TEXT: by Ben McFarland
  by Ben McFarland
  TM
  
  Credits
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  Spirosblaak; Askalan, the City of Enlightenment; Dreij, the City of Gold; Meleatan, the City of Sails; Ailea Baedabin I; Uik Diffidek; Lord Deacon 
  Blackwater; Lady Gora Lloratz; Torad Hrosh, Captain of the Tuskadeen Protectors; God’s Fall; God War; Wildlands; and Clan Wars all used with 
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  ©2012 Open Design LLC. All rights reserved.
  www.koboldquarterly.com
  Lead Designer: Ben McFarland
  Developer: Ben McFarland
  Designer: Christina Stiles
  Editor: Jim White
  Proofreader: Christina Stiles
  Cover Artist: Malcolm McClinton
  Cover Design: Cathy Rundell 
  Interior Artists: Guido Kuip, Marc Radle
  Pirates of the 
  Western ocean 
  Cartography: Ted Reed, Jonathan Roberts
  Layout & Graphic Design: Marc Radle
  Publisher: Wolfgang Baur
  Contributors: John Beattie, Morgan Boehringer, Jarrod 
  Camiré, Charles Carrier, Andrew Christian, Andrew C. 
  Durston, Mike Franke, Jim Groves, Maggie Hoyt, Dawson 
  Kriska, Michael Lane, Adam Roy, Matt Stinson, Brian 
  Suskind, Henry Wong
  b
  TM
  Design Credits
  John Beattie - Czakthorash
  Morgan Boehringer - The Bloodreavers
  Jarrod Camiré - Raidne, the Seaweed Sorceress
  Charles Carrier - Band of the Harp
  Andrew Christian - The Swashing Plumage
  Andrew C. Durston - Adrift at Sea
  Mike Franke - Toothless
  Jim Groves - Thalassic Creature Template and Bloodline
  Maggie Hoyt - The Brine Pauper
  Dawson Kriska - The Bloodreavers; Figureheads of 
  Prowess; Evain Saol; Ré Saol
  Michael Lane - Island Survival Manual; Rum Gremlin; 
  Seolo; Umbrasca
  Ben McFarland - Aboleth Glyphs; Ships and Cargo; 
  Thalassic Creature Template and Bloodline; Umbrasca
  Adam Roy - Behtu; Omar Etrogan; Palau Kelaparan; Scions 
  of the Red Lady
  Christina Stiles - Cassadega; Rushara the Raven; SpirosBlaak
  Matt Stinson - Gartolla Toepooskin; Sails of Wonder
  Brian Suskind - Ernst Galway; Graydock; Vasr, the Rogue 
  Morphoi
  Henry Wong - Keng Hakon; Umbrasca
  Interior Artists: Guido Kuip, Marc Radle
  
  Table of Contents
  T
  b
  b
  Introduction
  The pirate genre draws from a long and storied past, 
  stretching back to the Vikings. Those Scandinavian reavers 
  flung the torch to the Moorish pirates of the Maghreb, 
  who terrorized the Mediterranean and controlled the Straits of 
  Gibraltar. Eventually, they were joined by the sea-dogs of the 
  Age of Sail who crisscrossed the Atlantic, occasionally crossing 
  swords and trading shot with their still fearsome contemporaries 
  hunting from the coasts of North Africa.
   
  Each of these eras presents a slightly different take on pirates 
  and their activities, allowing a campaign to explore different 
  themes and moods. Your pirates may act nothing like any of 
  these abstracted scalawags, but knowing at least some of the 
  history permits a Game Master to better tailor how piracy is 
  incorporated into the campaign.
   
  Vikings acted as a combination of reavers and invading army, 
  quickly moving along coastlines to raid communities for goods, 
  loot, and slaves before returning to the waves and eventually 
  their homes. They committed campaigns of slash-and-burn 
  savagery followed by colonization. They took and traded slaves 
  all throughout Europe, eventually becoming more merchant 
  than bloodthirsty pirate.
   
  By contrast, the Moorish pirates often practiced a Jihad-by-
  piracy, taking heretics and non-believers as slaves while extorting 
  riches from those powerful enough to put up a fight. They were 
  the target of a failed crusade in the late 1200’s, and their slave trade 
  continued well into the 19th century. Eventually, the Barbary 
  pirates became such a scourge that the US Marines attacked their 
  strongholds in the 1800’s. The buccaneers of North Africa had no 
  desire to colonize, preferring to strike terror in the hearts of the 
  infidels while lining their pockets with gold.
   
  During the Age of Sail, from the 16th to early 19th century, 
  pirates acted much like the Moors or Vikings in centuries past, 
  but they took on a new role. While they still maintained an 
  insatiable greed for the plunder of newly discovered shores and 
  pushed the boundaries of the map both east and west,, they also 
  acted as chess pieces in a war of proxies. By this time the focus 
  had long shifted away from colonization, but pirates still excelled 
  at exploration, slavery, and smuggling. Piracy in this era often 
  took the genteel veneer of “privateering,” the sanctioned plunder 
  of a rival nation’s vessels with the tacit permission of government. 
   
  Pirates of the Age of Sail also enjoyed an unusual lifestyle 
  of personal freedom, voting to select and keep their captains 
  and collaborating to ensure equal distribution of spoils while 
  compensating crewmembers who suffered irreparable injury. In 
  a time when many still languished in servitude, often because 
  of the acts of pirates themselves, pirate crews lived by a code of 
  egalitarian democracy. One extreme example of this dedication 
  to freedom was the short-lived state of Libertatia. Founded by 
  two pirates and a Dominican priest, it occupied the northern 
  part of Madagascar for twenty-five years. Its inhabitants attacked 
  national vessels, freed slaves, and liberated prisoners, fostering 
  an anarchist city-state which encouraged and supported piracy.
   
  Regardless of the mood you decide to set with your high 
  seas adventures, you’ll find an entertaining collection of pirate 
  lords, ports of call, colorful characters, savage creatures, and 
  mysterious treasures within these pages. These sea-dogs and 
  salty harbors are sure to bring extra character to your game, 
  either as rivals or safe havens, contemporaries or legends, or 
  even foes and rich targets. Keep your cutlass sharp and the wind 
  at your back-- here’s wishing you good hunting!
  b
  Lords of the Seas  
   
   
   
            3 
  Faces of the Western Ocean 
                                            9
  Palau Kelaparan Home of Mechuiti and the Behtu 
          17
  Umbrasca                                                                                   21
  Lesser Ports of Call 
                                                          24
  Pirate Bands 
                                                                             26
  Bestiary of the Waves 
                                                          28
  Ships and Cargo                                                                         31
  Ship Templates                                                                            31
  Mariner Magic and Culture                                                        34
  Spells of the Western Ocean 
                                          34
  Maritime Magic Items 
                                                          36 
  Mariner Traits                                                                            37
  Secrets of the Western Ocean 
                                          38
  Aboleth Glyphs                                                                         38
  Glyph Traits and Feats 
                                                          39
  Glyph Creation                                                                         41
  Thalassic Creatures 
                                                          41
  Thalassic Bloodline 
                                                          43
  The Western Ocean (map)  
                                          44
  
  3
  b
  b
  Lords of the Seas
  No campaign on the briny seas is complete without storied buccaneers 
  to hoist their colors, instill fear, or evoke bawdy tales. These five 
  rapscallions ply the Western Ocean. 
  Ernst “Goldtooth” Galway
  Though a few extra pounds hang on his once-powerful frame and grey 
  streaks his bushy black beard and hair, his steely eyes and his gold-
  toothed grin promise cold-hearted malice.
  Ernst “Goldtooth” Galway                  CR 12
  19,200 XP
  Male human rogue (pirate) 13 (Pathfinder RPG Ultimate Combat)
  CN Medium humanoid (human – transformed denizen of Leng)
  Init +8; Senses Perception +18
  DEFENSE
  AC 21, touch 15, flat-footed 16 (+6 armor, +4 Dex, +1 dodge)
  hp 82 (13d8+26)
  Fort +7, Ref +12, Will +8; +4 vs fear)
  Defensive Abilities evasion, improved evasion, improved uncanny 
  dodge, unflinching 
  OFFENSE
  Speed 30 ft.
  Melee +1 shock rapier +14/+9 (1d6+2/15-20 plus 1d6 electrical)
  Ranged +1 hand crossbow +14/+9 (1d4+1/19-20)
  Special Attacks spring attack, redirect attack, spell-like abilities, 
  quickened spell (detect thoughts, 3/day), sneak attack +7d6
  Spell-like Abilities (CL 10th; concentration +15)
  Constant—tongues
  3/day—detect thoughts (DC 17), hypnotic pattern (DC 17), levitate, 
  minor image (DC 17)
  1/day—locate object, plane shift (DC 20, self only)
  TACTICS
  Before Combat 
  Due to his connections in Graydock, Ernst has great access to magic 
  items and will use them to buff himself before combat. 
  During Combat 
  Ernst will use his quickened detect thoughts to pinpoint the most 
  dangerous foe. He spring attacks around his foes, occasionally 
  using his wands or spell-like abilities to deceive the weak minded.
  Morale 
  If he feels like his life is really at risk, he will use his potion of gaseous 
  form to escape.
  STATISTICS
  Str 12, Dex 18, Con 12 , Int 16, Wis 14, Cha 16
  Base Atk +9; CMB +10; CMD 24
  Feats Dodge, Great Fortitude, Improved Initiative, Improved Critical 
  (rapier), Iron Will, Mobility, Quicken Spell-like Ability, Sap Adept, 
  Sea Legs, Skill Focus (Use Magic Device), Sping Attack, Toughness, 
  Weapon Finesse
  Skills Acrobatics +19, Appraise +16, Bluff +20, Diplomacy +18, 
  Disguise +18, Escape Artist +14, Intimidate +11, Knowledge: 
  Dungeoneering +11, Knowledge: Local +11, Perception +18, 
  Profession: Merchant +18, Sense Motive +10, Sleight of Hand +14, 
  Stealth +11, Use Magic Device +22; Modifiers Honeyed Words (4/
  day)
  Languages Aklo, Aquan, Common, Draconic
  SQ another day, swinging reposition, surprise attacks
  Combat Gear+1 hand crossbow with 20 bolts, +1 shock rapier, 
  +2 glamered chain shirt, wand of entangle (10 charges), wand of  
  invisibility (3 charges), wand of  lightning bolt (7 charges), wand of  
  longstrider (6 charges)
  Other Gear bag of holding I, astrolabe, noble’s outfit, potion of cure 
  serious wounds, potion of gaseous form, 10 gp, 40 sp, 3 rubies (1000 
  gp each)
  b
  
  Pirates of the Western ocean
  4
  SPECIAL ABILITIES
  Another Day (1/day) (Ex) If a hit drops him below zero hit points, he 
  gets a 5-foot step as immediate action.
  Black Market Connections (Ex) Treat settlements as 1 size larger for 
  gp limits on magic items.
  Honeyed Words (4/day) (Ex) Roll twice for Bluff checks and take 
  better result.
  Redirect Attack (1/day ) (Ex) If hit in melee, can redirect attack into 
  adjacent foe.
  Surprise Attacks (Ex) During surprise rounds, foes are always flat-
  footed even if they’ve taken an action.
  Swinging Reposition (Ex) Uses ropes, masts and other nautical items 
  to incorporate a charge or bull rush into acrobatic checks.
  Unflinching (Ex) Gains +4 on saves vs. fear and mind effects.
  Background
  Ernst rose up through the ranks of the pirate league due to his uncanny 
  abilities and ruthless drive. Now the Pirate Lord of Graydock, the most 
  popular black-market port and buccaneer den in the Western Ocean, 
  he has many pirate crews under his flag and takes a cut of just about 
  every sale that happens in his port.
   
  Graydock facilitates the selling of plunder, the refurbishment of 
  ships, the hiring of new hands, and the various other chores required 
  between voyages. Ernst has made protection deals with several 
  Barsellan nobles, funneling stolen goods their way for a profit, in order 
  to keep the navy off his back. When that doesn’t work, he simply picks 
  up and moves the port to a new location. 
   
  What no one knows is that Ernst Galway is secretly a denizen of 
  Leng, magically transformed as part of a long-reaching infiltration 
  campaign. When not ruling his pirate port or carousing in Barsella, he 
  funnels information and slaves to his outer-planar brethren.
  Motivations & Goals 
  He is driven by his own vices. Addicted to comfort and living the good 
  life through his extreme wealth, he wants nothing more than to enjoy 
  the fruits of his labors.
  Schemes & Plots 
  Ernst is playing both sides. He must remain loyal to Leng, but he enjoys 
  the opulence he has worked so hard to achieve. If he can find a way 
  to escape Leng’s yoke, he will leap at the chance. Currently, Ernst has 
  several irons in the fire and is actively looking for outside assistance:
  A band of Tengu raiders has been plaguing the pirate ships in the 
  area around Graydock. Ernst is looking for help to scout out these 
  marauders and bring them to heel.
  Lord Pavonis has reneged on a deal with Graydock, so Ernst needs 
  someone to send the Barsellan noble a message.
  Evain “Sea-Bellows” Saol
  Evain stands just under six feet tall with sun kissed brown hair and 
  undeniable elven heritage. He charms his way through life and, when 
  ashore, never misses an opportunity to rub elbows with the elite and 
  well coined. Though a privateer by trade, he considers himself above 
  “savage piracy.”
  Evain “Sea-Bellows” Saol                  CR 12
  19,200 XP
  Male half-elf bard (sea singer) 13 (Pathfinder RPG Advanced Player’s 
  Guide)
  CG Medium humanoid (half-elf)
  Init +2; Senses low-light vision; Perception +1
  DEFENSE
  AC 21, touch 14, flat-footed 18 (+5 armor, +2 shield, +2 dex, +1 
  dodge, +1 deflection)
  hp 79 (13d8+17)
  Fort +5, Ref +10, Will +9; +4 vs. bardic performance, language–
  dependent, and sonic
  Defensive Abilities sea legs
  OFFENSE
  Speed 30 ft.
  Melee +1 silvered corrosive rapier +12/+7 (1d6/18-20 plus 1d6 acid) 
  Ranged mwk light crossbow +12/+7 (1d8/19-20)
  Bard Spells Known (CL 13th; concentration +19)
  5th (2/day)—shadow evocation (DC 21), unwilling shield2 (DC 21)
  4th (4/day)—cure critical wounds (DC 20), serenity3 (DC 20), shadow 
  conjuration (DC 20), shocking image4 (DC 20)
  3rd (5/day)—chrono location1 (DC 19), cure serious wounds (DC 19), 
  good hope, rapid aging1 (DC 19), reviving finale2
  2nd (7/day)—blistering invective4, cure moderate wounds (DC18), 
  invisibility, message in a bottle1, painful memories1 (DC 18)
  1st (7/day)—charm person (DC 17), cure light wounds (DC 17), 
  fumbletongue3 (DC 17), hideous laughter (DC 17), memory lapse1 
  (DC 17), moment of greatness4, unnatural lust3 (DC 17)
  0 (at will)—haunted fey aspect4, know direction, light, sift2, unwitting 
  ally2 (DC 16)
  1-See Spells of the Western Ocean below, 2-Pathfinder RPG Advanced 
  Player’s Guide, 3-Pathfinder RPG Ultimate Magic, 4-Pathfinder RPG 
  Ultimate Combat
  TACTICS
  Before Combat 
  Evain uses Diplomacy and Intimidation to avoid combat if he can. If 
  the situation turns sour he often uses memory lapse for a second 
  chance.
  During Combat 
  When words fail, Evain begins combat with supportive spells, and 
  then sings a dirge of doom. When fighting in a group he continues 
  to sing, but alone he combines singing, spells, and attacks, all the 
  while Jry distracts and attacks other foes.
  Morale 
  Evain believes all conflicts could be solved without the use of force, 
  but understands not everyone is as enlightened as he. He is 
  egotistical and vain, but also devilishly charming. None question 
  his loyalty to his crew, nor the crew to their captain.
  STATISTICS
  Str 8, Dex 14, Con 12 , Int 10, Wis 13, Cha 22
  Base Atk +9/+4; CMB +8; CMD 20
  Feats Skill Focus (Perform [sing]), Weapon Finesse, Lingering 
  Performance (Pathfinder RPG Advanced Player’s Guide), Persuasive, 
  Dodge, Mobility, Improved Familiar, Spellsong (Pathfinder RPG 
  Ultimate Magic)
  Skills Bluff +26, Diplomacy +26, Intimidate +16, Knowledge 
  (geography) +11, Knowledge (local) +11, Knowledge (nature) +11, 
  Linguistics 11, Perform (sing) +28, Perform (whale-song pipe organ) 
  +18, Perform (dance) +13, Profession (sailor) +11, Sense Motive +11
  Languages Common, Elven, Gnome, Draconic
  SQ  elf blood, elf immunities, familiar (prism wing) Jry, keen senses
  Combat Gear +1 silvered corrosive rapier, +1 mithril shirt,+1 darkwood 
  buckler, ring of protection +1, mwk light crossbow and 20 bolts
  Other Gear cloak of the manta ray, feather token (swan boat), 
  headband of alluring charisma +2, wand of cure light wounds, 
  tungsten ring worth 500 gp.
  
  5
  Lords of the seas
  SPECIAL ABILITIES
  World Traveler (Ex): A sea singer gains a bonus equal to half his bard 
  level on Knowledge (geography), Knowledge (local), Knowledge 
  (nature), and Linguistics checks. He can reroll a check against 
  one of these skills 3 times per day, but must take the result of the 
  second roll even if it is worse. 
  Bardic Performance (37 rounds/day): A bard may begin a 
  performance as a swift action.
  Sea Shanty (Su): A sea singer learns to counter seasickness and 
  exhaustion during long sea voyages. Each round of a sea shanty, 
  he makes a Perform skill check. Allies within 30 ft. (including the 
  sea singer) may use his Perform check in place of a saving throw 
  against becoming exhausted, fatigued, nauseated, or sickened; if 
  already under such an effect, a new save is allowed each round of 
  the sea shanty, using the bard’s Perform check for the save. A sea 
  shanty has no effect on instantaneous effects or effects that do not 
  allow saves. This ability requires audible components.
  Distraction (Su): As the bardic ability.
  Fascinate (Su): As the bardic ability (up to 5 creatures).
  Inspire Courage (Su): As the bardic ability (+3 bonus). 
  Still Water (Su): A sea singer uses performance to calm rough 
  waters within 30 ft., reducing the DC for Profession (sailor) and 
  Swim checks, as well as for Acrobatics and Climb checks aboard 
  ship, by 6. He can extend this duration to 1 hour by playing for 
  10 consecutive rounds. This ability requires audible components. 
  Whistle the Wind (Su): A bard uses performance to create a gust of 
  wind. This wind lasts for as long as he continues his performance. 
  He can extend this duration to 1 minute by playing for 5 consecutive 
  rounds.
  Dirge of Doom (Su): As the bardic ability.
  Inspire Greatness (Su): As the bardic ability (2 allies).
  Soothing Performance (Su): As the bardic ability.
  Sea Legs (Ex): A sea singer gains +4 bonus on saving throws against 
  air and water effects and effects that would cause the sea singer to 
  slip, trip, or otherwise be knocked prone. He gains a +2 bonus to 
  CMD against grapple, overrun, and trip. 
  Lore Master (Ex): As the bardic ability.
  Jack-of-All-Trades (Ex): As the bardic ability.
  Background
  Captains the Spotted Fin, a single masted cog, commissioned to be 
  a privateering vessel. Though the Barsellan government denies any 
  association with Evain or Spotted Fin, rumors abound about the “do-
  gooder” pirate. 
  Motivations & Goals 
  Evain wants to make a name for himself with his employers, but above 
  anything strives to please the druidess Ré Saol, his wife.
  Schemes & Plots
  When you need a pirate who will not slit your throat or rob you blind, 
  you need Evain. But board the Fin only if you be a lover of song and 
  dance. Evain’s motto: “Always turn the other cheek. Next time it might 
  get kissed”.
  Ré Saol
  Ré loves the world and all life in it. With wild plum colored hair, 
  strikingly periwinkle eyes and sharp but delicate features, the wisdom 
  behind her uncounted years is evident to all who meet her, despite her 
  small stature.
  Ré Saol                                               CR 12
  19,200 XP
  Female gnome druid 13
  NG Small humanoid (gnome)
  Init +5; Senses low-light vision; Perception +20
  DEFENSE
  AC 21, touch 12 , flat-footed 20 (+5 armor, +3 shield, +1 Dex, +1 
  natural, +1 size)
  hp 80 (13d8+26)
  Fort +8, Ref +7, Will +13; +4 vs. fey and plant–targeted effects, +2 
  vs. illusion effects
  Racial Traits Gnome Magic, Illusion Resistance, Keen Senses, 
  Obsessive, Warden of Nature (Pathfinder RPG Advanced Player’s Guide)
  Resist Fire 2, Electricity 2
  Defensive Abilities +2 AC bonus vs. aberrations, oozes, and vermin, 
  illusion resistance, resist nature’s lure
  OFFENSE
  Speed 15 ft.
  Melee +1 returning spear +10 (1d6+1/20x3)
  Ranged +1 returning spear +11 (1d6+2/20x3) or mwk sling +11 
  (1d3+1/x2)
  Offensive Abilities +1 attack vs. aberrations, oozes, and vermin
  Druid Spells Prepared (CL 13th; concentration +18)
  7th—control weather
  6th—ironwood, eagle aerie4
  
  Pirates of the Western ocean
  6
  5th—call lightning storm (DC 20), commune with nature, control 
  winds, cure critical wounds (DC 20)
  4th—control water, cure serious wounds (DC 19), intensifying force1 
  (DC 19), ironsides1, ride the waves4
  3rd—cure moderate wounds (DC 18), greater magic fang, pup 
  shape3 (DC 18), rapid aging1 (DC 18), remove disease
  2nd—crustacean carapace1, elemental surge1 (DC 17), reverse 
  industry1 (DC 17), view the past1 (DC 17), wilderness soldiers3
  1st—ant haul2, charm animal (DC16), cure light wounds (DC 16), 
  not so fast1 (DC 16), produce flame (DC 16), speak with animals 
  0 (at will)—create water, detect magic, purify food and drink, stabilize
  1-See Spells of the Western Ocean below, 2-Pathfinder RPG Advanced 
  Player’s Guide, 3-Pathfinder RPG Ultimate Magic, 4-Pathfinder RPG 
  Ultimate Combat
  TACTICS
  Before Combat 
  Ré bides her time, cautiously considering her options before 
  attacking. When she does attack, her first attack is always with the 
  maximum possible force.
  During Combat 
  With her elasmosaurus companion, Lea, Ré uses her powerful animal 
  shape and spells to confound and lay waste to her foes.
  Morale 
  Ré loves life and dedicates herself to preserving it.
  STATISTICS
  Str 11, Dex 12, Con 10 , Int 14, Wis 20, Cha 12
  Base Atk +9; CMB +9; CMD 20
  Feats Toughness, Lightning Reflexes, Improved Initiative, Natural 
  Spell, Powerful Shape (Pathfinder RPG Ultimate Magic), Improved 
  Share Spell (Pathfinder RPG Advanced Player’s Guide), Wild Speech 
  (Pathfinder RPG Ultimate Magic)
  Skills Fly +12, Handle Animal +14, Knowledge (nature) +20, 
  Perception +15, Profession (cartographer) +13, Ride +12, Spellcraft 
  +15, Survival +19, Swim +11
  Languages Common, Gnome, Druidic, Sylvan
  SQ animal companion (elasmosaurus [Pathfinder RPG Bestiary 2]) Lea, 
  gnome magic, keen senses, obsessive, warden of nature (Pathfinder 
  RPG Advanced Player’s Guide)
  Combat Gear +1 returning spear, +1 large wooden shield, +1 hide 
  armor, amulet of natural armor +1, cloak of resistance +2, druid’s 
  vestment, wand of summon nature’s ally I, wand of magic stone, 
  mwk sling (10 bullets)
  Other Gear feather token (anchor), headband of inspired wisdom +2, 
  gold ring with diamond and topaz insets (750 gp), 26 gp.
  SPECIAL ABILITIES
  Nature Bond (Ex): animal companion
  Nature Sense (Ex): +2 Knowledge (nature) and Survival
  Wild Empathy (Ex): As the druidic ability
  Woodland Stride (Ex): May move through non-magical natural 
  difficult terrain without taking damage or impairment
  Trackless Step (Ex): Leaves no trail in natural surroundings and 
  cannot be tracked, she may choose to leave a trail.
  Wild Shape (Su): 6/day as the druidic ability except she may choose 
  to increase one size category
  Venom Immunity (Ex): Immune to all poisons
  A Thousand Faces (Su): May use alter self at will, but only when in 
  natural form.
  Background
  Ré fell in love with the sea when she met Lea playing in a shallow 
  lagoon. Soon after, she joined the crew of the Spotted Fin, hoping to 
  explore the seas with her dinosaur. Watching Lea swim and play in 
  the water brings Ré her greatest joy.
  Motivations & Goals 
  Ré cares not where she sails and swims, as long as Lea remains by her 
  side and she can sing and dance with her loving husband Evain. She 
  vows to map the Western Ocean, including its darkest depths.
  Schemes & Plots
  When drawing maps, Ré seeks to preserve nature’s treasures by 
  concealing their whereabouts. She purposely codes her maps to 
  discourage sailors from despoiling natural wonders. When sailing 
  beyond known waters, Ré and Lea serve as meticulous and motivated 
  guides. 
  Keng Hakon
  A wiry man of Kathay heritage and complexion, Hakon favors 
  tricorner hats and well-tailored uniforms, even when going ashore. He 
  has a pleasant and civil demeanor concealing a calculating tactician 
  and strategist absolutely dedicated to liberating his homeland. While 
  abroad, he remains diplomatic and professional until battle begins, and 
  then his squinting smile seems more reminiscent of a hunting shark.
  Keng Hakon                                       CR 13
  XP 19,200
  Male human bard (archivist) 2 / oracle 12
  LE Medium humanoid (human) 
  Init +6; Senses Perception +17 
  DEFENSE
  AC 22, touch 13, flat-footed 19 (+8 armor, +2 Dex, +1 dodge, +1 
  natural) 
  hp 109 (2d8+12d8+42)
  Fort +9 Ref +10 Will +12; +4 vs. magical traps, language-
  dependent effects, and symbols, glyphs, and magical writings
  OFFENSE 
  Speed 30 ft. 
  Melee mwk longsword +10/+5 (1d8-1/19-20)
  Special Attacks bardic performance 12 rounds/day (standard action 
  - countersong, distraction, fascination, naturalist +1)
  Bard Spells Known (CL 2th; concentration +8) 
  1st (4/day)—dancing lantern, horn of pursuit, saving finale
  0 (at will)—know direction, message, prestidigitation, sift, spark (DC 17)
  Oracle Spells Known (CL 12th; concentration +18)
  6th (4/day)—blade barrier (DC 23), chain lightning (DC 23), mass 
  cure moderate wounds
  5th (7/day)—breath of life, mass cure light wounds, overland flight, 
  summon monster V
  4th (7/day)—blessing of fervor, cure critical wounds, greater magic 
  weapon, order’s wrath (DC 21), rainbow pattern (DC 20)
  3rd (7/day)—chain of perdition, cure serious wounds, daylight, dispel 
  magic, prayer, wind wall
  2nd (8/day)—bear’s endurance, bull’s strength, cure moderate 
  wounds, lesser restore, hypnotic pattern (DC 18), share language, 
  sound burst (DC 19)
  1st (8/day)—color spray (DC 17), bless, command (DC 17), cure light 
  wounds, protection from chaos, sanctuary, shield of faith
  0 (at will)—bleed (DC 16), create water, detect magic, guidance, 
  purify food and drink, read magic, resistance, stabilize, virtue
  Mystery Heavens
  
  7
  Lords of the seas
  TACTICS
  Before Combat 
  Keng always activates coat of many stars before battle and readies 
  spells for himself and his allies as needed. For boarding assaults, 
  he may create a moonlight bridge, allowing his sailors to charge 
  across to the opposing vessel. 
  During Combat 
  Keng commands his mariners against adversaries while casting 
  spells to empower and heal his allies. He will attack foes with battle 
  magic at opportune moments to ensure victory.
  Morale 
  Knowing he sails on strange and dangerous waters, Keng would 
  rather withdraw from a losing fight and study enemies from the 
  safety of his fleet or floating fortress before sending forces for 
  another confrontation of his devising.
  STATISTICS
  Str 8 Dex 14 Con 15 Int 16, Wis 10, Cha 22
  Base Atk +10/+5; CMB +9; CMD 22 
  Feats Combat Casting, Dodge, Great Fortitude, Improved 
  Initiative, Leadership, Quicken Spell, Spell Focus (evocation), Spell 
  Penetration
  Skills Bluff +11, Diplomacy +23, Fly +11, Intimidate +11, Knowledge 
  (arcana) +17, Knowledge (history) +12, Knowledge (planes) 
  +13, Knowledge (religion) +13, Linguistics +8, Perception +17, 
  Performance (oratory) +11, Perform (string) +11, Sense Motive 
  +13, Spellcraft +20, Use Magic Device +11 
  Languages Common, Khandiran, High Azuran, Auran, Kathayan, 
  Nurian, Draconic, Tengu, Sikkimese
  SQ bardic knowledge +1, lore master* (1/day), magic lore*, oracle’s 
  curse (tongues), revelations (coat of many stars, lure of the 
  heavens, moonlight bridge, star chart) 
  Combat Gear cloak of resistance +1, mwk longsword, necklace of 
  natural armor +1
  Other Gear belt of physical might +2 (Dex and Con), decanter of endless 
  water, headband of alluring charisma +4, lyre of building, marvelous 
  pigments, spell component pouch, 200 pp 
  Background
  When the ceaseless clans of Kathay battered at the old Imperium, it 
  launched the Expedition of Eminence to strengthen its position with 
  vassal tributes. Magistrate Keng Hakon was only the expedition’s 
  historian, but as ocean hazards winnowed the ranks, he found himself 
  the ranking officer of the fleet. 
   
  While mired in the slow, convoluted dealings of the Raj Court 
  of Khandiria, the fleet received news of Kathay’s armies overrunning 
  their homeland. Something within Keng ignited upon the news as 
  celestial visions filled his mind, the weight of an empire fell upon his 
  shoulders. Keng ordered his fleet to sack their Khandirian host’s city, 
  taking by force the tribute they came to negotiate for. With their ship 
  holds full, they sailed towards the dusk into their long exile. In the 
  mysterious seas of the West they hope to find the means to restore the 
  old Imperium. 
  Motivations & Goals 
  Rather than face suicidal odds in his conquered homeland, Keng 
  gambled on uncovering magics and artifacts from western lands. 
  With no desire to wander the oceans forever, Keng hopes to sail home 
  eventually, but only as an avenging force to purge the entire Kathayan 
  court and restore rightful rule. 
   
  As they explore an uncertain ocean, Keng’s immediate concern 
  is maintaining a seaworthy fleet. He pursues artifacts of interest 
  with ruthless zeal, but only pillages out of necessity to supply the 
  vast vagabond expedition. He keeps amicable relations with a few 
  ports, coming to realize their mission may take decades and the exile 
  community will need pliable subjects.
  Schemes & Plots
  As the last imperial historian, Keng maintains a library of ancient 
  tomes, nautical logs, and mystical writings. Foremost among them are 
  his personal treatises and star charts, which he consults frequently for 
  guidance. At every available moment Keng traces celestial movements, 
  records local myths, deciphers ancient texts, or references his already 
  extensive collection. He pursues over a dozen avenues of power, 
  ordering excavation of ruins and relics, locating descendants of a lost 
  dynastic heir, or tracking impossible beasts across the ocean.
   
  When meeting other treasure hunters and adventurers, Keng 
  is cordial and interested in their tales of travel. He will strike 
  temporary agreements, even with other pirates, but he often preempts 
  likely betrayal by declaring a venture concluded and efficiently 
  exterminating the other party before they become unruly. 
  Resources
  Even reduced through the attrition of years, the combined expedition 
  remains one of the grandest flotillas upon the Western Ocean, rivaled 
  perhaps only by a Triolan Galley fleet. The colossal fortress ships 
  dwarf even the largest Barsellan ship, but age and disrepair resigns 
  them to anchor off the Southland coast latched together as a floating 
  town. Keng’s mariners rely on their refitted supply ships, equivalent 
  to local warships. They also maintain several local vessels claimed 
  through various means.
  
  Pirates of the Western ocean
  8
  Rushara The Raven
  This svelte woman stands just five feet tall with short, raven-black 
  hair, and she wears non-descript dark clothing. From afar, she is often 
  mistaken for a young boy, but her comely, nymph-like face confirms 
  her sex, even if her small breasts and lacking curves do not.   
  RUSHARA THE RAVEN 
                      CR 11
  XP 19,200
  Female human (androgynous morphoi) rogue (pirate) 12
  CN Medium plant 
  Init +5; Senses darkvision 60 ft., low-light vision; Perception +15 
  DEFENSE
  AC 22, touch 16, flat-footed 17 (+6 armor, +5 Dex, +1 deflection) 
  hp 116 (12d8+48)
  Fort +8 Ref +14 Will +4; +4 vs. fear
  Defensive Abilities evasion, improved uncanny dodge, plant traits, 
  unflinching; Immune temporal effects
  OFFENSE
  Speed 30 ft., 30 ft. swim 
  Melee rapier of puncturing +12/+7 (1d6+1/18-20 plus 1 bleed 
  damage) and unarmed strike +10/+5 (1d3+1)
  Ranged +2 flaming light crossbow +16/+11 (1d8+2/19-20 plus 1d6 fire)
  Special Attacks positioning attack (1/day), sneak attack +6d6
  TACTICS
  Before Combat 
  Rushara always seeks advantage before jumping into combat, whether 
  that means using her potion of invisibility, using Intimidate or Bluff to 
  take a foe off-guard, or merely maneuvering for a sneak attack. 
  During Combat 
  Rushara relies heavily on her ship’s minotaur muscle (Kor and Zrog, 
  CN male F12) and sorcerer (Zedi, morphoi Sor 12) to take out 
  adversaries during combat. She uses her acrobatics, stealth, and 
  sneak attack abilities to aid allies in the midst of combat; she rarely 
  engages a target directly or one on one. 
  Morale 
  Rushara prefers to keep her life intact, so she’ll try Diplomacy and 
  offering a knowledge trade (she knows where the Isle of Morphoi 
  lies and several other western islands off the beaten path) to save 
  her skin. She is loyal to her friends, however, and will not sell them 
  out to secure her own safety. 
  STATISTICS
  Str 12, Dex 20, Con 19, Int 18, Wis 12, Cha 13
  Base Atk +9; CMB +14; CMD 26
  Feats Acrobatic, Additional Traits, Agile Maneuvers, Deadly Aim 
  -3/+6, Point Blank Shot, Precise Shot, Sea Legs, Track
  Traits Charming, Deft Dodger
  Skills Acrobatics +22, Appraise +17, Bluff +14, Climb +14, Craft 
  (clothing) +17, Craft (rope) +8, Diplomacy +14, Disable Device 
  +20, Disguise +22, Escape Artist +13, Fly +7, Intimidate +14, 
  Knowledge (dungeoneering) +8, Knowledge (local) +12, Linguistics 
  +8, Perception +16, Perform (string instruments) +6, Profession 
  (fortune-teller) +10, Profession (sailor) +16, Sense Motive +5, 
  Sleight of Hand +9, Stealth +16 (+20 in vegetation in morphoi 
  form), Swim +13, +5 Survival, Use Magic Device +5; Racial 
  Modifiers +8 Perception, +4 Stealth (+12 in vegetation), +4 
  Survival; Other Modifiers Nimble Climber
  Languages Common, Daemonic, Dwarven, Elven, Goblin
  SQ amphibious, another day, change shape (alter self), plant traits, 
  rope master (Ex), surprise attack (Ex), swinging reposition
  Combat Gear +2 flaming light crossbow, +3 glamered studded 
  leather, rapier of puncturing, +1 dagger 
  Other Gear backpack, bag of holding II, bedroll, belt of incredible 
  dexterity +2, masterwork fortune-teller’s deck, masterwork thieves’ 
  tools, potion of cure serious wounds, potion of fly, potion of fox’s 
  cunning, potion of invisibility, ring of protection +1, spider silk rope 
  (50’), sealing wax, tanglefoot bag, pirate clothing, waterskin, pouch, 
  100 gp, 2,000 gp gems
  SPECIAL ABILITIES
  Immunity to Temporal Effects (Ex) The morphoi’s strong connection 
  to the goddess Mnemosyne has made them immune to all time-
  related spells and effects (including time stop, temporal stasis, 
  sands of time, and the like).
  Background
  Rushara Krowe hails from the Isle of Morphoi. Gaedra, a shape-
  changed Mnemosynian lamia matriarch, convinced Captain Halford of 
  the visiting ship The Seastrider to take Rushara and her aboard, and the 
  two sailed the Western Ocean with the crew. During the trip, Gaedra 
  gathered the captain and crewmen’s memories, and Rushara wormed 
  “her” way into the captain’s bed and heart. When Northlanders killed 
  Halford on the docks of Barsella, she took over the ship. Afterwards, 
  she added several minotaurs to the crew, and continued to practice the 
  piracy Halford had taught her. 
   
  For many years, Gaedra came along for the ride, but the lamia 
  has since returned to Morphoi. Rushara occasionally brings seasoned 
  captains to the isle for the lamias to scan. Few captains ever return. 
   
  Rushara tries to keep a low profile, so she tends to appear as a 
  non-descript, boyish-looking girl. When she needs to, however, she 
  uses her change shape (alter self) ability to appear more alluring or 
  intimidating—whatever is needed for the occasion.
  Motivations & Goals 
  The thrill of the raid motivates Rushara, but she is a smart, calculating 
  pirate: she always scopes out her targets before attacking. Above all else, 
  she revels in her freedom and lives to wander the ocean. As captain she 
  has little patience for those who disobey her orders, and insubordinate 
  sailors wind up dead or walking the plank.
   
  She can be talked into aiding others, but she will not serve as 
  their dupe or lackey.  Money can gain her assistance, but she follows 
  her gut to gauge whether jobs will be both fun and profitable. She is 
  sympathetic to Nethus’ plight, more so than Mnemosyne’s, and she can 
  easily be swayed to help those attempting to free him. She can also be 
  convinced to aid in plots against the priests of Hecate or Seggotan. 
  Schemes & Plots
  Rushara helps the Mnemosynian lamia matriarchs in their schemes 
  to gain information about their goddess’ lost memories. Although she 
  worships Mnemosyne, her devotion is more toward the sea god Nethus, 
  Lord of the Waves. She has been away from the island for over five years, 
  during which time she has gained some information on what happened 
  to her god. She despises the priests of Seggotan and Hecate, and goes out 
  of her way to cause them problems on the high seas. She gladly steals 
  from them, and she seeks them as prisoners to hand over to Gaedra. She 
  also searches for information on Nethus’ prison, though she doubts she 
  has the courage needed to do anything about his imprisonment. 
   
  Otherwise, Rushara schemes to gain access to wealth and whatever 
  magic she can. She cares little about a reputation, but already sailors 
  have spread the name of the “The Raven” as a pirate to be avoided.
  Resources
  Rushara owns a swift, magically-fitted caravel called The Halford with a 
  contingent of 20 minotaur marines. She can call on five galley-owning 
  minotaur pirates from the Barsella area, and a morphoi ally who also 
  owns a caravel.
  
  9
  The Brine Pauper 
  As his thin, reedy voice hisses warnings of seaborne destruction, the 
  Brine Pauper thrusts his tin cup into the faces of passers-by. Most 
  give him wide berth—seawater drips from his stringy hair and beard, 
  creating white stains on his tattered clothes, and he reeks with an 
  overwhelming stench of salt.
  The Brine Pauper                               CR 4
  1,200 XP
  Male Human Oracle 5
  CN Medium humanoid (human)
  Init +0; Senses water sight; Perception +4
  DEFENSE
  AC 15, touch 11, flat-footed 14 (+3 armor, 
  +1 natural, +1 dodge)
  hp 34 (5d8+10)
  Fort +4, Ref +1, Will +5
  Defensive Abilities fluid nature
  OFFENSE
  Speed 30 ft.
  Melee dagger +4 (1d4+1/19-20) or mwk 
  club +5 (1d6+1) or unarmed strike +4 
  (1d3+1)
  Ranged dagger +3 (1d4+1/19-20)
  Oracle Spells Known (CL 5th; 
  concentration +13):
  2nd (5/day)—bull’s strength, hold 
  person (DC 16), inflict moderate 
  wounds (DC 16), slipstream 
  1st (7/day)—bane (DC 15), bless 
  water, cure light wounds, endure 
  elements, inflict light wounds (DC 
  15), touch of the sea
  0 (at will)—create water, 
  detect poison, light, 
  mending, purify food 
  and drink, stabilize
  Mystery waves
  TACTICS
  Before Combat 
  Beggars make 
  common targets 
  for sailors and thugs 
  with excess aggression. 
  The Brine Pauper suffers such indignities humbly and without 
  retaliation. If conflict escalates to a life-threatening level, however, 
  he casts slipstream and looks for an escape.
  During Combat If possible, the Brine Pauper uses slipstream to 
  outrun his enemies. He casts bane and targets individuals with 
  inflict light wounds, using Reach Spell, until he has a clear escape 
  path. If he is near a body of water, he dives in and swims away 
  from his attackers.
  Morale The Brine Pauper does not fight to the death. If he is denied 
  escape, he surrenders, apologizing profusely, and begs for mercy.
  STATISTICS
  Str 12, Dex 10, Con 14, Int 8, Wis 13, Cha 18
  Base Atk +3; CMB +4; CMD 15 (19 vs bull rush, drag, grapple, 
  reposition, trip)
  Feats Additional Traits, Combat Casting, Dodge, Reach Spell, Self-
  Sufficient
  Traits Fragmented One (Journeys to the West), Resilient
  Skills Acrobatics +4, Escape Artist +4, Heal +8, Knowledge (nature) 
  +6, Perception +4, Profession (sailor) +8, Spellcraft +4, Survival 
  +5, Swim +7 
  Languages Aquan, Common, Terran
  SQ oracle’s curse (tongues), revelations (fluid nature, 
  water sight)
  Combat Gear amulet of natural armor +1, dagger, 
  masterwork club, studded leather armor 
  Other Gear waterproof bag, battered tin cup, potion 
  of cure light wounds
  SPECIAL ABILITIES
  Fluid Nature (Ex) +4 bonus to CMD against bull 
  rush, drag, grapple, reposition, and trip attempts. 
  Opponents take a -4 penalty to confirm a critical 
  hit against you. 
  Water Sight (Su) See through fog and mist 
  without penalty. 
  Background
  A fixture on the wharfs of Barsella, 
  the Brine Pauper is a vocal member 
  of The Fragmented. The Pauper 
  clearly 
  remembers 
  his 
  voyage’s 
  departure into the Western Ocean 
  and the passing ship that hauled his 
  floundering, half-dead body out of 
  the sea, but the intervening details 
  are fuzzy and vague. The Brine 
  Pauper insists that these memories 
  have been maliciously erased to 
  prevent him from fulfilling his divine 
  calling as mouthpiece of the sea, a 
  calling he believes was bestowed upon 
  him on his lost voyage. Both the Sons of 
  b
  b
  Faces of the  
  Western ocean
  Pirates aren’t the only allies or rivals to ply the sea lanes for profit, 
  revenge, or dreams of power. These characters can be encountered in, 
  around, or far above the ocean.
  b
  
  Pirates of the Western ocean
  10
  the Arch and the agents of Mnemosyne wait and watch, suspecting 
  that his powers are somehow linked to the lost sea god Nethus.
  Motivations & Goals 
  The Brine Pauper wants his memories back. His disjointed visions 
  of lush jungles and forbidding ruins offer tantalizing possibilities for 
  his divine destiny, and he searches for any way to fill in the gap. He 
  knows he is being watched but not by whom, so he distrusts anyone 
  who presses him with unanswerable questions, giving off an air of 
  mild paranoia. 
  Schemes & Plots
  What better way to regain the Pauper’s lost memories than to recreate 
  his journey? The Brine Pauper tells his story to departing crews, 
  hoping to alarm them with his cautionary tale and to hook them with 
  the promise that he can help them avoid a similar fate. If he cannot 
  find a willing crew, he will stow away on a ship that looks sturdy. Once 
  at sea, the Pauper believes his divine communion with the waves will 
  direct him to his lost memories.
  Gartolla Toepooskin 
  This she-troll wears nets and shells in her hair and the garb of a mariner 
  while puffing a giant tobacco pipe. 
  Gartolla Toepooskin                             CR 9
  XP 6,400 
  Female troll white necromancer 7
  N Large humanoid (giant)
  Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +11
  DEFENSE
  AC 22, touch 12, flat-footed 20 (+2 Dex, -1 size, +6 natural, +1 
  deflection, +4 mage armor)
  hp 191 (6d8+7d6+137); regeneration 5 (acid or fire)
  Fort +9, Ref +6, Will +7
  OFFENSE
  Speed 30 ft.
  Melee bite +10 (1d8+3), 2 claws +10 (1d8+3) 
  Space 10ft.; Reach 10ft.
  Special Attacks rend (2 claws, 1d8+4)
  White Necromancer Spells Known (CL 7th; concentration +10)
  3rd (5/day)—cure serious wounds, speak with dead
  2nd (7/day)—cure moderate wounds, invisibility, see invisibility
  1st (7/day)—cure light wounds, mage armor, cause fear (DC 14), 
  death watch, doom (DC 14)
  0 (at will)—read magic, stabilize, touch of fatigue (DC 13), bleed 
  (DC 13), detect magic, detect poison, resistance
  TACTICS
  Before Combat Gartolla casts mage armor followed by invisibility. 
  During Combat Gartolla focuses on healing her allies using her Life 
  Bond class feature, defending herself when necessary.  
  Morale If her group has clearly lost, Gartolla recasts invisibility and 
  flees to regroup.
  STATISTICS
  Str 16, Dex 15, Con 24 , Int 12, Wis 14, Cha 16
  Base Atk +7; CMB +9; CMD 21
  Feats Lighting Reflexes, Improved Natural Armor, Skill Focus 
  (Perception), Eschew Materials, Improved Natural Attack (claws), 
  Toughness, Turn Undead, Improved Channel, Extra Channel 
  Skills  Appraise +7, Heal +11, Intimidate +12, Knowledge (arcana) 
  +7, Knowledge (Religion) +9, Perception +11, Profession: Sailor +8, 
  Sense Motive +7, Spellcraft +7, Use Magic Device +7 
  Languages Common, Giant
  Combat Gear ring of protection +1, wand of inflict light wounds (50 
  charges), wand of ray of frost (50 charges) 
  Other Gear wand of create water (50 charges), feather token: swan 
  boat, elixir of love x2, explorer’s outfit, bottle of fine wine x3, Marvos 
  silver holy symbol, pipe,  2 lbs. of tobacco, 5gp
  SPECIAL ABILITIES
  Lore of Life and Death (Ex) Gartolla adds her Wisdom modifier (+2) 
  to Knowledge (religion) checks pertaining to subjects like death, 
  burial practices, undead, and the afterlife. Gartolla also adds half 
  her white necromancer level (+3) to all Heal skill checks. These 
  modifiers have already been added above. 
  Rebuke Death (6/day) (Sp) Gartolla can heal a character below 0 hit 
  points for 1d4 hp +1 for every two white necromancer levels she 
  possesses (+3) as a standard action.
  Power Over Undead (8/day) (Su) Gartolla can channel energy (4d6) 
  as a cleric (DC 18) but only to Turn Undead.
  White Necromancy (Su) Spells that create undead, mindless or 
  intelligent, lose the Evil descriptor, and the undead created have 
  
  11
  faCes of the Western oCean
  a neutral alignment. Gartolla gains no specific control over these 
  undead, but may ask them to provide some service or assistants 
  with a Diplomacy check of 1d20 + white necromancer level (+7) + 
  Charisma modifier (+3). Mindless undead are DC 15 and starting 
  attitude of indifferent; while intelligent undead are DC 15 + their 
  Charisma modifier and starting attitude of friendly. 
  Life Bond (Su) Gartolla may create a bond between herself and 
  another living creature within 90ft. as a standard action. She may 
  have one bond active per white necromancer level (7). Each round at 
  the start of Gartolla’s turn, if the bonded creature is wounded for 5 
  or more hp below its maximum, the bonded creature heals 5 hp and 
  Gartolla takes 5 hp damage. This bond continues until the bonded 
  creature dies, Gartolla dies, the distance exceeds 90ft. or Gartolla 
  ends it as an immediate action. If she has multiple bonds active, she 
  may end as many as she wants as part of the same immediate action. 
  Necrotic Transfer (Su) As a standard action Gartolla can sacrifice hp 
  equal to 10 + Constitution score (24) + her white necromancer level 
  (7) and transfer those to a creature touched. Transferred hp heal the 
  subject but cannot raise them higher than their normal total.
  Background
  Gartolla has sailed the Western Ocean on many adventures with 
  various crews. She has met many of the island peoples and they 
  allowed her to talk to their dead.
  Motivations & Goals 
  Gartolla believes that the great treasures of the west can be found by 
  questioning the dead of the island natives and hires herself out as 
  a ship’s healer for explorations out into these unknown places. She 
  would desperately like to find the legendary Karn’Lothra.
  Schemes & Plots
  Many a sailor is unhappy with Gartolla’s free use of her elixirs of love. 
  She wishes to hire adventurers to find ancient treasures she knows of, 
  but cannot retrieve alone.
  Czakthorash 
  Czakthorash is sleeker than most green dragons, giving him a more serpentine.  
  Netting and ropes tie a storefront’s worth of goods to him, while he cradles a 
  ship’s life raft in his arms like a purse.
  Czakthorash 
                               CR 14
  38,400 XP
  Male adult green dragon rogue 2
  LE Huge dragon
  Init +8; Senses dragon senses; Perception +27
  DEFENSE
  AC 27, touch 8, flat-footed 27 (+19 natural, -2 size)
  hp 189 (15d12+2d6+85)
  Fort +14, Ref +9, Will +14
  Defensive Abilities DR 5/magic; Immune acid, paralysis, sleep; SR 23
  OFFENSE
  Speed 40ft., Fly 200ft (poor), Swim 40ft.
  Melee bite +22 (2d8+12/19–20), 2 claws +22 (2d6+8/19–20), 2 
  wings +17 (1d8+4), tail slap +17 (2d6+12)
  Space 15 ft.; Reach 10 ft. (15 ft. with bite)
  Special Attacks breath weapon (50-ft. cone, DC 22, 12d6 acid), 
  crush (small creatures, DC 22, 2d8+12), sneak attack +1d6
  Spell-like Abilities (CL 5th; concentration +8)
  At will—charm person (DC 14), create food and water, suggestion 
  (DC 16)
  Spells Known (CL 5th)
  2nd (5/day)—alter self, mirror image
  1st (7/day)—shield, ant haul, summon monster I, ventriloquism (DC 14)
  0 (at will)—dancing lights, detect magic, ghost sound, mage hand, 
  message, prestidigitation
  TACTICS
  Before Combat Czakthorash prefers to avoid combat where 
  possible.  He attempts to deal with a potential threat through 
  diplomacy, proxies, and mercenaries before it becomes necessary 
  for him to take matters into his own claws.
  During Combat If combat becomes unavoidable, Czakthorash 
  prefers to get the first hit in, using his surprise attack ability 
  along with his breath weapon to deal as much damage early on. 
  Afterwards, he fights with hit-and-run tactics, taking advantage of 
  his flight capabilities and greater reach, striking magic users and 
  ranged attackers first. 
  Morale Czakthorash seeks out a profitable option.  When a fight 
  starts to go against him, he’s quick to take flight, with an eye for 
  getting revenge later.
  STATISTICS
  Str 23, Dex 10, Con 21 , Int 16, Wis 17, Cha 16
  Base Atk +13; CMB +23; CMD 34 (38 vs. trip)
  Feats Alertness, Cleave, Flyby Attack, Great Cleave, Improved Critical 
  (bite, claws), Improved Sunder, Iron Will, Power Attack
  Skills Appraisal +23, Diplomacy +23, Fly +12, Knowledge (arcana) 
  +21, Knowledge (local) +23, Perception +25, Spellcraft +21, Stealth 
  +10, Swim +34, Use Magic Device +23
  Languages Trade, Minotaur, Draconic, Undercommon, Dwarven
  SQ evasion, rogue talent (surprise attack), trackless step, trapfinding, 
  water breathing, wave mastery (as the bronze dragon ability)
  Combat Gear ring of mind shielding 
  Other Gear bag of holding II, 2000 gp worth of other assorted 
  goods
  Background
  The weakest hatchling in his brood, Czakthorash barely survived 
  infancy, as his brothers and sisters claimed the greater share of the 
  food. As an adolescent, his peers seized the best lairs and hunting 
  territories.  He realized he would never make a great hoard... unless 
  he changed the rules of the game.
   
  He never attacks towns or islands. He never pillages. He never 
  steals. Why steal just once, he asks, when they’re willing to give, year 
  after year? He brings treasures instead of claiming them. He is greeted 
  by many islanders as a blessing, a beneficent “Cargo” god who carries 
  great wealth on his wide green wings. He trades minor trinkets and 
  common trade goods for pearls, baubles, gems, and other exotic items.
   
  However, on the wing, Czakthorash can cover more distance more 
  quickly than any merchant vessel. He carries what is common in one 
  place and trades it where it is rare and coveted.  He has created a vast 
  trading web, with all points inexorably bringing wealth back to his lair.
  Motivations & Goals
  Czakthorash is, like most dragons, consumed by greed.  He simply 
  takes a slightly longer view than most.  Any move he makes is weighed 
  against the possibility for profit or loss.
  Schemes & Plots
  Czakthorash enjoys sponsoring merchant vessels for goods either 
  not quite worth his time or else too bulky for the dragon to carry on 
  the wing. His ships carry all manner of goods, from spices and pearls 
  to slaves and magic items. However, they rarely venture far past the 
  known waters, as Czakthorash guards his knowledge of the islands 
  beyond jealously.
  
  Pirates of the Western ocean
  12
  Resources
  Czakthorash employs many servants and allies, including slaves, 
  mercenaries, and merchants. A half dozen trading ships call him 
  “Master,” and many trading partners on the mainland call him “Sir.” 
  He uses charm to make initial contacts, and then pays them gold to 
  keep them useful. Two kobolds, Vaelo and Heema, attend to him at 
  all times, hanging in the rigging of his netting when he flies from 
  place to place.
  Omar Etrogan
  At first glance, Omar Etrogan might seem to be a prototypical Barsellan 
  pirate: eyepatch, pegleg, hook hand, even the parrot on his shoulder. On 
  closer inspection, however, all these elements show themselves to be a 
  bit more unique: the eyepatch covers an eye made of ebony; the pegleg is 
  made of some mysterious, unbreakable crystal footed with mithral; and 
  the hook, which is inscribed with cryptic runes, is made of adamantine.
  Omar Etrogan                                      CR 8
  3,200 XP
  Male human fighter 5/rogue 2/expert 2
  CN Medium humanoid (human)
  Init +7; Senses Perception +9
  DEFENSE
  AC 19, touch 13, flat-footed 15 (+5 armor, +3 Dex, +1 Two-Weapon 
  Defense)
  Hp 68 (5d10+2d6+2d8+24)
  Fort +7, Ref +7 Will +4; +1 vs. fear
  Defensive Abilities bravery +1, evasion
  OFFENSE
  Speed 20 ft. (pegleg)
  Melee +2 ghost touch scimitar +13 (1d6+6/18-20), silvered dagger 
  +10 (1d4+4/19-20)
  Ranged heavy crossbow +8 (1d10/19-20)
  Special Attacks ghost touch scimitar, hook hand (masterwork 
  adamantium 1d3 piercing weapon, +2 on disarm attempts), two-
  weapon fighting, +1d6 sneak attack
  TACTICS
  Before Combat Omar prefers to avoid combat altogether, 
  preferring to talk his way out of sticky situations wherever possible. 
  If drunk and pressed on his history and/or magical prosthetics, he 
  may become belligerent.
  During Combat Omar prefers to disarm with his hook and then 
  deliver a decisive blow with his ghost touch scimitar.
  Morale If sober, Omar will retreat or surrender if he thinks it will 
  save his life.  If drunk or clearly in the advantage, he gives no 
  quarter and may fight to the death.
  STATISTICS
  Str 18, Dex 17, Con 16, Int 13, Wis 10, Cha 13
  Base Atk +6; CMB +10 (+12 disarm); CMD 22
  Feats Combat Expertise, Double Slice, Greater Disarm, Improved 
  Disarm, Improved Initiative, Improved Two-Weapon Fighting, 
  Lightning Reflexes Two-Weapon Defense, Two-Weapon Fighting
  Skills Acrobatics +13, Appraise +7, Bluff +9, Climb +10, Diplomacy 
  +9, Disable Device +10, Disguise +5, Escape Artist +8, Heal +1, 
  Intimidate +8, Knowledge (dungeoneering) +5, Knowledge (local) 
  +13, Linguistics +5, Perception +9, Profession (merchant) +5, Sense 
  Motive +4, Stealth +8, Use Magic Device +5 
  Languages Aquan, Common, Draconic
  SQ Armor/Weapon Training 1, combat swipe (Improved Steal), 
  animal companion (parrot)
  Combat Gear +2 ghost touch shortsword, +1 mithril shirt, heavy 
  crossbow and 20 bolts, silvered dagger
  Other Gear ring of swimming, everburning torch and shroud, fife, 
  spyglass
  SPECIAL ABILITIES
  Visions (Ex) Randomly, once per week, Omar sees visions of the near 
  future, usually of death and destruction (DM’s choice), through the 
  ebon eye. These visions are painful, and cause him to be stunned 
  for one full round, and dazzled for the following 1d4 rounds.
  Ghoulbane Crystal (Sp) Omar’s crystal pegleg glows dimly when 
  undead or shadow fey are within 120’, growing more brightly as 
  they come closer. Any undead within 30’ of Omar are treated as if 
  they were under the effects of a ray of enfeeblement for up to ten 
  rounds. Any shadow fey within 30’ of Omar are treated as if they 
  were under the effect of a slow spell for up to ten rounds. Any 
  creature affected by the ghoulbane effect for the 10 full rounds 
  are immune to further effects for 24 hours. Treat as caster level 13 
  for DC checks.
  Keyhook (Sp) Three times per day, Omar may press his hook against 
  a locked door and unlock it as per the knock spell. Treat as caster 
  level 13 for DC checks.
  Background
  Omar does not like discussing how he came to acquire his singular 
  treasures, but if he is drunk enough, he will share he was separated 
  from the rest of his crew on a westward voyage, went to sleep in a 
  small grotto able-bodied, and woke up with the pegleg and the hook. 
  He does not mention the ebon eye unless REALLY drunk. Most who 
  have heard either tale doubt he tells the story in its entirety.
  Motivations & Goals 
  Omar is haunted by the ebon eye’s visions, and drinks heavily. He 
  mainly seeks enough coin for his next drink, but when sober, can be 
  a strong and knowledgeable ally. He knows the people and politics of 
  Barsella intimately, and knows the Western Ocean as well as anyone 
  who still has their memory intact.
  Schemes & Plots
  Omar seeks to get out from under his “accurs’d visions,” but worries 
  removing the ebon eye might kill him. Perhaps the azer of the Burning 
  Shores or the archmage Allister Dorn might be able to help? 
  Raidne, The Seaweed Sorceress
  The portrait offered by this half-submerged mermaid is that of a 
  woman with a cruel smile having unkempt hair braided with seaweed. 
  She wears a one-of-a-kind breastplate. This “vestment” seems torn from 
  the wooden torso of a shipworm-infested, feminine figurehead. 
  Raidne, The Seaweed Sorceress         CR 8
  4,800 XP
  Female merfolk adept 8
  CE Medium humanoid (aquatic)
  Init +5; Senses low-light vision; Perception +15
  DEFENSE
  AC 17, touch 15, flat-footed 12 (+5 Dex, +2 natural)
  hp 44 (8d6+16)
  Fort +4, Ref +7, Will +10
  
  13
  faCes of the Western oCean
  OFFENSE
  Speed 5 ft., Swim 50 ft.
  Melee dagger +4 (1d4/19-20) 
  Ranged heavy crossbow +9 (1d10/19-20)
  Adept Spells Prepared (CL 8th; concentration +12)
  3rd—lightning bolt (DC 17)
  2nd—cat’s grace, scorching ray, web (DC 16)
  1st—burning hand (x2) (DC 15), cure light wounds, obscuring mist
  0 (at will)—ghost sound (DC 14), light, touch of fatigue (DC 14)
  TACTICS
  Before Combat While being somewhat impulsive and belligerent, 
  the Seaweed Sorceress first casts a spell or two on herself to 
  enhance her capabilities, like cat’s grace. She then sacrifices a wave 
  of expendable minions to test her foes–most likely undead she 
  created with animate dead. Raidne always keeps her cherished 
  moray eel familiar* close by, just in case events turn against her.  
  During Combat Raidne relies on her spells and heavy crossbow, 
  knowing well her abilities in close combat are poor. The mermaid 
  prefers to incinerate her adversaries while they stand at the edge 
  of her watery domain with burning hands and scorching ray–most 
  of her opponents rarely suspect an aquatic creature uses fire so 
  effectively. Raidne doesn’t really care about her allies and incinerates 
  them along with enemies if it means her foes’ ultimate demise.
  Morale Raidne hates to retreat from a fight but, if the odds truly seem 
  to be against her, she covers her retreat with a web spell and flees.
  STATISTICS
  Str 11, Dex 20, Con 15, Int 18, Wis 18, Cha 9
  Base Atk +4; CMB +4; CMD 19 (can’t be tripped)
  Feats Improved Familiar (moray eel*), Point-Blank Shot, Rapid 
  Reload, Skill Focus (Knowledge [local])
  Skills Craft (trap) +15, Knowledge (dungeoneering) +15, Knowledge 
  (local) +18, Perception +15, Survival +15, Swim +11 
  Languages Aquan, Trade, Draconic, Sahuagin
  SQ amphibious
  Combat Gear dagger, heavy crossbow and 20 bolts
  Other Gear pearl of power (2nd), coral necklace (250 gp), mwk 
  silver dagger with coral pommel (350 gp), unholy symbol (priestly 
  wooden breastplate worth 50 gp), plus 1,250 
  gp in coins and gems hidden away.
  Background
  Raidne is one of the most dangerous malefactors 
  of Barsella, a savage mermaid from the Western 
  Ocean who has established her lair in a series 
  of natural pools at the edge of Barsella. It’s 
  from these uncharted sea caves she supervises 
  her criminal organization, her agents stealing 
  precious cargoes from the docks on a weekly 
  basis and occasionly kidnapping the random 
  daughter or son of the  rich to obtain a ransom.
  Motivations & Goals 
  The Seaweed Sorceress maintains a peculiar 
  hatred towards the Soudar family, as an 
  expedition financed by them decimated her 
  entire shoal to obtain a small fortune in pearls 
  years ago, thus she does everything in her power 
  to utterly ruin them. 
  Schemes & Plots
  The pirates of Umbrasca can count on Raidne 
  to know the exact whereabouts of every ship 
  anchored in the port of Barsella, especially 
  those belonging to the Soudars. When one of 
  their vessels leaves the harbor the mermaid quickly dispatches many 
  messengers, fervently hoping the sea wolves give chase and sink the 
  ship. Of course this series of misfortunes gives the Soudars something 
  to consider and they actively search for the spy in their midst. Raidne 
  is unconcerned and doesn’t hesitate to sacrifice scapegoats aplenty in 
  order to confuse the issue. This blithe attitude might be the adept’s 
  downfall one day, but so far she eludes the wrath of the Barsellan 
  nobles and the bloody reprisals of no less than a half  dozen petty 
  crime lords alike. Her last opponent was devoured alive by her 
  beloved moray eel familiar,* morsel by morsel, which pleased her no 
  end.
   
  *Use Moray Eel Animal Companion, Pathfinder RPG Bestiary
  Seolo 
  Seolo wears a worn leather tunic with the crest of a serpent over his red 
  and black scales. A giant orange snake with brown lines running the 
  length of its body wraps around him in looping coils.
  Seolo                                                    CR 3
  600 XP
  Male kobold druid 4
  NE Small humanoid (reptilian)
  Init +3; Senses darkvision 60 ft; Perception +9
  DEFENSE
  AC 17, touch 14, flat-footed 14 (+2 armor, +3 Dex, +1 size, +1 
  natural)
  hp 18 (4d8-4)
  Fort +3, Ref +4, Will +5 ; +4 vs. fey and plant–targeted effects
  Defensive Abilities resist nature’s lure
  Weaknesses light sensitivity
  OFFENSE
  Speed 30 ft., climb 20 ft., swim 20 ft.
  Melee scimitar +5 (1d4+1/18-20) and unarmed strike +5 (1d2+1/20)
  
  Pirates of the Western ocean
  14
  Ranged sling +7 (1d3+1/20)
  Druid (Serpent Shaman) Spells Known (CL 4th; concentration +5)
  2nd (2/day)—barkskin, fog cloud
  1st (4/day)—cure light wounds, entangle (DC 12), longstrider (DC 
  12), summon nature’s ally I
  0 (at will)—know direction, read magic, guidance, enhanced 
  diplomacy 
  TACTICS
  Before Combat  Seolo avoids combat if at all possible and seeks to 
  escape with Climber if trouble looms.
  During Combat If combat is unavoidable, Seolo works with Climber 
  in attempts to dispatch foes.
  Morale Seolo seeks to escape or surrender if harmed. The snake 
  helps delay enemies to give Seolo time to escape.
  STATISTICS
  Str 12, Dex 16, Con 8 , Int 8, Wis 13, Cha 12
  Base Atk +3; CMB +3; CMD 16
  Feats Coordinated Maneuvers, Druid Weapon Proficiencies, 
  Improved Unarmed Strike
  Skills Climb +13, Diplomacy +2, Fly +5, Handle Animal +6, Heal +5, 
  Knowledge (geography) +3, Knowledge (nature) +5, Linguistics +0, 
  Perception +9, Stealth +13, Survival +7, Swim +13
  Languages Common, Draconic, Druidic
  SQ animal companion (snake, constrictor) Climber, animal companion 
  link, nature sense, serpent wild shape (2/day), serpent’s totem 
  transformation (4 minutes/day), share spells with companion, 
  spontaneous casting, trackless step, wild empathy +5, wild shape 
  (beast shape II: tiny – large totem animal), woodland stride 
  Combat Gear leather armor, scimitar, sling and 10 bullets
  Other Gear potion of cure light wounds, potion of shield of faith, 
  wand of spider climb (50 charges)
  Background
  Anyone spending time in the open-tent markets of Barsella has surely 
  seen Seolo’s serpent show. The sight of the little kobold and his giant 
  snake send peals of laughter echoing through the markets whenever 
  the two make their intermittent appearances. Seolo is clever, changing 
  up the performance regularly, but a few staple acts are popular, 
  including the finale where the snake swallows him whole.
  Motivations & Goals 
  There is more to Seolo than those roaring in delight at his 
  performances realize. The tiny kobold is a member of the Seekers of 
  the Scale, the cult of the World Serpent based in Barsella. Seolo grew 
  up in Shanty Town and rescued Climber from Bormok’s clutches in 
  the mazes below Bormok’s Chops, as the minotaur chased them both 
  into the warrens beyond his cellar. An ancient Northerner convinced 
  him to become an Ender with his tales of the World Serpent.
   
  Seolo is obsessed with reaching Terminus Island to speak with 
  Ouroboros, but feels he needs the proper gift before the World Serpent 
  will deign to speak with him. In Seolo’s mind, the perfect gift is ten 
  bottles of venom – one from each of the ten deadliest snakes in the 
  isles. From the liquid fire of the flame adder nesting on the Burning 
  Shores to the darktide cobra of Umbrasca, the kobold strives to find 
  ships visiting exotic isles where his quarries are rumored to dwell.
  Schemes & Plots
  So far, Seolo has snared three of the ten varieties of snake venom 
  and scours the markets for ships sailing toward his other marks. 
  Flexible in his means, Seolo has tried everything from stowing away 
  to offering his services in exchange for the ride. A journey with Seolo 
  is sure to be memorable.
  Toothless 
  An unusually ancient and bedraggled looking sahuagin, Toothless’ scaly 
  hide is dull and scarred.  Missing about a foot of his tail, the creature’s 
  wide smile shows a mouth full of broken or missing teeth.
  Toothless                                         CR 9
  6,400 XP
  Male sahuagin bard 5/rogue 3
  LE Medium monstrous humanoid (aquatic)
  Init +1; Senses blindsense 30 ft., darkvision 60 ft., Perception +16
  DEFENSE
  AC 17, touch 11, flat-footed 16
  Hp 57 (2d10+8d8+10)
  Fort +5, Ref +11, Will +11; +4 vs. bardic performance, language-
  dependent, and sonic
  Defensive Abilities evasion, trap sense +1
  Weaknesses light blindness
  OFFENSE
  Speed 30 ft., swim 60 ft.
  Melee 2 claws +7 (1d4), bite +7 (1d4)
  Ranged heavy crossbow +8/+3 (1d10/19-20)
  Special Attacks bardic performance 21 rounds/day (countersong, 
  distraction, fascinate [DC 15], inspire competence +2, inspire 
  courage +2), blood frenzy, sneak attack +2d6
  Bard Spells Known (CL 5th; concentration +8)
  2nd (3/day)—blur, detect thoughts (DC 15), honeyed tongue (DC 15)
  
  15
  faCes of the Western oCean
  1st  (5/day)—charm person (DC 14), comprehend languages, ear-
  piercing scream (DC 14), innocence (DC 14)
  0 (at will)—daze (DC 13), detect magic, know direction, mage hand, 
  read magic, unwitting ally (DC 13)
  TACTICS
  Before Combat Toothless makes good use of his persuasive abilities 
  to avoid combat if at all possible.
  During Combat If forced to fight, Toothless uses the magic at his 
  disposal to full effect until he can find a way to retreat from the 
  situation.
  Morale Although many likely assume he is a weakling or a coward, 
  Toothless choses discretion over valor simply because it is in his 
  best interest to do so.
  STATISTICS
  Str 10, Dex 13, Con 12, Int 19, Wis 16, Cha 16
  Base Attk +7; CMB +7; CMD 18
  Feats Discordant Voice, Extra Performance, Great Fortitude, 
  Lingering Performance, Spellsong
  Skills Acrobatics +5, Appraise +8, Bluff +16, Diplomacy +16, 
  Escape Artist +5, Fly +8, Handle Animal +5,  Heal +4, Knowledge 
  (geography) +13, Knowledge (local) +13, Knowledge (nature) +13, 
  Knowledge (nobility) +13, Linguistics +8, Perception +16, Perform 
  (act) +7, Perform (oratory) +16, Ride +6, Sense Motive +16, Stealth 
  +10, Survival +12, Swim + 16, Use Magic Device +16
  Languages Aquan, Common, Draconic, Elven, Minotaur; speak 
  with sharks
  SQ bardic knowledge +2, lore master 1/day, rogue talent (coax 
  information), trapfinding +1, versatile performance (act)
  Combat Gear bracers of armor +1, brooch of shielding, heavy 
  crossbow and 20 bolts, scrolls of animate rope, dispel magic, 
  fireball, levitate, ray of enfeeblement, tongues, wand color spray (50 
  charges), wand cure light wounds (50 charges), wand magic missile 
  (CL 3, 50 charges)
  Other Gear loin cloth, pouch, swim harness, wand bandoleer
  SPECIAL ABILITIES
  Blood Frenzy (Ex) Once per day, a sahuagin that takes damage in 
  combat can fly into a frenzy in the following round.  It gains +2 
  Constitution and +2 strength, but takes a -2 penalty to its AC.  The 
  frenzy lasts as long as the battle or 1 minute, whichever is shorter.
  Coax Information (Ex) Substitute Bluff or Diplomacy for Intimidate.
  Lore Master (Ex) Take 10 on knowledge checks and 1/day take 20 as 
  a standard action.
  Speak with Sharks (Su) A sahuagin can communicate telepathically 
  with sharks to a distance of 150 ft.  This communication is limited 
  to simple concepts, such as “come here,” “defend me,” or “attack 
  this target.”
  Background
  Toothless’ early life was filled with violent conflict and lessons learned, 
  specifically that if he wanted to live a long life, he would have to rely 
  on his wits and charm.  Toothless quickly became a valuable oddity 
  amongst his people, a Sahuagin charming enough to control others 
  through his force of will.  Toothless acts the part of an unusually 
  gregarious sahuagin and uses his abilities to act as a liaison with 
  the surface world, but behind his broken smile hide the dark 
  ambitions of his people.
  Motivations & Goals
  Toothless has been given the task of learning about the surface 
  dwellers and their oceanside communities.  He has spent years 
  developing contacts, meeting ships and visiting ports always in 
  the guise of offering his services or just being friendly. Toothless 
  believes this information will eventually be used by his people as 
  part of a grand assault on the surface.
  Schemes & Plots
  Toothless is currently interested in the activities of other aquatic 
  humanoids in the area of Barsella.  He is particularly concerned 
  with an increase in undead sahuagin in the shallows and the 
  activities of the rogue mermaid Raidne.  He does not want the 
  surface dwellers attention on the world below the waves until it 
  is too late.
  
  Pirates of the Western ocean
  16
  Vasr, the Rogue Morphoi 
  Though his natural plant-like appearance has unusual vertically placed 
  eyes, Vasr is typically seen wearing the guise of a dark-haired human 
  male with green eyes.
  Vasr, the Rogue Morphoi                     CR 9
  6,400 XP
  Asexual morphoi rogue 4/sorcerer 5 
  CG Medium plant (aquatic, shapechanger) 
  Init +8; Senses darkvision 60 ft., low-light vision; Perception +12 
  DEFENSE
  AC 25, touch 16, flat-footed 20 (+5 armor, +1 deflection, +4 natural, 
  +1 dodge) 
  hp 53 (5d6+4d8+18) 
  Fort +3, Ref +9, Will +5 
  Defensive Abilities: evasion, uncanny dodge; Immune plant traits, 
  temporal effects
  OFFENSE
  Speed 30 ft., swim 30 ft. 
  Melee +1 shortsword +10 (1d6+2 /19-20) or 2 claws +9 (1d8+1) 
  Ranged Touch +9 
  Special Attacks: sneak attack +2d6 
  Spell-Like Abilities (CL 9th; concentration +10) 
  6/day—tanglevine (CMB 8 ) 
  Sorcerer Spells Known (CL 7th; concentration +10) 
  2nd (5/day)—barkskin, scorching ray, invisibility
  1st (7/day)—corrosive grasp, entangle (DC 14), hypnotism (DC 14), 
  magic missile, ventriloquism (DC 14) 
  0 (at will)—daze (DC 13), detect magic, dancing lights, mage hand, 
  prestidigitation (DC 13), spark (DC 13) 
  Bloodline verdant 
  TACTICS
  Before Combat Stealthy and focused, Vasr prefers to get close to 
  his target using his shapechanging before making his move. 
  During Combat Vasr targets melee combatants with his spells, 
  trusting his natural immunities to protect him from spellcasters. 
  Morale Vasr is dedicated to his mission and unless fighting is 
  necessary he forgoes combat to accomplish his goals.
  STATISTICS
  Str 12, Dex 18, Con 13, Int 14, Wis 10, Cha 17 
  Base Attack +5; CMB +6; CMD 22 
  Feats Arcane Armor Training, Dodge, Eschew Materials, Improved 
  Initiative, Improved Natural Attack (claws), Spell Penetration, 
  Toughness, Weapon Finesse; Traits Magical Knack (sorcerer) 
  Skills Acrobatics +16, Bluff +13, Diplomacy +10, Disable Device 
  +19, Disguise +15, Hide +4 (+12 in vegetation), Perception +12, 
  Use Magic Device +15 
  SQ amphibious, change shape (alter self), rogue talents (black 
  market connections, combat trick), trapfinding +2, trap Sense +1
  Combat Gear +1 mithral chain shirt, +1 shortsword, ring of mind 
  shielding, ring of protection +1
  Other Gear mwk thieves tools, handy haversack, acid flask, flash 
  powder
  SPECIAL ABILITIES
  Black Market Connections (Ex) Vasr has better access to magic 
  items in any given community.
  Verdant Bloodline (Ex) When Vasr casts spells with a range of 
  personal, he gains a natural armor bonus equal to the spell level 
  for 1d4 rounds.
  Immune to Temporal Effects (Ex) Vasr’s strong connection to 
  Mnemosyne makes him immune to all time-related spells and effects 
  (including time stop, temporal stasis, sands of time, and the like).
  Change Shape (Su) Vasr has the ability to change his shape but 
  retains most of his own physical qualities. He cannot change shape 
  to a form more than one size category smaller or larger than its 
  original form. This ability functions as an alter self spell, but the 
  creature does not adjust its ability scores (although it gains any 
  other abilities of the creature it mimics). He can remain in an 
  alternate form indefinitely. 
  Background
  Vasr broke from his kin to fight a one-man guerrilla war against his 
  former goddess. As a symbol of his defiance, he maintains a male 
  persona.
  Motivations & Goals 
  Apart from seeking to suppress knowledge of Nethus’ 
  imprisonment, Vasr has recently begun protecting a small corner of 
  Barsalla’s Shanty Town where he nurtures a serious relations hip with 
  a local barmaid.
  Schemes & Plots
  Vasr’s handiwork has led to many voyages falling apart from internal 
  squabbling before ever leaving port or vanishing completely once 
  over the horizon to mutinous crews.            
  
  17
  overvieW
  Palau Kelaparan (“Island of Hungers”) is a small island, located 
  fortuitously far from most of the sea lanes of the Western Ocean. 
  Fortuitous, because this highly volcanic island is where the Demon 
  Lord Mechuiti first entered Midgard. This is the remote island lair 
  where he schemes and plots and breeds his demonic minions: tieflings, 
  fiendish beasts, and most especially, the cannibalistic Behtu pygmies.
  GeoGraphy
  The island is an atoll of black sand and tall (60 – 70’) basalt cliffs 
  hugging the slopes of the active volcano at windward end. The Behtu 
  call the volcano Ibu Perape (“Mother of Demons”) since the volcano 
  is where Mechuiti spawns many horrific demonic minions that terrify 
  even the ferocious Behtu.
  Major LoCations  
  of interest
  Area 1.1 Berada Peran (“Bloody Bay”) CR8
  This serene and sheltered bay, hidden behind a small, barely navigable 
  break in the looming basaltic cliffs, is the only natural harbor on the 
  island. Its lovely black sand beaches appear inviting, but danger lurks 
  just below the surface. A tribe of fiendish sahuagin, allies of Mechuiti 
  and the Behtu, dwell beneath its gentle waves ready to pounce upon 
  and devour trespassing sailors.
   
  The Behtu drop treasure and meat left over from their own 
  horrific feasts into the calm waters to appease the aquatic cannibals. 
  A successful DC 25 Bardic Knowledge check or DC 35 Knowledge 
  (arcana or local [Western Ocean]) check will recall an old sea chanty 
  that gives a clue to this practice. Any ship entering the bay that does not 
  drop meat and treasure into the water will be attacked by 4d6 fiendish 
  sahuagin accompanied by an 8th level sahuagin abyssal sorcerer.
  Area 1.2 Perraya Rumah  
      (“Feasting House”) CR 10
  Perraya Rumah is the main Behtu settlement just off the beach 
  at the back end of Bloody Bay. It is a tree house and vine-bridge 
  village located high among the palm and date tree jungle, hidden 
  among natural vines and cunning leafy camouflage. It takes a DC 35 
  Perception check to spot the village from a ship in the bay, DC 30 to 
  spot it from the beach, or DC 25 to notice it if you enter the jungle 
  within 100 yards of the village. There are normally 200+ Behtu here, 
  b
  b
  Palau Kelaparan 
  Home of Mechuiti  
  and the Behtu
  b
  but most are non-combatants. At least one War Party and two Blood 
  Priests are in the village at all times, as well as Ibu Kelaparan (see 
  below for statistics and more info on these NPCs).
  Area 1.3 Cliffsides
  Most of the island is surrounded by basalt cliffs between sixty and 
  seventy feet high. Sheer and wet, they require repeated DC 35 Climb 
  checks to scale, and there is no safe harbor or anchorage anywhere on 
  the circumference of the islands save the bay on the leeward side of 
  the island. On the windward side of the island is a small crack (DC 20 
  Perception check to spot) in the cliffs which is only DC 25 to climb, 
  and can be used to reach the top of the caldera opposite the lofty cliff 
  lair of Ibu Kebrikan (see area 2.5). The waters outside the crack are 
  over seven hundred feet deep, so normal anchorage is impossible 
  without magical assistance. Any ship that approaches the crack risks 
  being smashed against the cliffs by the winds and waves.
  Area 2.0 Ibu Perape  
     (“Mother of Demons”) CR12 Hazard
  This active volcano dominates the windward side of the island, 
  towering over twelve hundred feet into the steaming air above the 
  island. The caldera itself is almost a quarter mile across, and is dotted 
  with lava pools and riddled with acidic geysers. The temperature at 
  the caldera floor is approximately 120 degrees, so the severe heat 
  rules from the Pathfinder RPG Core Rulebook apply to any character 
  spending time on the caldera floor without the protection of endure 
  elements, fire resistance, or immunity to fire. In addition, the 
  magmatic crust itself is sharp and very thin in many places, so any 
  creature weighing more than 250 lbs. total with carried gear must 
  make a DC 15 Dexterity check for every 400 ft. travelled to avoid 
  falling through the crust and into a lava pool or acidic hot spring. 
  Lava pools do 20d6 heat damage per round. Acid springs do 10d6 
  acid damage per round. Characters must make a Perception check 
  every 1000 ft. traveled to detect an acidic geyser about to erupt at their 
  feet. Geysers erupt in a 10’ square determined by the GM. Anyone 
  caught in the geyser takes 4d6 bludgeoning damage and 4d6 acid 
  damage (DC 20 Reflex save for half damage), and they are flung 20’ 
  in a random direction (DC 20 Reflex save to prevent falling prone). 
  Anyone caught within 20’ of the geyser takes 2d6 acid damage due to 
  the acidic steam (DC 18 Reflex save for half damage).
  Area 2.1 Rahang Nargai 
        (“Jaws of the Dragon”) CR16
  Approximately one thousand feet above the caldera’s floor is the 
  caldera is the lair of Ibu Kebrikan, (“Mother of Flames”), a fiendish 
  adult Lava (red) dragon and favored servant of Mechuiti (see below 
  for her statisics). The PCs may reach this area if they successfully 
  
  Pirates of the Western ocean
  18
  Climb (DC 30) the steep, sharp basaltic cliffs that ring the caldera. 
  The entrance to her cavernous lair is carved in the shape of the jaws of 
  a fiendish dragon, and anyone stepping through the stone fangs of the 
  carving is affected by a symbol of death spell. If not out hunting, Ibu 
  Kebrikan can be found here. She sleeps upon a pile that is equal parts 
  bones, treasure and magic worth 240,000 gp.
  DEATH TRAP  
                                    CR 16
  Type magic; Perception 30; Disable Device 30; Trigger proximity 
  (alarm); Reset none Effect spell effect (symbol of death, 150 
  damage, DC 19 Fortitude save); multiple targets (all targets in 60’ 
  diameter area inside the cave entrance)
  Area 2.2 Bidan Berade  
       (“Field of Blood”) CR8
  This low, flat mesa is in the hinterlands above Perraya Rumah at the 
  foot of the path that winds up the side of the volcano. It is a treeless 
  tableland approximately 1000 ft. across where the Behtu hold their 
  raucous and bloody feasts, practicing their warcraft on helpless 
  captives before they become dinner. The top of this bluff is littered 
  with the remains of bonfires and piles of gnawed humanoid bones. 
  The very air here reeks of old smoke, burnt flesh, and terror.
   
  The entire area is under the effect of a permanent unhallow spell 
  which can only be undone by a mage’s disjunction, wish or miracle 
  spell, or similar epic/deific spell. A hallow spell will only counter 
  the unhallow effect within its area of effect and for the duration of 
  the spell. This area is typically guarded by a Behtu war party (see 
  encounter table below) mounted on fiendish iguanodons.
  Area 2.3 Jejak da Berade Ar’mata  
       (“Trail of Blood and Tears”) CR8
  This winding trail crawls up the steep, black slope on the shoulder of 
  the volcano. If the PCs put their bare palms or soles against the ground, 
  they can feel the terrible heat radiating from within. Many small caves 
  and rookeries along the path house the creatures that the Behtu breed 
  as pets, hunters, companions, and food, such as dire iguanas, ash 
  drakes, and giant venomous spiders. Roll on the encounter table below 
  three times for possible encounters during the ascent.
  Area 2.4 Perapa Pintar  
      (“The Demon’s Doorway”) CR9
  If the party survives the ascent, they will round a final curve and 
  suddenly come upon a massive and terrifying visage of Mechuiti over 
  forty feet high, carved by hand from the very obsidian walls of the 
  volcano itself.
   
  Unearthly green fires burn in the eyes, nose, and hair of the face 
  which adds to the fearsomeness of the mighty visage. The trail leads 
  directly into the fanged and tusked mouth of the wall carving, clearly 
  leading to some unknowable but horrific doom (see area 2.5).
   
  The eyes are lookout points for 6d6 Behtu warriors (DC 35 
  Perception check to spot or hear), and the hair and nostrils are 
  spigots that can spray fire and acid down upon intruders. The pitted 
  and burned area in front of the cave entrance only requires a DC 15 
  Perception check to notice.
  FIRE TRAP 
                                                  CR 8
  Type magic; Perception 15; Disable Device 25; Trigger location; 
  Reset manual (2d6 round reload); Effect spell effect (flame strike, 
  8d6 damage, DC 15 Reflex save for half damage); multiple targets 
  (all targets in 10’ x 10’ area in front of the cave entrance)
  ACID TRAP 
                                                  CR 7
  Type mechanical; Perception 15; Disable Device 25; Trigger 
  location; Reset manual (3d4 round reload); Effect 6d6 acid 
  damage, DC15 Reflex save for half damage); multiple targets (all 
  targets in 20’ x 20’ area in front of the cave entrance)
  Area 2.5 Tapinak Mechuiti  
         (“Temple of Mechuiti”)
  If anyone survives this far, they may descend into the dark throat of 
  the volcano through winding, trap-filled tunnels until they reach the 
  Fane of Mechuiti several hundred feet below ground.
  Area 2.5.1 Gi’ler Mechuiti  
       (“Teeth of Mechuiti”) CR9
  This 50’x50’ chamber, immediately inside the Demon’s Doorway, 
  is trapped with nets over the center of the room. If three or more 
  characters enter the trapped area, the nets fall. If the trap is activated, 
  1d6 Behtu warriors per round (if any are left from the “eye” chamber 
  above) enter through secret doors (DC35 to spot) on either side of the 
  room. If the party climbs the secret tunnels to the chamber above, they 
  will find nothing but bedrolls, weapons and gnawed humanoid bones.
  NET TRAP 
                                                  CR 8
  Type mechanical; Perception 20; Disable Device 20; Trigger 
  proximity (3); Reset manual ; Effect affected characters are 
  entangled and prone (DC 25 Reflex save avoid); multiple targets (all 
  targets in 30’ x 30’)
  Area 2.5.2 Tekak Mechuiti  
      (“Throat of Mechuiti”) CR 11
  This connecting tunnel is 20’ wide and 100’ long. It is filled with a 
  roiling, greasy, green-black cloud, which is a permanent unholy blight 
  and deeper darkness spell. Any Behtu or worshipper of Mechuiti is 
  immune to these effects. There are three 10’ x 10’ pit traps placed 
  randomly along the corridor.
  PIT TRAP 
                                                  CR 8
  Type mechanical; Perception 25; Disable Device 20; Trigger 
  location (3); Reset manual ; Effect 50’ deep pit (5d6 falling 
  damage); pit spikes (Atk +15 melee, 1d4 spikes per target for 
  1d6+5 damage each); DC 20 Reflex to avoid; multiple targets (all 
  targets in 10’ square)
  Area 2.5.3 Bogazi Mechuiti  
        (“Stomach of Mechuiti”) CR12
  This 60’ wide by 80’ long room is dominated by a river of steaming 
  acid flowing slowly in an underground river that enters and leaves by 
  small cracks and crevices in the side walls. There is a rickety 5’ wide 
  rope bridge that spans the 80’ width of the river to the far side of the 
  room. There are 3d4 Behtu spearmen above the river in “shooting 
  galleries” that span each side of the room (50% cover). Any creature 
  falling into the acid bath takes 2d6 acid damage and 2d6 points of 
  lethal heat damage per round of immersion. There are handholds on 
  the sides of the chamber. Using these, a character can make a DC 
  30 Climb check to ascend into the galleries. The tunnel beyond this 
  chamber drops sharply down nearly 300’ and vents tremendous (but 
  non-damaging) heat.
  
  19
  paLau KeLaparan
  Area 2.5.4 Jerikar Mechuiti  
        (“Fane of  Mechuiti”) CR13
  The fane is a terrible and mighty temple carved from a huge cave 
  centered on a fiery pool of lava over 100’ across. The pool is ringed 
  with totemic monoliths that are carved in the likeness of Mechuiti, 
  and their eyes weep with his ichorous blood, filling basins at their 
  stony feet; this is the fiery blood the Behtu use in their unholy 
  rituals and magic. At the front of the pool is an obsidian catafalque 
  topped with a white marble altar, stained with the blood of countless 
  innocents. The temperature in the fane is over 140 degrees Fahrenheit, 
  so use the extreme heat damage rules from the Pathfinder RPG Core 
  Rulebook if the characters do not have resistance or immunity to heat 
  and fire. Any Behtu or worshipper of Mechuiti is considered to be 
  under the effect of unholy aura while in the Fane, and are immune to 
  the heat effects. This is usually where Bapa Daripangan can be found 
  (see below), accompanied by 1d3 each of: Behtu sorcerers, Hunters 
  and Blood Priests (see encounter table below for statistics). There 
  is a small, Behtu-sized tunnel that leads to the floor of the volcano’s 
  caldera in the back of the fane (normal movement in the tunnel for 
  Small PCs, Medium PCs have to squeeze through at half-movement, 
  and Large PCs and creatures cannot fit in the tunnel at all).
  inhabitants
  Ibu Kelaparan  
  (“Mother of Hungers”)
  Ibu Kelaparan is the hoary, bearded matriarch of Perraya Rumah and 
  a powerful priestess of Mechuiti. 
  Ibu Kelaparan (“Mother of Hungers”)  CR 8
  4,800 XP
  Female behtu oracle (flame mystery) 9
  CE Small humanoid
  Init +5; Senses low-light vision; Perception +9
  DEFENSE
  AC 25, touch 20, flat-footed 24 (+5 armor, +1 Dex, +2 deflection, +6 
  natural, +1 size)
  Hp 106 (4d8+9d8+48)
  Fort +9, Ref +10, Will +10
  Resist cold 5, electricity 5, fire 5
  OFFENSE
  Speed 30 ft., climb 20 ft.
  Melee  bite +12 (1d4+3), +2 flame burst kukri+15/+10 (1d3+5/18-20)
  Ranged bolas +10/+5 (1d3+3 nonlethal plus trip)
  Special Attacks Oracle Spells Known (CL 9; +12 concentration)
  4th (4/day)—cure critical wounds, divination, restoration, wall of fire
  3rd (7/day)—bestow curse (DC 16), cure serious wounds, dispel 
  magic, fireball (DC 16), water breathing
  2nd (7/day)—bull’s strength, cure moderate wounds, hold person 
  (DC 15), inflict moderate wounds (DC 15), owl’s wisdom, resist energy
  1st (7/day)—bane (DC 14), bless water, burning hands (DC 14), cure light 
  wounds, endure elements, inflict light wounds (DC 14), shield of faith
  0 (at will)—create water, detect magic, detect poison, light, mending, 
  purify food and drink, read magic, stabilize
  Mystery flame
  STATISTICS
  Str 17, Dex 13, Con 16, Int 13, Wis 17, Cha 13
  Base Atk +9; CMB +11; CMD 22 
  Feats Great Fortitude, Iron Will, Improved Initiative, Lightning Reflexes, 
  Nimble Moves, Weapon Focus (kukri), Multiattack, Toughness
  Skills Acrobatics +9, Bluff +9, Climb +15, Diplomacy +9, Escape Artist 
  +8, Intimidate +9, Knowledge (Dungeoneering) +5, Knowledge 
  (Local) +5, Linguistics +4 Perception +7, Sense Motive +5, Stealth 
  +11, Survival +7; Racial Modifiers +2 Stealth, +2 Survival
  Languages Abyssal, Ape, Common, Draconic, Infernal
  SQ revelations (cinder dance, form of flame, wings of fire)
  Combat Gear +2 flame burst kukri, (5) bolas, +2 rattan (hide) armor, 
  +2 ring of protection, (6) ichorous infusions,
  Other Gear gear and jewels worth 350 gp
  SPECIAL ABILITIES
  Cinder Dance (Ex) Ibu Kelaparan’s base speed increases by 10 feet. 
  She receives Nimble Moves as a bonus feat.
  Form of Flame (Su) As a standard action, Ibu Kelaparan can assume 
  the form of a Medium fire elemental, as elemental body II. 
  Wings of Fire (Su) As a swift action, Ibu Kelaparan can manifest a 
  pair of fiery wings that grant her a fly speed of 60 feet with average 
  maneuverability. She can use these wings for 1 minute per day per 
  oracle level. This duration does not need to be consecutive, but it 
  must be spent in 1 minute increments.
  Bapa Daripangan  
  (“Father of Fears”) 
  Bapa Daripangan is the fierce and monstrous behtu high priest of 
  Mechuiti who haunts the warrens and tunnels that surround the Fane 
  of Mechuiti. He is never found outside the dread halls of the volcano.
  Bapa Daripangan (“Father of Fears”)   CR 11
  12,800 XP
  Male behtu cleric 9
  CE Small humanoid
  Init +5; Senses Perception +14, low-light vision
  DEFENSE
  AC 23, touch 14, flat-footed 22 (+3 armor, +1 Dex, +2 deflection, +6 
  natural, +1 size)
  Hp 106 (4d8+ 9d8+48)
  Fort +11, Ref +11, Will +13
  Resist cold 5, electricity 5, fire 5
  OFFENSE
  Speed 20 ft., climb 20 ft.
  Melee bite +13 (1d4+4), +2 human bane heavy mace +15/+10 
  (1d6+6), cold iron dagger+11/+6 (1d4+4/19-20),
  Ranged bolas +10/+5 (1d3+3 nonlethal plus trip)
  Special Attacks burning hands, 1/day (CL 9th)
  Cleric Spells Prepared (CL 9th; concentration +12)
  5th—break enchantment, flame strike (DC 18), mass inflict light 
  wounds (DC 18)
  4th—chaos hammer (DC 17), divine power, unholy blight (DC 17)
  3rd–bestow curse (DC 16), contagion, meld into stone, summon 
  monster III 
  2nd—align weapon, bear’s endurance, bull’s strength, darkness, 
  desecrate
  1st—bane (DC 14), doom (DC 14), cause fear (DC 14), command (DC 
  14), deathwatch, inflict light wounds (DC 14)
  0 (at will)—bleed (DC 13), detect magic, purify food and drink, stabilize
  STATISTICS
  Str 18, Dex 13, Con 18, Int 10, Wis 17, Cha 17
  Base Atk +6; CMB +6; CMD 12
  Feats Iron Will, Improved Initiative, Lightning Reflexes, Weapon 
  Focus (heavy mace), Multiattack
  
  Pirates of the Western ocean
  20
  Skills Acrobatics +9, Bluff +11, Climb +12, Diplomacy +9, Escape 
  Artist +9, Intimidate +11, Knowledge (planes) +9, Knowledge 
  (religion) +9, Linguistics +9, Perception +11 Sense Motive +11, 
  Stealth +15, Survival +12
  Languages Abyssal, Ape, Draconic, Infernal
  SQ aura, channel energy 5d6, domains (destruction, hunger), 
  orisons, ichorous infusions
  Combat Gear +2 human bane heavy mace, cold iron dagger, mwk 
  rattan (hide) armor, ring of protection +2, cloak of resistance +1, (6) 
  ichorous infusions, (6) bolas
  Other Gear gear and jewels worth 450 gp
  Ibu Kebrikan   
  (“Mother of Flames”)
  Ibu Kebrikan is a fiendish adult lava (red) dragon, the favored servant 
  of Mechuiti. She keeps her lair high inside the cliff walls of the volcano’s 
  caldera. Finding her lair requires a successful DC 35 Perception check, 
  and reaching it takes the ability to Fly or a successful DC 30 Climb check.
  Ibu Kebrikan (“Mother of Flames”)     CR 16
  44,600 XP
  Female fiendish adult lava (red) dragon
  CE Huge dragon (fire)
  Init +4; Senses dragon senses, smoke vision; Perception +23
  Aura fire (5 ft., 1d6 fire), frightful presence (180 ft., DC 21)
  DEFENSE
  AC 29, touch 8, flat-footed 29 (+21 natural, -2 size)
  Hp 248 (19d12+121)
  Fort +16, Ref +12, Will +15
  DR 10/magic or good; Immune fire, paralysis, sleep; Resist cold 15; 
  SR 25
  Weaknesses vulnerability to cold
  OFFENSE
  Speed 40 ft., fly 200 ft. (poor)
  Melee bite +25 (2d8+15 plus 6 fire), 2 claws +25 (2d6+10), 2 wings 
  +23 (1d8+5), tail slap +23 (2d6+15)
  Space 15 ft.; Reach 10 ft. (15 ft. with bite)
  Special Attacks breath weapon (50 ft. cone, DC 24, 12d10 fire), 
  crush , smite good (+3 to attack rolls and +17 to damage rolls 
  against a good foe, 1/day)
  Spell-Like Abilities (CL 7th)
  At will – detect magic, pyrotechnics (DC 15), suggestion (DC 16), 
  wall of fire
  Spells Known (CL 7th; concentration +10)
  3rd (4/day)—dispel magic, fireball (DC 16)
  2nd (6/day)—blur, flaming sphere (DC 15), invisibility, mirror 
  image
  1st (6/day)—alarm, mage armor, charm person (DC 14), enlarge 
  person, erase, magic missle
  STATISTICS
  Str 31, Dex 10, Con 23, Int 16, Wis 17, Cha 16
  Base Atk +17; CMB +29; CMD 39 (43 vs. trip)
  Feats Greater Vital Strike, Improved Iron Will, Iron Will, Improved 
  Initiative, Improved Vital Strike, Lightning Reflexes, Multiattack, 
  Power Attack, Vital Strike
  Skills Bluff +14, Climb +22, Fly +12, Intimidate +23, Knowledge (arcana) 
  +15, Knowledge (planes) +14, Knowledge (religion) +14, Linguistics 
  +15, Perception +23, Sense Motive +23, Spellcraft +23, Stealth +12
  Languages Abyssal, Ape, Common, Draconic, Dwarven, Giant, 
  Infernal, Orc
  enCounters
  environMent ruLes  
  and MeChaniCs
  The heat in the Fane and the caldera is between 110o and 140o and 
  is laced with poisonous fumes. Each character that does not have 
  resistance or immunity to heat and/or fire (or has endure elements 
  cast on them), must make a DC 15 Fortitude check every ten rounds 
  or take 1d6 points of non-lethal damage (+2 to DC for every failed 
  save). Characters wearing heavy clothing or armor take a -4 to their 
  save. Characters with the Survival skill may apply a bonus to their 
  or allies rolls. Characters that are reduced to unconsciousness begin 
  taking 1d6 of lethal damage per minute. Any PC that that takes 
  nonlethal damage from the heat is suffering from heatstroke and 
  is fatigued. The condition is removed when the damage is Healed, 
  cured or otherwise removed.
  isLand adventures
  Fight Plague with Plague
  The Leviathan has contracted a terrible plague that poisons the waters 
  for hundreds of miles around it. The cure requires a vaccine made 
  from some of the ichorous demon blood from the Fane of Mechuiti.
  The Lost Expedition
  One of the “lost expeditions” that set sail from Barsella and never heard 
  from again has been traced via divination magic to Palau Kelaparan. 
  The Great House of Barsella that funded the original expedition is 
  outfitting another ship to retrieve something lost in the first attempt. 
  A high-ranking representative of the house will accompany the PCs 
  on this risky voyage, but does she have dark motives and objectives 
  of her own?
  Mother’s Treasure
  Ibu Kelaparan or Ibu Kebrikan has a relic or scroll that would be 
  instrumental in freeing Nethus and restoring Mnemosyne’s memory. 
  Perhaps they each only have half of the item.
  1 – 10%
  Azer Prospectors: 3d4 (Bestiary 2 CR 2 Caldera Only 
  – otherwise No Encounter)
  11 – 20%
  Salamanders: 1d4+1 (Bestiary CR 6 Caldera Only – 
  otherwise No Encounter)
  21 – 30%
  Behtu Blood Priests (1d3 Behtu Druid 8) CR 8
  31 – 50%
  Behtu Hunters (2d3 Behtu Rngr 8) CR 9
  51 – 70%
  Behtu War Party (2d4 Behtu War 8+Behtu Rngr 10) 
  CR 9
  71 – 80%
  Behtu Sorcerers (2d3 Behtu Sor8) CR 9
  81 – 90%
  Fiendish Steam Drakes 1d2 (Book of Drakes CR 11)
  91 – 94%
  Fiendish Spinosaurus:1d2 (Bestiary 3 CR 12)
  95 – 98%
  Fiendish Tor Drakes: 1d2 (Book of Drakes CR 14)
  99 – 100%
  Ibu Kebrikan (Unique – see above) CR 16
  
  21
  overvieW
  Visitors sailing through the mists to Umbrasca’s gloomy shores by 
  day spot shepherds tending flocks roaming between idyllic towns 
  tucked amidst a verdant land. By night, the whole of Umbrasca 
  hunkers down behind their walls and guarded homes. Most nights 
  pass quietly, but when the tide rises, the ruined city of Ildreniss teems 
  with beings from the Shadow Realm. Umbrasca’s residents call this 
  Darktide, a terrible night when corsairs and darker things crawl up 
  from the Tidefall and blacken the waters with their mere passing.
   
  Elven explorers discovered Umbrasca in antiquity and established 
  the outpost of Ildreniss, which grew with waves of settlers seeking 
  quiet shores. With the passing of the fey courts, their mortal servants 
  founded their own petty principalities. For a time, Umbrasca’s towns 
  flourished despite the turmoil on the mainland. Mainlanders sought 
  refuge at her embracing shores, but soon shadow enveloped the island 
  when the fey returned.
   
  Exiles of the shadow fey courts tampered with an ancient 
  apparatus in the warded ruins of Ildreniss. The artifact drove down 
  like a spike, puncturing a wound into the land to form the Tidefall, a 
  nexus of Fey Roads upon the sea. At high tide, water floods into the 
  Tidefall, activating the shadow current with which the fey corsairs 
  cut across the vast ocean. At low tide creatures from the underworld 
  crawl their way up at leisure. The onslaught of Shadow Realm invaders 
  warped southern Umbrasca, and whole towns fell.
  GeoGraphy
  A grassy isle 30 miles across and 70 miles long, Umbrasca’s hills form 
  a rugged shoreline with numerous small harbors. On the south shore, 
  the Tidefall mars what was once the greatest of these harbors, leaving 
  a treacherous approach to the ruined city of Ildreniss.
  The Lanternholds
  Area 1.1 Bescana
  Greatest of the Lanternholds, approaching visitors find Bescana’s 
  distinctive skyline consists of numerous lantern towers. Once 
  Bescana’s alchemist guild, the Aurafre, controlled the secrets of 
  manufacturing the central apparatus of the lantern towers, but nearly 
  forty years ago the shadow fey assassinated the senior members of 
  the Aurafre through a sabotaged experiment to create more powerful 
  fuel. That day, the guildhall exploded, never to be fully rebuilt. Today, 
  Bescana’s towers slowly wink out and the Aurafre struggles to recover 
  lost knowledge. Still, the most successful of the Lanternholds, Bescana 
  leads expeditions securing fuel for her towers from the magmins of 
  the Burning Shores and as a rare hub for trade and exploration in the 
  b
  b
  Umbrasca
  b
  By Henry Wong, Michael Lane & Ben McFarland
  Western Ocean. The town provides a harbor for refugees from other 
  Lanternholds, including the Sons of Courval, knight-scions sworn to 
  recover their town and exact vengeance against fey and dragon alike.
  Area 1.2 Cadacora
  While Bescana leans toward honest trade, Cadacora has taken a page 
  from the shadow corsairs. Long a fishing port and trade post, the 
  staunchly independent town has taken to piracy though they insist on 
  calling themselves privateers. With the best mariners on Umbrasca, 
  the town’s proud privateers are infamous among the shadow fey and 
  more upright towns throughout Umbrasca and other isles. When 
  Darktide comes and acute fuel shortages threaten the safety of their 
  protectorate, the Cadacora Corsairs embark on raids against their 
  neighbors, usually Bescana. More than one ship returning with fuel 
  from the Burning Shores has fallen to their blades. Cadacora’s mayor 
  Lord Iscorante stakes his reputation on stopping these shameful 
  acts and focusing the privateers on the shadow fey, but his influence 
  fades with every successful raid. The only force capable of matching 
  the shadow fey on the open seas, the Cadacora Corsairs find their 
  numbers dwindling with Headless Deanna hunting their captains.
  Area 1.3 Saracal
  Allied with Cadacora the village of Saracal is home to the Shining 
  Sisterhood, a coven of elfmarked light witches. Somehow, the village’s 
  single lantern tower endures leading some to speculate whether the 
  archmage Telasmus taught the Shining Sisterhood secrets of the 
  tower’s maintenance. In truth, the lantern was extinguished twelve 
  years ago, but the witches use their magic to carry on the illusion 
  that the light still burns. In exchange for defense of their harbor, the 
  Shining Sisterhood supplies support for raids against the shadow 
  fey, although they steadfastly refuse to support attacks on other 
  Lanternholds.
  Area 1.4 Tower of Telasmus
  Retreating from the Great Mage Wars, the archmage Telasmus built 
  his remote abode on Umbrasca long before shadows stained the land. 
  When the shadow corsairs came, Telasmus suspended his duties for 
  the Sons of Caelmarath to help the Lanternholds erect their greatest 
  edifices: the Beacons of Bescana and the Courval Sunspire. Rarely 
  sighted since, most believe him dead from either old age or fey 
  assassins.
  Extinguished Lanternholds
  Area 2.1 New Andassa
  In the ruins of old Andassa, first of the Lanternholds to be 
  extinguished, life stirs again. Andassa was the first target of the 
  
  Pirates of the Western ocean
  22
  shadow corsairs, falling in a night of terror and violence before the city 
  could complete its lantern towers. Today, outcasts from other towns, 
  survivors who fled to the interior, and adventurers eager to plumb 
  the ruins have come together to repopulate a city that once rivaled 
  Ildreniss in grandeur. Vast sections of the city remain empty, and even 
  in the populated areas disheveled people wander rubble-laden streets. 
  These ragtag explorers cobble together residences from anything they 
  can scavenge and seek forgotten riches in the abandoned buildings.
  Area 2.2 Courval
  The Tidefall opened a road for more than the shadow fey when it 
  tore a hole into the Shadow Realm. Following the scent of blood and 
  treasure, a mated pair of umbral dragons ascended and fell on Courval, 
  one of the most prosperous towns and the finest surviving harbor on 
  the island. Bazagras and Yneria seized the town, slaughtering most 
  of the inhabitants and raising an army of shadows to serve their will. 
  Mortals and fey alike fled the town, escaping to Bescana and founding 
  the Sons of Courval. After a brief reign where the dragons terrorized 
  towns on Umbrasca and other islands, the pair retired to slumber 
  on their hoard below the magnificent Sunspire. For a time, Courval 
  was quiet. The Sons of Courval mounted attempts to retake the town, 
  hoping that the dragons had left. The shadows repelled every attempt, 
  and an expedition to reignite the Sunspire failed with no survivors 
  to tell the tale of what was coming next. In the ruins of Courval a 
  clutch of eggs hatched, setting the brood of Bazagras and Yneria loose 
  upon the ruins of Courval. Now longing for their own hoards, the 
  young dragons contest prime locations in the ruins. One particularly 
  imaginative juvenile has even taken a ship from the shadow fey and 
  finds piracy to its liking.
  Area 2.3 Iscara
  Fair Iscara once warded the eastern shores of Umbrasca. Iscara’s lights 
  offered a bright haven to sailors seeking Umbrasca in the night long 
  before their conversion to lantern towers. A decade ago, the town fell 
  to the treachery of the shadow fey, its lights extinguished by traitors 
  falling on the lighthouses in the early hours of Darktide. But recently 
  sailors to the east coast tell tales that the lights of Iscara burn once 
  more and at least two ships have disappeared in the area on nights 
  other than Tidefall. Those docking their ships in Iscara to walk the 
  streets find cold, lampless lights hanging over eerily quiet causeways. 
  Their sudden motion reveals the lights to be will-o’-wisps, the first 
  part of a nightmarish trap using light as lures to catch mortals and 
  fey alike. Those rushing for shelter in a lantern tower discover Iscara’s 
  true masters, a clan of lurkers in light known as the Brightbanes who 
  have come to hunt the shadow fey. Even hardened corsairs beg for 
  mercy under the torment of their sadistic rituals.
  Area 2.4 Ildreniss
  Long ago, the elves dominated the Western Ocean and Umbrasca 
  was a centerpiece of their empire. The great elven city of Ildreniss 
  served as the anchor for a skein of Fey Roads stretching over the 
  seas. From a beautiful harbor looking out over azure blue seas 
  the elves built a graceful city with slender towers stretching to the 
  skies. With the Great Retreat, humans came to dominate Umbrasca, 
  founding their own towns and even taking up residence in the ruins 
  where their elven masters once dwelt. But human rule of Ildreniss 
  was short-lived. An exiled prince of the shadow courts came to 
  Ildreniss seeking an artifact offering control over the shadow roads. 
  Experimentation with the relic triggered the Tidefall, a catastrophe 
  destroying most of the city. As cascades of water from remnants of 
  the harbor poured over the rim of the Tidefall, dread creatures swam 
  from the mist-shrouded seas of the Shadow Realm into the briny 
  waters around Ildreniss marking the first Darktide. It wasn’t long 
  before the shadow fey discovered the Tidefall and shadow-cloaked 
  Ildreniss. The Kingfisher, an exile from the shadow courts still said to 
  be the greatest of the shadow corsairs, swooped up the Tidefall into 
  the Midgard night. It was the Kingfisher who first learned to sail the 
  shadow currents, blinking through shortcuts in the Western Ocean 
  to terrorize shipping and settlements alike. Over time, the ruins of 
  Ildreniss became the lair of the shadow fey. From the seaside manors 
  that escaped the Tidefall to the strange flooded theater of Alarant, the 
  shadow corsairs have built their strongholds among ruined memories 
  of their ancestors.
  inhabitants
  The Viscountess of Frozen Sapphires and Sinew
  Formerly a noble in the shadow courts, the Viscountess of Frozen 
  Sapphires and Sinew (CE female shadow fey sorcerer 14) was the 
  lover of the Melancholy Prince, the exile whose tampering in Ildreniss 
  resulted in the creation of the Tidefall. Insane with grief at her loss 
  and guilt-ridden with her decision to stay behind, the Viscountess 
  flew to Ildreniss on her ship, Winter’s Heart. Convinced her prince’s 
  spirit has joined with a mortal in Midgard, the Viscountess stalks 
  victims named in whispers only she can hear. The Viscountess is 
  closest to a queen in Ildreniss, but the fickle shadow corsairs allow 
  no royalty and she works continuously to maintain a strong cadre of 
  supporters. She commands three ships of shadow corsairs in addition 
  to her flagship. Winter’s Heart is a living ship, a frozen forest with 
  black dryads hidden in her masts and a trio of cold riders mounted 
  on orcas as an escort.
  Headless Deanna
  Headless Deanna (LE female dullahan) captains the Spectral Reaper. 
  Deanna was one of the greatest and most bloodthirsty privateers 
  of Cadacora. But she met her doom when caught and boarded by 
  the Viscountess. Facing death, the tears she swore would never fall 
  were caught in a strand of frozen jewels before the Viscountess took 
  Deanna’s head with a sweep of her blade. A fortnight later Deanna 
  sailed up the Tidefall in a new midnight black ship seeking to sweep 
  the rest of her brutal brood down to hell with her. Today Headless 
  Deanna stalks the privateers of Cadacora with a fiendish tenacity. The 
  terrifying screech of her giant black osprey mount (treat as large roc) 
  presages the Spectral Reaper’s sudden appearance from the Umbrasca 
  mists, descending on her prey. Under her onslaught the number of 
  privateers steadily dwindles, and talk has turned to a concerted effort 
  to unify and finish her before she forever extinguishes Cadacora. 
  They say she cannot be destroyed until her tears melt over her corpse.
  Lady Ildrenine
  Once a favored musician and storyteller of the shadow fey courts, 
  Lady Ildrenine (CN female shadow fey bard 8) now prowls the 
  Western Ocean capturing bards and musicians for her amusement. 
  Captain of the Black Note, Lady Ildrenine took to the seas after her 
  satire aimed at Duke Rackclasp was deemed a trifle too transparent. 
  When she catches her prey, Lady Ildrenine demands a performance. 
  Those that perform well are sold to the shadow court. Those that 
  perform poorly are transformed into the colorful birds that festoon 
  her ship and Ildrenese manor, filling the air with their songs.
  The Clown Prince
  The Clown Prince (NE male shadow fey bard [court bard] 14) 
  
  23
  uMbrasCa
  delights in the new playthings the Tidefall has offered. He schemes 
  from a half-flooded, but still magnificent elven theater opening onto 
  the harbor of Ildreniss and offering spectacular views of the Tidefall. 
  The Clown Prince captains the Laughing Shadow, a ship crewed by a 
  mob of pugwampis from which he is curiously immune. The rakish 
  captain leads a small flotilla of three ships, and other shadow fey often 
  curry favor from him in the shifting alliances of Ildreniss.  His favorite 
  plots are complex masterpieces of trickery and betrayal such as the 
  fall of Iscara. He despises Jack-in-Irons seeing the giant as a brute, 
  completely lacking in style. The Clown Prince delights in stirring the 
  giant’s ire by ensuring a pugwampi stows away on the Swift Slaughter 
  every time she leaves port.
  Jack-in-Irons
  While most of the shadow fey prefer to deal in chicanery, one is 
  infamous for his love of violence. Jack-in-irons (CE male brineborn 
  marsh giant ranger 5) captains the Swift Slaughter with a crew of 
  redcaps who delight in soaking their caps in the blood of their 
  fallen foes. His stronghold in Ildreniss occupies the armory and a 
  labyrinthine network of sea caves.
  Anastasie the Apostate
  Andassa might never have fallen if not for the treason of the elf, 
  Anastasie. Long before the assault was planned, the Clown Prince 
  came to Anastasie in disguise. Whispering promises of power and 
  lust, the shadow fey convinced her to reveal the defenses of the city. 
  But all of his promises came to naught when the Viscountess struck 
  her down in the assault. Rising as a banshee, Anastasie joined their 
  fleet as captain of the Ice Bitch. Anastasie has never forgiven the 
  betrayal of the Clown Prince and plots vengeance.
  Grimgren
  This eccentric shadow fey runs a shipyard manned by fuath gremlins. 
  Parts are hard to come by in the Western Ocean so Grimgren and 
  his crew strip components from ‘salvage’ not caring whether past or 
  current owners are ready to part with their planks.
  Lord Null Newen
  Not all the shadow corsairs appeared after the Tidefall. Their oldest 
  captain, Lord Null Newen (CN shadow fey wizard 10) appears almost 
  transparent. Until the Tidefall, Lord Newen walked the shadow roads 
  to see how far they stretched. Now this ancient fey has taken to the 
  shadow currents, exploring further than any living fey excepting the 
  Kingfisher. He has journeyed so far and long his ties to this world are 
  thin and frayed. Some say his travels began in the glimmering age of 
  fey rule. He speaks not of his travels or his past, but slips into Ildreniss 
  for resupply and sails off into the distance. 
  Mumblemurk
  An expert in ambush and skirmish, Mumblemurk (CN male shadow 
  fey rogue 9) was the first of the shadow fey to turn rogue and join 
  the cause of the Cadacoran Corsairs. The traitor fey speaks in a 
  raspy whisper, but has taught the privateers many fey secrets, even 
  the means of accessing the shadow currents. Mumblemurk refuses 
  Cadacora’s standing offer of additional ships, but has hand-picked a 
  crew from the most stealthy and clever residents of the city. He plots 
  the assassination of both the Viscountess and Lady Ildrenine to repay 
  their intrigues that drove him from Ildreniss.
  Westwolver 
  The most fearsome Cadacoran Corsair is the lupine ravager 
  Westwolver (CE male werewolf fighter 8). This bloodthirsty privateer 
  is one of Cadacora’s most successful captains against both the shadow 
  corsairs and against other Lanternholds. Now that Mumblemurk has 
  revealed the shadow currents, his eye turns to richer targets beyond 
  Umbrasca. Joining his crew requires a blood oath transforming the 
  initiate into a lycanthrope. He is forbidden from docking in Cadacora 
  at the new moon.
  Fell Ferrand
  Most aggressive among the progeny of Bazagras and Yneria, Fell 
  Ferrand (CE male juvenile umbral dragon) is the first of their 
  offspring to hunt beyond his nest in Courval. Two years ago, the 
  dragon came across the ship of the shadow corsair Baron Blightwater 
  as they returned from a successful raid. Fell Ferrand slew the entire 
  crew, raising a ship of shadows and discovering the potential of piracy 
  to expand his hoard. No longer limited to Umbrasca, Fell Ferrand 
  has learned to use the shadow currents and strike throughout the 
  Western Ocean.
  Sweet Geneviève
  A year ago, the elfmarked witch Geneviève was caught by the 
  Brightbanes when the smuggler’s ship she was guarding accidentally 
  docked at Iscara. Twisted and driven mad by the torment of the 
  Brightbanes, she died only to rise again as a witchfire. Now she makes 
  plans with the lurkers in light to return to the seas with a crew of 
  will-o’-wisps to hunt the shadow corsairs and sack the Lanternholds.
  uMbrasCa adventures
  Mission Into Shadow
  All alchemical fuel is spent. No trade ships returned in time. A 
  desperate town asks the party to save them. A store of fuel is rumored 
  to lie in one of the lantern towers of Iscara where it was left when the 
  shadow corsairs struck. Does the party steal from the haunted town 
  or openly bargain with a living Lanternhold?
  A New Light
  New Andassa hires the adventurers to assemble a new Lantern Tower 
  for their expanding town. No one has produced a complete central 
  apparatus in decades, not since the decapitation of the Aurafre. Does 
  the party journey to the Tower of Telasmus to find instructions in 
  the sealed mage’s home, or do they sneak into Courval to recover the 
  unused core of the legendary Sunspire?
  The Kingfisher
  The Kingfisher disappeared beyond the Western Ocean long ago in 
  a quest for power to overthrow the Moon King. Since his departure, 
  the shadow fey splintered into the myriad factions existing today. 
  The shadow fey exiles believe all their destinies will change forever if 
  the Kingfisher returns. Any that find the Kingfisher, his vessel, or his 
  remains stand to gain great influence with the corsairs.
  
  Pirates of the Western ocean
  24
  (Lower Cassadega)—the Twin Cities of Cassadega. 
   
  The city is now famous for the vril technology discovered in 
  Thalassos’ tomb, where scholars located and eventually unlocked 
  the workings of a fully-charged, functional vril battery. With it, they 
  recovered and restored firearms and other unusual weapons (see Lost 
  Technology). Although they successfully deciphered much of the 
  ancient technology, the scholars have yet to decode the Ankeshelian 
  language, a complex combination of hieroglyphics and raised and 
  lowered dots. Doing so may reveal many more secrets.
   
  As a port of call, Cassadega offers much mystery, intrigue, and 
  tension—and of course, treasure. Today many of the city’s noble 
  families worship the ancient city’s dead gods or ally themselves with 
  the aboleths guarding the Ankeshelian ruins below, and the minions 
  of both walk among the city’s residents. Additionally, some merfolk 
  resent the settlers of Upper Cassadega, viewing them as trespassers 
  on a city somehow linked to their merfolk heritage. Such merfolk plot 
  the humans’ removal.
   
  The Thalassos Society’s members are the ancestors of the first 
  scholars and explorers who discovered the tomb of Thalassos IV. Its 
  discovery triggered the repopulation of Cassadega, and the treasure 
  found within made the men so rich that their aged children and 
  Twin Cities of Cassadega
  Symbol: Four nested letter “C” with the break at different angles on 
  a blue field
  Ruler: The Thalassos Society
  Major Personages: High Mage Callimachus (LN male human 
  wizard 16), Jagrim and Nolgrim (both CN male human rogue 
  9), Professor Adie Brauer (NG female human wizard 9)
  Population: 5,593 (4,300 humans, 1,100 merfolk, 150 dwarves, 43 
  other)
  Trade Goods: antiquities, seafood, dressed stone
  Built upon Ankeshelian ruins (see Sunken Empires), the former small 
  town of Cassadega grew exponentially overnight, attracting scores of 
  adventurers and explorers after archaeologists located the submerged 
  tomb the priest-king Thalassos IV some 80 years ago, discovering 
  riches and unique, never-before-seen treasures. Salvage quickly 
  became Cassadega’s trade. 
   
  Fortune-seeking Merfolk likewise settled the area, though along 
  its coastline’s sunken ruins. Thus, Cassadega grew into a human land-
  based city (Upper Cassadega) and an underwater city of merfolk 
  b
  b
  Lesser Ports of Call
  b
  
  25
  grandchildren still keep a firm grip on the power of the city and 
  fund further research within. The Society is chaired by High Mage 
  Callimachus, a powerful wizard, vril collector, and researcher.
   
  Jagrim and Nolgrim are the most successful of the thousands 
  of scavengers residing in Cassadega. Their partnership has yielded 
  a trove of priceless artifacts, and despite the ramshackle nature of 
  their enterprise, their reach is deep and their influence undeniable. 
  Professor Adie Brauer discovered some of the major ley nodes found 
  throughout the city of Cassadega. A member of the Thalassos Society 
  and granddaughter to one of the original excavators of Ankeshel, 
  this researcher doesn’t care for rule and influence, as she spends all 
  her time finding the key to unlocking the city’s tightly-wound ley 
  network.
   
  In Cassadega, opportunities abound above and below the waves 
  for treasure hunters, secret seekers, and the curious.
  Graydock
  Symbol: a black ship next to a gray pier on a blue shield
  Ruler: Ernst “Goldtooth” Galway (CN male human/Denizen of 
  Leng rogue (pirate) 13)
  Major Personages: Guard Captain Fangol (LN male minotaur 
  fighter 10), Mistress Willa (CN female halfling cleric of 
  Seggotan 8), Renovation Brigs (N male human rogue 5)
  Population: 300 (200 humans, 25 minotaurs, 20 gnomes, 15 
  halflings, 10 dwarves, 30 other)
  Trade Goods: ship supplies, stolen items, exotic materials, relics, 
  alcohol, drugs
  The most popular illegal port, black-market, and buccaneer den in 
  the Western Ocean, Graydock facilitates selling plunder, refurbishing 
  ships, hiring new hands, and various other chores accomplished 
  between voyages. It provides its somewhat questionable services for 
  anyone with coins in their purse and a willingness to spend them.
  Originally located Southwest of Barsella, Graydock now occupies 
  one of the myriad small islets in the Western Ocean. Those seeing the 
  dock for the first time often mistake it for a flotilla of ships connected 
  by gangplanks. This is no accident as the entire port is mobile. Ernst 
  “Goldtooth” Galway, the current ruler of the dock, requires each 
  business, whorehouse, warehouse, and establishment to be located 
  on a sailing vessel. That way, if the authorities should come calling, 
  Graydock can simply pick up and move to a new location.
   
  Some of the more notable sites in Graydock include: 
  Hooked Val’s (Brothel), The Open Coffer (Store and 
  Fence), Rat in the Barrel (Tavern), No-Leg’s Yard 
  (Ship Refitting and Repair)
  SpirosBlaak
  Symbol: A heraldic shield bearing the shining sword of 
  Spiros, held high by two bare hands gripping its blade
  Ruler: Archduchess Ailea Baedabin I
  Major Personages: Uik Diffidek (CE male bakad goblin, Expert 
  12), Lord Deacon Blackwater, Court Thaumatologist (N 
  male Spiran human, Wizard 19), Lady Gora 
  Lloratz (CN female Spiran human, rogue 
  (pirate) 13), Torad Hrosh, Captain of the 
  Tuskadeen Protectors (N male Rilgoth 
  (Northlands) human, Barbarian 11)
  Population: 325,000 (169,000 human, 6,500 kavraen, 71,500 
  kavbroed, 13,000 dwarven, 65,000 other)
  Trade Goods: Art, grain, foodstuffs, weapons, and armor
  On a small continent to the southwest of the Northlands lies a 
  kingdom called the Archduchy of SpirosBlaak (detailed in Misfit 
  Studios’ SpirosBlaak). The seafaring Spirans possess black powder 
  technology and cannons, which they gained from intelligent, tech-
  savvy goblins. The Spirans rarely travel past the islands around the 
  mainland where they trade with the locals, for pirates, sea creatures, 
  remnants of the Arbonesse elves, and raiding Northmen often prove 
  overwhelming to lone ships.
   
  The Archduchy’s history is a violent one. The Spirans are long 
  accustomed to war. When the Gods’ Fall brought their deities to walk 
  among them, the gods all sought to carve out bastions for themselves 
  using the Spirans as their pawns. Following the God Wars, heavy 
  colonization of the usurped Wildlands evoked the Clan Wars with the 
  kav—the collective name for both natural-born and disease-riddled 
  lycanthropes—and eventually led to the long span known as the Era 
  of Blood, where masses of kav swooped down upon the weakened 
  human cities and towns. Violence between the Spirans and the kav 
  remains constant to this day.
   
  As a Port of Call, PCs might hail from the mighty capital city of 
  SpirosBlaak (“Spiros’ Tribute”); Askalan, the City of Enlightenment; 
  Dreij, the City of Gold; or Meleatan, the City of Sails. GMs wishing 
  to use the gunslinger class and associated technology should find this 
  area to their liking. 
   
  Lesser ports of CaLL
  
  Pirates of the Western ocean
  26
  band of the harp
  by Charles Carrier
  According to lore, a secret bardic contest was held on the tiny inshore 
  Isle of Skorm five years ago. The prize was a masterwork harp of great 
  antiquity. Skallin Silvaire won the contest, and Lorm Blackwood came 
  in second. However, Lorm and his supporters disputed the decision, 
  pointing out that two of the judges were Skallin’s cousins. All the 
   b
  Pirate Bands
  b
  bards fell to arguing and it was eventually decided that Skallin and 
  Lorm would play again, three days hence, but this time all present 
  would vote on the winner. 
   
  On the third morning Skallin and his cousins were found 
  murdered, and the masterwork harp missing. Naturally the bards 
  sought for Lorm, and it was quickly discovered that he and six of his 
  staunchest supporters had set sail very recently. His tiny ship was less 
  than a mile out. The bards raced to their own ships and gave chase, 
  hoping to catch him before he reached the mainland. 
     As the pursuers cast off, the wind died 
  leaving them becalmed, although Lorm’s sails 
  were still filled. Some of the other bards’ ships 
  could still move through oar or magic, but a 
  fog sprang up and many became lost. The few 
  who still pursued soon sailed into a whirlpool, 
  which turned them and dashed them against 
  one another. 
        Lorm escaped, but he dares not set foot in an 
  honest port. There is a bounty on his head and 
  on the heads of his followers as well. Denied a 
  haven on land, they have become pirates. 
       Lorm prefers to strike in the wee hours of 
  the morning, while most other crews sleep. On 
  moonless nights music will be heard, soft and 
  distant. Already it is too late, for those who are 
  asleep cannot be awakened. Of those awake, 
  many fall under the charm of the music. Next 
  the wind will die, leaving the sails slack. Soon 
  fog will wrap the ship so thickly that a man 
  can barely see someone standing next to him. 
  However, Lorm’s crew has no problem seeing 
  through the mist; from a distance they use 
  arrow and spell to slay any who seem prepared 
  to resist. The sleeping crew wakes with the 
  dawn to find their choicest cargo gone. 
        Rumor says that Lorm’s men are easy to spot 
  when they steal into port, for Lorm’s song has 
  given them all yellow cat’s eyes.
  the 
  bLoodreavers
  by Morgan Boehringer with Dawson Berry
  Darque sails, cloudy, 
  Black feathers; fly! 
  Race the wind, flee huginn, 
  Or rowdy you will die. 
  (from The Bloodsfeather Dirge, attributed to 
  the Songraven, Drouin Stroud) 
  b
  
  27
  Of all the ashen sails and foreboding banners plaguing the Western 
  Ocean, few evoke greater horror and fear than the Ravenskull 
  pennant flying above the Bloodreavers’ ships. Originally hailing 
  from the frozen north, these outcast huginn honor Wotan and revere 
  Mordiggian in vicious rituals committed to terrify their victims and 
  slake their mad appetites. Never considered anything but insane, most 
  of the Bloodreavers are uncontrollable in battle, whipped into fervour 
  by songs of dark misdeeds and drunk on alchemical concoctions 
  created by the few heru among them. 
   
  Commanded by the imposing Gyark Cindermantle (barbarian 
  12/rogue 3), the Bloodreavers erupt from the mists or blinding sun 
  to visit cruel misery upon any plying the waves. Their depredations 
  have no rhyme nor reason– those lucky survivors described 
  Bloodreavers as merciless, sometimes taking captives, and sometimes 
  even ignoring plunder and sending treasure-laden ships to the sea 
  bottom. The most horrifying rumor involves sickening rites involving 
  a transformation incantation used on unwilling captives to create new 
  Bloodreavers. The reavers bind victims to the flagship Goremasque’s 
  mast, a timber cut from a revered northern ash and consecrated to 
  Wotan and Mordiggian. The huginn then carve sacred runes into the 
  flesh of the victims initiating a painful metamorphosis into a crazed 
  huginn reaver. Captured huginn suffer either summary 
  execution or involuntary service, depending on the 
  captain’s whim. 
   The Bloodreavers’ home port, if any, is unknown 
  – their territorial waters range across much of the 
  Western Ocean. However, they are loath to enter the 
  Aroan zone and steer clear of both Karn’lothra and 
  the Isle of Mnemosyne. Barsellan captains treat the 
  Bloodreavers with extreme prejudice, wiping them out 
  if possible or outrunning them if not. Cindermantle’s 
  chief whip, the feared Kiska Cowl (fighter 4/inquisitor 
  8) sails the Wightborne Lady, a stately caravel painted 
  deep burgundy and festooned with the bones and dried 
  viscera of her many conquests. Cowl is an anomaly 
  among the Bloodreavers, his clear-eyed mien and 
  courtly manner seemingly at odds with his brethren. 
  Some suggest Cowl is the true power and director of the 
  Bloodreavers. Others push this rumor further, saying he 
  is but an agent of some darker, more sinister player using 
  all of the reavers as pawns.
  sCions of the  
  red Lady
  by Adam Roy
  One of the most feared pirate crews of the Western 
  Ocean are the Scions of the Red Lady. The Scions are all 
  worshippers of Marena, and all tieflings. Also known as 
  the Sons of Caelmarath, they sail from a small island of 
  legend in the Western Seas that can only be found during 
  the light of the new moon. It was formerly the sanctum of 
  a powerful Caelmarath sorcerer who was overthrown by 
  his tiefling apprentices during the Mage Wars. His many 
  monstrous creations and chimeric beasts still roam the 
  island, guarding his old tower containing many great 
  magical treasures from the golden age of Caelmarath. 
   Lacking resources and sufficient diversions on their 
  small hidden isle, the Scions scourge the Western 
  Ocean looking for provisions, treasure, and the wicked 
  entertainments helpless prisoners provide. The Scions 
  are especially cruel and murderous towards female and non-human 
  prisoners, although they are known to ransom sufficiently wealthy 
  prisoners in exchange for treasure and fresh victims. Tiefling captives 
  may either join the villainous crew or walk the plank in shark-infested 
  waters. 
   
  The Scions sail a small black xebec with black sails and fly an 
  unusual skull and crossbones flag showing their allegiance to the Red 
  Lady: the skull has fiery crimson hair, horns and fangs. The small but 
  fast square-rigged ship also has a living demonic figurehead at the 
  bow, which grants the ability to fly or turn invisible for short periods, 
  or create prodigious amounts of fog. These abilities allow the ship 
  to lay in ambush easily in almost any circumstance. The ship is the 
  penultimate creation of the island’s former master. 
   
  The Scions have many multi-classed sorcerers among the crew, 
  all with the abyssal bloodline, allowing them to bombard their prey 
  with magic missiles, lightning bolts, fireballs, darkness spells and the 
  like. This magical firepower grants them easy victories against most 
  opponents. Their captain is Jalex Cathburhart (magus 9/assassin 7), 
  a tiefling of great size and indeterminate age who wields a fiery and 
  intelligent ebon blade. He is the current favorite of the Red Lady and 
  can only be killed with a weapon made by her hands.
  pirate bands
  
  Pirates of the Western ocean
  28
  Behtu
  With a face like a mandrill and tusks like a great boar, these ferocious 
  half-ape, half-human pygmies have demon blood flowing in their veins. 
  One does not travel to the volcanic temple-islands of the Behtu unless 
  desperate or suicidal.
  Behtu                                                   CR 4
  XP 1,200
  CE Small humanoid
  Init +2; Senses low-light vision; Perception +2 
  DEFENSE
  AC 22, touch 13, flat-footed 20; (+3 armor, +2 Dex, +6 natural, +1 size)
  hp 32 (4d8+12)
  Fort +4, Ref +6, Will +3
  Resist cold 5, electricity 5, fire 5
  OFFENSE
  Speed 20 ft., climb 20 ft.
  Melee bite +7 (1d4+3), shortspear +8 (1d4+3)
  Ranged spear +7 (1d4+3)
  Spell-Like Abilities (CL 1st)
  1/day—burning hands (DC 10)
   b
  Bestiary of the Waves
  b
  b
  STATISTICS
  Str 17, Dex 14, Con 16, Int 12, Wis 11, Cha 7 
  Base Atk +3; CMB +5; CMD 18
  Feats Iron Will, Weapon Focus (spear)
  Skills Acrobatics +5, Climb +15 Perception +2, Stealth +12, Survival 
  +7; Racial Modifiers +2 Stealth, +2 Survival
  Languages Abyssal, Ape, Common, Infernal
  Special Qualities demonic resistance, demonic sorcery
  ECOLOGY
  Environment warm and temperate forests
  Organization troupe (3–6) or war party (6–12, including 1 “witch 
  doctor” [sorcerer or druid])
  Treasure rattan (hide) armor, ichorous infusions, shortspear
  SPECIAL ABILITIES
  Demonic Resistance (Ex) Behtu have cold resistance 5, electricity 
  resistance 5, and fire resistance 5.
  Demonic Sorcery (Ex) Behtu sorcerers treat their Charisma score 
  as 2 points higher for all sorcerer bloodline abilities. All Behtu 
  sorcerers have the Abyssal bloodline.
  
  29
  Ichorous Infusions Behtu troupes and war parties carry 1d6 vials 
  of ichorous infusions. They may ingest an infusion as a standard 
  action; often they do this in preparation for ambush. For 2d6 
  rounds later, the behtu gain a +4 infernal bonus to their Strength 
  and Constitution scores, as well as doubling their base speed 
  (including their climb speed) and gaining an extra move action 
  each round. Behtu also take a –4 penalty to their Intelligence and 
  Wisdom scores for the duration. If a non-Behtu PC ingests the 
  infusion, treat as if the PC had been poisoned with black adder 
  venom (afflictions/poisons, Pathfinder RPG Core Rulebook).
  Languages Behtu begin play speaking Abyssal and Ape. Behtu with 
  high Intelligence scores can choose from any of the following 
  languages: Common, Draconic, Goblin, Infernal and Orc. (The 
  creature above has its two additional languages noted already.)
  Skilled Behtu have a +2 racial bonus to Stealth and Survival checks.
  Spell-Like Ability Behtu can use burning hands once per day as a 
  spell-like ability. Caster level is 1st or the Behtu’s sorcerer level.
  Lore
  Mechuiti (meh-CHOO-ee-tee), the demon lord of apes, cannibalism, 
  and torture, combines the cruelty of a demon with the cunning of a 
  human and the ferocity of an ape. He has bred the same qualities into 
  his people, the Behtu (BAY-too—singular and plural are the same). In 
  his volcanic temples, his idols weep with his ichorous demon blood, 
  which the Behtu use to create infusions to give them inhuman strength 
  and speed. The Behtu also use the infusions to etch demonic glyph-
  tattoos on their skin to grant them infernal powers and protections. 
  The Behtu are known to breed demonic dire iguanas as war mounts. 
  The most powerful Behtu sorcerers and druids have been known to 
  ride large lava drakes and small volcano dragons as personal mounts.
  Rum Gremlin
  At the edge of the dock, a small, pot-bellied monstrosity stares at you, 
  his bright green hair evident even in the low-light.
  Gremlin, Rum                                        CR1
  XP 400
  CE Tiny fey
  Init +3; Senses darkvision 120 ft., low-light vision; Perception +0
  Aura drunkenness (20 ft, DC 12)
  DEFENSE
  AC 18, touch 13, flat-footed 17 (+1 Dex, +5 natural, +2 size)
  hp 6 (1d6+3)
  Fort +1, Ref +5, Will +1
  DR 5/cold iron; SR 12
  OFFENSE
  Speed 20 ft., climb 10 ft., swim 10 ft.
  Melee bite +5 (1d3), 2 claws +5 (1d2)
  Space 2-1/2 ft.; Reach 0 ft.
  Spell-Like Abilities (CL 1st, concentration +1)
  At Will—prestidigitation
  1/hour—ghost sound (DC 11), snare 
  STATISTICS
  Str 10, Dex 16, Con 11, Int 12, Wis 9, Cha 12
  Base Atk +0; CMB +1; CMD 11
  Feats Dodge, Toughness, Weapon Finesse
  Skills Acrobatics +4, Climb +1, Craft (traps) +6, Escape Artist +4, 
  Perception +0, Stealth +12, Swim +1; Racial Modifiers +4 Craft (traps)
  Languages Common
  ECOLOGY
  Environment coastline
  Organization solitary, pair, mob (3-12), or gang (13-20 with 2-5 dire 
  rats or a rat swarm)
  Treasure standard
  SPECIAL ABILITIES
  Drunkenness Aura (Su) A rum gremlin radiates an aura of drunkenness 
  to a radius of 20 ft. All creatures inside the aura suffer the effects of 
  the spell touch of gracelessness and must make a DC 12 Fortitude 
  save to avoid being sickened for one hour. Creatures who have 
  already been drinking take a -1 penalty to the save per drink.
  These impish fey are only a foot tall and weigh ten pounds. Nonetheless, 
  these nasty creatures are renowned for causing mischief far beyond 
  their tiny size. The pot-bellied rum gremlins have sick green hair, 
  orange eyes, and mouths filled with razor-sharp teeth.
   
  Rum gremlins make their homes near the docks of seaside towns, 
  and sometimes they stow away on ships for fun. Each rum gremlin 
  radiates a magic aura causing drunkenness affecting any creatures in 
  the area. Those affected find it difficult to stay on their feet and may 
  become sick from the effect.
   
  In addition to these auras, the little horrors have the ability to create 
  distracting sounds and small traps. Rum gremlins use their abilities to 
  prey on sailors and dockworkers, working in groups to swarm affected 
  victims who they drag into their lairs below docks or in the holds of 
  ships. They also take great delight in the collateral damage their magic 
  can wreak, frequently using it to cause distrust and disruption in the 
  areas they inhabit before picking off isolated victims.
   
  Rum gremlins are often found with rat swarms or dire rats they 
  have trained to help protect their nests. The sound of bells drives rum 
  gremlins into a rage and they will go to great lengths to destroy the 
  source of their torment.
   
  Legends say the rum gremlins originated when Loki bet Ninkash 
  she couldn’t craft a brew potent enough to knock him out in a drinking 
  contest. Ninkash won the contest, but a band of mites watching the 
  contest made off with the remaining beer and transformed into the 
  first rum gremlins.
  bestiary of the Waves
  
  Pirates of the Western ocean
  30
  Adrift at Sea
  Description
  A cry from the crow’s nest or the bow seizes your attention. Floating 
  toward your vessel is a fragment of some sort, likely from another 
  ship or boat. Clinging to the side or lying upon the surface is a lone 
  figure. As sailors grab for their gaffs to haul in the unfortunate soul, 
  you might wonder what you are getting into.
  Encounters
  The player’s vessel has encountered someone or something on a 
  chunk of floating debris. To determine its nature, roll 1d20 on the 
  following tables:
  Who
  1-8
  A sailor
  9 -12
  An adventurer
  13-16
  A merchant
  17
  A child
  18
  An animal; a rather wet dog, a shivering cat, or a bird in 
  a cage
  19
  A lure; underneath the debris is a hungry monster
  20
  A corpse, perhaps an undead which awakens at night
  What
  1-8
  A section of hull/deck
  9-12
  A canoe/dugout/small craft
  13-16
  A sinking lifeboat/launch/sailing dinghy
  17
  A trunk of driftwood or mass of vegetation
  18
  A floating barrel or buoyant chest
  19
  A floe of ice
  20
  The wing of a creature or an airship
  Why
  1-8
  Vessel sunk beneath them
  9-12
  Swept overboard in a storm
  13-16
  Marooned on a nearby island and spotted your vessel
  17
  Thrown overboard
  18
  Walked the plank and survived
  19
  Fell from an airship or flying vehicle
  20
  Teleport or portal accident
  The Hook
  1-4
  “Here, take this map…” The map shows a nearby island 
  with a big red X.
  5-8
  “It was pirates, I swear.” Next encounter is an enemy ship.
  9-12
  “They were cannibals!” Faint drums can be heard.
  13-16
  “Beware the Kraken!” There be a monster nearby.
  17-18
  “Avoid the island…” A dark shape looms in the distance.
  19
  “Rose beach…” Survivor dies after a cryptic utterance.
  20
  “Find my child/pet/object!” Survivor casts suggestion on 
  nearby target.
  
  31
  he vessels plying the Western Ocean need not be simple cogs 
  and galleons. To speed the creation of new ships, use the ship 
  statistic blocks found in Pathfinder RPG Ultimate Combat, 
  and adjust them using these templates. This will allow you to create 
  strange vessels of varying sizes and shapes for any number of cultures 
  or designs.
  ship teMpLates
  Nearly all templated ships will be magical or alchemical in nature due 
  to their ability travel between different environments. This is not a 
  prerequisite, and some vessels may be augmented through clockwork 
  or simple construction, but these are often the exception rather than 
  the baseline in most fantasy campaigns.
   bShips and Cargo
  b
  b
   
  A templated ship loses the benefit of its template if it gains the 
  broken condition. If it can make it to the surface before its next turn, 
  it can remain there until it is repaired. If not, it sinks, runs aground, 
  or becomes otherwise disabled and unable to travel further until the 
  condition is removed.
   
  Ship statistics not discussed remain unchanged from the base 
  vessel. Adding adjustments to a vessel demands the shipwright have 
  either the Craft Wondrous Item feat or Master Craftsman feat and 
  constant access to required spells during shipbuilding. A shipwright 
  must make one Craft (shipbuilding) check (DC 25 +5 per size 
  category beyond Large, +3 per additional template beyond the first) 
  for the first week and one check every two weeks for each size category 
  beyond Large. Failure adds two weeks to the building process. Two 
  successive failures indicate the process is inherently flawed and 
   t
  
  Pirates of the Western ocean
  32
  cannot be completed. Equivalent incantations may be substituted for 
  the necessary spells, but they must be performed for each required 
  casting. 
  Amphibious
  Amphibious craft are at home in the water or on the land. Such a 
  vessel may have wheels, treads, clockwork or animated legs. It may 
  take the form of a frog, snake or a water bug. These ships sail on the 
  waves and travel the roads with equal ease. 
  STATISTIC ADJUSTMENTS 
  Requirements: animate object, longstrider; Cost: +25% base vessel 
  cost.
  Maximum Speed:  Gains a land speed equal to 1/2 sailing speed. 
  Propulsion: Becomes magical or alchemical when traveling 
  overland. 
  Dragon Turtle
  A vessel with this template may be fashioned from an actual dragon 
  turtle shell. It may have a metal roof or a hull of sculpted stone. This 
  ship is neither amphibious nor submersible, but it has a protective 
  enclosure.
  STATISTIC ADJUSTMENTS 
  Requirements: spike growth; Cost: +50% base vessel cost.  
  AC and Hardness: Increase both by 5.
  Hp: Increase by 50%.
  Maximum Speed: Reduce by 50%. 
  Acceleration: Reduce by 50%.
  Propulsion: Cannot be sail driven.
  Decks: Gains 1 deck, which encloses the ship. This deck is 
  considered difficult terrain.
  Weapons: These now require special ports to attack, which may 
  limit their field of fire.
  Fiendish
  These vessels are terrifying, encrusted with obscenely mutilated 
  corpses or horrific carvings. A fiendish craft does not gain new modes 
  of travel, but rather an aura affecting those who encounter the ship on 
  the high seas.
   
  Unlike other templated ships, this vessel remains seaworthy, even 
  if broken. However, its aura is nonfunctional until the condition is 
  removed.
  STATISTIC ADJUSTMENTS  
  Requirements: cause fear; Cost: +25% base vessel cost.  
  Weapons: The ship gains an aura. 
  Fiendish Mein (Su) A terrible aura surrounds ships with this 
  template. Any hostile creature within a 100-foot radius of a 
  fiendish ship must succeed on a Will save to resist its effects. 
  The save DC is Charisma-based on the captain of the ship, 
  and includes a +2 bonus. Those who fail take a –2 penalty on 
  attacks, AC, and saves for 24 hours or until they successfully kill 
  or incapacitate a crewman from the ship generating the aura. A 
  creature which successfully resists or breaks the effect cannot be 
  affected again by the same ship’s aura for 24 hours.
  Flying Fish
  A craft with the flying fish template can make short jaunts out of the 
  water or beneath the waves. It cannot travel for extended periods in 
  these unusual ways, but allows for vessels to obviate some hazards or 
  obstacles. These ships take the form of fish or legless birds.
  STATISTIC ADJUSTMENTS
  Requirements: Underwater travel requires slipstream, water 
  breathing; Aerial travel requires fly, jump; Cost: +40% base vessel 
  cost for one option, +65% base vessel cost for both options.    
  Maximum Speed: Gains a flying and/or swim speed equal to 1/2 
  sailing speed. Cannot maintain either flying or swim speed for 
  more than 5 rounds without returning to a sail speed for 5 rounds.
  Propulsion: Becomes magical or alchemical when traveling 
  underwater or flying.
  Decks: Requires enclosed top deck if capable of traveling beneath 
  the water.
  Weapons: May require special ports to attack, which may limit their 
  field of fire.
  Nautilus
  Nautilus ships can dive and travel for extended periods beneath the 
  waves. These craft maintain a habitable environment in the depths, 
  unlocking the submarine world to the inhabitants of the surface. 
  These vessels may look like actual nautilus animals, glass capsules, 
  fish, or even mundane ships with magically sustained envelopes of air.
  STATISTIC ADJUSTMENTS
  Requirements: slipstream, waterbreathing; Cost:  +40% base vessel 
  cost.  
  Maximum Speed: gains a swim speed equal to its sailing speed.
  Propulsion: Becomes magical or alchemical when traveling 
  underwater or flying.
  Decks: Requires enclosed top deck if capable of traveling beneath 
  the water.
  Weapons: May require special ports to attack, which may limit their 
  field of fire.
  Sculpted
  A sculpted ship refers to any kind of grown or bred ship, a living 
  vessel, rather than a manufactured one. Two examples of this kind of 
  craft are the Arthropod variant or the Keel-sung variant.
  Sculpted: Arthropod
  The work of lost mage-wrights and arcane breeders, sculpted 
  arthropod vessels strongly resemble crustaceans and insects. Some 
  are able to maintain air filled chambers within their forms while 
  others simply possess forms very suitable for doubling as decks. 
  These ships often bond to their captains or pilots, making them poor 
  salvage for pirates. Born from skull-sized eggs, the resulting creature 
  grows quickly, consuming enormous amounts of their preferred food. 
  Clutches of their eggs tend to be very valuable, presuming one can 
  keep the newborn ship-bug alive.
  STATISTIC ADJUSTMENTS
  Requirements: special, see below; Cost: Increase initial cost by 
  20,000 gp and 15% base ship cost in materials for 4 weeks + 1 
  week per size category beyond Large
  Hp: Increase by 50%. The ship may benefit from healing magic.
  Base Save: gains a +3 bonus to saving throws
  Propulsion: The ship does not require sails and moves via natural 
  physical means.
  Driving Check: All driving checks gain a +3 circumstance bonus 
  while the ship has more than 50% of its HP. If wounded to less 
  Vessel Size
  Source Creature
  Large
  Large Vermin
  Huge
  Huge Vermin or Chuul
  Gargantuan
  Gargantuan Vermin or Huge Chuul
  Colossal
  Colossal Vermin or Gargantuan Chuul
  
  33
  ships and CarGo
  than 50% HP, all driving checks have a -3 penalty. Pilots suffer the 
  penalty to driving checks until they have driven the vessel for 4 
  weeks plus one week per size category beyond Large.
  Driving Device: The ship has a special driving device, requiring the 
  pilot to interface with the ship. While driving, the pilot is immobile 
  and considered flat-footed.
  Crew: No crew is necessary to pilot an arthropod vessel. Crew is still 
  required to load or unload cargo.
  Decks: This ship may have an enclosing deck, but not necessarily. 
  Add 10,000 gp to the base cost if an enclosing deck is present.
  Weapons: Arthropod ships have no natural weapons. Any weapons 
  must be installed and require crew to fire them.
  Creating Arthropod Sculpted Ships
  The process for creating an Arthropod Sculpted ship egg is equivalent 
  to the process for creating a homunculus, but it has a final cost of 
  (20,000 gp + base vessel’s price) and requires a living egg from an 
  appropriate source creature listed below. Eggs are prepared for a 
  specific size of ship during creation. Creatures appropriate for larger 
  sized ships may be used for smaller ones and reduce the process cost 
  by 2,000 gp per size category reduction:
  Sculpted: Keel-sung
  Coaxed from a living frame of wood or bone and sculpted by magic 
  or advanced horticulture, keel-sung vessels feature sleek lines and 
  elegant design. They require less construction material, and even 
  respond to healing spells.
  STATISTIC ADJUSTMENTS
  Requirements: command plants; Cost: x3 base vessel cost.
  AC and Hardness: Increase both by 3
  Hp: The ship may benefit from healing magic. 
  Maximum Speed: Increase sailing speed by 50%
  Acceleration: Increase by 100%
  Crew: Reduce required crew by 50% 
  
  Pirates of the Western ocean
  34
  speLLs of the  
  Western oCean
  Chrono Location
  School clockwork [temporal]; Level bard 3, cleric 2, inquisitor 3, 
  sorcerer/wizard 2, witch 2
  Casting Time 1 standard action
  Components V, S, M (a working clock)
  Range touch
  Target creature touched
  Duration instantaneous
  Saving Throw none and Will negates; Spell Resistance yes
  This spell moves the target forward or backward in time but not space. 
  Instead, space moves around the creature depositing them directly 
  east or west from their starting point. The caster may move forward 
  or backward one minute per level, each minute equaling fifteen miles. 
  If too close to the edge of the world, chrono location transports the 
  target into space. 
   
  A caster who travels into the past and prevents themselves from 
  ever casting chrono location must make a Fortitude save DC 20 as the 
  two essences merge. A failed save destroys the caster, while a successful 
  save renders the caster sickened and exhausted for one week.
  Crustacean Carapace
  School transmutation; Level druid 2, magus 3, sorcerer/wizard 3; 
  Domain ocean 2, animal 2
  Casting Time 1 standard action
  Components V, S, C (pinch of crustacean shell)
  Range personal
  Targets personal
  Duration 1 minute/level (D)
  You gain a hard, non-metallic, exoskeleton which grants you a +4 
  natural armor bonus and allows you to ignore penalties to attack 
  and damage caused by being underwater.  
  Elemental Surge 
  School transmutation [air, earth, fire, water]; Level druid 2, sorcerer/
  wizard 2 
  Casting Time 1 standard action 
  Components V, S, M (air, earth, fire, or water) 
  Range close (25ft. + 5 ft./2 levels) 
  Effect manipulate elements for attack 
  Duration instantaneous 
  Saving Throw Reflex half; Spell Resistance No
   b Mariner Magic 
  and Culture
  b
  b
  This spell allows a caster to manipulate one of the four elements and 
  form it into a ray or sphere to hurl at a target. The element used as the 
  material component dictates the resulting form of the spell.
   
  Using any source of one of the elements (air, earth, fire, water) the 
  caster manipulates and magnifies it into a more dense form suitable 
  for hurling towards a single target. It requires a ranged touch attack to 
  hit and deals 2d6 + 1 point per caster level (maximum +10) damage 
  (type listed below). Each element also has a secondary effect. 
  Air: Bludgeoning damage. If target is hit, it is subject to a bull rush 
  attack from the force of the air. The CMB uses caster level in place 
  of its base attack bonus. 
  Earth: Bludgeoning damage. The debris trail from this attack blinds 
  the target for one round. Fortitude save negates. 
  Fire: Fire damage. The intense flames burn the target on the 
  following round for 2d4 fire damage. Reflex save negates. 
  Water: Bludgeoning damage. The impact of the water dazes the 
  target for one additional round. Fortitude save negates.
  
  35
  Range medium (100 ft. + 10 ft. /level)
  Target one creature per level
  Duration 1 minute/level
  Saving Throw Will negates; Spell Resistance yes
  This spell enables you to reduce the speed of a creature by a factor 
  which varies according to your level: 5 ft. (level 1-5), 10 ft. (level 
  6-10), 15 ft. (level 11-15), and 20 ft. (level 16+). You can’t immobilize 
  a creature completely with this spell; a target can always move at least 
  5 ft. and can still run, albeit not as fast as usual.
  Painful Memories 
  School clockwork [temporal]; Level bard 2, magus 2, sorcerer/
  wizard 2, witch 2
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. +5 ft./2 levels)
  Target one living creature
  Duration instantaneous
  Saving Throw Fortitude half; Spell Resistance yes
  This spell brings wounds from a creature’s past forward through time 
  to re-manifest in the present. The creature takes 1d6 damage per hit 
  die or level (maximum 10d6). A successful Fortitude save halves this 
  damage.
  Rapid Aging 
  School clockwork [temporal]; Level bard 3, cleric 3, druid 3, oracle 
  3, witch 3
  Casting Time 1 standard action
  Components V, S, M (a preserved fossil)
  Range close (25 ft. +5 ft./2 levels)
  Target one living creature
  Duration permanent until dispelled
  Saving Throw Fortitude partial (see text); Spell Resistance yes
  This spell advances one living creature a single age category. On a 
  failed Fortitude save, the creature immediately ages the minimum 
  number of years to reach the next age category, and gains the penalties 
  and benefits from the effects of aging. A successful save exhausts 
  the creature for 1 round per caster level. If rapid aging advances the 
  creature beyond venerable the creature dies of natural causes. Casting 
  both remove curse and restoration on the affected creature within the 
  same 24-hour period reverses the effects of rapid aging. This spell only 
  affects living creatures. 
  Reverse Industry 
  School clockwork [temporal]; Level cleric 2, druid 2, magus 2, oracle 
  2, sorcerer/wizard 2, witch 2
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. +5 ft./2 levels)
  Target one manufactured object
  Duration instantaneous
  Saving Throw Fortitude negates; Spell Resistance yes
  This spell affects a single manufactured object weighing no more 
  than 1 lb. per caster level. If the object fails a Fortitude save all 
  manufactured pieces of the object revert to their raw state. Metal 
  becomes ore, leather becomes animal hide, etc. Objects already in 
  their raw form suffer no effects from reverse industry. 
  Intensifying Force 
  School evocation [force]; Level cleric 4, druid 4, oracle 4, ranger 4 
  Casting Time 1 standard action 
  Components V, M (a tiny wooden funnel) 
  Range 15 ft. 
  Area coned shaped burst 
  Duration instantaneous 
  Saving Throw Reflex half; Spell Resistance yes 
  A mighty force of energy gathers strength through the affected area. 
  All creatures in the area fall prone. Creatures within 5 ft. of the 
  cone take 1d4 damage per level (maximum 5d4). Creatures 5-10 
  ft. from the apex of the cone take 1d6 damage per level (maximum 
  10d6). Creatures 10-15 ft. from the apex take 1d8 damage per level 
  (maximum 20d8). A successful Reflex save halves the damage and 
  prevents the target from falling prone. 
  Ironsides
  School transmutation; Level cleric 5, druid 4, sorcerer/wizard 5 
  Casting Time 1 standard action 
  Components V, S, M (a piece of iron) 
  Range touch 
  Target one ship of up to colossal size 
  Duration 10 min./level 
  Saving Throw none; Spell Resistance No 
  Ironsides temporarily gives the wooden hull of a ship some of the 
  characteristics of iron. For the duration of the spell, the hull’s hardness 
  doubles. Further, it becomes resistant to fire but also susceptible to 
  acid as if made of iron instead of wood.
  Message in a Bottle 
  School transmutation [language - dependent]; Level bard 2, 
  sorcerer/wizard 2 
  Casting Time 1 standard action 
  Components V, S, F (copper wire and a drinking vessel with stopper) 
  Range 0 ft. 
  Targets One object 
  Duration see text 
  Saving Throw none; Spell Resistance no 
  You whisper a message into the mouth of a drinking vessel. The size 
  of the vessel dictates the maximum length of the message; a potion 
  vial holds 30 words, an acid flask holds 60, and a wine bottle holds 
  150. The vessel is not considered enchanted, though its contents are 
  and give off a slight transmutation aura. After speaking the message, 
  you must seal the container. As soon as the vessel is unstoppered, the 
  message is recited to all those within hearing distance. Subsequent 
  openings have no effect. You hear the first thirty words of the first 
  response spoken to your message, so long as you are on the same 
  plane as the speaker. Multiple messages may be imparted via the same 
  vessel, so long as they fit. An unopened vessel holds its message so 
  long as the vessel remains otherwise inviolate. If the vessel is broken, 
  torn or otherwise rendered useless as a container, the magic is lost. 
  Not So Fast
  School clockwork [temporal]; Level bard 1, cleric 1, druid 1, oracle 
  (time) 1, sorcerer/wizard 1, witch 1 
  Casting Time 1 standard action 
  Components V, S, M (a dried turtle) 
  Mariner MaGiC and CuLture
  
  Pirates of the Western ocean
  36
  View the Past 
  School divination [temporal]; Level cleric 2, druid 2, inquisitor 2, 
  oracle 2, sorcerer/wizard 2, witch 2
  Casting Time 1 standard action
  Components V, S
  Range personal
  Target you
  Duration 10 min./level (D)
  Saving Throw none; Spell Resistance no
  This spell allows the caster to experience events from up to ten years 
  per caster level in the past. The caster experiences events from a 
  location as if present when the event occurred. The caster can make 
  Knowledge (history) checks with a +5 bonus to focus on relevant 
  events. 
  MaritiMe MaGiC iteMs
  Figurehead of Prowess
  Aura varies; CL varies
  Slot -; Price 22,500 gp (albatross), 240,000 gp (dragon turtle), 
  194,000 gp (kraken), 183,000 gp (manta ray), 45,000 gp (merfolk), 
  36,000 gp (narwhal), 99,800 gp (water orm); Weight varies
  DESCRIPTION
  Crafted primarily in Barsella, figureheads of prowess grant benefits 
  to vessel and crew. A damaged figurehead may be repaired; broken 
  figureheads are ruined.
  Albatross: Crew gain +5 (+10 in fog) bonus to Perception checks and 
  Survival and Profession (sailor) checks to plot a course. Faint varied; 
  CL 3; Craft Wondrous Item, know direction, acute senses.
  Dragon Turtle: Ship gains +5 to hardness, and crew and passengers 
  gain fire resistance 5. Moderate transmutation, Faint abjuration; 
  CL 9; Craft Wondrous Item, mass reinforced armaments, communal 
  resist energy.
  Kraken: 5 minutes per day, animate rope spell affects every rope on 
  board; the minutes need not be consecutive, but must be used in 
  1 minute increments. Crew gain +5 CMB checks to grapple other 
  ships. Moderate transmutation, Faint enchantment; CL 10; Craft 
  Wondrous Item, mass animate rope, bless, moment of greatness.
  Manta Ray: Ship gains +30 ft. to top speed and +10 ft. to acceleration. 
  Moderate transmutation, CL 9; Craft Wondrous Item, alter winds, 
  mass glide.
  Merfolk: Crew and passengers may use ride the waves spell for 15 
  minutes per day. Moderate transmutation, CL 9; Craft Wondrous 
  Item, communal ride the waves.
  Narwhal: Ship breaks through ice sheets taking no damage. Crew and 
  passengers suffer no penalties from non-magical cold. Faint varied, 
  CL 3; Craft Wondrous Item, communal endure elements, shatter.
  Water Orm: On command, ship may become invisible one hour per 
  day, making no sound or wake; this effect ends if the ship or anyone 
  aboard attack. Strong illusion, CL 13; Craft Wondrous Item, mass 
  invisibility, mirage arcana, silence.
  CONSTRUCTION
  Requirements Craft Wondrous Item, additional spells, see text; Cost 
  11,250 gp (albatross), 120,000 gp (dragon turtle), 97,000 gp (kraken), 
  91,500 gp (manta ray), 22,500 gp (merfolk), 18,000 gp (narwhal), 
  49,900 gp (water orm)
  Island Survival Manual 
  Aura faint transmutation; CL 5th
  Slot – ; Price 9,000 gp; Weight 1 lb.
  DESCRIPTION
  This is a small, weather-beaten and dog-eared waterproof chapbook 
  with ten chapters, each concerning advice on particular aspects of 
  survival in the islands:
  •	
  Chapter 1: Find drinking water (create water)
  •	
  Chapter 2: Find food (call animal)
  •	
  Chapter 3: Stay out of the sun (cloak of shade)
  •	
  Chapter 4: Avoid extreme heat and cold (endure elements)
  •	
  Chapter 5: Speak with the natives (comprehend languages)
  •	
  Chapter 6: Identify footprints (residual tracking)
  •	
  Chapter 7: Avoid predators (hide from animals)
  •	
  Chapter 8: Evaluate threats (know the enemy)
  •	
  Chapter 9: Repair equipment (jury-rig)
  •	
  Chapter 10: How to swim (touch of the sea)
  Possessing the book provides the owner a +5 bonus to Survival checks. 
  Additionally, the owner may activate one chapter each day. Effects 
  targeting an individual affect the owner or an appropriate number of 
  designated creatures within 10 ft. Once a chapter has been activated, 
  treat the manual as a normal book for the rest of the day
  CONSTRUCTION
  Requirements Craft Wondrous Item, call animal, cloak of shade, 
  comprehend languages, create water, endure elements, hide from 
  animals, jury-rig, know the enemy, residual tracking, touch of the sea, 
  creator must have 5 ranks in the Survival skill; Cost 4,500 gp
  Sail of Wonder 
  Aura moderate enchantment; CL 10th
  Slot – ; Price 12,000 gp; Weight 400 lbs.
  DESCRIPTION
  All sails of wonder are brightly colored. To use, a sail must be attached 
  to any ship that allows sails to be activated (as a standard action). 
  
  37
  Mariner MaGiC and CuLture
  Only the ship’s acting captain may speak the command word to 
  unleash these chaotic and unpredictable effects on his own ship or 
  another within one mile. 
  d% 
  Wondrous Effect
  01-05
  1d8 of the ship’s rats turn into gold worth 50 gp each.
  06-10
  A random crew members’ leg falls off, leaving a fully 
  healed stump (no save).
  11-15
  All empty barrels and cups onboard fill with rum.
  16-20
  A sleep spell targets everyone within a half mile radius 
  (Will DC 13 negates). 
  21-25
  The ship’s mast grows branches that bear grapefruits.
  26-30
  A random crewmember’s eye turns into a clear spindle 
  ioun stone for 1d8 days (no save). 
  31-35
  Invisibility covers the ship but not the crew for 1d8 
  minutes. 
  36-40
  Permanently summons 1d8 she-elf 2nd level aristocrats.
  41-45
  All black powder and sugar onboard turns into salt. 
  46-50
  All silver onboard turns into gold. 
  51-55
  Ship teleports 1d8 miles in a random direction. 
  56-60
  All familiars and animal companions of the crew learn a 
  random elemental language. 
  61-65
  Summons a large water elemental to serve the ship’s 
  captain for 1d8 hours.
  66-70
  Stinking cloud appears on the nearest ship that is not 
  your own (Fort DC 15). 
  71-75
  500 sea gulls land on the ship and refuse to leave. 
  76-80
  Faerie fire surrounds the ship until remove curse is cast.
  81-85
  Entire ship is under the effects of zone of truth for 1 
  week (Will DC 14). 
  86-90
  All non-magical cloth and clothing onboard disappears. 
  91-95
  The ship can fly at double its normal speed of 1 day.
  96-100
  All rum onboard turns into fresh water. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, confusion; creator must be 
  chaotic; Cost 6,000 gp
  Sail of Wind
  Aura moderate transmutation; CL 6th
  Slot – ; Price 10,800 gp; Weight 150 lbs.
  DESCRIPTION
  Coveted by merchant captains and savvy pirates alike, these large sails 
  are designed for the main mast of a sailing ship. Made of lightweight 
  material, the sail varies in color though they always have slender silver 
  threading woven in with the cloth, giving them a slight silvery sheen 
  reflected by even the slightest touch of sunlight or moonlight.
   
  A sail of wind functions as a normal sail of the highest grade 
  cloth. When the ship captain speaks the command word the sail fills 
  with a magical wind. This wind propels a ship caught in the doldrums 
  to full cruising speed (normal movement) or increases its current 
  speed by its full cruising speed. The ship’s max speed increases to 
  double normal while the Sail of Wind is active. The magical wind does 
  not affect any other ships, even those attempting to draft the wind. 
  During ship combat, the sail provides a +2 circumstance modifier to 
  the ship captain’s initiative checks even without activation.
   
  The sail may be activated up to three times per day for up to one 
  hour per activation. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, alter winds; Cost 5,400 gp
  Swashing Plumage
  Aura moderate transmutation; CL 7th
  Slot head; Price 12,560 gp; Weight -.
  DESCRIPTION
  The swashing plumage, a colorful bouquet of 
  tropical hat feathers, can easily be affixed to a 
  hat band with a small pin at its base.
  Due to its ostentatious appearance 
  the swashing plumage proves 
  distracting 
  to 
  enemies, 
  thus 
  granting a +5 bonus to Acrobatics 
  checks to avoid attacks of opportunity 
  and Bluff checks to perform a feint 
  maneuver. 
   
  Additionally, once per day the 
  wearer may tip the affixed hat, 
  granting the wearer the ability to 
  perform a feint maneuver as an 
  immediate action. 
  CONSTRUCTION
  Requirements Craft 
  Wondrous Item, haste; 
  Cost 6,280 gp
  Mariner traits
  Old Salt (Trait) 
  You tell sea stories. 
  Benefit: You gain a +2 competence bonus on your Perform (oratory) 
  checks. This bonus stacks with the Skill Focus (perform) feat.
  Rigging Monkey (Trait) 
  You climb masts and rigging like a monkey. 
  Benefit: You gain a +2 competence bonus on your Climb checks 
  while onboard a ship. 
  Sea Waif (Trait) 
  You are the survivor of a shipwreck, washed ashore in a foreign land. 
  Benefit: You gain a +2 bonus on your Knowledge (geography) and 
  Linguistics checks. Linguistics becomes a class skill for you.
  
  Pirates of the Western ocean
  38
  he dark and foreboding Western Ocean were once home to the 
  empires of the Aboleths and Sea Titans, and while both groups 
  still exist, their numbers wane and their power fades. Even so, 
  there are many remnant populations, lost ruins, and hidden caches 
  which more than one pirate crew has set sail to recover or claim as 
  salvage. The fact that no flotilla of raiders wielding such powers exists 
  speaks to the terrible magics and lethality of even the crumbling 
  ruins and hulks left behind by these people. The most commonly 
  encountered aspects of these cultures are the mysterious Aboleth 
  glyphs carved into ivory and stone, and Thalassic creatures, the 
  heralds, servants and messengers of the Sea Titans.
  aboLeth GLyphs
  Before the gods awoke and nearly any race walked the sands of 
  Midgard, the Aboleth swam in the deep shadows of the ocean, 
  learning the symbols and runes of magic. They used runic glyphs to 
  create effects and help maintain their demesne until the Sea Titans 
  overcame them, sending the aberrations into exile.
   
  Mastery of a glyph requires more than just knowing how to draw 
  it. The glyph master must understand the wider meaning of the glyph 
  and how its power is woven into reality. This study and wisdom requires 
  the Rune Mastery feat. The would-be master must also complete an 
  appropriate sacred trial, such as performing a sacrifice on behalf of 
  an unspeakable entity of the farthest planes associated with the 
  glyph, or ceremonially imbibing the blood and brain matter of 
  an aboleth, or some other task representing the character’s 
  mastery over the glyph and what it represents.
   
  A mastered glyph is like a clerical domain, but much 
  more specific. A glyph’s powers can be harnessed by any 
  class. There are six commonly known glyphs, each with 
  a different meaning and power.
  Glyph Descriptions
  Glyphs are listed below in the following format:
  Name of the Glyph
  Meaning: What the glyph symbolizes and has 
  power over.
  Mastery Bonus: Characters with the Rune Mastery 
  feat for this glyph gain the listed power, trait, or 
  bonus.
  Associated spells: Characters with the Runesmith 
  feat can craft magical items as if they could cast the 
  spells listed here. A character with Runic Spellcasting 
  adds these spells to their spell list.
  Powers: A character with Deeper Rune Lore for this glyph 
  can harness its powers once per day. The character can 
  select any power of the glyph, provided the character level is 
  equal to the level of the power listed.
   b  Secrets of the 
  Western ocean
  b
  b
  Mark of the Empire Undying
  Meaning: This symbol represents the web of travel used by the 
  Aboleth Imperium.
  Mastery Bonus: Characters with the Rune Mastery feat for this glyph 
  gain a +2 bonus to CMD versus grapples and a +2 bonus to saving 
  throws against any effect which would restrict their movement.
  Associated spells: dimension door, gate, greater teleport, teleport, 
  teleportation circle.
  Powers: A character with Deeper Rune Lore for this glyph can 
  harness its powers once per day. The character may teleport 15 
  ft. The character may force a caster to reroll the touch attack of a 
  dimensional anchor cast against any target within 30 ft. The character 
  may make a CL check (with a +4 bonus, using their character level 
  as their CL) against a dimensional lock effect. Success indicates the 
  character may use extradimensional travel normally.
   t
  
  39
  Mark of the Glorious Dominion
  Meaning: This symbol represents the seeking gaze of the Aboleth and 
  their desire for expansion.
  Mastery Bonus: Characters with the Rune Mastery feat for this glyph 
  gain a +2 bonus to Perception checks and a +2 bonus to saving 
  throws against scrying effects and effects which would limit the 
  character’s vision.
  Associated spells: arcane eye, clairvoyance/clairaudience, prying eyes, 
  scrying.
  Powers: A character with Deeper Rune Lore for this glyph can 
  harness its powers once per day. As a swift action, a spellcaster may 
  increase the range of a spell by one step; touch becomes close, close 
  becomes medium, medium becomes long, spells with long range 
  may be cast through scrying effects or gain a range of 1 mile/level. 
  Targeted effects still require the caster to see the target, regardless of 
  permitted range. Alternatively, a character may reroll a Perception 
  check or failed saving throw against a scrying effect or effects which 
  would limit the character’s vision with a +4 bonus. 
  Mark of the Invisible Chains
  Meaning: This symbol represents the enforced enslavement of the 
  surface races by the Aboleth.
  Mastery Bonus: Characters with the Rune Mastery feat for this glyph 
  gain an additional saving throw each round (for a number of rounds 
  equal to either their Charisma, Intelligence, or Wisdom bonus, 
  selected at the time of the feat) against ongoing effects.
  Associated spells: bane, command, crushing despair, doom, dominate 
  person.
  Powers: A character with Deeper Rune Lore for this glyph can harness 
  its powers once per day. As a swift action, a spellcaster may increase 
  the DC of an associated spell being cast by one half their caster level 
  (minimum +3, maximum +6). A character may scribe this glyph on 
  an object, which may be activated as a standard action which does 
  not provoke attacks of opportunity to cast command with a range 
  of 30 ft. and a CL equal to their character level. Alternatively, the 
  character may forgo all further saving throws against an ongoing 
  effect for a single, immediate saving throw with a bonus equal to 
  one-half their character level.
  Mark of the Realm Inviolate
  Meaning: This symbol represents the arcane barriers erected to 
  protect the Aboleth territory from outsiders.
  Mastery Bonus: Characters with the Rune Mastery feat for this 
  glyph gain a +2 bonus to saving throws against illusion effects and 
  do not need to interact with an illusion to identify it—a successful 
  Perception check (DC 10 + Spell level + any caster feats which 
  modify the spell’s DC) is enough.
  Associated spells: alarm, guards and wards, hallucinatory terrain, 
  mirage arcana, symbol of fear.
  Powers: A character with Deeper Rune Lore for this glyph can harness 
  its powers once per day. The character may trace a 30 ft. radius area, 
  creating a magical boundary which lasts for 8 hours + 1 hour per 
  character level. Any creature crossing this boundary without the 
  proper password causes a mental alarm effect for the character and 
  summons a shadowy aboleth to attack the intruder. The shadow 
  aboleth has 1d8+6 hp per character level, no mucus cloud, slime, 
  or spell-like abilities, and a movement rate of 60 ft. However, on 
  a critical hit with a tentacle, the target suffers the effects of a hold 
  person (DC 10+1/2 character level + Wisdom bonus), CL equal to 
  the caster’s character level. It disappears if reduced to 0 hit points 
  or if the duration expires. Alternatively, the character may make an 
  immediate reroll against an associated spell effect with a bonus equal 
  to one-half their character level.
  Realm of Sublime Submission
  Meaning: This symbol represents the corrosive effects of Aboleth 
  mental domination over other species.
  Mastery Bonus: Characters with the Rune Mastery feat for this glyph 
  gain +2 to saving throws vs Enchantment/Charm effects.
  Associated spells: bestow curse, eyebite, feeblemind, touch of idiocy.
  Powers: A character with Deeper Rune Lore for this glyph can harness 
  its powers once per day. As a swift action, a spellcaster may increase 
  the DC of an associated spell being cast by one half their caster level 
  (minimum +3, maximum +6). As an immediate action, a character 
  may reduce the DC of an associated spell targeting them by one half 
  their caster level (minimum +3, maximum +6).  Alternatively, a 
  character may scribe the glyph on an object, which may be activated 
  as a standard action which does not provoke attacks of opportunity 
  to cast touch of idiocy with a range of 30 ft. and a CL equal to their 
  character level.
  Mark of the Willing Gift
  Meaning: This symbol represents the voluntary sacrifice of the 
  Aboleth servants to heal their masters.
  Mastery Bonus: Characters with the Rune Mastery feat for this glyph 
  automatically stabilize when reduced to negative hit points as long 
  as there is another living creature within 30 ft.
  Associated spells: death knell, false life, shield other, stabilize, vampiric 
  touch.
  Powers: A character with Deeper Rune Lore for this glyph can harness 
  its powers once per day. When suffering damage from an attack or 
  spell, the character may, as an immediate action which does not 
  provoke attacks of opportunity, attempt to transfer the damage 
  from the attack or spell to a target within 30 ft. The character then 
  makes a Will saving throw. The result of this roll sets the Will DC 
  for the target; success indicates the target resists the effect and the 
  character still suffers the damage. Failure indicates the target suffers 
  the damage instead. (A character with a Will bonus of +8 rolls a 12 
  while using this ability. The target must now make a DC 20 Will save 
  or suffer the damage.) This is a supernatural ability. 
  GLyph traits and feats
  Characters capable of crafting the runes of the Northlands have some 
  benefit in deciphering the glyphs of the aboleths, as the magic is 
  related. The following feats may be applied to glyphs or runes.
  Aboleth Glyph Memory
  Some creatures are born with a natural attunement to a glyph whose 
  nature is similar to their own.
  Prerequisites: Aboleth or Aberrant Bloodline
  Benefit: The creature gains all the benefits of Rune Mastery for the 
  chosen glyph, but can invoke its power 3/day. The glyph selected 
  must fit thematically with the creature’s nature, origin or abilities.
  Aboleth Spawn (Trait)
  Your ancestry is polluted with the taint of the aboleth.
  Benefit: You can use acid splash as a spell-like ability a number of 
  times per day equal to 3 + your Charisma modifier (minimum 1).
   seCrets of the Western oCean
  
  Pirates of the Western ocean
  40
  Deeper Rune Lore (Metamagic)
  You have mastered the secret powers of one of Wotan’s sacred runes.
  Prerequisites: Wis 12+
  Benefit: Choose one rune covered by your Rune Mastery feat.
  You may invoke one of the secret powers of this rune once per day as 
  a spell-like ability. You may take this feat multiple times. Each time 
  you learn the secret powers of a different rune.
  Glyph Reader
  You are learned in the ways and writing of lost Ankeshel.
  Prerequisite: Knowledge (history) 2 ranks, Linguistics 2 ranks
  Benefit: You gain a +4 insight bonus to Craft (lost technology) and 
  Use Magic Device checks when attempting to operate or restore 
  Ankeshelian magic items or technology.
  Pattern Glyph
  You weave powerful, mind-affecting glyphs from lost Ankeshel into 
  some of your illusion spells.
  Benefit: When you cast a spell of the pattern sub-school, increase the 
  save DC by +1. This stacks with the Spell Focus and Greater Spell 
  Focus feats.
  Rune Mastery (Metamagic)
  You are wise in the lore of one or more runes.
  Prerequisites: Wis 12+
  Benefits: Select 2 runes from the list in Chapter Four. You gain the 
  mastery bonus of each of these runes and a +2 insight bonus when 
  carving them onto an item with the Craft skill.
  Runesmith (Item Creation)
  Runes you know provide prerequisite spells when creating magic 
  items.
  Prerequisites: Master Craftsman
  Benefit: When creating magical items, you may use a rune that you’ve 
  mastered in place of a spell needed in its creation. See the rune list 
  for a list of spells associated with each rune.
  Runic Blood (Monster)
  Some northern creatures are born with a natural attunement to a rune 
  whose nature is similar to their own (Thursir and the Thurs rune, for 
  example).
  Prerequisites: Born in the frozen North
  Benefit: The creature gains all the benefits of Rune Mastery for the 
  chosen rune, but can invoke its power 3/day. The rune selected must 
  fit thematically with the creature’s nature, origin or abilities.
  Runic Counterspell (Metamagic)
  You mastery of runes is such that you can deflect magic that draws 
  upon their universal power.
  Prerequisites: Runic Spellcasting, Ability to cast arcane or divine 
  magic
  Benefit: When targeted by a spell associated with a rune you have 
  mastered, you may counterspell it by sacrificing any spell that is one 
  or more spell levels higher than the target spell.
  Normal: Without this feat, you may counter a spell only with the 
  same spell or with a spell specifically designated as countering the 
  target spell.
  Name
  Prerequisite
  Benefit
  Aboleth Glyph 
  Memories*
  Aboleth, Aboleth Spawn** or 
  Aberrant Bloodline
  Gain the benefits of Rune Mastery for the chosen rune, and invoke its power 3/day.
  Aboleth Spawn**
  --
  Use acid splash as spell-like ability
  Deeper Rune Lore# 
  Wis 12+ 
  You may invoke secret powers of runes
  Glyph Reader**
  Knowledge (history) 2 ranks, 
  Linguistics 2 ranks
  +4 bonus to Craft (lost technology) and Use Magic Device checks with 
  Ankeshelian items
  Pattern Glyph**
  --
  +1 bonus on save DCs for pattern sub-school
  Rune Mastery# 
  Wis 12+, or Pattern Glyph**
  You gain a mastery bonus over 2 runes of your choice
  Runesmith#
  Master Craftsman 
  You can use rune magic to craft magic weapons instead of spells
  Runic Blood#
  Northern monster
  Gain the benefits of Rune Mastery for the chosen rune, and invoke its power 3/day.
  Runic Counterspell# 
  Runic Spellcasting, Ability to 
  cast arcane or divine magic
  You can counterspell using any spell of a higher level than the targeted spell
  Runic Potence# 
  Wis 15+, Rune Mastery or 
  Runic Blood#
  You can invoke the power of a rune one more time per day
  Runic Spellcasting#
  Rune Mastery or Glyph 
  Reader**
  +1 CL for casting a spell associated with a rune you have Mastered; -1 DC if 
  targeted by such a spell
  * Only applicable to glyphs
  ** Originally appeared in Sunken Empires
  # Originally appeared in Northlands
  
  41
   seCrets of the Western oCean
  Runic Potence (Metamagic)
  Your mastery of runes is deeper than that of other men.
  Prerequisites: Wis 15+, Rune Mastery or Runic Blood
  Benefit: You may invoke the power of any rune you have mastered 
  one more time each day. You may take this feat more than once, the 
  effects are cumulative.
  Runic Spellcasting (Metamagic)
  Your know how to work mastered runes into your spellcasting, and to 
  resist the magical effects of their associated spells.
  Prerequisites: Rune Mastery
  Benefit: If you cast a spell associated with a rune you have mastered, 
  you cast the spell as a caster of 1 level higher than normal.
  If you are targeted by such a spell, the DC of any saving throw is 
  lowered by 1.
  GLyph Creation
  Aboleth can craft any glyph of warding effect using their hit dice as 
  their effective caster level. Those with 13 or more HD can craft greater 
  glyph of warding effects, and those with 18 or more hit dice increase 
  the a maximum potential damage of their glyphs to 20d8 and the 
  highest potentially stored spell to 8th level.
   
  Invoking one of a glyph’s powers is a standard action, provoking 
  an attack of opportunity from threatening enemies. Treat this as a 
  supernatural ability, except that the glyph master must either create 
  a physical representation of the glyph (in paint, blood, written in the 
  sand or snow, etc.) or trace the path of an existing carving of the glyph 
  that was created to an exacting standard. In the Western Ocean, dark 
  basalt plinths often bear an appropriate glyph for just this purpose.
   
  Creating a glyph suitable for use in this way or adding it to an item 
  requires a DC 20 Craft check. Glyphic tattoos are occasionally seen on 
  demented island tribes who worship aboleth.
   
  Breaking or destroying a glyph-inscribed item cancels any power 
  currently invoked upon it. Improvised glyphs need only be marred or 
  disrupted in order to cancel its power.
   
  Unless otherwise noted, glyphic powers that duplicate spell effects 
  have the same duration as the spell, use the glyph master’s character 
  level as the caster level. Other effects have their duration detailed in 
  the glyph’s description.
  thaLassiC Creatures
  A paler complexion and dimly glowing cerulean eyes serve as the 
  only initial indicators that these intelligent, humanoid creatures have 
  been altered by terrible pelagic powers. As the creature grows older 
  or they willingly embrace the oceanic forces that touched them, they 
  bear no sign of aging, but grow to tower over of those of their birth 
  race. Thalassic humans can easily stand 8 to 10 feet tall. Body hair 
  falls away, and some thalassic creatures acquire strange mutations 
  and monstrous features while others are marked by a haunting allure 
  and sensuality. Should this metamorphosis continue, they grow to 
  a staggering 12 to 15 feet tall with more potent gifts; be it a beauty 
  that shatters the resolve of the most steadfast angel, or the blessing of 
  hardened scales, extra limbs, claws, heads, or tentacles.
   
  Thalassic creatures often serve as emissaries, scouts, or diplomats. 
  Their presence means the enigmatic Sea Titans have taken an interest 
  in an event or location, and may respond based on the outcome. Most 
  find Thalassic creatures a terrible harbinger of dire events to come. 
  Whether advancing the titans’ agenda on land or in the water, the 
  Western Ocean’s adopted or conscripted children have no true home 
  left but the abyssal depths.
  Lore
  Knowledge (nature)
  Your insight regarding the secret emissaries of the Sea Titans reveals 
  aspects of their transformation.
  Uncommon  
  (DC 20)
  At home in the depths and on the surface, 
  Thalassic creatures range in power based on the 
  strength of their gift from the Sea Titans.
  Rare  
  (DC 25)
  Thalassic creatures have many powers, including 
  immunity to pressure and entrancing gaze. 
  Obscure  
  (DC 30)
  There are many stages of Thalassic creature, and 
  the most powerful become more like their Titan 
  overlords.
  Epic  
  (DC 40)
  Every Thalassic creature is bound to a Sea Titan 
  who knows the approximate location and state of 
  their bonded herald.
  Creating a Thalassic Creature
  The thalassic template applies to any humanoid, monstrous 
  humanoid, or fey creature. The template has three progressive stages, 
  and the creature remains amphibious at all stages. 
   
  Stories tell of these creatures continuing to evolve beyond the 
  Thalassic template, becoming an even larger sea giant or oceanic 
  monster altogether. 
  
  Pirates of the Western ocean
  42
  STAGE ONE
  The first stage grants specific special abilities, including water 
  breathing, but without severe external physiological changes.  
  CR: Base creature +1
  Alignment: always Lawful Evil
  Type and Size: The creature gains the aquatic and augmented subtypes 
  with amphibious special quality.
  AC: increase natural armor by +2
  Hit Dice: Racial HD become d8 (BAB, saves, and skills remain 
  unchanged).
  Defenses/Qualities: darkvision 60 ft.; Saves Bonus to saves versus 
  poison (+2  vs Poison for creatures with HD 1-4, +4 vs poison for 
  creatures with HD 5-10) Resist Cold (5 for creatures with HD 1-4, 10 
  for creatures with HD 5-10, 15 for creatures with HD 11+); Immune 
  Pressure, Poison (creatures with HD 11+)
  Speed: Creature gains a swim speed of 20 ft. or increases their existing 
  swim speed by 10 ft.
  Melee: A Thalassic creature gains a slam attack, which deals damage 
  appropriate to its size. 
  Abilities: A Thalassic creature gains a +2 bonus to Charisma. 
  Skills: Skill points equal to 2 + Int modifier (minimum 1) per Hit Die. 
  A Thalassic creature always considers Knowledge (nature) a class 
  skill.  Thalassic creatures gain Thalassic as a bonus language.
  Special abilities:
  Bond of the Lords of the Deep (Su): A Thalassic creature is bonded to 
  a Sea Titan. The Titan always knows the current health, direction, 
  and distance of the Thalassic creature. A nondetection spell can 
  mask the Thalassic creature’s direction and distance, but only a 
  limited wish, wish, or miracle can prevent the Titan from knowing 
  if the Thalassic creature is alive or dead.
  STAGE TWO
  The second stage of the Thalassic template grants the benefits of the 
  giant template, but includes an additional choice of one special ability 
  or mutation (see below).
  Requirements 
  •	Must	have	Stage	One	
  •	Must be humanoid, monstrous humanoid or fey, with Int 4 and above 
  •	Must	have	at	least	2	HD	from	base	creature	
  CR: The second stage of the Thalassic template increases a creature’s 
  CR by +2, to a total of +3.
  Alignment: always Lawful Evil
  Type and Size: The creature’s type gains the aquatic, augmented, and 
  giant subtypes with amphibious special quality. Increase size by one 
  category.
  AC: increase natural armor by +3 (+5 total)
  Hit Dice: Racial HD become d8 (BAB, saves, and skills remain 
  unchanged). Gain 2 additional HD. Gain Fast Healing 5.
  Defenses/Qualities: gains darkvision 60 ft.; Saves gains a +2 bonus to 
  Fortitude and Reflex saves.
  Speed:  A Thalassic creature’s swim speed increases by 10 ft.
  Melee: A Thalassic creature’s slam attack increases its damage dice by 
  one size. It gains +2 BAB.
  Special abilities:  (Choose two)
  Gaze of the Blissful Abyss (Sp): A Thalassic creature gains a gaze 
  attack. Range 30 ft. Targets must make DC (10+ 1/2 HD + CHA) 
  Will save or be charmed. Those who save cannot be affected for 
  24 hours.
  Pelagic Form (Ex): A Thalassic creature replaces its feet with 
  a fishtail. Increase swim speed to 50 ft. or +15 ft., whichever is 
  greater. Base Land Speed reduced to 5 ft.
  Paralytic Touch (Ex): Contact poison with slow effect. Con based.
  Razor Teeth (Ex):  The Thalassic creature gains a natural bite attack 
  of appropriate size. 
  Keen Scent (Ex): The Thalassic creature gains the keen scent 
  universal monster ability.
  Shocking Touch (Ex):  The Thalassic creature gains a touch 
  attack inflicting (1d6 electric damage/3 HD), save for half (DC 
  10+1/2HD + Con; DC is Constitution based), usable every 1d4 
  rounds.
  Tremorsense (Ex): The creature gains tremorsense universal 
  monster ability to 60 ft.
  Webbed Feet and Hands (Ex): Replace the Thalassic creature’s 
  slam attack with two claw attacks of appropriate size. Increase the 
  creature’s swim speed to 40 ft. or +10 ft., whichever is greater.
  Abilities: Thalassic creatures gain a +4 size bonus to Str and Con, –2 Dex. 
  Skills: Skill points equal to 2 + Int modifier (minimum 1) per Hit Die. 
  A Thalassic creature always considers Knowledge (nature) a class 
  skill.  Thalassic creatures gain Thalassic as a bonus language. 
  STAGE THREE
  At the third stage the creature grows larger still with a choice of more 
  enhanced special abilities.    
  Requirements 
  •	Must	have	Stage	One	and	Stage	Two	
  •	Must	be	humanoid,	monstrous	humanoid	or	fey,	with	Int	4	and	
  above 
  •	Must	have	2	HD	from	base	creature
  CR: The third stage of the Thalassic template confers an additional 
  +1, for a total of +4.
  Alignment always Lawful Evil
  Type and Size: The creature’s subtype is unchanged (aquatic, 
  augmented, giant). Increase size by one category.
  AC: increase natural armor by +3 (+8 total)
  Hit Dice: Increase racial Hit Dice to d10 (BAB, saves and skills 
  remain unchanged). 
  Melee: Increase dice rolled for natural attack damage by 1 step.
  Special abilities: (Choose two, may also select from Stage Two special 
  abilities) 
  Ageless (Su): A Thalassic creature never suffers aging penalties and 
  does not die of old age.
  Blending Camouflage (Ex): The creature gains a +8 racial bonus 
  to Stealth checks to hide and may attempt these checks even if 
  observed. The Thalassic creature suffers no penalty to Stealth 
  checks made underwater while moving at normal speed.
  Seahorse Armor (Ex): The Thalassic creature gains an additional +2 
  natural armor bonus.
  
  43
  Tentacles (Ex): The creature gains two tentacles with slam attacks, 
  with 5 ft. of additional reach. These tentacles provide +2 bonus to 
  CMB/CMD vs disarm and grapple.
  Abilities: +4 size bonus to Str and Con, –2 Dex. 
  Skills: Skill points equal to 4 + Int modifier (minimum 1) per Hit Die. 
  A Thalassic creature always considers Knowledge (nature) a class 
  skill.  Thalassic creatures gain Thalassic as a bonus language.
  Environment: Any Aquatic
  Organization: Solitary, Pair, Envoy (3-12)
  Treasure: Twice normal
  Stage Three Thalassic Stone Giant CR 12
  At first we thought they were fouled by some manner of magics or a 
  race of giants we’d never seen. Only later did we realize they were the 
  heralds of the Sea Titans.
  XP 19,200
  LE Gargantuan aquatic augmented humanoid (giant)
  Init +0; Senses darkvision 60 ft., low-light vision, tremorsense 60 ft.; 
  Perception +12
  DEFENSE
  AC 26, touch 7, flat-footed 26 (+0 Dex, +19 natural, –3 size)
  hp 189 (14d10+112); Fast Healing 5
  Fort +18 (+4 vs poison), Ref +6, Will +7
  Defensive Abilities amphibious, improved rock catching; Resist 
  Cold 15; Immune Pressure
  OFFENSE
  Speed 40 ft.; swim 30 ft.
  Melee greatclub +20/+14 (4d8+18) or 2 slams +20 (3d6+12)
  Ranged rock +12/+6 (2d8+14)
  Space 20 ft.; Reach 20 ft.
  Special Attacks Gaze of the Blissful Abyss (30 ft.; DC 18 Will save or 
  be charmed), rock throwing (180 ft.); Shocking Touch (4d6; DC 25 
  Reflex; half)
  STATISTICS
  Str 35, Dex 11, Con 27, Int 10, Wis 12, Cha 12
  Base Atk +11; CMB +26; CMD 36
  Feats Iron Will, Martial Weapon Proficiency (greatclub), Point Blank 
  Shot, Power Attack, Precise Shot, Quick Draw
  Skills Climb +16, Intimidate +13, Perception +12, Stealth +0 (+8 in 
  rocky terrain); Racial Modifiers +8 Stealth in rocky terrain
  Languages Common, Giant, Thalassic
  SPECIAL ABILITIES
  Improved Rock Catching (Ex) A stone giant gains a +4 racial 
  bonus on its Reflex save when attempting to catch a thrown 
  rock with rock catching. This ability otherwise works like the rock 
  catching ability.
  Ageless (Su): A Thalassic creature never suffers aging penalties and 
  does not die of old age.
  Bond of the Lords of the Deep (Su): A Thalassic creature is 
  bonded to a Sea Titan. The Titan always knows the current health, 
  direction, and distance of the Thalassic creature. A nondetection 
  spell can mask the Thalassic creature’s direction and distance, but 
  only a limited wish, wish, or miracle can prevent the Titan from 
  knowing if the Thalassic creature is alive or dead.
  Gaze of the Blissful Abyss (Sp): A Thalassic creature gains a gaze 
  attack. Range 30 ft. Targets must make DC 18 Will save or be 
  charmed. Those who save cannot be affected for 24 hours.
  Shocking Touch (Ex): The Thalassic creature gains a touch attack 
  inflicting (4d6 electric damage), save for half (DC 25; DC is 
  Constitution based), usable every 1d4 rounds.
  thaLassiC bLoodLine
  Your blood runs with the primordial power of the sea. You might 
  possess an ocean deity ancestor or the touch of the Sea Titans. 
  Somehow you channel the chaotic power of tides and waves. 
  Class Skill: Escape Artist 
  Bonus Spells: endure elements (3rd), water walk (5th), water breathing 
  (7th), freedom of movement (9th), rusting grasp (11th), control water 
  (13th), elemental body IV (15th), polymorph any object (17th), shape 
  change (19th) 
  Bonus Feats: Brew Potion, Craft Rod, Craft Wondrous Item, 
  Empower Spell, Great Fortitude, Iron Will, Skill Focus (Knowledge 
  [nature]), Widen Spell 
  Bloodline Arcana: When you cast a spell with the water or cold 
  descriptor, its duration increases by 50% (minimum 1 round).
  Bloodline Powers: Your powers are more than just the ability to 
  control water. Your blood runs with the protean element that gave 
  birth to the land, the sky, and the gods. You channel the formless and 
  vast nature of water. 
  Dissolving Touch (Sp)—At 1st level, you can deliver a melee 
  touch attack that infuses a creature’s flesh with the chaos of the 
  primordial ocean. You inflict 1d6 damage +1 for every 2 sorcerer 
  levels you possess. At 7th level, the touched creature is also slowed 
  for 1 round. At 11th level, the damage increases by one step to 
  1d8. This damage bypasses damage reduction as untyped energy 
  damage. You may use this ability a number of times per day equal 
  to 3 + your Charisma modifier. 
  Formless (Ex)—At 3rd level, you gain a bonus to your CMD equal 
  to 3 + your Charisma modifier. You also gain a +4 bonus to resist 
  polymorph and petrification effects. At 9th level, if you fail a save 
  against a petrification or polymorph effect, you revert to your 
  normal form after 1 round. 
  Hydromancer (Ex)—Starting at 9th level, you may cast a spell with 
  the Silent Spell metamagic feat without increasing its level or 
  casting time 1/day. You may use this ability 2/day at 13th level, 
  and 3/day at 17th level. 
  Protean Shape (Sp)—At 15th level, you can change into a watery 
  version of yourself. This affects you as if you had cast liquid form. 
  You can do this a number of rounds per day equal to your sorcerer 
  level. These rounds do not need to be consecutive. 
  Ocean Lord (Ex)—At 20th level, you are immune to critical hits, 
  sneak attacks, and sonic damage. You cannot drown, and you 
  automatically succeed on all Swim skill checks.
   
   seCrets of the Western oCean
  
  Pirates of the Western ocean
  44
  The
  Western 
  ocean
  b
  
  45
  
  Pirates of the Western ocean
  46
  OPEN GAME LICENSE Version 1.0a
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  Open Game License v 1.0a Copyright 2000, Wizards of the 
  Coast, Inc.
   
  System Reference Document. Copyright 2000, Wizards 
  of	 the	 Coast,	 Inc.;	 Authors	 Jonathan	 Tweet,	 Monte	 Cook,	 Skip	
  Williams,	based	on	material	by	E.	Gary	Gygax	and	Dave	Arneson.
   
  Pathfinder RPG Core Rulebook.	 Copyright	 2009,	 Paizo	
  Publishing,	 LLC;	 Author:	 Jason	 Bulmahn,	 based	 on	 material	 by	
  Jonathan	Tweet,	Monte	Cook,	and	Skip	Williams.
   
  Northlands	©	2011,	Open	Design	LLC;	Author:	Dan	Voyce;	
  www.koboldquarterly.com.
   
  Sunken Empires	©	2010,	Open	Design	LLC;	Author:	Brandon	
  Hodge;	www.koboldquarterly.com.
   
  The Book of Experimental Might. ©	2008,	Monte	J.	Cook.	 
   
  Pirates of the Western Ocean. ©	 2012,	 Open	 Design	 LLC.	
  Author:	 Ben	 McFarland.	 www.koboldquarterly.com.	 All	 rights	
  reserved.
  
  Plunder this sea-chest of ideas to fuel 
  your own high seas adventures!
  Create fantastic ships with new construction templates, or roll up a distraction 
  between ports with random tables.
  You’ve explored the Western Ocean from Barsella to Terminus Island, but 
  you’ll never truly experience it until you raise the Jolly Roger and strand law at 
  the shore. Come join the ranks of pirates plying the shipping lanes, and make 
  your own rules out on the high seas.
  Any pirate-minded GM will find something useful in these pages, including:
  Flotsam, Jetsam, and 
  Pearls Beyond Price
  b
  TM
  b
  b
  b
  b
  b
  b
  Unleash 3 pirate bands and new ports of call
  Explore 2 new adventure-packed islands on the Western Ocean
  Deploy 13 personalities to assist or hinder your party on their 
  next adventure
  Pit your party against Thalassic creatures serving the Sea Titans
  Discover 11 new spells, and the secrets of ancient aboleth glyphs
  Learn new feats and liberate new magic items from the unworthy!
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Kobold Press - Open Design/Journeys - Pirates of the Western Ocean.pdf