equally important.  First, the Grim Vizier is 
  devoted to the prosperity of the nation and people of 
  Zeif.  Second, those who oppose the best interests of 
  Zeif would become an enemy of my master. Such 
  individuals tend to live long, unpleasant lives.” 
   
  Does the Grim Vizier support the Sultan / Zeif? 
   
  “My master desires what is best for our nation, as 
  do I.” 
   
  I accept your offer 
   
  “Excellent, a wise decision. When you return, 
  meet me at the kasap (butcher shop) at midnight to 
  deliver your findings.” 
   
  I refuse your offer 
   
  “It is unfortunate that you feel that way.  If, by 
  the time that you have returned, you have changed 
  your mind, meet me at the kasap (butcher shop) at 
  midnight.” 
   
  Treasure: Magic 250 gp Grim Vizier’s black bag (see 
  Adventure Record) 
   
  Once negotiations have concluded, or Garnat has fled or 
  has been destroyed, move on to Encounter 2. 
   
  2: YOU HAVE BEEN 
  SUMMONED 
  Read or paraphrase the following: 
   
  Peering through the open door of the Sekme 
  Deve is a young Baklunish man wearing a white tunic 
  and pantaloons. His belt and cuffs are colored red and 
  gold. Over his tunic he wears a black jacket striped 
  vertically in red. Partially hidden under the jacket is a 
  red emblem of a Sea Lion. Atop his head is a red hat 
  with a flat top. His upper lip is dusted with a thin 
  mustache. 
   
  “Hey orada! (Ahoy there!) You must be the ones 
  the Albay Reis (captain) was talking about. I have an 
  important message for you.” 
   
  He pulls out a small bundle of scrolls, each sealed 
  with wax bearing an ornate seal depicting a Sea Lion. 
   
  Give Player Handout 1 to the players. 
   
   
  Kavas, Astegmen of the Çabuk Martý: LN Male 
  Baklunish; Expert 3; see Appendix 3 
   
  Have the PC’s make a Knowledge (local) check. PCs who 
  are members of the Zeif Royal Navy will automatically 
  succeed. 
  • 
  DC 10 – The Red Sea Lion is a symbol of the Zeif 
  Royal Navy. 
  • 
  DC 13 – Kavas’ style of dress is typical of a ship’s 
  crewman. 
  • 
  DC 15 – The jacket Kavas wears is only worn by 
  Astegmen (midshipman) of the Zeif Royal Navy. 
  The coat is commonly called a monkey jacket, a term 
  the Astegmen use with pride. 
  ZEF7-02 Tide of Battle 
   
  Page 5 
  
  • 
  DC 20 – The Çabuk Martý is a sailing Dhow with a 
  reputation for being the fastest dhow in the Zeif 
  Royal Navy. 
   
  A DC 13 Knowledge (nature) or Profession (sailor) check 
  will reveal that high tide is three hours away. 
   
  Kavas is willing to answer questions about the Çabuk 
  Martý and its crew.  He does not know about the specific 
  details of the ship’s current mission. 
   
  Kavas will engage in casual flirtation with any female 
  PCs, regardless of race or Charisma. He will not persist if 
  rebuffed. 
   
  When the PC’s decide to travel to the Çabuk Martý, move 
  on to Encounter 3. 
   
  3: THE ÇABUK MARTÝ 
  Read or paraphrase the following: 
   
  Nafiq was a naval base long before it was a city. 
  That is apparent as you enter the port facilities. There 
  are extensive docks, breakwaters, dry-docks and 
  barracks along every inch of the inlet that forms 
  Nafiq’s harbor. At one point in the distant past, these 
  facilities must have serviced a fleet three times the 
  size of the one currently stationed here.  Now much 
  of the area has been decommissioned, crumbling with 
  age and neglect. 
   
  Even so, finding the Çabuk Martý (Swift Gull) 
  requires asking for directions from a passing Gemici 
  (sailor). The Çabuk Martý is moored at the end of a 
  long stone pier.  It is a sailing Dhow (ship), measuring 
  eighty-five feet stem to stern, and twenty feet across.  
  A pair of trapezoidal lanteen sails hangs from its twin 
  masts. Judging by the number of sailors on deck and 
  in the rigging, the vessel is making ready to sail. 
   
  One of the crew notices your arrival and scurries 
  off. A man appears at the railing of the quarterdeck, 
  and scrutinizes you carefully. He wears white 
  pantaloons, black boots and a double-breasted black 
  jacket, with red and gold trim. Three gold stripes 
  adorn the forearm of his jacket. His facial features are 
  tight and angular. Apparently satisfied with what he 
  sees, the man addresses you in a loud, clear voice. 
   
  “Hey orada! I am Cyaxares, Albay Reis of the 
  Çabuk Martý. Your timing is good, for soon we would 
  have been forced to depart without you. Come aboard 
  and get yourself stowed. We set sail immediately. I 
  will come and speak with you once we are underway.” 
   
   
  Cyaxares, Albay Reis of the Çabuk Martý: LN 
  Male Baklunish; Expert 6 / Legendary Captain 4; see 
  Appendix 3 
   
  Have the PC’s make a Knowledge (local) check. PCs who 
  are members of the Zeif Royal Navy will automatically 
  succeed. 
  • 
  DC 15 – Cyaxares style of dress is typical of a naval 
  captain.  The gold stripes on his jacket are his 
  insignia of rank. 
   
  Once the PC’s begin boarding the vessel, read or 
  paraphrase the following: 
   
  Even as you start ascending the gangplank, 
  sailors begin casting off the mooring lines. Not a 
  moment after all of you have stepped on deck, the 
  gangplank is whisked aboard and the Dhow is cast off 
  from the pier. The crew is a model of efficiency.  Each 
  hand is busy with the task of making ready to sail. 
   
  All but one.  Amidst the bustle, a Baklunish man 
  remains distinctively idle, fascinated by the activity 
  going on around him.  His manner of dress is 
  different that that of the crew. He wears a tan thawb 
  shirt, tan salwar pants and a tan leather work apron, 
  all stained with grease and oil. Above his balding 
  hairline, he wears a tan fez cap. The hair not covered 
  by the fez sticks out at odd angles. As he turns his 
  gaze in your direction, he is somewhat taken aback, as 
  if noticing you for the first time. 
   
  “Ah, the marines. Or marine marines, if you catch 
  my meaning. I am Afit bin Sudah al Nafiq, Kâlp al-
  Kwalish (Heart of Kwalish), specializing in sub-oceanic 
  conveyances. I am delighted to observe that you 
  arrived at the last minute, literally as well as 
  figuratively. I was apprehensive that the inexplicable 
  disappearance of the preceding assemblage would 
  dissuade the acquisition of subsequent substitute 
  aquatic combat specialists.” 
   
   
  Afit bin Sudah al Nafiq: LN Male Baklunish; 
  Wizard 5 / Expert 5; see Appendix 3 
   
  PCs that played ZEF7Int-01 Swimming Lessons will 
  immediately recognize Afit as the man that demonstrated 
  the usage of the Apparatus of Kwalish. Any member of 
  the Order of Kwalish will recognize Afit as well. 
   
  Have the PC’s make a Knowledge (local) check. PCs who 
  are members of the Order of Kwalish will automatically 
  succeed. 
  • 
  DC 13 – The Order of Kwalish is an organization in 
  Zeif dedicated to the study of alchemy, architecture, 
  invention and arcane research. 
  ZEF7-02 Tide of Battle 
   
  Page 6 
  
  • 
  DC 18 – “Kâlp al-Kwalish” translates as “Heart of 
  Kwalish” and denotes a rank of senior administrator. 
  • 
  DC 23 – The Order of Kwalish is reputed to be 
  working on vessels capable of traveling underwater, 
  at the behest of the Sultan of Zeif.  
   
  Once the PC’s have had a chance to chat with Afit for a 
  short period of time, read or paraphrase the following: 
   
  Your conversation with Afit is cut short by loud 
  chanting coming from the quarterdeck.  A middle-
  aged Baklunish woman stands upon the deck with 
  her hands held up high, incanting words of power. 
  She wears an aquamarine colored qamis longshirt and 
  matching salwar pants. Her skin is tanned and well 
  weathered, like a piece of fine leather.  Her long dark 
  hair begins to whip around her head as the winds 
  suddenly pick up.  The lanteen sails snap into 
  position and the vessel rapidly picks up speed out of 
  the harbor. 
   
  Afit shouts over the roar of the wind, “That would 
  be Delshad, the Fountainhead of Geshtai. She will be 
  endowing you with your divine assisted underwater 
  breathing spell, or D.A.U.B.S. as I like to call it.” 
   
   
  Delshad, Fountainhead of Geshtai: N Female 
  Baklunish; Druid 9; see Appendix 3 
   
  PCs that make a DC 20 Spellcraft check will recognize 
  that Delshad has just cast a control winds spell. 
   
  Have the PC’s make a Knowledge (religion) check. PCs 
  who are members of the Church of Geshtai will 
  automatically succeed. 
  • 
  DC 10 – Geshtai is a member of the Baklunish 
  Pantheon. She is goddess of Lakes, Rivers, Wells and 
  Streams. She is often called the Daughter of the 
  Oasis. 
  • 
  DC 13 – Druids are as common as Clerics in the 
  Church of Geshtai. Delshad’s clothing style is typical 
  for clergy of Geshtai. 
  • 
  DC 15 – Fountainhead signifies a middle rank in the 
  Church of Geshtai. 
   
  Read or paraphrase the following: 
   
  Cyaxares 
  and 
  Kavas 
  descend 
  from 
  the 
  quarterdeck.  Cyaxares gives you a curt nod and 
  speaks, “What is your name and area of specialty?” 
   
  Allow each PC to respond. Cyaxares will nod to each PC 
  in turn. 
   
   
  “Well met. Kavas, make note of their names in 
  the ship’s log.  Accompany me to my cabin, if you 
  please, and I shall give you your mission briefing. Afit 
  you should accompany us.” 
   
  Cyaxares leads you through a door in the side of 
  the quarterdeck, down a short hallway and through 
  another door.  The inside is furnished with a sturdy 
  wood table surrounded by several chairs, a canvas 
  hammock, and a sea chest. A chart is spread out over 
  the surface of the table. 
   
  “Please be seated.  What I am about to tell you is 
  for your ears only. First, an explanation for your 
  summons here. As I mentioned in my letter, this 
  operation is to take place underwater. The navy had 
  originally contacted our allies, the Locathah, to 
  supply us with aquatic troops. The Locathah promised 
  to do so.  However, these troops failed to arrive at the 
  appointed time and place. I was forced to seek an 
  alternative on short notice.  By Istus’ good grace, I 
  learned of your presence in Nafiq. You are reputed to 
  be both capable and reliable, so I had Kavas contact 
  you. Any questions so far?” 
   
  What is in it for me? 
  “Due to the difficulties and dangers involved, I am 
  authorized to offer you (25 x APL) gold efreeti per 
  person for your services.” 
   
  What happened to the Locathah? 
  “I wish I knew. The Locathah are becoming 
  increasingly unreliable of late.” 
   
  What is Afit’s role in this? 
  “I will address this later in the briefing.” 
   
  What exactly are we supposed to do? 
  “I will address this later in the briefing.” 
   
  Treasure: Coin 25 x APL gp 
   
  Once the PC’s are finished with their questions, read or 
  paraphrase the following: 
   
  “The Merfolk city governed by Sovorn bin Regol 
  al-Ghayar came under attack by zombie and skeletal 
  undead three weeks ago.  The Merfolk sent a request 
  for assistance to the Sultan of Zeif. Since that time, 
  we have received no further communication. Sultan 
  Murad has decided to offer aid by dispatching the 
  Royal Navy of Zeif. In order to provide effective 
  assistance, significant force needs to be brought to 
  bear in a timely fashion. This is where Afit comes into 
  the picture. The Order of Kwalish is in possession of 
  several ancient artifacts, known as the Apparatus of 
  Kwalish. Such devices should be capable of 
  destroying the undead while suffering minimal 
  damage in return. However, these apparatus are not 
  ZEF7-02 Tide of Battle 
   
  Page 7 
  
  very maneuverable, nor is their vision particularly 
  sharp. It was decided that infantry support would also 
  be necessary for this operation. That is the role that 
  you will serve. You will escort the Apparatus of 
  Kwalish and lend whatever support you can. Once 
  you have secured the Merfolk city against hostile 
  forces, you are to return to the Çabuk Martý for 
  debriefing. Any questions?” 
   
  Why are we helping the Merfolk? 
  “The Merfolk al-Ghayar are allies of the Sultanate of 
  Zeif. It is the Sultan’s will that we strike against the 
  enemies of the Merfolk. As it is commanded, so it 
  shall be done.” 
   
  Could the Merfolk have survived for three weeks against 
  the undead? 
  “I certainly hope so. We have had no other 
  communication from the Merfolk since their original 
  request for help. Regardless of the fate of the 
  Merfolk, we will proceed with the operation under 
  the assumption that there are hostile forces present.” 
   
  How are we going to breath underwater? 
  “Delshad is capable of bestowing the ability to breath 
  underwater. It should last in excess of eight hours, 
  which should be adequate for your task.” 
   
  Afit interjects with a short cough, “Actually Albay 
  Reis, the operational limitation of the atmosphere 
  capacity of the Apparatii will determine the duration 
  of functional capacity. According to my calculations, 
  the crew of the Apparatii can operate for one eighth 
  of a day before asphyxiation. Elevating to the surface 
  will replenish our atmosphere capacity.” 
   
  Cyaxares responds tersely, “You failed to mention 
  that during your presentation. Is there anything else I 
  should know?” 
   
  “No.”, Afit replies sullenly, looking towards the 
  floor. 
   
  How long will the journey take? 
  “It is approximately 400 miles from Nafiq to the 
  palace of the mer-sheik. If the winds hold, we should 
  arrive there in under five days.” 
   
  Can I operate an Apparatus of Kwalish? 
  “Afit and his assistants are well qualified to operate 
  those devices. Your role is to be that of infantry 
  support.” 
   
  Once the PC’s are finished with their questions, read or 
  paraphrase the following: 
  “If your questions are complete, then you are 
  dismissed.” 
   
  At this point, the PC’s are free to do as the please. They 
  can interact with any of the named NPC’s (Cyaxares, 
  Delshad, Afit or Kavas) or members of the crew. 
   
  PCs that spend some time talking with the crew can 
  make a Gather Information check to learn some 
  additional information. 
  • 
  DC 9 or less - “Delshad has a most impressive 
  collection of sea shells.  If you ask her nicely, she 
  may show them to you.” 
  • 
  DC 10 – “The Çabuk Martý is the fastest Dhow in 
  the navy.” 
  • 
  DC 13 – “The Albay Reis runs a tight ship.  He is 
  strict, but fair.” 
  • 
  DC 15 – “Last night, we had to haul three large 
  metallic barrels onboard. Those Lanetlenmi  
  (accursed) barrels must have weighed a ton. That 
  ground kisser, Afit, was very uptight; kept saying 
  the barrels were more valuable than we were. The 
  lads and me made sure to drop them barrels the 
  last foot or so into the hold. He was very angry 
  about that. Heh, heh.” 
  • 
  DC 20 – “I spotted some beggar sniffing around 
  the water stores before they were loaded onboard. 
  I tossed a stone at him and he scurried off. 
  Probably looking for something to steal.” 
   
  If a character decides to check the water supply, they will 
  encounter Olya in the process of extricating herself from 
  a barrel. Proceed immediately with Encounter 4, altering 
  the box text accordingly. 
   
  Once the PC’s have finished interacting with the ship’s 
  crew, move on to Encounter 4. 
   
  4: AN OFFER FROM THE 
  MATRON SULTANA 
  Unbeknownst to the captain and crew of the Çabuk 
  Martý, they have a stowaway.  An agent of the Matron 
  Sultana, by the name of Olya, has snuck onboard the 
  vessel. 
   
  Earlier in the day, Olya and her brother Omar, under 
  the cover of invisibility, snuck up to the barrels of fresh 
  water that were being loading onboard the ship.  Using 
  dust of dryness, Olya emptied a barrel of water and then 
  climbed in.  Her brother resealed the lid.  Unfortunately, 
  Omar took too long in his task and the invisibility spell 
  wore off. He was spotted by one of the crew, but took off 
  before he was identified. 
   
  Olya waited for the ship to get underway before 
  extricating herself from the barrel. She then hid in the 
  ZEF7-02 Tide of Battle 
   
  Page 8 
  
  water storage locker until nightfall. Using invisibility and 
  her natural stealth skills, Olya has located the PC's 
  undetected. 
   
  Read or paraphrase the following: 
   
  Night has fallen and it is time to get some well-
  deserved rest. Unfortunately, Afit and his followers 
  have already taken the only spare cabin. The crew of 
  the Çabuk Martý has helpfully strung up a number of 
  spare hammocks in the cargo hold for your use. 
   
  Allow the PC’s a chance to grumble about the 
  accommodations. Make note of any preparations that 
  they make for the night. 
   
  Have the PC’s make a DC 22 Listen check, (32 if they are 
  sleeping). Olya is Taking 10 on her Move Silently check 
  and there is enough ambient noise from the boat to apply 
  a +2 DC modifier. 
   
  If the PC’s fail to notice Olya, select a suitable character 
  and read the following: 
   
  Suddenly, without warning, <character name>, 
  you feel a hand cover your mouth and a feminine 
  voice speaks quietly in your ear. 
   
  “Do not be alarmed. I mean you no harm. My 
  name is Olya, and I bring you a message from the 
  Matron Sultana. Meet me in the water storage locker 
  and I will explain. Please hear what I have to say 
  before involving the Albay Reis or his crew.” 
   
  If the PC’s show signs of noticing Olya, read the 
  following: 
   
  Suddenly a feminine voice speaks quietly from 
  mid-air. 
   
  “Do not be alarmed. I mean you no harm. My 
  name is Olya, and I bring you a message from the 
  Matron Sultana. Meet me in the water storage locker 
  and I will explain. Please hear what I have to say 
  before involving the Albay Reis or his crew.” 
   
   
  Olya: CN female Baklunish; Rogue 4 / Sorcerer 4; 
  see Appendix 3 
   
  Olya is currently invisible.  She refuses to converse 
  further with the PC’s until they enter the water storage 
  locker. 
   
  Once the PC’s enter the water storage locker, read or 
  paraphrase the following: 
  The water storage locker is located in the aft of the 
  vessel. It contains dozens of barrels of fresh water. As 
  you enter the cramped room, Olya appears in front of 
  you. She is a young, attractive Baklunish woman. Olya 
  wears simple, dark colored peasant clothing, with soft 
  leather boots.  Her black hair is tied back in a long 
  ponytail. 
   
  “My thanks for speaking with me in private. As I 
  said before, I represent the Matron Sultana. She was 
  aware of the nature of this little expedition from the 
  start. However, until recently there weren’t any open-
  minded people involved. Once she found out about 
  your participation, she thought it sensible for me to 
  have a little chat with you. Of course it did require me 
  to go through a little trouble to meet with you, but I 
  don’t mind a challenge.” Olya smirks at her statement. 
   
  “The Matron Sultana would like to form a long-
  term relationship with you. Not merely a business 
  proposition, but a mutually beneficial partnership.  
  You will find that the Matron takes very good care of 
  those who support her. She offers you this as a token 
  of friendship and goodwill.” Olya tosses you a small 
  leather pouch. 
   
  “For now, what the Matron Sultana wants is a 
  demonstration of loyalty. If you find out anything 
  interesting beneath the waves, she would very much 
  like to be the first to hear about it. What do you think 
  of that?” 
   
  The pouch contains one amethyst for each character. 
  Each amethyst is worth (25 x APL) gp. A character can 
  make an Appraise check, DC 15, to ascertain the value of 
  the stones. 
   
  Treasure: Coin 25 x APL gp 
   
  Does the Matron Sultana support the Sultan / Zeif? 
  “Who do you think the real power behind the throne 
  is in Zeif? It would be foolish to harm one’s own 
  nation.” 
   
  How did you get onboard? 
  Have the character make a Diplomacy check: 
  • 
  DC 14 or less – Olya smiles coyly. “A girl must be 
  allowed her secrets.” 
  • 
  DC 15 – Olya will explain the details of her little 
  caper (see above). 
   
  Why didn’t you just walk onboard while you were 
  invisible? 
  “Where is the fun in that?” 
   
  How are you going to leave the ship? 
  “I was planning on spending the rest of this voyage 
  relaxing in the ship’s brig. I shall be free an hour after 
  we reach port.” 
   
  ZEF7-02 Tide of Battle 
   
  Page 9 
  
  Once conversation with Olya is complete, read or 
  paraphrase the following: 
  “It has been most pleasant speaking with you. 
  However, I really must go and get myself arrested 
  now. Do not forget our offer. I bid you a good 
  evening.” 
   
  With that Olya departs, ascending the stairs onto 
  the main deck. Her arrival elicits a great hue and cry 
  from the ship’s crew. Olya’s apprehension is swift and 
  without incident. Cyaxares speaks with her privately 
  in his cabin for a short while, and then orders her 
  locked in the brig for stowing away on a naval vessel. 
   
  Proceed to Encounter 5. 
   
  5: THE STORM 
  The enemy has become aware of the reinforcements sent 
  from Zeif. They have called in a favor owed to them by a 
  Stormlord named Squall. 
   
   
  Squall: CN male ???; Druid 6 / Stormlord 8 (the PC's 
  should not directly encounter Squall, so no further 
  description is provided) 
   
  Squall has tracked down the Çabuk Martý using a 
  combination of commune with nature and find the path. 
  He travelled to the ship’s location using wind walk. 
  Landing in the water a mile ahead of the ship, Squall 
  summoned up a storm using control weather. It was his 
  intent to wreck the vessel using the might of the storm 
  alone. Squall is immune to the effects of the storm due to 
  his Stormlord class abilities, swim speed and ability to 
  breathe water. Whether Squall’s swimming and water 
  breathing are natural or granted via spell is not revealed 
  at this time. 
    
  Read or paraphrase the following: 
   
  The first two days of the voyage passes by 
  uneventfully.  The weather has been cloudy and 
  windy, perfect sailing conditions. However, by 
  evening of the third, the clouds begin to darken. Rain 
  speckles the deck of the ship. Soon water is pouring 
  down from the sky and the wind speed has risen 
  sharply. 
   
  Have the PC’s make a Survival check: 
  • 
  DC 15 – The weather has taken an unseasonable 
  turn for the worse. It looks like a storm is 
  brewing. 
  • 
  DC 20 – The weather has changed too rapidly to 
  be have been caused naturally. It feels like a 
  hurricane is coming. 
   
  PCs that make a DC 27 Spellcraft check will realize that 
  the weather is being manipulated by a control weather 
  spell. 
   
  Read or paraphrase the following: 
   
  The weather rapidly goes from bad to worse. The 
  clouds get thicker and blacker, turning the sky as 
  dark as a moonless night, lit only by the occasional 
  stroke of lightning. The rain pounds down on the 
  deck in a constant staccato roar. The winds pick up in 
  ferocity, to the point where walking on deck is nearly 
  impossible. Delshad is forced to use her magic just to 
  bring the gusts under a semblance of control. Despite 
  her efforts, the waves have grown in size and 
  frequency. The Çabuk Martý is violently rocked first 
  to port and then starboard, as huge waves come 
  crashing over her decks. 
   
  See Appendix 4 for rules specific to the stormy 
  environment. Give Player Handout 2 to the players. 
   
  Determine what the PC’s wish to do during the storm. 
  Two likely choices would be to help the crew above 
  decks, or to huddle below decks. 
   
  Delshad's control winds spell has foiled Squall's attempt 
  to capsize the Çabuk Martý. Unaware of the PC's 
  presence, Squall figures that a few summoned creatures 
  should be enough to disrupt the crew and cause the 
  vessel to lose control. At APL 8 and 10, Squall chooses to 
  use his precious waterproof scrolls of summon nature’s 
  ally VII. 
   
  If any character is above decks, read or paraphrase the 
  following: 
  • 
  APL 2-4 – A large wave comes crashing down 
  nearly knocking you off your feet. It totally 
  engulfs an unfortunate member of the crew.  As 
  the water recedes, a stroke of lightning reveals 
  that the crewman is struggling with a large snake 
  wrapping itself around his body. 
  • 
  APL 6 (same as APL 2-4, plus) – Further up the 
  deck, a loud cry of “Snake!” indicates that another 
  such creature is on board as well. 
  • 
  APL 8 – A large wave comes crashing down nearly 
  knocking you off your feet. It totally engulfs an 
  unfortunate member of the crew, washing them 
  overboard. However, a stroke of lightning reveals 
  his body being raised high above the surface of 
  the sea, wrapped in the huge tentacle of a sea 
  monster. 
  ZEF7-02 Tide of Battle 
   
  Page 10 
  
  • 
  APL 10 (same as APL 8, plus) – Further up the deck, 
  a loud cry of “Sea Monster!” indicates that 
  another such creature is attacking the vessel.” 
   
  If all PCs are below decks, read or paraphrase the 
  following: 
  • 
  APL 2-6 – Over the din of the storm, you can 
  barely make out someone shouting, “Snake!” 
  • 
  APL 8-10 – Over the din of the storm, you can 
  barely 
  make 
  out 
  someone 
  shouting, 
  “Sea 
  Monster!” 
   
  APL 2 (EL 3 + 1 Storm) 
   
  Advanced Constrictor Snake (Anaconda): hp 30; 
  Appendix 1. 
   
  APL 4 (EL 5 + 1 Storm) 
   
  Giant Constrictor Snake (Giant Anaconda): hp 63; 
  Monster Manual, page 280. 
   
  APL 6 (EL 7 + 1 Storm) 
   
  2 x Giant Constrictor Snake (Giant Anacondas): 
  hp 63, 63; Monster Manual, page 280. 
   
  APL 8 (EL 9 + 1 Storm) 
   
  Giant Squid: hp 72; Monster Manual, page 281. 
   
  APL 10 (EL 11 + 1 Storm) 
   
  2 x Giant Squid: hp 72, 72; Monster Manual, page 
  281. 
   
  NPC’s: Cyaxares and Delshad are on the quarterdeck 
  desperately trying to keep the ship from capsizing. The 
  summoned creatures should not threaten them, unless 
  the PC’s fail to act. 
   
  Initial Position: The snakes arrive at a random location 
  on the main deck. The giant squid will be in the water 
  adjacent to the main deck. The creatures’ placement 
  should not initially threaten the NPC’s on the rear 
  quarterdeck. 
   
  Motivation: The summoned creatures have been 
  commanded to slay the crew of the vessel. 
   
  Tactics: The creatures have been summoned by a 
  summon nature’s ally spell (caster level 14, one distinct 
  spell per creature).  The creatures are vulnerable to being 
  dispelled or dismissed. Any character under the effect of 
  protection from evil, or similar effect, will be ignored as a 
  potential target. 
   
  The creatures will attack the target closest to them.  
  They will not discriminate between player PCs and NPC 
  crew. Any unnamed NPC that is grappled and 
  constricted is assumed to be dead. Once the creature’s 
  current target stops moving, they will switch to a new 
  target.  Clever PCs can avoid attack by playing dead. 
   
  Snakes – Due to their climb speed, swim speed and 
  high Balance skill, the snakes are essentially immune to 
  the effects of the storm. 
   
  The snake’s scent ability does not function during 
  the storm, due to heavy rain and crashing waves. 
   
  Giant Squid – The giant squid will always use two of 
  its tentacles to anchor itself to the ship, grasping onto the 
  mast, rigging or deck railings.  This has the advantage of 
  making the giant squid essentially immune to the effects 
  of the storm.  However, this reduces the giant squid’s 
  number of tentacle attacks by two for the duration of the 
  encounter.  
   
  The giant squid will divide its tentacle attacks evenly 
  between all available targets. 
   
  The giant squid will always take the –20 penalty to 
  its grapple checks to be considered not grappled (see 
  Improved Grab, Monster Manual, page 310). 
   
  PCs can make a DC 22 Knowledge (nature) check to 
  learn that they can sever the squid’s tentacles. The squid 
  will not withdraw from combat, regardless of how many 
  of its tentacles have been severed. 
   
  Exit Conditions: The duration of the summoning spell 
  will expire after (APL + 3) rounds of combat have elapsed. 
   The summoned creatures will fight to the death until 
  that time. 
   
  Squall is impressed with PC’s and the crew of the Çabuk 
  Martý. He feels that his debt has been paid and so allows 
  the ship to pass without any further incident. 
   
  Once the summoned creatures have been dealt with, read 
  or paraphrase the following: 
   
  Cyaxares calls out to the assembled crew, “Three 
  cheers for our brave defenders!” The crew lets loose 
  with a hearty yell, “Ya a! Ya a! Ya a!” (“Hurrah! Hurrah! 
  Hurrah!”) 
   
  With Delshad taming the winds, the Çabuk 
  Martý makes good time through the storm.  It takes 
  less than an hour to reach safer waters. Looking back, 
  the storm looks localized to a very small area, 
  covering an area no more than two or three miles 
  across. Most unnatural. 
   
  Proceed to Encounter 6. 
   
  6: TIDE OF BATTLE 
  Read or paraphrase the following: 
  ZEF7-02 Tide of Battle 
   
  Page 11 
  
   
  As the sun reaches its zenith on the fourth day of 
  your voyage, the sailors of the Çabuk Martý gather up 
  the lanteen sails, causing the ship to drift to a stop. 
   
  “We have arrived at our destination.” Cyaxares 
  states as a matter of fact. Looking around the horizon, 
  there are no landmarks for as far as the eye can see. 
  How the Albay Reis can be certain of your location is 
  not apparently obvious. 
   
  The crew begins proficiently erecting a great 
  wooden frame over the cargo hatch. To this they 
  attach numerous ropes and pulleys. A line of 
  crewmen begins pulling on a sturdy hemp rope, 
  straining against the load. Cyaxares exhorts them to 
  greater effort will calls of “Yükseltme! Yükseltme!” 
  (“Lift! Lift!”) 
   
  Slowly a large metallic barrel is raised out of the 
  cargo hold. It is ten feet long, ten feet wide and five 
  feet tall, forming a squashed cylinder. Its exterior is 
  sprinkled with thick rivets. Odd circular depressions 
  and curved seams form complex patterns upon its 
  surface. 
   
  The barrel is swung over the railing and lowered 
  into the gulf of Ghayar. Despite its metallic 
  construction, the barrel floats on the surface of the 
  water. While the crew begins the process of bringing 
  the second barrel out of the hold, Delshad gathers 
  you all together. “I would be happy to answer any 
  questions you may have about the underwater 
  environment.” 
   
  See Appendix 5 for rules specific to the underwater 
  environment. Give Player Handout 3 to the players. 
   
   
  Within the hour, all three barrels have been 
  extracted from the hold and float in the water. Afit 
  speaks, “Behold the genius of Kwalish.” The barrels 
  continue bobbing back and forth in the waves. One of 
  the sailors grumbles in a low voice, “Lanetlenmi  
  waste of time, if you ask me.” 
   
  Allow the PC’s an opportunity to express their 
  admiration or lack thereof. 
   
  Afit climbs down atop a floating barrel. After tracing 
  his fingers over its surface for a moment, there is an 
  audible tinny click and one of the circular 
  depressions on the top of the barrel swings open. Afit 
  climbs inside and the hatch swings shut a moment 
  later. 
   
  With the sound of metal sliding along metal, the 
  barrel begins a rapid transformation. The back of the 
  barrel telescopes outward, unfolding a massive fluked 
  tail. Eight legs extend out from the sides. Long feelers 
  expand from the top. A massive pair of pincers swells 
  from the front. When the transformation is complete, 
  the device looks like a gigantic lobster made of metal. 
  The metal hatch opens again and Afit emerges, 
  looking pleased with himself. 
   
  The crew of the Çabuk Martý stands in awe.  
  Many stare slack-jawed at the newly transformed 
  mechanical creature. 
   
  Cyaxares breaks the silence, “Get back to work 
  you lot!” Turning towards you, he says, “It is time for 
  this operation to begin. Keep a sharp eye out for 
  anything of interest. Stay safe. Delshad, your blessing 
  if you please.” 
   
  Delshad has 3 water breathing spells prepared. She will 
  provide 9 hours of water breathing for up to 6 PCs. PC’s 
  take first priority. Any leftover capacity can be applied to 
  familiars, animal companions, Paladin mounts or other 
  animals. 
   
   
  Delshad speaks, “You will be able to breathe 
  underwater for nine hours. May Geshtai protect you 
  in the deep.” 
   
  Two of Afit’s apprentices enter one apparatus and 
  two others enter the second. The third apparently is 
  to be piloted by Afit alone. Afit calls out to you, “Now 
  that you have your D.A.U.B.S., affix yourselves to the 
  exterior of the Apparatii. We shall expedite 
  conveyance to our sub-aquatic destination.” 
   
  Up to 4 PCs can ride on a single Apparatus. 
   
  Once the PC’s have boarded the Apparatus of Kwalish, 
  read or paraphrase the following: 
   
  Once you are secure on the backs of the 
  Apparatus of Kwalish, they quickly submerge 
  plunging you into the warm waters of the Gulf of 
  Ghayar. As you descend deeper, all colors disappear 
  except for an all-pervasive blue. Shutters open at the 
  front of the Apparatus, revealing round glowing eyes. 
  The sudden light spooks a school of brightly colored 
  fish. The Apparatuses begins swimming westward in a 
  steady mechanical rhythm. In the distance a herd of 
  wild hippocampi gallops past, pursued by a pride of 
  sea cats. After half an hour of travel, a vast black 
  trench opens up in front of you on the ocean floor. 
  This must be the Scar of Untold Depths. The 
  Apparatuses bank left, heading south parallel to the 
  Scar. 
   
  In an hour, you have almost reached your 
  destination.  You can see dull luminescent green 
  lights in the distance to the south that mark the 
  Merfolk city. As you draw nearer, you see a 
  something of concern. Dozens of sharks, ranging 
  from minute to massive, circle around the outskirts of 
  ZEF7-02 Tide of Battle 
   
  Page 12 
  
  the city. However, they seem to be intent on the 
  bodies drifting in the water. Scores of Merfolk, clad 
  for battle, float dead in the water. Scattered amongst 
  them are an equal number of Merfolk in advanced 
  states of decay. Scattered throughout are the rotted 
  bodies of larger creatures. The coppery flavor of blood 
  is thick in the water, mixed with the taste of 
  putrescence and death. There is no sign of intelligent 
  life anywhere in the coral channels of the city. Only 
  the carrion feeders hold dominion here. 
   
  Have the PC’s can make a Knowledge (nature) check: 
  • 
  DC 14 – Many of the larger bodies were Ogre 
  Merrow 
  • 
  DC 16 – A few of the large bodies were Troll Scrag  
   
  Have the PC’s make a Spot check: 
  • 
  DC 14 or less – In the distance, the light from 
  Sovorn’s palace is the only signs of life in the city. 
  • 
  DC 15 – The walls of the palace seem to undulate. 
  Perhaps a trick of the watery depths. 
  • 
  DC 20 – No, a legion of creatures is swarming 
  over the surface of the palace! 
   
  When the PC’s approach the palace, read or paraphrase 
  the following: 
   
  As you draw nearer to the palace, it becomes clear 
  that it is under assault by an army of zombies! Packs 
  of the swimming dead randomly comb the surface of 
  the palace spire, searching for a way in. The many 
  round windows of the palace have been barricaded 
  with stones. However at few of the openings only 
  Merfolk soldiers bar the way. The undead swarm 
  around these areas. The three platforms that lead into 
  the main entrances of the palace have huge mobs of 
  zombies engaged in battle against the besieged 
  defenders. 
   
  The lead Apparatus slows to a stop and hangs 
  motionless in the water. The one on the left stops as 
  well. The one on the right continues forward for a 
  short time, then stops and rotates towards the central 
  Apparatus. The middle Apparatus remains unmoving. 
   
  Peering inside one of the window ports, you see 
  Afit looking downward, rubbing his hands anxiously. 
   
  Below, at one of the windows closer to the sea 
  floor, the last defender has just fallen to the enemy. 
  • 
  APL 2 – A trio of Merfolk zombies enter through 
  the unguarded breach. 
  • 
  APL 4 – A half dozen Merfolk zombies pour in 
  through the unguarded breach. 
  • 
  APL 6 – A trio of the larger zombies squeeze in 
  through the unguarded breach. 
  • 
  APL 8 – A half dozen larger zombies squeeze in 
  through the unguarded breach. 
  • 
  APL 10 – An octet of the larger zombies squeeze 
  in through the unguarded breach. 
   
  Afit is afraid, despite the fact that he is wrapped in a 
  metallic shell. He may be a brilliant inventor, but he has 
  never been in a real battle before in his life. His 
  apprentices are confused by their master’s indecision. It 
  is up to the PC’s to encourage Afit and spur the 
  Apparatuses into action. 
   
  A character can make a DC 15 Sense Motive check to 
  determine that Afit is afraid. A DC 15 Listen check will 
  determine that Afit is muttering, “So many. So many.” 
   
  If a character yells, they can make themselves heard 
  inside the Apparatus. A character can make a DC 20 Bluff, 
  Diplomacy or Intimidate check to convince Afit to enter 
  the battle. Other PCs can assist. Apply any of the 
  following modifiers that apply: 
  • 
  Bardic Music – Inspire Courage: morale bonus 
  against fear 
  • 
  Paladin – Aura of Courage: +4 
  • 
  Character reminds Afit that he is wrapped in a nigh 
  indestructible shell of metal: +5 
  • 
  Character used the Apparatus of Kwalish to kill a 
  zombie in ZEFInt7-01 Swimming Lessons: +2 
  • 
  The other two Apparatuses have been sent into 
  battle: +2 
  • 
  Character is a member of the Order of Kwalish: +2 
  • 
  Good roleplaying: +2 
   
  Regardless of whether the PC’s are able to spur Afit into 
  action, the other two Apparatuses can be ordered into 
  battle. As soon as Afit’s apprentices are given clear orders 
  to attack, they will do so. If Afit moves into battle, they 
  will follow him. 
   
  The Apparatuses are too large and unwieldy to enter 
  through the window. Only the PC’s will be able to fit 
  through. 
   
  It is possible that the PC’s may choose to engage the 
  zombies on the outside of the palace, rather than enter 
  through the window. If that is the case, run the zombie 
  combat encounter, but increase the number of zombies 
  by 50%. There is no additional experience for the extra 
  zombies. Encounter 7 will still occur, but will need to be 
  modified to take place just outside the secret tunnel exit 
  north of the palace.  
   
  ZEF7-02 Tide of Battle 
   
  Page 13 
  
  If the PC’s move to the window, read or paraphrase the 
  following: 
   
  Five feet above the sea floor there is a circular 
  opening in the side of the rock wall of the palace. 
  Green luminescent globes light the circular opening. 
  The wan emerald light illuminates the evidence of a 
  fierce battle. Bodies of the recent dead and long dead 
  drift in a loose cluster around the opening. Judging 
  by the small boulders and broken glass strewn 
  around, this was once a barricaded window. Sounds of 
  battle emanate from inside.  A strained male voice 
  calls out in an undulant foreign tongue. 
   
  PCs that speak Aquan will translate the call as, “I am 
  under attack! Anyone, please help me!” 
   
   
  Looking inside, what you see is a great spherical 
  room, some eighty-five feet from wall to wall. Your 
  vantage point is halfway up the wall of the chamber. 
  Two apertures, covered with curtains of kelp, lie 
  across the room to the southwest and southeast. 
  Three wide columns cross the length of the room, one 
  from floor to ceiling, one from north to south and one 
  from east to west. All three meet at the center of the 
  room. The pillars are covered with clusters of 
  mussels, oysters and scallops. At the junction of the 
  three pillars is a lone Merfolk warrior, surrounded by 
  zombies. Despite his desperate defense, a sharp blow 
  lays him low. 
   
   
  Yiman: N Male Merfolk Warrior 1 (Monster 
  Manual, page 185); hp -1 
   
  APL 2 (EL 2 + 1 Underwater + 1 Zombie DR) 
   
  3 x Merfolk Zombie: hp 16, 16, 16; Appendix 1. 
   
  APL 4 (EL 4 + 1 Underwater + 1 Zombie DR) 
   
  6 x Merfolk Zombie: hp 16, 16, 16, 16, 16, 16; 
  Appendix 1. 
   
  APL 6 (EL 6 + 1 Underwater + 1 Zombie DR) 
   
  3 x Ogre Merrow Zombie: hp 55, 55, 55; Appendix 
  1. 
   
  APL 8 (EL 8 + 1 Underwater + 1 Zombie DR) 
   
  6 x Ogre Merrow Zombie: hp 55, 55, 55, 55, 55, 55; 
  Appendix 1. 
   
  APL 10 (EL 10 + 1 Underwater + 1 Zombie DR) 
   
  8 x Troll Scrag Zombie: hp 81, 81, 81, 81, 81, 81, 81, 
  81; Appendix 1.  
   
  NPC’s: Yiman is unconscious and slowly bleeding to 
  death. If the PC’s stabilize Yiman within 8 rounds, he will 
  survive. 
   
  The Apparatuses of Kwalish will not be able to assist 
  the PCs during this battle.  They have their mechanical 
  claws full at the moment, so to speak. 
   
  Initial Position: The zombies start clustered around 
  Yiman’s body, on the west side of the central pillar. 
   
  Motivation: Brains! 
   
  Tactics: The zombies will charge the nearest living target. 
  They will attack whatever creature is closest to them. 
   
   
  Exit Conditions: The zombies will fight until defeated. 
  Any zombies that are turned or rebuked are considered 
  defeated. 
   
  After the battle is over, if Yiman is returned to 
  consciousness, read or paraphrase the following: 
   
  “Thank you strangers. Thank you. I thought that 
  Eadro and I were to meet at last. I am Yiman. My 
  squad mates and I were assigned to guard the 
  aquaculture chamber against being breached by those 
  horrible undead. Now they are gone, all gone…” 
   
  Yiman’s gaze grows distant for an instant and he 
  shudders. He snaps out of it “Pardon my moment of 
  weakness. I must go and tell my commander about 
  this breach. Noble land walkers, can you guard this 
  chamber until I return?” 
   
  Have the PC’s make a Knowledge (religion) check: 
  • 
  DC 13 - Eadro is the deity worshipped by the 
  Merfolk 
  • 
  DC 15 – Eadro is known as the Water of Life 
  • 
  DC 18 - Eadro is also worshipped by the Locathah, 
  who call him the Bather of Gills 
   
  Regardless of the PC’s response, Yiman will exit the 
  chamber 
  through 
  the 
  exit 
  to 
  the 
  southwest. 
  Reinforcements will take five minutes to arrive. 
   
  Two minutes (20 rounds) after the battle with the 
  zombies is complete, move on to Encounter 7.  
   
  7: KNIGHT OF THE LIVING 
  DEAD 
  Read or paraphrase the following: 
   
  A merfolk woman comes bursting through the 
  southeast curtain of kelp. 
   
  ZEF7-02 Tide of Battle 
   
  Page 14 
  
  If any of the PCs have played ZEF6-07 Into the Drink, 
  read the following: It is Shalina, wife of Sovorn and 
  mother of Shallah. 
   
   
  Her eyes are wide and her face contorted with 
  fear. A brawny, albino merfolk man chases her. 
  Seeing you, she veers away, towards the opposite side, 
  and begins cowering against the far wall. Her pursuer 
  comes up short and sizes you up coolly.  
   
  He has a powerful, muscular build.  His bleach-
  white hair is cropped short.  A strange series of small 
  circular scars forms a diagonal strip along the tight 
  white skin of his chest and right arm. A well-crafted 
  trident is strapped to his back. 
   
  • 
  APL 8 or 10 – He wears an exotic armor made 
  from the carapace of large crustaceans.  A large 
  dire clam shell shield is attached to his left arm. 
   
  If any of the PCs have played ZEF6-01 Out of Water, read 
  the following: It is Burlay, Shallah’s bodyguard, but he 
  has changed since you last met. 
   
   He pauses a moment, his face showing conflicting 
  emotions. He opens his mouth to speak. He is 
  interrupted as a pair of emaciated, albino merfolk race 
  into the room, charging past him. They focus on you 
  maliciously. 
   
  APL 2 or 4 – “Tasty!” says the first. “Delicious!” hisses 
  the second. Both snarl in unison, “Must feed!” 
   
  APL 6, 8 or 10 – “Life!” says the first. “Energy!” hisses 
  the second. Both snarl in unison, “Must feed!” 
   
  The muscular pallid merfolk clenches his right hand. 
  He rapidly glances from the thin pair of undead, 
  towards the recoiling form of the female merfolk and 
  then finally back to you. 
   
  • 
  APL 2 – He holds his ground, as the other two 
  advance to attack. 
  • 
  APL 4, 6, 8 or 10 – He slowly begins reaching for 
  his trident, as the other two advance to attack. 
   
  APL 2 (EL 3 + 1 Underwater) 
   
  Burlay: Merfolk Wight (will not fight PC’s at APL 2); 
  hp 26; Appendix 1. 
   
  Merfolk Ghoul Lacedon (2): hp 13, 13; Appendix 1. 
   
  APL 4 (EL 6 + 1 Underwater - 1 Burlay may stop 
  fighting) 
   
  Burlay: Merfolk Wight; hp 26; Appendix 1. 
   
  Merfolk Ghast Lacedon (2): hp 29, 29; Appendix 1. 
   
  APL 6 (EL 8 + 1 Underwater - 1 Burlay may stop 
  fighting) 
   
  Burlay: Advanced Merfolk Wight; hp 52; Appendix 
  1. 
   
  Advanced Merfolk Wight (2): hp 52, 52; Appendix 
  1. 
   
  APL 8 (EL 10 + 1 Underwater - 1 Burlay may stop 
  fighting) 
   
  Burlay: Advanced Merfolk Wight / Knight 2; hp 65; 
  Appendix 1. 
   
  Advanced Merfolk Wight (2): Undead Fighter 2 hp 
  63, 63; Appendix 1. 
   
  APL 10 (EL 12 + 1 Underwater - 1 Burlay may stop 
  fighting) 
   
  Burlay: Advanced Merfolk Wight / Knight 4; hp 78; 
  Appendix 1. 
   
  Advanced Merfolk Wight (2): Undead Fighter 4: 
  hp 74, 74; Appendix 1. 
   
  NPC’s: Shalina is terrified right now. She does not 
  recognize the PC’s as allies.  She will cower away from 
  any non-merfolk. 
   
  The Apparatuses of Kwalish are still unable to assist 
  the PCs during this battle. 
   
  Initial Position: Burlay is near the southeast entrance 
  into the aquaculture chamber. The other two undead are 
  just in front of Burlay, one to his left and one to his right. 
   
  Motivation: Burlay is conflicted. He is torn between his 
  honor and his new dark cravings. A DC 15 Sense Motive 
  check will reveal that Burlay is conflicted about his 
  current situation. At APL 2, Burlay will not fight the PCs. 
   At higher APL’s, he will attack the PCs initially, but can 
  be convinced to stop fighting (see Influencing Burlay, 
  below).  
   
  The other intelligent undead want to kill any living 
  creature that crosses their path, driven by their unnatural 
  hunger.  The only creature that they will not harm is 
  Shalina. 
   
  Tactics: Burlay is slow to initiate combat (he is assumed 
  to have rolled a 1 on his initiative check). Unlike the 
  other undead, Burlay will fight using only his trident. 
  Under no circumstances will Burlay resort to using his 
  slam attack.  Burlay operates under the knight’s code, 
  regardless of whether he has levels in the Knight base 
  class or not. 
  ZEF7-02 Tide of Battle 
   
  Page 15 
  
  • 
  Burlay will fight against the strongest, most well-
  armored target first. 
  • 
  Burlay does not gain a bonus on attack rolls when 
  flanking.  He still confers the benefit of flanking to 
  his ally, but he forgoes his own +2 bonus on attack 
  rolls. 
  • 
  Burlay never strikes a flat-footed opponent.  Instead 
  he allows his foes to ready themselves before 
  attacking. 
  • 
  Burlay never deals lethal damage against a helpless 
  foe.  He will strike such a foe, but only with attacks 
  that deal non-lethal damage. 
   
  The other undead are quite the opposite of Burlay. They 
  will fight without honor and without mercy. They will 
  preferentially attack lightly armored targets. 
   
  Exit Conditions: The undead will fight until defeated. 
  Any undead that are turned or rebuked are considered 
  defeated.  If Burlay is turned, he will return in Encounter 
  8. If Burlay is killed, he will immediately switch to 
  aqueous form and remain that way until the combat is 
  over. 
   
  If Burlay is killed in combat, read or paraphrase the 
  following: 
   
  The final moment of pain brings a look of sadness 
  to Burlay’s face. He lets loose a strained whisper, 
  “Shallah…” His body rapidly dissolves into the 
  surrounding water, leaving nothing behind. 
   
  Influencing Burlay: A PC may make a Diplomacy check 
  against Burlay as a Full Round action in order to convince 
  him not to fight (see Diplomacy, Player’s Handbook, page 
  72). Burlay’s initial attitude is based on APL: 
   
  APL 
  Initial 
  Attitude 
  Indifferent 
  DC * 
  Friendly 
  DC * 
  2 
  Indifferent 
  - 
  25 
  4 or 6 
  Unfriendly 
  25 
  35 
  8 or 10 
  Hostile 
  35 
  45 
   
  * Includes +10 modifier for rushed Diplomacy. 
   
  Changing Burlay’s attitude to Indifferent will convince 
  Burlay to stop fighting against the PC’s.  Changing 
  Burlay’s attitude to Friendly will convince Burlay to aid 
  the PC’s in battle against the other undead. 
   
  Modifiers (add all that apply): 
  • 
  Other PC’s may aid the Diplomacy check as a 
  Full Round action: +2 per successful assist 
  • 
  Character has played ZEF6-01 Out of Water: +2 
  • 
  Character openly displays Shallah’s Token from 
  ZEF6-01 Out of Water: +2 
  • 
  Character mentions Shallah’s name: +2 
  • 
  Character uses Merfolk greeting “Gadru Gilltru 
  ala Mindra” from ZEF6-07 Into the Drink: +2 
  • 
  Character is fluent in Aquan: +2 
  • 
  Good role-playing: +2 
  • 
  Second and subsequent attempts at Diplomacy: 
  +2 cumulative per additional attempt 
  • 
  Character openly displays the Eye Gem from 
  Into the Drink: -5 
  • 
  Character has Enmity of Sovorn al-Ghayar: Use 
  modifier from Enmity text 
   
  Treasure: 
   
  Note: Burlay’s equipment is not included 
   
  APL 8: Loot 37 gp; Total 37 gp. 
   
  APL 10: Loot 26 gp; Magic 204 gp; +1 chitin armor x 
  2 (195 gp); Total 230 gp. 
   
  It is possible that a character may be suffering from one 
  or more negative levels. Unfortunately the Merfolk 
  spellcasters are overwhelmed with tending the wounded, 
  the dying and the dead. The PC’s will be unable to 
  purchase any spells from the Merfolk during the course 
  of this adventure. 
   
  As soon as the undead have been defeated, proceed to 
  Encounter 8. 
   
  8: SHALLAH’S FATE 
  By this point, the PC’s have talked / beaten some sense 
  into Burlay. 
   
  If Burlay was turned, he will return to the aquaculture 
  chamber. 
   
  If Burlay was killed in combat, read or paraphrase the 
  following: 
   
  The water near where Burlay dissolved suddenly 
  coalesces back into his body. His face is contorted 
  with pain. Through clenched teeth he hisses, “What 
  have they done to me?”  
   
  Read or paraphrase the following: 
   
  “I thank you for returning me to my senses. I do 
  not know how long I can keep my right mind. The 
  shadow on my heart is strong. Even now it coerces me 
  towards dark, unnatural acts. I must speak quickly 
  before I slip away again.” 
   
  “They have taken Shallah. They require the blood 
  of noble merfolk for their twisted ritual. For now they 
  ZEF7-02 Tide of Battle 
   
  Page 16 
  
  need her alive, but when the ritual takes place, she is 
  to be sacrificed. You must find a way to save her. 
   
  “Travel down, far down, into the Scar. So deep 
  that the weight of the water threatens to crush your 
  ribcage. So deep that all light disappears. Travel north 
  along the trench until you find the skeleton of a 
  grotesque colossal creature embedded in the stone. 
  The entrance to their lair is through the left eye.” 
   
  “I must return to the Deep. Tainted though I may 
  be, I am the only friend that Shallah will have down 
  there. I must try to keep her safe until help arrives. 
  Please do not try to stop me. I do not wish to fight 
  you (again).” 
   
  Burlay casts his gaze towards Shalina, a look of 
  pain in his eyes. She returns his gaze, a mixture of 
  fear and imploring.  He quickly looks down and away 
  from her. “Forgive me” are his final words before he 
  swims away. 
   
  Burlay will try to exit the Aquaculture chamber through 
  the window. If the PC’s try to stop him, he will evade 
  them to the best of his ability. Due to Burlay’s aqueous 
  form ability, it will be very difficult for the PC’s to 
  permanently prevent Burlay from leaving. 
   
  PCs can make a DC 20 Knowledge (nature), Knowledge 
  (geography) or Swim (no armor check penalty) check to 
  know that the depth that Burlay has described is likely 
  between 400 and 500 feet below sea level. 
   
  Once Burlay has departed, read or paraphrase the 
  following: 
   
  Shalina moves towards your group. She is no 
  longer panicked, but still appears visibly shaken. 
   
  Pick the character that is closest to Shalina. 
   
  (Character name), Shalina swims right up to you and 
  clutches onto your arm. In a voice that is choked with 
  emotion, she pleads, “Please, you must get my 
  daughter back. Whatever you want, it is yours, but get 
  her back, please!” 
   
  Shalina begins removing her jewelry and shoving 
  it into your hand. “Take this, find a way to save her.” 
   
  Treasure: 
   
  APL 2: Coin: 100; Total 100 gp. 
   
  APL 4: Coin: 75 gp; Magic 125 gp; brooch of 
  shielding; Total 200 gp. 
   
  APL 6: Coin: 17 gp; Magic 333 gp; brooch of 
  shielding, ring of swimming; Total 350 gp. 
   
  APL 8: Coin: 280 gp; Magic 333 gp; brooch of 
  shielding, ring of swimming; Total 613 gp. 
   
  APL 10: Coin 87 gp; Magic 1233 gp; brooch of 
  shielding, ring of animal friendship, ring of swimming;  
  Total 1320 gp. 
   
  The PC’s may wish to immediately go and rescue Shallah. 
  They are currently ill equipped to deal with the sustained 
  pressure of deep water. The Apparatuses of Kwalish are 
  not available for the PC’s general usage. If the players 
  insist of pressing on, remind them that this will be the 
  subject for an adventure for another day. 
   
  Reinforcements arrive a short while later to hold the 
  aquaculture chamber. 
   
  The combination of the Merfolk forces, the Apparatus of 
  Kwalish and the PC’s have turned the tide of battle. As 
  time permits, feel free to embellish upon the events of 
  the battle and the PC’s continuing contribution to its 
  success. 
   
  When it is time to bring the battle to a close, read or 
  paraphrase the following: 
   
  After a hard fought hour of battle, the zombie 
  horde is broken. A great cheer erupts from the 
  assembled merfolk survivors. The celebration is 
  muted however, by the terrible cost in lives. 
   
  Mer-sheik Sovorn bin Regol al-Ghayar seems 
  exhausted both physically and emotionally. When 
  Shalina tells him of Shallah’s disappearance, it is the 
  final straw upon the camel’s back. Sovorn collapses, 
  wracked with grief. Shalina and Kardolahan, the 
  captain of the guard, escorts him back into the palace. 
   
  Mowvin bin Vadan, Sovorn’s political advisor, 
  approaches your group. “Times have been hard on our 
  people of late. Our tribute was stolen, our city 
  attacked not once, but twice by undead. First the 
  Nereid Zellaveera goes missing, and then Shallah is 
  kidnapped. We must have done something terrible to 
  elicit such wrath from the gods. Too much for one 
  ruler to bear. Troubled is the brow that wears the 
  crown.” Mowvin shakes his head. 
   
  “And then, when all hope is but a memory, you 
  arrive and save us all. On behalf of my lord, I extend 
  the most profound thanks of the Merfolk al-Ghayar. 
  You have done a great thing this day and we shall not 
  forget you. Know that a bond of friendship between 
  the Merfolk al-Ghayar and the Human al-Zeif is 
  strong. Tell your Sultan we are in his debt.” 
   
  One of the Apparatus of Kwalish flashes its eye 
  lights attracting your attention. From inside, Afit 
  yells in order to make himself heard. “I do not aspire 
  to interrupt your honorific acquisition, but according 
  to my revised calculations, we necessitate ascension 
  ZEF7-02 Tide of Battle 
   
  Page 17 
  
  to the surface presently or we shall experience 
  asphyxiation.” 
   
  If the PCs managed to get at least two of the Apparatuses 
  of Kwalish into the battle and participate in Encounters 6 
  and 7, then they earn the Savior of the Merfolk al-Ghayar 
  reward. 
   
  If Mowvin is questioned about Zellaveera, he will say 
  that she disappeared from her elemental grotto a week 
  ago. Though some sea elves were spotted in the area, 
  Mowvin thinks that the undead have taken Zellaveera as 
  well. 
   
  Proceed with the Conclusion. 
   
  CONCLUSION 
  Read of paraphrase the following: 
   
  Travel back to the Çabuk Martý proceeds without 
  episode. Once the ship is underway on its way back to 
  Nafiq, Cyaxares meets with all of you in his cabin for 
  debriefing. 
   
  Allow the PC’s to give a brief synopsis of their 
  underwater adventures. 
   
  Cyaxares listens with interest as you recount your 
  tale. “It seems that my sources were correct about 
  your skill and reliability.” Cyaxares pauses in a 
  moment of consideration. 
   
  “The Sultan could use good people like you. It is a 
  poorly kept secret that other factions attempt to wrest 
  power away from the Sultan. I ask you to support our 
  Sultan because he best represents the interests of our 
  nation.” 
   
  “The Sultan’s strength is the sum of all those who 
  swear loyalty to him. Loyalty is not bought with coin, 
  nor taken by force. It is given freely by those who 
  truly believe in their cause. The question you need to 
  ask yourself is ‘Whom do I believe in?’. Consider my 
  words carefully before making your decision.” 
    
  Ask the players which faction their character is 
  supporting. 
   
  Each character as an individual can choose to support a 
  particular faction.  There is no requirement that the 
  group reach a consensus.  It is only possible for a 
  character to gain ONE of the following rewards. 
  • 
  If the character chooses to support the Sultan, then 
  the character gains the Supporter of the Sultan 
  reward. 
  • 
  If the character chooses to support the Matron 
  Sultana, then the character gains the Backer of the 
  Matron Sultana reward. 
  • 
  If the character chooses to support the Grim Vizier, 
  then the character gains the Adherent of the Grim 
  Vizier reward. It is possible to gain both this reward 
  and the Curse of the Grim Vizier. 
  • 
  If the character chooses to support no faction, or the 
  character tries to support multiple factions, then the 
  character gains the Free Agent reward. 
   
  If any character requires the services of an NPC divine 
  spellcaster, they can purchase spells from Delshad (Druid 
  9) on board the Çabuk Martý or from Nasim the Beacon, 
  servant of Azor’Alq (NG, baklunish female, Cleric 12) in 
  Nafiq. 
   
  Roll credits. 
   
  CAMPAIGN CONSEQUENCES 
  Any character that attacked Garnat gains the Curse of the 
  Grim Vizier. PCs that refused to fight Garnat do not gain 
  the curse. 
   
  If a 1
  st level character gains the Curse of the Grim Vizier, 
  then they are doomed to die permanently at the start of 
  their next adventure.  However, there is a grim 
  alternative.  If the character pledges eternal servitude to 
  the Grim Vizier, then he will spare the character’s 
  miserable life.  Contact the Zeif Triad for more details 
  [zeiftriad@yahoogroups.com] 
   
  If the PCs managed to get at least two of the Apparatuses 
  of Kwalish into the battle and participate in Encounters 6 
  and 7, then they earn the Savior of the Merfolk al-Ghayar 
  reward. 
   
  Each character as an individual can choose to support a 
  particular faction.  There is no requirement that the 
  group reach a consensus.  It is only possible for a 
  character to gain ONE of the following rewards. 
  • 
  If the character chooses to support the Sultan, then 
  the character gains the Supporter of the Sultan 
  reward. 
  • 
  If the character chooses to support the Matron 
  Sultana, then the character gains the Backer of the 
  Matron Sultana reward. 
  • 
  If the character chooses to support the Grim Vizier, 
  then the character gains the Adherent of the Grim 
  Vizier reward. It is possible to gain both this reward 
  and the Curse of the Grim Vizier. 
  ZEF7-02 Tide of Battle 
   
  Page 18 
  
  • 
  If the character chooses to support no faction, or the 
  character tries to support multiple factions, then the 
  character gains the Free Agent reward. 
   
  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. 
   
  5: The Storm 
  Defeat or hold off the summoned creatures. 
  APL 2  
  120 XP 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
  APL 10 
  360 XP 
   
  6: Tide of Battle 
  Defeat or drive off the zombies 
  APL 2  
  120 XP 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
  APL 10  
  360 XP 
   
  7: Knight of the Living Dead 
  Defeat or parlay with Burlay. Defeat or drive off the other 
  undead. 
  APL 2  
  120 XP 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
  APL 10  
  360 XP 
   
  Story Award 
  Rescue the Merfolk from the undead horde. 
  APL 2  
  45 XP 
  APL 4  
  67 XP 
  APL 6  
  90 XP 
  APL 8  
  112 XP 
  APL 10 
  135 XP 
   
  Discretionary roleplaying award 
  APL 2  
  45 XP 
  APL 4  
  68 XP 
  APL 6  
  90 XP 
  APL 8  
  113 XP 
  APL 10  
  135 XP 
   
  Total Possible Experience 
  APL 2  
  450 XP 
  APL 4  
  675 XP 
  APL 6  
  900 XP 
  APL 8  
  1,125 XP 
  APL 10  
  1,350 XP 
   
  TREASURE SUMMARY 
  During an adventure, PCs 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 PCs cannot take 
  the time to loot the bodies, they do not gain this gold. If 
  you feel it is reasonable that PCs 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), PCs may return to retrieve loot. If the 
  PCs 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 PCs may want to use them during the adventure. 
  Many times PCs 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 PCs 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: A Proposal from the Grim Vizier 
  All APL’s: Magic: 250 gp; Grim Vizier’s Black Bag. 
   
  ZEF7-02 Tide of Battle 
   
  Page 19 
  
  3: The Çabuk Martý 
  APL 2: Coin: 50 gp. 
   
  APL 4: Coin: 100 gp. 
   
  APL 6: Coin: 150 gp.  
   
  APL 8: Coin: 200 gp. 
   
  APL 10: Coin: 250 gp. 
   
  4: An Offer from the Matron Sultana 
  APL 2: Coin: 50 gp. 
   
  APL 4: Coin: 100 gp. 
   
  APL 6: Coin: 150 gp.  
   
  APL 8: Coin: 200 gp. 
   
  APL 10: Coin: 250 gp. 
   
  7: Knight of the Living Dead 
  Note: Burlay’s equipment is not included 
   
  APL 8: Loot 37 gp. 
   
  APL 10: Loot 26 gp; Magic 204 gp; +1 chitin armor x 
  2 (195 gp); Total 230 gp. 
   
  8: Shallah’s Fate 
  APL 2: Coin: 100. 
   
  APL 4: Coin: 75 gp; Magic 125 gp; brooch of 
  shielding;  Total 200 gp. 
   
  APL 6: Coin: 17 gp; Magic 333 gp; brooch of 
  shielding, ring of swimming;  Total 350 gp. 
   
  APL 8: Coin: 280 gp; Magic 333 gp; brooch of 
  shielding, ring of swimming;  Total 613 gp. 
   
  APL 10: Coin 87 gp; Magic 1233 gp; brooch of 
  shielding, ring of animal friendship, ring of swimming;  
  Total 1320 gp. 
   
  Treasure Cap 
  APL 2: 450 GP 
   
  APL 4: 650 GP 
   
  APL 6: 900 GP 
   
  APL 8: 1300 GP 
   
  APL 10: 2300 GP 
   
   
  Total Possible Treasure 
   
  APL 2: 450 GP 
   
  APL 4: 650 GP 
   
  APL 6: 900 GP 
   
  APL 8: 1,300 GP 
   
  APL 10: 2,300 GP 
   
   
  ZEF7-02 Tide of Battle 
   
  Page 20 
  
  APPENDIX 1: APL 2
   
  2: THE STORM 
  AD V AN C E D  C O N S T R I C T O R  S NAKE 
  CR  3 
   N Medium Animal 
  Init +3; Senses Low-light vision, Listen +8, Spot +8 
  Languages None  
  AC 15, touch 13, flat-footed 12 
   (+3 Dex, +2 natural) 
  hp 30 (5 HD);  
  Fort +5, Ref +7, Will +2 
  Speed 20 ft. (4 squares), climb 20 ft., swim 20 ft.; 
  Melee Bite +6 (1d3+4)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +6  
  Atk Options Improved Grab, Constrict (1d3+4) 
  Abilities Str 17, Dex 17, Con 13, Int 1, Wis 12, Cha 2 
  SQ Scent (suppressed during the storm) 
  Feats Alertness, Toughness  
  Skills Balance +11, Climb +14, Hide +10, Listen +8, 
  Spot +8, Swim +11 
  Constrict (Ex) On a successful grapple check, a 
  constrictor snake deals 1d3+4 damage. 
  Improved Grab (Ex) To use this ability, a constrictor 
  snake must hit with its bite attack. If the target is 
  size small or smaller, the constrictor snake can 
  then start a grapple as a free action without 
  provoking an attack of opportunity.  If it wins the 
  grapple check, it establishes a hold and can 
  constrict. 
  Racial Bonuses (Ex) Snakes have a +4 racial bonus 
  on Hide, Listen and Spot checks, and a +8 racial 
  bonus on Balance, Climb and Swim checks. 
   
  3: TIDE OF BATTLE  
  M E R F O L K  Z O M B I E 
  CR  1/2 
   NE Medium Undead 
  Init -1; Senses Darkvision 60 ft., Listen +0, Spot +0 
  Languages None  
  AC 11, touch 9, flat-footed 11 
   (-1 Dex, +2 natural) 
  hp 16 (2 HD); DR 5 / slashing 
  Fort +0, Ref -1, Will +3 
  Speed 5 ft. (1 square), swim 50 ft.; cannot run 
  Melee Slam +2 (1d6+1)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1; Grp +2  
  Abilities Str 12, Dex 8, Con --, Int --, Wis 10, Cha 1 
  SQ Single actions only, Undead traits 
  Feats Toughness  
  Skills -- 
  Single Actions Only (Ex) Zombies have poor 
  reflexes and can perform only a single move action 
  or attack action each round. A zombie can perform 
  the partial charge action. 
   
  4: KNIGHT OF THE LIVING DEAD 
  B URLAY  BI N B E AL E F  AL-G H AY AR 
  CR  3 
  Male Merfolk Wight  
  LN Medium Undead (unique) 
  Init +1; Senses Darkvision 60 ft., Listen +7, Spot +7 
  Languages Common, Aquan 
  AC 15, touch 11, flat-footed 14 
   (+1 Dex, +4 natural) 
  hp 26 (4 HD); Fast healing 1 (only when underwater) 
  Fort +1, Ref +2, Will +5 
  Speed 5 ft. (1 square), swim 50 ft.; 
  Melee trident +3 (1d8+1) 
  Ranged merfolk crossbow +3 (1d8) (40 ft. range) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +3  
  Atk Options Create spawn, Energy drain 
  Combat Gear trident, merfolk crossbow, 20 bolts 
  Abilities Str 12, Dex 12, Con --, Int 11, Wis 13, Cha 
  15 
  SQ Undead traits, Aqueous form 
  Feats Alertness, Blind-Fight  
  Skills Hide +8, Listen +7, Move Silently +16, Spot +7, 
  Aqueous Form (Su) Burlay has no conscious control 
  of this ability. When Burlay is reduced to 0 or lower 
  hit points, he is not destroyed, though he is 
  rendered unconscious. He will immediately assume 
  aqueous form, an effect that is similar to the 
  gaseous form spell (caster level 5th), except that 
  Burlay turns into water rather than mist. Burlay will 
  remain in aqueous form indefinitely until his hit 
  point total rises above 0 (typically via fast healing). 
  As soon as Burlay’s hit points are 1 or higher, he 
  will immediately return to his normal form. While in 
  aqueous form and submerged in a body of water, 
  Burlay is effectively invisible. 
  Create Spawn (Su) Any humanoid slain by Burlay’s 
  energy drain will become a Wight in 1d4 turns.  A 
  wight created by Burlay does not share his unique 
  abilities. Treat it as a normal Wight from the 
  Dungeon Master’s Guide.  The newly created 
  spawn is under Burlay’s command until Burlay is 
  permanently destroyed.  
  Energy Drain (Su) Burlay refuses to use his energy 
  drain attack during the course of this adventure.  
  Racial Bonuses (Ex) Wights have a +8 racial bonus 
  on Move Silently checks. 
   
  ZEF7-02 Tide of Battle 
   
  Page 21 
  
  M E R F O L K  G H O U L  L AC E D O N  (2) 
  CR  1   
  CE Medium Undead 
  Init +2; Senses Darkvision 60 ft., Listen +2, Spot +7 
  Languages Common, Aquan 
  AC 14, touch 12, flat-footed 12 
   (+2 Dex, +2 natural) 
  hp 13 (2 HD); 
  Fort +0, Ref +2, Will +5 
  Speed 5 ft. (1 square), swim 50 ft.; 
  Melee bite +2 (1d6+1 plus paralysis) and  
   
  2 claws +0 (1d3 plus paralysis) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1; Grp +2  
  Atk Options Ghoul fever, Paralysis 
  Abilities Str 13, Dex 15, Con --, Int 13, Wis 14, Cha 2 
  SQ Turn resistance (+2), Undead traits 
  Feats Multiattack  
  Skills Balance +6, Climb +5, Hide +6, Jump +5, Move 
  Silently +6, Spot +7 
  Ghoul Fever (Su) Disease – bite, Fortitude DC 12, 
  incubation period 1 day, damage 1d3 Con and 1d3 
  Dex. 
  Paralysis (Su) Those hit by the ghoul’s bite or claw 
  attack must succeed at a Fortitude save, DC 12, or 
  be paralyzed for 1d4+1 rounds.  Elves are immune 
  to this paralysis. 
    
  ZEF7-02 Tide of Battle 
   
  Page 22 
  
  APL 4
   
  3: TIDE OF BATTLE 
  M E R F O L K  Z O M B I E 
  CR  1/2 
   NE Medium Undead 
  Init -1; Senses Darkvision 60 ft., Listen +0, Spot +0 
  Languages None  
  AC 11, touch 9, flat-footed 11 
   (-1 Dex, +2 natural) 
  hp 16 (2 HD); DR 5 / slashing 
  Fort +0, Ref -1, Will +3 
  Speed 5 ft. (1 square), swim 50 ft.; cannot run 
  Melee Slam +2 (1d6+1)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1; Grp +2  
  Abilities Str 12, Dex 8, Con --, Int --, Wis 10, Cha 1 
  SQ Single actions only, Undead traits 
  Feats Toughness  
  Skills -- 
  Single Actions Only (Ex) Zombies have poor 
  reflexes and can perform only a single move action or 
  attack action each round. A zombie can perform the 
  partial charge action. 
   
  4: KNIGHT OF THE LIVING DEAD 
  B URLAY  BI N B E AL E F  AL-G H AY AR 
  CR  3 
  Male Merfolk Wight  
  LN Medium Undead (unique) 
  Init +1; Senses Darkvision 60 ft., Listen +7, Spot +7 
  Languages Common, Aquan 
  AC 15, touch 11, flat-footed 14 
   (+1 Dex, +4 natural) 
  hp 26 (4 HD); Fast healing 1 (only when underwater) 
  Fort +1, Ref +2, Will +5 
  Speed 5 ft. (1 square), swim 50 ft.; 
  Melee trident +3 (1d8+1) 
  Ranged merfolk crossbow +3 (1d8) (40 ft. range) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +3  
  Atk Options Create spawn, Energy drain 
  Combat Gear trident, merfolk crossbow, 20 bolts 
  Abilities Str 12, Dex 12, Con --, Int 11, Wis 13, Cha 
  15 
  SQ Undead traits, Aqueous form 
  Feats Alertness, Blind-Fight  
  Skills Hide +8, Listen +7, Move Silently +16, Spot +7 
  Aqueous Form (Su) Burlay has no conscious control 
  of this ability. When Burlay is reduced to 0 or lower 
  hit points, he is not destroyed, though he is 
  rendered unconscious. He will immediately assume 
  aqueous form, an effect that is similar to the 
  gaseous form spell (caster level 5th), except that 
  Burlay turns into water rather than mist. Burlay will 
  remain in aqueous form indefinitely until his hit 
  point total rises above 0 (typically via fast healing). 
  As soon as Burlay’s hit points are 1 or higher, he 
  will immediately return to his normal form. While in 
  aqueous form and submerged in a body of water, 
  Burlay is effectively invisible. 
  Create Spawn (Su) Any humanoid slain by Burlay’s 
  energy drain will become a Wight in 1d4 turns.  A 
  Wight created by Burlay does not share his unique 
  abilities. Treat it as a normal Wight from the 
  Dungeon Master’s Guide.  The newly created 
  spawn is under Burlay’s command until Burlay is 
  permanently destroyed.  
  Energy Drain (Su) Burlay refuses to use his energy 
  drain attack during the course of this adventure. 
  Racial Bonuses (Ex) Wights have a +8 racial bonus 
  on Move Silently checks. 
   
  M E R F O L K  G H AS T  L AC E D O N  (2) 
  CR  3 
  CE Medium Undead 
  Init +3; Senses Darkvision 60 ft., Listen +2, Spot +8 
  Languages Common, Aquan 
  AC 17, touch 13, flat-footed 14 
   (+3 Dex, +4 natural) 
  hp 29 (4 HD); Turn Resistance +2 
  Fort +1, Ref +4, Will +6 
  Speed 5 ft. (1 square), swim 50 ft.; 
  Melee bite +5 (1d8+3 plus paralysis) and 
   
  2 claws +3 (1d4+1 plus paralysis) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +5  
  Atk Options Ghoul Fever, Paralysis, Stench 
  Abilities Str 17, Dex 17, Con --, Int 13, Wis 14, Cha 
  16 
  SQ Undead traits, Turn Resistance +2 
  Feats Multiattack, Toughness  
  Skills Balance +7, Climb +9, Hide +8, Jump +9, Move 
  Silently +8, Spot +8 
  Ghoul Fever (Su) Disease – bite, Fortitude DC 15, 
  incubation period 1 day, damage 1d3 Con and 1d3 
  Dex.  
  Paralysis (Ex) Those hit by a ghast’s bite or claw 
  attack must succeed on a DC 15 Fortitude save or 
  be paralyzed for 1d4+1 rounds. Even elves are 
  affected by this paralysis. 
  Stench (Ex) Living creatures within 10 feet of the 
  ghast must succeed on a DC 15 Fortitude save or 
  be sickened for 1d6+4 minutes. A creature that 
  successfully saves cannot be affected by the same 
  ghast’s stench for 24 hours. A delay poison or 
  neutralize poison spell removes the sickened 
  effect. Creatures immune to poison are unaffected 
  and creatures resistant to poison receive their 
  normal bonus on saving throws. 
   
   
  ZEF7-02 Tide of Battle 
   
  Page 23 
  
  APL 6 
   
  3: TIDE OF BATTLE 
  O G R E  M E R R O W  Z O M B I E 
  CR  3 
   NE Large Undead 
  Init -2; Senses Darkvision 60 ft., Listen +0, Spot +0 
  Languages None  
  AC 15, touch 7, flat-footed 15 
   (-1 size, -2 Dex, +8 natural) 
  hp 55 (8 HD); DR 5 / slashing 
  Fort +2, Ref +0, Will +6 
  Speed 30 ft. (6 squares), swim 40 ft.; cannot run 
  Melee Slam +9 (1d8+9)  
  Space 10 ft.; Reach 10 ft. 
  Base Atk +4; Grp +14  
  Abilities Str 23, Dex 6, Con --, Int --, Wis 10, Cha 1 
  SQ Single actions only, Undead traits 
  Feats Toughness  
  Skills -- 
  Single Actions Only (Ex) Zombies have poor 
  reflexes and can perform only a single move action or 
  attack action each round. A zombie can perform the 
  partial charge action. 
   
  4: KNIGHT OF THE LIVING DEAD 
  B URLAY  BI N B E AL E F  AL-G H AY AR 
  CR  5 
  Male Merfolk Advanced Wight  
  LN Medium Undead (unique) 
  Init +2; Senses Darkvision 60 ft., Listen +7, Spot +7 
  Languages Common, Aquan 
  AC 17, touch 12, flat-footed 15 
   (+2 Dex, +5 natural) 
  hp 52 (8 HD); Fast healing 1 (only when underwater) 
  Fort +2, Ref +4, Will +6 
  Speed 5 ft. (1 square), swim 50 ft.; 
  Melee trident +8 (1d8+3) 
  Ranged merfolk crossbow +7 (1d8) (40 ft. range) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +7  
  Atk Options Create spawn, Energy drain 
  Combat Gear mw trident, mw merfolk crossbow, 20 
  bolts 
  Abilities Str 16, Dex 14, Con --, Int 13, Wis 11, Cha 
  20 
  SQ Undead traits, Aqueous form 
  Feats Alertness, Blind-Fight, Improved Natural Armor 
  Skills Hide +10, Listen +7, Move Silently +18, Spot 
  +7 
  Aqueous Form (Su) Burlay has no conscious control 
  of this ability. When Burlay is reduced to 0 or lower 
  hit points, he is not destroyed, though he is 
  rendered unconscious. He will immediately assume 
  aqueous form, an effect that is similar to the 
  gaseous form spell (caster level 5th), except that 
  Burlay turns into water rather than mist. Burlay will 
  remain in aqueous form indefinitely until his hit 
  point total rises above 0 (typically via fast healing). 
  As soon as Burlay’s hit points are 1 or higher, he 
  will immediately return to his normal form. While in 
  aqueous form and submerged in a body of water, 
  Burlay is effectively invisible. 
  Create Spawn (Su) Any humanoid slain by Burlay’s 
  energy drain will become a Wight in 1d4 turns.  A 
  Wight created by Burlay does not share his unique 
  abilities. Treat it as a normal Wight from the 
  Dungeon Master’s Guide.  The newly created 
  spawn is under Burlay’s command until Burlay is 
  permanently destroyed.  
  Energy Drain (Su) Burlay refuses to use his energy 
  drain attack during the course of this adventure. 
  Racial Bonuses (Ex) Wights have a +8 racial bonus 
  on Move Silently checks. 
   
  AD V AN C E D  M E R F O L K  W I G H T  (2) 
  CR  5 
  LE Medium Undead 
  Init +3; Senses Darkvision 60 ft., Listen +7, Spot +7 
  Languages Common, Aquan 
  AC 18, touch 13, flat-footed 15 
   (+3 Dex, +5 natural) 
  hp 52 (8 HD); 
  Fort +2, Ref +5, Will +6 
  Speed 5 ft. (1 square), swim 50 ft.; 
  Melee slam +7 (1d4+3 plus energy drain) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +7  
  Atk Options Create spawn, Energy drain 
  Abilities Str 17, Dex 16, Con --, Int 13, Wis 11, Cha 
  17 
  SQ Undead traits 
  Feats Alertness, Blind-Fight, Improved Natural Armor  
  Skills Hide +11, Listen +7, Move Silently +19, Spot 
  +7 
  Create Spawn (Su) Any humanoid slain by the 
  wight’s energy drain will become a Wight in 1d4 
  turns.  The newly created spawn is under the 
  wight’s command until the Wight is destroyed.  
  Energy Drain (Su) Living creatures hit by the wight’s 
  slam attack gain one negative level.  The character 
  must make a Fortitude save, DC 15, to remove a 
  negative level. For each negative level bestowed, 
  the Wight gains 5 temporary hit points.  
  Racial Bonuses (Ex) Wights have a +8 racial bonus 
  on Move Silently checks. 
   
  ZEF7-02 Tide of Battle 
   
  Page 24 
  
  APL 8 
  3: TIDE OF BATTLE 
  O G R E  M E R R O W  Z O M B I E 
  CR  3 
   NE Large Undead 
  Init -2; Senses Darkvision 60 ft., Listen +0, Spot +0 
  Languages None  
  AC 15, touch 7, flat-footed 15 
   (-1 size, -2 Dex, +8 natural) 
  hp 55 (8 HD); DR 5 / slashing 
  Fort +2, Ref +0, Will +6 
  Speed 30 ft. (6 squares), swim 40 ft.; cannot run 
  Melee Slam +9 (1d8+9)  
  Space 10 ft.; Reach 10 ft. 
  Base Atk +4; Grp +14  
  Abilities Str 23, Dex 6, Con --, Int --, Wis 10, Cha 1 
  SQ Single actions only, Undead traits 
  Feats Toughness  
  Skills -- 
  Single Actions Only (Ex) Zombies have poor 
  reflexes and can perform only a single move action or 
  attack action each round. A zombie can perform the 
  partial charge action. 
   
  4: KNIGHT OF THE LIVING DEAD 
  B URLAY  BI N B E AL E F  AL-G H AY AR 
  CR  7 
  Male Merfolk Advanced Wight / Knight 2 
  LN Medium Undead (unique) 
  Init +2; Senses Darkvision 60 ft., Listen +8, Spot +8 
  Languages Common, Aquan 
  AC 23, touch 12, flat-footed 21 
   (+2 Dex, +4 armor, +2 shield, +5 natural) 
  Def Options Shield block 
  hp 65 (10 HD); Fast healing 1 (only when underwater) 
  Fort +2, Ref +4, Will +9 
  Speed 5 ft. (1 square); swim 35 ft. (in chitin armor); 
  Melee trident +11 / +6 (1d8+4) 
  Ranged merfolk crossbow +9 / +4 (1d8) (40 ft. range) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +9  
  Atk Options Create spawn, Energy drain, Fighting 
  challenge 
  Combat Gear mw chitin armor, mw heavy dire 
  clamshell shield, +1 trident, mw merfolk crossbow, 
  20 bolts 
  Abilities Str 16, Dex 14, Con --, Int 13, Wis 11, Cha 
  20 
  SQ Undead traits, Aqueous form, Knight’s challenge 
  Feats Alertness, Blind-Fight, Improved Natural Armor, 
  Mounted Combat, Rapid Reload 
  Skills Hide +10, Listen +8, Move Silently +18, Spot 
  +8 
  Aqueous Form (Su) Burlay has no conscious control 
  of this ability. When Burlay is reduced to 0 or lower 
  hit points, he is not destroyed, though he is 
  rendered unconscious. He will immediately assume 
  aqueous form, an effect that is similar to the 
  gaseous form spell (caster level 5th), except that 
  Burlay turns into water rather than mist. Burlay will 
  remain in aqueous form indefinitely until his hit 
  point total rises above 0 (typically via fast healing). 
  As soon as Burlay’s hit points are 1 or higher, he 
  will immediately return to his normal form. While in 
  aqueous form and submerged in a body of water, 
  Burlay is effectively invisible. 
  Create Spawn (Su) Any humanoid slain by Burlay’s 
  energy drain will become a Wight in 1d4 turns.  A 
  Wight created by Burlay does not share his unique 
  abilities. Treat it as a normal Wight from the 
  Dungeon Master’s Guide.  The newly created 
  spawn is under Burlay’s command until Burlay is 
  permanently destroyed.  
  Energy Drain (Su) Burlay refuses to use his energy 
  drain attack during the course of this adventure. 
  Knight’s Challenge: In battle, Burlay uses the force 
  of his personality to challenge his enemies.  He can 
  use this ability 6 times per day. 
   
  Fighting Challenge (Ex) As a swift action, 
  Burlay can issue a challenge against a single 
  opponent.  The target of this ability must be level 8 
  or higher.  If the target does not meet these 
  requirements, a use of this ability is expended 
  without effect. 
   
  If the target does meet the conditions given 
  above, Burlay gains a +1 moral bonus on Will 
  saves and a +1 moral bonus on attack rolls and 
  damage rolls against the target of this ability.  If 
  Burlay’s chosen foe reduces him to 0 or fewer hit 
  points, he loses two uses of his knight’s challenge 
  ability. 
   
  The effect of Burlay’s fighting challenge lasts for 
  11 rounds. 
   
  If Burlay’s chosen foe is defeated or flees the 
  area, he can issue a new challenge to a different 
  foe (assuming that he has uses of his knight’s 
  challenge remaining).  He cannot issue another 
  fighting challenge if his original target is still active. 
  Shield Block (Ex): Burlay excels in using his shield to 
  frustrate his enemy’s attacks. During his action, he 
  can designate a single opponent as the target of 
  this ability.  His shield bonus to AC against that foe 
  increases by 1. 
  Racial Bonuses (Ex) Wights have a +8 racial bonus 
  on Move Silently checks. 
   
  AD V AN C E D  M E R F O L K  W I G H T  (2) 
   
  CR  7 
  LE Medium Undead Fighter 2 
  Init +3; Senses Darkvision 60 ft., Listen +8, Spot +8 
  Languages Common, Aquan 
  AC 22, touch 13, flat-footed 19 
   (+3 Dex, +4 armor, +5 natural) 
  Def Options Dodge, Mobility 
  hp 63 (10 HD); 
  Fort +5, Ref +5, Will +6 
  Speed 5 ft. (1 square), swim 35 ft. (in chitin armor); 
  Melee slam +10 (1d4+3 plus energy drain) 
  Space 5 ft.; Reach 5 ft. 
  ZEF7-02 Tide of Battle 
   
  Page 25 
  
  Base Atk +6; Grp +9  
  Atk Options Create spawn, Energy drain 
  Combat Gear mw chitin armor 
  Abilities Str 17, Dex 16, Con --, Int 13, Wis 11, Cha 
  17 
  SQ Undead traits 
  Feats Alertness, Blind-Fight, Dodge, Improved 
  Natural Armor, Mobility, Weapon Focus (slam)  
  Skills Hide +11, Listen +8, Move Silently +19, Spot 
  +8 
  Create Spawn (Su) Any humanoid slain by the 
  wight’s energy drain will become a Wight in 1d4 
  turns.  The newly created spawn is under the 
  wight’s command until the Wight is destroyed.  
  Energy Drain (Su) Living creatures hit by the wight’s 
  slam attack gain one negative level.  The character 
  must make a Fortitude save, DC 15, to remove a 
  negative level. For each negative level bestowed, 
  the Wight gains 5 temporary hit points. 
  Racial Bonuses (Ex) Wights have a +8 racial bonus 
  on Move Silently checks.  
   
   
   
  ZEF7-02 Tide of Battle 
   
  Page 26 
  
  APL 10
  3: TIDE OF BATTLE 
  T R O L L  S C R AG  Z O M B I E 
  CR  4 
   NE Large Undead 
  Init -2; Senses Darkvision 60 ft., Listen +0, Spot +0 
  Languages None  
  AC 18, touch 10, flat-footed 17 
   (-1 size, +1 Dex, +8 natural) 
  hp 81 (12 HD); DR 5 / slashing 
  Fort +4, Ref +5, Will +8 
  Speed 20 ft. (4 squares), swim 40 ft.; cannot run 
  Melee Slam +13 (1d8+10)  
  Space 10 ft.; Reach 10 ft. 
  Base Atk +6; Grp +17  
  Abilities Str 25, Dex 12, Con --, Int --, Wis 10, Cha 1 
  SQ Single actions only, Undead traits 
  Feats Toughness  
  Skills -- 
  Single Actions Only (Ex) Zombies have poor 
  reflexes and can perform only a single move action 
  or attack action each round. A zombie can perform 
  the partial charge action. 
   
  4: KNIGHT OF THE LIVING DEAD 
  B URLAY  BI N B E AL E F  AL-G H AY AR 
  CR  9 
  Male Merfolk Advanced Wight / Knight 4 
  LN Medium Undead (unique) 
  Init +2; Senses Darkvision 60 ft., Listen +8, Spot +8 
  Languages Common, Aquan 
  AC 25, touch 12, flat-footed 23 
   (+2 Dex, +5 armor, +3 shield, +5 natural) 
  Def Options Shield block 
  hp 78 (12 HD); Fast healing 1 (only when underwater) 
  Fort +3, Ref +5, Will +10 
  Speed 5 ft. (1 square), swim 50 ft. (in chitin armor); 
  Melee trident +13 / +8 (1d8+4) 
  Ranged merfolk crossbow +11 / +6 (1d8) (40 ft. 
  range) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +8; Grp +11  
  Atk Options Create spawn, Energy drain, Fighting 
  challenge, Test of Mettle 
  Combat Gear +1 chitin armor, +1 heavy dire 
  clamshell shield, +1 trident, mw merfolk crossbow, 
  20 bolts 
  Abilities Str 17, Dex 14, Con --, Int 13, Wis 11, Cha 
  20 
  SQ Undead traits, Aqueous form, Armor Mastery, 
  Bulwark of Defense, Knight’s challenge 
  Feats Alertness, Blind-Fight, Improved Natural Armor, 
  Mounted Combat, Rapid Reload, Weapon Focus 
  (trident) 
  Skills Hide +11, Listen +8, Move Silently +19, Spot 
  +8 
  Aqueous Form (Su) Burlay has no conscious control 
  of this ability. When Burlay is reduced to 0 or lower 
  hit points, he is not destroyed, though he is 
  rendered unconscious. He will immediately assume 
  aqueous form, an effect that is similar to the 
  gaseous form spell (caster level 5th), except that 
  Burlay turns into water rather than mist. Burlay will 
  remain in aqueous form indefinitely until his hit 
  point total rises above 0 (typically via fast healing). 
  As soon as Burlay’s hit points are 1 or higher, he 
  will immediately return to his normal form. While in 
  aqueous form and submerged in a body of water, 
  Burlay is effectively invisible. 
  Armor Mastery (Ex): Burlay is able to wear his armor 
  as a second skin and ignore the standard speed 
  reduction for wearing medium armor. 
  Bulwark of Defense (Ex): An opponent that begins 
  its turn in Burlay’s threatened area, treats all the 
  squares he threatens as difficult terrain. 
  Create Spawn (Su) Any humanoid slain by Burlay’s 
  energy drain will become a Wight in 1d4 turns.  A 
  Wight created by Burlay does not share his unique 
  abilities. Treat it as a normal Wight from the 
  Dungeon Master’s Guide.  The newly created 
  spawn is under Burlay’s command until Burlay is 
  permanently destroyed.  
  Energy Drain (Su) Burlay refuses to use his energy 
  drain attack during the course of this adventure. 
  Knight’s Challenge (Ex) In battle, Burlay uses the 
  force of his personality to challenge his enemies.  
  He can use this ability 6 times per day. 
   
  Fighting Challenge (Ex) As a swift action, 
  Burlay can issue a challenge against a single 
  opponent.  The target of this ability must be level 
  10 or higher.  If the target does not meet these 
  requirements, a use of this ability is expended 
  without effect. 
   
  If the target does meet the conditions given 
  above, Burlay gains a +1 moral bonus on Will 
  saves and a +1 moral bonus on attack rolls and 
  damage rolls against the target of this ability.  If 
  Burlay’s chosen foe reduces him to 0 or fewer hit 
  points, he loses two uses of his knight’s challenge 
  ability. 
   
  The effect of Burlay’s fighting challenge lasts for 
  11 rounds. 
   
  If Burlay’s chosen foe is defeated or flees the 
  area, he can issue a new challenge to a different 
  foe (assuming that he has uses of his knight’s 
  challenge remaining).  He cannot issue another 
  fighting challenge if his original target is still active. 
   
  Test of Mettle (Ex) As a swift action, Burlay can 
  expend one use of his knight’s challenge ability to 
  cause all enemies within 100 feet that are level 10 
  or higher, to make Will saves, DC 17. Creatures 
  that fail this save are forced to attack Burlay with 
  their ranged or melee attacks in preference over 
  other available targets.  If a foe attacks by casting 
  a spell or using a supernatural ability, he must 
  target Burlay with the attack or include him in the 
  effect’s area. 
  ZEF7-02 Tide of Battle 
   
  Page 27 
  
   
  An opponent compelled to act in this manner in 
  not thrown into a mindless rage and does not have 
  to move to attack Burlay in melee if doing so would 
  provoke attacks of opportunity against him.  In 
  such a case, he can make ranged attacks against 
  Burlay or attack any opponents he threatens as 
  normal.  If anyone other than Burlay attacks the 
  target, the effect of test of mettle ends for that 
  specific target. 
   
  If you are reduced to 0 or fewer hit points by an 
  opponent forced to attack you due to this ability, 
  you gain one additional use of your knight’s 
  challenge ability for the day. This additional use 
  disappears if you have not used it by the start of 
  the next day.  You can only gain one additional use 
  of your knight’s challenge ability in this manner per 
  day. 
   
  The effect of test of mettle lasts for a number of 
  rounds equal to 5 + your Charisma bonus (if any).  
  A creature can only be the target of your test of 
  mettle ability once per day. 
  Shield Block (Ex): Burlay excels in using his shield to 
  frustrate his enemy’s attacks. During his action, he 
  can designate a single opponent as the target of 
  this ability.  His shield bonus to AC against that foe 
  increases by 1. 
  Racial Bonuses (Ex) Wights have a +8 racial bonus 
  on Move Silently checks. 
   
  AD V AN C E D  M E R F O L K  W I G H T  (2) 
   
  CR  9 
  LE Medium Undead Fighter 4 
  Init +3; Senses Darkvision 60 ft., Listen +8, Spot +8 
  Languages Common, Aquan 
  AC 25, touch 13, flat-footed 22 
   (+3 Dex, +5 armor, +2 shield, +5 natural) 
  Def Options Dodge, Mobility 
  hp 74 (12 HD); 
  Fort +6, Ref +6, Will +7 
  Speed 5 ft. (1 square), swim 35 ft. (in chitin armor); 
  Melee slam +13 (1d4+8 plus energy drain) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +8; Grp +12  
  Atk Options Create spawn, Energy drain, Spring 
  Attack 
  Combat Gear +1 chitin armor, mw heavy dire 
  clamshell shield 
  Abilities Str 18, Dex 16, Con --, Int 13, Wis 11, Cha 
  17 
  SQ Undead traits 
  Feats Alertness, Blind-Fight, Dodge, Improved 
  Natural Armor, Mobility, Spring Attack, Weapon 
  Focus (slam), Weapon Specialization (slam)  
  Skills Hide +12, Listen +8, Move Silently +20, Spot 
  +8 
  Create Spawn (Su) Any humanoid slain by the 
  wight’s energy drain will become a Wight in 1d4 
  turns.  The newly created spawn is under the 
  wight’s command until the Wight is destroyed.  
  Energy Drain (Su) Living creatures hit by the wight’s 
  slam attack gain one negative level.  The character 
  must make a Fortitude save, DC 15, to remove a 
  negative level. For each negative level bestowed, 
  the Wight gains 5 temporary hit points. 
  Racial Bonuses (Ex) Wights have a +8 racial bonus 
  on Move Silently checks. 
  ZEF7-02 Tide of Battle 
   
  Page 28 
  
  APPENDIX 2: NEW RULES ITEMS  
  CLASSES 
   
  Knight (excerpt from Player’s Handbook II, page 24-30) 
   
  Level 
  BAB 
  Fort 
  Ref 
  Will 
  Special 
  1
  st 
  +1 
  +0 
  +0 
  +2 
  Fighting Challenge +1, knight’s challenge, knight’s code 
  2
  nd 
  +2 
  +0 
  +0 
  +3 
  Mounted Combat, shield block +1 
  3
  rd 
  +3 
  +1 
  +1 
  +3 
  Bulwark of defense 
  4
  th 
  +4 
  +1 
  +1 
  +4 
  Armor mastery (medium), test of mettle 
   
  Hit die: d12 
   
  Weapon and Armor proficiency: Knights are 
  proficient with all simple and martial weapons and 
  with all armor (heavy, medium, light) and all shields 
  (except tower shields) 
   
  Class Skills (2 + Int mod per level): Climb, Handle 
  Animal, Intimidate, Jump, Knowledge (nobility), Ride, 
  Swim  
   
  Knight’s Challenge: In battle, you use the force of 
  your personality to challenge your enemies.  You can 
  use this ability a number of times per day equal to ½ 
  your class level + your Charisma bonus (minimum 
  once per day).  Even if you and your foes lack a shared 
  language, you can still effectively communicate 
  through body language, tone and certain oaths and 
  challenges you learn from a variety of different 
  tongues. 
   
  Fighting Challenge (Ex): As a swift action, you can 
  issue a challenge against a single opponent.  The target 
  of this ability must have an Intelligence of 5 or higher, 
  have a language of some sort, and have a CR greater 
  than or equal to your character level minus 2.  If it does 
  not meet these requirements, a use of this ability is 
  expended without effect. 
   
  If the target does meet the conditions given above, 
  you gain a +1 morale bonus on Will saves and a +1 
  morale bonus on attack rolls and damage rolls against 
  the target of this ability.  If your chosen foe reduces 
  you to 0 or fewer hit points, you lose two uses of your 
  knight’s challenge ability. 
   
  The effect of fighting challenge lasts for a number 
  of rounds equal to 5 + your Charisma bonus (if any). 
   
  If your chosen foe is defeated or flees the area, you 
  can issue a new challenge to a different foe (assuming 
  that you have uses of your knight’s challenge 
  remaining).  You cannot issue another fighting 
  challenge if your original target is still active. 
   
  Test of Mettle (Ex): Starting at 4
  th level, you can shout a 
  challenge to all enemies, calling out for the mightiest 
  among them to face you in combat.  Any target of this 
  ability must have a language of some sort and an 
  Intelligence score of 5 or higher.  Creatures that do not 
  meet these requirements are immune to test of mettle.  
  You must have line of sight and line of effect to the 
  targets of this ability. 
   
  As a swift action, you can expend one use of your 
  knight’s challenge ability to cause all enemies within 
  100 feet, with a CR greater than or equal to your 
  character level minus 2, to make Will saves (DC 10 + ½ 
  your class level + your Charisma modifier).  Creatures 
  that fail this save are forced to attack you with their 
  ranged or melee attacks in preference over other 
  available targets.  If a foe attacks by casting a spell or 
  using a supernatural ability, he must target you with 
  the attack or include you in the effect’s area. 
   
  An opponent compelled to act in this manner in 
  not thrown into a mindless rage and does not have to 
  move to attack you in melee if doing so would provoke 
  attacks of opportunity against him.  In such a case, he 
  can make ranged attacks against you or attack any 
  opponents he threatens as normal.  If anyone other 
  than you attacks the target, the effect of test of mettle 
  ends for that specific target. 
   
  If you are reduced to 0 or fewer hit points by an 
  opponent forced to attack you due to this ability, you 
  gain one additional use of your knight’s challenge 
  ability for the day. This additional use disappears if you 
  have not used it by the start of the next day.  You can 
  only gain one additional use of your knight’s challenge 
  ability in this manner per day. 
   
  The effect of test of mettle lasts for a number of 
  rounds equal to 5 + your Charisma bonus (if any).  A 
  creature can only be the target of your test of mettle 
  ability once per day. 
   
  Knight’s Code: The knight’s code focuses on fair play; 
  a victory achieved through pure skill is more difficult, 
  ZEF7-02 Tide of Battle 
   
  Page 29 
  
  and hence wins more glory, than one achieved through 
  trickery or guile. 
  • 
  A knight does not gain a bonus on attack rolls 
  when flanking.  You still confer the benefit of 
  flanking to your ally, but you forgo your own +2 
  bonus on attack rolls. 
  • 
  A knight never strikes a flat-footed opponent.  
  Instead you allow your foe to ready himself before 
  attacking. 
  • 
  A knight never deals lethal damage against a 
  helpless foe.  You can strike such a foe, but only 
  with attacks that deal non-lethal damage. 
   
  Mounted Combat: At 2
  nd level, you gain Mounted 
  Combat as a bonus feat. 
   
  Shield Block (Ex): Starting at 2
  nd level, you excel in 
  using your shield to frustrate your enemy’s attacks. 
  During your action, designate a single opponent as the 
  target of this ability.  Your shield bonus to AC against 
  that foe increases by 1. 
   
  Bulwark of Defense (Ex): When you reach 3
  rd level, an 
  opponent that begins its turn in your threatened area, 
  treats all the squares you threaten as difficult terrain. 
   
  Armor Mastery (Ex): Starting at 4
  th level, you are able 
  to wear your armor as a second skin and ignore the 
  standard speed reduction for wearing medium armor. 
   
  EQUIPMENT 
   
  Chitin & Shell armor (Stormwrack, page 106) 
  Armor 
  Cost 
  Armor 
  Bonus 
  Dex 
  Bonus 
  Armor check 
  penalty 
  Arcane 
  Spell 
  Failure Chance 
  Speed 
  (30 ft) 
  Speed 
  (20 ft) 
  Weight 
  Shell 
  25 GP 
  +3 
  +3 
  -2 
  20% 
  20 ft. 
  15 ft. 
  20 lb. 
  Chitin 
  75 GP 
  +4 
  +4 
  -3 
  30% 
  20 ft. 
  15 ft. 
  20 lb. 
   
  Aquatic Crossbow (Stormwrack, page 107 
  Exotic 
  Weapon 
  Cost 
  Damage 
  (small) 
  Damage 
  (medium) 
  Critical 
  Range 
  Increment 
  Weight 
  Type 
  Aquatic 
  Crossbow 
  250 GP 
  1d6 
  1d8 
  19-20 / x2 
  40 ft. 
  4 lb. 
  Piercing 
   
  Aquatic crossbows are not subject to the normal –2 per 5 feet of distance underwater.  Its range increment is 40 
  ft, both in and out of the water. 
   
   
  ZEF7-02 Tide of Battle 
   
  Page 30 
  
  APPENDIX 3: NAMED NPC’S  
  Afit bin Sudah al Nafiq: (Ah-feet) LN male Baklunish, Wizard 5 / Expert 5 (Knowledge (engineering) +18, 
  Use Magic Device +13).  Afit is a man with a high position in the Order of Kwalish. He will recognize any 
  member of the Order of Kwalish as a colleague. Afit undertakes practical research into submarine technology, 
  specializing in the Apparatus of Kwalish. He delights in explaining it use and functionality, but is reluctant to 
  speak on any other subject (mainly because this is the only subject on which he is the nearly ultimate 
  authority). He has a tendency to descend into bouts of incomprehensible technical and arcane jargon, for 
  which he patronizingly apologizes after the fact. He is a scientific elitist and has little patience for muscle 
  bound warrior types. He urges all PC’s to be very careful with the equipment, since it is more valuable than 
  they are. 
   
  Cyaxares bin Jabraiel, Albay Reis of the Çabuk Martý, (Sigh-ak-sah-rees) LN male Baklunish, Expert 6 / 
  Legendary Captain 4.  Cyaxares is the captain of the Çabuk Martý, a sailing Dhow of the Zeif Royal Navy.  The 
  Çabuk Martý has the reputation of being the fastest ship in the Sultan’s navy and Cyaxares works very hard to 
  keep it that way.  He is a firm believer in strict naval discipline.  Insubordination of any stripe is not tolerated.  
  However, those of his crew who work hard and follow orders are well rewarded.  Cyaxares is a steadfast 
  supporter of Zeif in general and Sultan Murad in particular. 
   
  Delshad, Fountainhead of Geshtai, (Del-shad) N female Baklunish, Druid 9. Delshad is a middle-aged 
  woman, well weathered from countless years of exposure to the elements. She understands all too well the 
  necessity for fresh water upon the desert of the sea. The beauty of the sea and all of the life that it contains 
  fascinates Delshad. Her unique talents aboard ship grants some leeway for her hobby of collecting seashells of 
  all types, the more exotic the better. Delshad’s collection is quite large, numbering in the hundreds. A few 
  specimens are quite large, once belonging to various dire sea life. Delshad’s animal companion is a black dire 
  rat named Gölge (Shadow). 
   
  Garnat bin Jamil, (Gar-nat) NE Gravetouched Ghoul. Garnat is an operative in the Grim Vizier’s network and 
  has been for well over a hundred years. He smells foul and most commoners give him a wide berth. He seems 
  somewhat distracted most of the time (he feels a nearly overwhelming hunger when in the presence of 
  humanoids) and walks with a limp and hunch, but is otherwise quite charismatic. Garnat claims that the Grim 
  Vizier is the embodiment of devotion to the prosperity of the nation and people of Zeif. He greets any 
  arguments with patience and logical philosophy, but always comes back to the “fact” that the Grim Vizier 
  knows what is best. His main method of convincing PCs to choose him over the others is to make sure that 
  they understand that those who act against the best interests of Zeif will make themselves enemies of the 
  Grim Vizier, a person widely renowned for keeping his enemies enslaved long after their deaths. He admits 
  that he himself was one of these enemies, but that he has learned from his mistake. Those who have enmity 
  with the Grim Vizier are told outright that another slight against Zeif will not be healthy, but that the PC’s 
  grave error in judgment can be corrected (i.e., the enmity removed), if the PC chooses more carefully this time. 
   
  Kavas, Astegmen of the Çabuk Martý, (Kah-vas) LN male Baklunish, Expert 3.  Kavas is an Astegmen 
  (midshipman) aboard the Çabuk Martý, He serves as a personal assistant to Cyaxares. Kavas has an eye for the 
  ladies, constantly engaging in casual flirtation.  He often hits on Delshad just for fun, even though he knows 
  his advances will be gently rebuked.   
   
  Olya bint Hassan, (Ole-yah) CN female Baklunish, Rogue 4 / Sorcerer 4. Olya delights in breaking the rules, 
  especially in unique and creative ways. Working for the Matron Sultana gives Olya the freedom to express her 
  creative anarchy, while avoiding prison, slavery or death. One day, she aspires to become an Arcane Trickster. 
  Omar is Olya`s brother. 
   
  Omar bin Hassan, (Oh-mar) CN male Baklunish, Cleric 4 (Mouqol)  / Ranger 4. Omar takes a very liberal 
  interpretation of Mouqol’s “finding and delivering the rarest of treasures to their predestined owners”. 
  Primarily by stealing from the rich and selling to the highest bidder. Working for the Matron Sultana is the 
  perfect way to accomplish this, while avoiding prison, slavery or death. Olya is Omar’s sister. 
  ZEF7-02 Tide of Battle 
   
  Page 31 
  
   
  Shalina bint Carvados al Ghayar, (shah-Leena) NG female Merfolk, Aristocrat 6 (Bluff +15, Diplomacy +19, 
  Sense Motive +13). Shalina is one of Sovorn’s wives. She is Shallah’s mother. Shalina is a dull-witted, but 
  genuinely kind and compassionate mermaid. She is outgoing, approachable and likeable.  Shalina is a good 
  listener.  It is only apparent after many minutes of conversation that she does not have a very sharp intellect, 
  and often just seems to smile and nod. 
   
  Yiman, (yih-Mon) N Male Merfolk, Warrior 1. Yiman is a young merfolk male, barely old enough to hold a 
  trident. He and his squad were new recruits who recently volunteered to defend the Merfolk city. Yiman is 
  quite traumatized by his near death experience. 
   
  ZEF7-02 Tide of Battle 
   
  Page 32 
  
  APPENDIX 4: STORM RULES (DM’S COPY) 
   
  Profession (sailor): A character with 5 or more ranks in Profession (sailor) gains a +2 circumstance bonus to 
  Balance checks while on board a sea vessel. 
   
  Spellcasting: Casting a spell above decks requires a Concentration check, DC 15 + spell level. Casting a spell 
  below decks requires a Concentration check, DC 10 + spell level. 
   
  Cloud Cover: The entire area is covered in thick black storm clouds, blocking out all light and making the area 
  as dark as a moonless night. 
   
  Illumination: There are four everburning torches lighting the ship’s upper decks. One at the prow, one on 
  each mast and one at the stern. The illumination range from all light sources is halved due to the heavy rain. 
   
  Lightning:  Lightning strikes will occur all around the ship once every 1d4 rounds.  On the round of a 
  lightning stroke, the entire area is considered to be brightly illuminated. These lightning strikes are intended 
  for dramatic effect and pose no real danger to the PCs during the course of the battle. 
   
  Heavy Rain: Rain reduces visibility by half. Listen, Spot and Search checks are at a -4 penalty.  Creatures lose 
  the scent ability. Ranged weapon attacks are at a –4 penalty. Any unprotected flames are automatically 
  extinguished.  Protected flames, such as inside a lantern have a 50% chance to go out (roll every round). 
   
  Strong Wind: Delshad, the Druid of Geshtai, has cast control winds.  As a result, the wind strength has been 
  reduced by 3 levels, from hurricane winds to strong winds.  Tiny or smaller creatures must make a Fortitude 
  save, DC 10, or be knocked prone. 
   
  Slippery Deck: The deck is soaked with water and has become slippery.  The deck is considered to be 
  hindered terrain unless the character can make a Balance check, DC 10. Tumble check DC’s are increased by 2. 
   
  Rolling Deck: The deck of the ship is violently heaving from side to side.  When the deck is leaning, it is 
  considered to be a steep slope.  A character that tries to move on a leaning deck must make a Balance check, 
  DC 12, or stumble 1d2 x 5 feet down slope and end their movement.  The DC includes the slippery modifier. A 
  character that fails the check by 5 or more ends up prone after stumbling.  If the character was close to the 
  edge of the ship, they have the potential to stumble overboard. 
   
  Crashing Waves: Once every 2d4 rounds, a heavy surge of water comes crashing over the main deck of the 
  ship.  Any PCs struck by the wave must make a Strength or Balance check, DC 12, or be knocked prone.  A 
  character holding onto a solid object with one hand gets a +2 circumstance bonus to this check.  A character 
  holding on with both hands gets a +4 circumstance bonus. Any character knocked prone is also washed 2d6 x 5 
  feet in the direction of the surge.  This has the potential to wash the character overboard. Being moved by the 
  wave does not provoke attacks of opportunity 
   
  Wave Direction - Roll 1d12 
  • 
  1 
   
  Moving from port to starboard 
  • 
  2-4 
   
  Moving from forward port to aft starboard 
  • 
  5-8 
   
  Moving from forward to aft 
  • 
  9-11  
  Moving from forward starboard to aft port 
  • 
  12 
   
  Moving from starboard to port 
   
  Falling Overboard: Any character that stumbles or is washed over the edge of the ship can make a Reflex save, 
  DC 12, to grab onto the deck railing.  If they succeed, they find themselves dangling over the side of the vessel, 
  clinging to the deck railing.  The character must make a Climb check, DC 12, in order to pull them selves back 
  on deck. 
  ZEF7-02 Tide of Battle 
   
  Page 33 
  
   
  Any character overboard in the storm is in dire peril.  The character must make a Swim check, DC 20, or 
  be swept away from the ship.  If the character succeeds, they manage to grab onto a rope trailing over the edge 
  of the ship.  If they fail, then they are swept out into the sea. 
   
  Any character lost at sea wakes up later on a random stretch of Zeif’s coastline.  The adventure is over for 
  this character, but they have miraculously survived.  Istus be praised. 
   
   
  Storm effects table 
   
  Round 
  Deck Position 
  Crashing Waves 
  Lightning Flash 
  Surprise Round 
  (box text) 
  Level 
  Yes 
  Yes 
  1 
  Leaning starboard 
  No 
  No 
  2 
  Level 
  No 
  No 
  3 
  Leaning port 
  No 
  Yes 
  4 
  Level 
  Yes 
  No 
  5 
  Leaning starboard 
  No 
  No 
  6 
  Level 
  No 
  Yes 
  7 
  Leaning port 
  Yes 
  Yes 
  8 
  Level 
  No 
  No 
  9 
  Leaning starboard 
  No 
  No 
  10 
  Level 
  No 
  Yes 
  11 
  Leaning port 
  No 
  Yes 
  12 
  Level 
  Yes 
  No 
  ZEF7-02 Tide of Battle 
   
  Page 34 
  
  APPENDIX 5: UNDERWATER COMBAT 
   
  Excerpt from Dungeon Master’s Guide, page 92-93 and Stormwrack, page 20 
   
  Condition 
  Slashing / 
  Bludgeoning 
  Tail 
  Movement 
  Off Balance 
  freedom of movement 
  normal 
  normal 
  normal 
  No 
  has a swim speed 
  -2 / half 
  normal 
  normal 
  No 
  successful Swim check 
  -2 / half 
  -2 / half 
  quarter 
  No 
  firm footing 
  -2 / half 
  -2 / half 
  half 
  No 
  none of the above 
  -2 / half 
  -2 / half 
  none 
  Yes 
   
  • 
  Slashing and Bludgeoning weapons take a –2 penalty to hit and do half damage 
  • 
  Grapple checks take a –2 penalty, but grapples do full damage underwater 
  • 
  Thrown weapons are ineffective underwater 
  • 
  Ranged weapon attacks take a –2 per 5 feet of water they pass through, unless the weapon is 
  specifically designed for underwater usage, such as a Merfolk crossbow 
  • 
  Casting a spell with the fire descriptor requires a Spellcraft check, DC 20 + spell level, in order to 
  convert the spell to a steam effect 
  • 
  Non-magical fire is ineffective underwater 
  • 
  Firm footing requires that the creature be touching the ocean floor and carry 16 pounds of gear (for a 
  Medium creature) or 8 pounds of gear (for a Small creature) 
  • 
  An off balance creature loses their Dexterity bonus to AC and opponents gain a +2 to hit the creature 
  • 
  Scrolls are ruined underwater unless they are waterproof 
  • 
  Potions can be used underwater 
  • 
  At the depth of Sovorn’s Palace, the sun provides bright illumination out to 30 feet and shadowy 
  illumination out to 60 feet. 
  ZEF7-02 Tide of Battle 
   
  Page 35 
  
  APPENDIX 6: BAKLUNISH TO COMMON DICTIONARY 
   
  � albay reis (al-bay race)  - captain of a naval vessel 
   
  � astegmen (ah-steg-men) – midshipman  
   
  � bayan (bah-yan) – lady, madam 
   
  � çabuk (chah-buk) – swift, fast 
   
  � deve (deh-veh) – camel 
   
  � dhow (dow) – sailing vessel 
   
  � effendi (ef-en-dee) – sir, gentleman 
   
  � gemici (jeh-mee-see) – sailor, seaman 
   
  � gölge (gool-geh) – shadow, silhouette 
   
  � “hey orada” (hay oh-rah-dah) – “ahoy there” 
   
  � kâlp (kahlp) – heart 
   
  � kasap (kah-sahp) – butcher shop 
   
  � lanetlenmi  (lah-net-len-miz) – accursed, damned 
   
  � martý (mar-tchee) – gull 
   
  � sekme (sek-meh) – hopping, jumping 
   
  � sulamak (soo-lah-mak) – water 
   
  � ya a (yah-zah) – hooray, huzzah 
   
  � yükseltme (yook-selt-meh) – lift, elevate 
   
   
  ZEF7-02 Tide of Battle 
   
  Page 36 
  
  DM MAPS – GULF OF GHAYAR 
   
         
   
  ZEF7-02 Tide of Battle 
   
  Page 37 
  
  DM MAPS − ÇABUK MARTÝ − FORE 
   
  ZEF7-02 Tide of Battle 
   
  Page 38 
  
  DM MAPS − ÇABUK MARTÝ − AFT 
   
  ZEF7-02 Tide of Battle 
   
  Page 39 
  
  DM MAPS – AQUACULTURE CHAMBER – TOP 
   
   
   
   
   
   
  ZEF7-02 Tide of Battle 
   
  Page 40 
  
  DM MAPS – AQUACULTURE CHAMBER – ISOMETRIC 
   
   
   
               
   
   
   
                           
   
   
  ZEF7-02 Tide of Battle 
   
  Page 41 
  
  PLAYER HANDOUT 1 − INVITATION 
   
   
  The information within this missive is considered a national 
  secret of the nation of Zeif. Disclosure of its contents 
  will be considered an act of treason against the state. 
   
   
  Esteemed adventurer, 
   
  Murad, Sultan of Zeif, most sovereign and potent 
  protector of the Baklunish Nation, requests your presence 
  aboard the Çabuk Martý of the Zeif Royal Navy, currently 
  berthed in the city of Nafiq, before the morning tide has 
  ebbed this very day. Arrive without delay, as this is a 
  matter of utmost urgency. 
   
   
   
  You are to assist a naval operation within the Gulf of 
  Ghayar. This operation is to take place entirely underwater. 
  The Navy will supply magicks to enable breathing while 
  submerged. Combat with the living dead is highly probable. 
  Make the necessary preparations before your arrival. 
   
   
   
  Cyaxares bin 
  Jabraiel al-Nafiq 
   
  Albay Reis of the Çabuk Martý 
  ZEF7-02 Tide of Battle 
   
  Page 42 
  
  PLAYER HANDOUT 2 – STORM RULES 
   
  Profession (sailor): A character with 5 or more ranks in Profession (sailor) gains a +2 circumstance bonus to 
  Balance checks while on board a sea vessel. 
   
  Spellcasting: Casting a spell above decks requires a Concentration check, DC 15 + spell level. Casting a spell 
  below decks requires a Concentration check, DC 10 + spell level. 
   
  Cloud Cover: The entire area is covered in thick black storm clouds, blocking out all light and making the area 
  as dark as a moonless night. 
   
  Illumination: There are four everburning torches lighting the ship’s upper decks. One at the prow, one on 
  each mast and one at the stern. The illumination range from all light sources is halved due to the heavy rain. 
   
  Lightning:  Lightning is periodically striking around the ship.  On the round of a lightning stroke, the entire 
  area is considered to be brightly illuminated. 
   
  Heavy Rain: Rain reduces visibility by half. Listen, Spot and Search checks are at a -4 penalty.  Creatures lose 
  the scent ability. Ranged weapon attacks are at a –4 penalty. Any unprotected flames are automatically 
  extinguished.  Protected flames, such as inside a lantern have a 50% chance to go out (roll every round). 
   
  Strong Wind: Delshad, the Druid of Geshtai, has cast control winds.  As a result, the wind strength has been 
  reduced from hurricane winds to strong winds.  Tiny or smaller creatures must make a Fortitude save, DC 10, 
  or be knocked prone. 
   
  Slippery Deck: The deck is soaked with water and has become slippery.  The deck is considered to be 
  hindered terrain unless the character can make a Balance check, DC 10. Tumble check DC’s are increased by 2. 
   
  Rolling Deck: The deck of the ship is violently heaving from side to side.  When the deck is leaning, it is 
  considered to be a steep slope.  A character that tries to move on a leaning deck must make a Balance check, 
  DC 12, or stumble 1d2 x 5 feet down slope and end their movement. A character that fails the check by 5 or 
  more ends up prone after stumbling. 
   
  Crashing Waves: Periodically, a heavy surge of water comes crashing over the main deck of the ship.  Any PCs 
  struck by the wave must make a Strength or Balance check, DC 12, or be knocked prone.  A character holding 
  onto a solid object with one hand gets a +2 circumstance bonus to this check.  A character holding on with 
  both hands gets a +4 circumstance bonus. Any character knocked prone is also washed 2d6 x 5 feet in the 
  direction of the surge. Being moved by the wave does not provoke attacks of opportunity.  
   
  ZEF7-02 Tide of Battle 
   
  Page 43 
  
  PLAYER HANDOUT 3 – UNDERWATER RULES 
   
  Excerpt from Dungeon Master’s Guide, page 92-93 and Stormwrack, page 20 
   
  Condition 
  Slashing / 
  Bludgeoning 
  Tail 
  Movement 
  Off Balance 
  freedom of movement 
  normal 
  normal 
  normal 
  No 
  has a swim speed 
  -2 / half 
  normal 
  normal 
  No 
  successful Swim check 
  -2 / half 
  -2 / half 
  quarter 
  No 
  firm footing 
  -2 / half 
  -2 / half 
  half 
  No 
  none of the above 
  -2 / half 
  -2 / half 
  none 
  Yes 
   
  • 
  Slashing and Bludgeoning weapons take a –2 penalty to hit and do half damage 
  • 
  Grapple checks take a –2 penalty, but grapples do full damage underwater 
  • 
  Thrown weapons are ineffective underwater 
  • 
  Ranged weapon attacks take a –2 per 5 feet of water they pass through, unless the weapon is 
  specifically designed for underwater usage, such as a Merfolk crossbow 
  • 
  Casting a spell with the fire descriptor requires a Spellcraft check, DC 20 + spell level, in order to 
  convert the spell to a steam effect 
  • 
  Non-magical fire is ineffective underwater 
  • 
  Firm footing requires that the creature be touching the ocean floor and carry 16 pounds of gear (for a 
  Medium creature) or 8 pounds of gear (for a Small creature) 
  • 
  An off balance creature loses their Dexterity bonus to AC and opponents gain a +2 to hit the creature 
  • 
  Scrolls are ruined underwater unless they are waterproof 
  • 
  Potions can be used underwater 
  • 
  At the depth of Sovorn’s Palace, the sun provides bright illumination out to 30 feet and shadowy 
  illumination out to 60 feet. 
   
   
  ZEF7-02 Tide of Battle 
   
  Page 44 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Zeif/597/Normal Scenarios/ZEF7-02 - Tide of Battle (APL 2-10)/ZEF7-02 - Tide of Battle.pdf