TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the 
  new DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard 
  Baker, and Peter Adkison. 
  This game product contains no Open Game Content. No portion of this work may be reproduced in any 
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  DUNGEONS & DRAGONS, D&D, GREYHAWK, Living Greyhawk, D&D Rewards, RPGA, Player’s 
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  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
   
  ZEF7-05 
   
   
   
   
   
  Korsan 
   
  A One-Round Dungeons & Dragons
  ® Living Greyhawk™  
  Regional Adventure 
   
   
  by Belinda Hamilton, Abbey Johnston and F. Martin Knoff 
  Circle Reviewers: Tim Sech 
  Reviewers: Jon Dawes, Cory Fliegel and Chris Slater 
  Playtesters: James Monsebroten, Ian Seale, Adeline Tufts, Ken Tufts, Michael Tufts 
   
   
   
  The town of Korsan is a simple little village nestled in a scenic coastal area. For such a small town, it seems to attract a 
  lot of attention. Bring your shopping bags and weapons, because where there is trade and a lot of money, opportunities 
  for trouble are certainly not far behind. An investigative one-round Regional adventure set in Zeif for characters level 1-
  10 (APLs 2-8). 
   
  Resources for this adventure [and the authors of those works] include Fiendish Codex I: Hordes of the Abyss [James 
  Jacobs, Erik Mona, Ed Stark], Lords of Madness: The Book of Aberrations [Richard Baker, James Jacobs, Steve Winter], 
  Monster Manual II [Ed Bonny, Jeff Grubb, Rich Redman, Skip Williams, Steve Winter], and Monster Manual III. 
  
  Zef7-05 Korsan 
   
  Page 1 
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D
  ® campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL™ gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First, it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second, players and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2008.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com.  
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D rule books: Player’s Handbook, 
  Dungeon Master’s Guide, and the Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Refer to Appendix 1 for full 
  information on NPCs and monsters. For your 
  convenience, Appendix 1 is split by APL 
   
  Along with this adventure, you’ll find a RPGA 
  Session Tracking sheet. If you’re playing this adventure 
  as part of an RPGA-sanctioned event, complete and turn 
  in this sheet to your senior GM directly after play. You’ll 
  also find a LIVING GREYHAWK Adventure Record (AR). 
  You need one copy of this for each participating player. 
   
   LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1. Determine the character level for each of the PCs 
  participating in the adventure. 
  2. If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other than 
  those brought by virtue of a class ability (such as 
  animal companions, familiars paladin’s mounts) or 
  the warhorse of a character with the Mounted 
  Combat feat, use the sidebar chart to determine the 
  number of levels you add to the sum of step one. Add 
  each character’s animals separately. A single PC may 
  only bring four or fewer animals of this type, and 
  animals with different CRs are added separately.  
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  3. Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round to the nearest whole number. 
  4. If you are running a table of six PCs, add one to that 
  average. 
  
   
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLs are given in even-numbered 
  increments. If the APL of your group falls on an odd 
  number, ask them before the adventure begins whether 
  they would like to play a harder or easier adventure. 
  Based on their choice, use either the higher or the lower 
  adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level 
  characters to reach the objectives. 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1st-level characters may find 
  the challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them and fight for them. 
   
   
  TIME UNITS AND UPKEEP 
  This is a standard one-round Regional adventure, set in 
  Zeif. All characters from Zeif pay 1 Time Unit per round 
  and all non-Zeif characters pay 2 Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12 gp per Time 
  Unit. Rich Upkeep costs 50 gp per Time Unit. Luxury 
  Upkeep costs 100 gp per Time Unit. Characters that fail 
  to pay at least Standard Upkeep will retain temporary 
  ability damage until the next adventure, must buy new 
  spell component pouches and healer’s kits, and may 
  suffer other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this adventure. 
   
  A character that does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild. If the character possesses four or more 
  ranks in the Survival skill and succeeds at a DC 20 
  Survival check, the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking). The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 
  3 
  of 
  the 
  Living 
  Greyhawk 
  Campaign 
  Sourcebook. 
   
   
  ADVENTURE BACKGROUND 
   
  Dwobdar Rhudoc: CN male gnome Brd 5/Rog5/Exp5; 
  Bluff +22, Diplomacy +26, Profession (Merchant) +20, 
  Sense Motive +20 
   
  Third son of a gnomish gem cutter and merchant, 
  Dwobdar’s life was almost cut short by a terrible house 
  fire that killed his parents and brothers, burning him 
  horribly in the process. Crippled and burned, Dwobdar 
  was fostered by various relatives, none of who knew what 
  to do with him. Most days, the gnome found himself in 
  the corner of one room or another, listening and 
  watching what was going on around him. He found that 
  people ignored him or simply assumed that besides 
  crippled he was also stupid. 
   
  Dwobdar learned one very important lesson during 
  this time – information had value. In the right hands it 
  could be traded for goods, money or favors. 
   
  Years later, Dwobdar learned that the fire that killed 
  his family was organized by a rival merchant family. 
  Revenge was required and the gnome knew exactly how 
  to achieve it. He would bring shame upon that house and 
  bring about its’ downfall. Little by little he used his 
  talents with information and blackmail to take down one 
  branch then another, never losing sight of the goal. 
   
  He is a shrewd negotiator and is used to dealing 
  from a position of strength. He will verbally appease 
  those that physically threaten him as he is unable to 
  defend himself physically, but will not consider coerced 
  promises to be worth respecting. He never threatens 
  anyone physically, preferring to use information and 
  guile whenever possible.  
   
  Nur 
  Karu: 
  Matron Sultana CE human female 
  Ari2/Rog6/Asn10. 
   
  Matron Sultana Nur Karu is Sultan Murad the 
  Proud’s mother. She oversees the Harem located in the 
  Palace of Peh’reen in Zeir-i-Zeif. She began her career as a 
  beautiful young concubine of Selim the Scoundrel. Over 
  the years, she has become an increasingly powerful and 
  mysterious figure, so that she is now often referred to as 
  "the Veiled Sultana." 
   
  Once every year or two, the Matron is able to get 
  away from the palace and see something of the region. 
  Wherever she travels, she is always shadowed by her 
  eunuch bodyguard. Right now she is in Korsan enjoying 
  the bazaar. Korsan’s relative size and location makes it a 
  Zef7-05 Korsan 
   
  Page 2 
  
  perfect place for the Matron to visit, without the 
  possibility of being seen by anyone who might recognize 
  her. 
   
  Relationship between Dwobdar and Nur Karu 
  (Matron Sultana) 
  In his business as an information trader, Dwobdar has 
  uncovered many facts about the Matron Sultana. He 
  knows she leaves the Harem from time to time; he knows 
  her secret passion for elven men; he knows her weakness 
  for strong ale; but more importantly – he knows her face. 
   
  The Matron is aware that Dwobdar knows all these 
  things (and probably more) and from her point of view, 
  that’s a liability. The two have not ever met face to face. 
   
  Why doesn’t the Matron Sultana simply have this 
  bothersome gnome eliminated? 
   
  She has tried scaring him in the past but this 
  obviously hasn’t worked. Dwobdar is very, very careful 
  and hides his tracks well. He’s a slippery little guy who 
  doesn’t take a lot of chances. Until now he hasn’t directly 
  impacted her; he’s been a minor nuisance. 
   
  Relationship between Dwobdar and the Order of 
  Kwalish 
  Three weeks ago, a member of the Order of Kwalish came 
  across a very powerful necromantic item – the 
  crystallized skull of a small monkey. So distressed by the 
  strong evil aura radiating from the object, he decided to 
  immediately destroy the item, shattering it into many 
  pieces. Returning home and reporting the incident to his 
  master, the acolyte was surprised to discover that word 
  had already reached the Order of his discovery. In the 
  time it took him to travel home, the Order had been 
  contacted by a gnome claiming to have in his possession 
  the shattered remains of the skull. 
   
  Though he was skilled in his veiled threats, there 
  was no doubt that the gnome would not think twice 
  about turning the information about the destroyed 
  artifact to the Grim Vizier, and that it would certainly be 
  portrayed as a malicious act. Though there was no request 
  for payment; the threat is looming over the Order and 
  could be called in at any time, so they feel an urgent need 
  to resolve this issue as quickly and quietly as possible. 
   
  ADVENTURE SUMMARY 
   
  Introduction - Here the adventurers are in Zeir-i-Zeif 
  and run into Hamza, who is heading to Korsan where he 
  is looking for an item that interests him greatly, though 
  he is vague about the exact nature of it. He quickly hires 
  the party to escort him there and back. 
   
  Encounter 1 - The party arrives in Korsan where they 
  discover the nature of the real Bazaar and get some clues 
  on what is available. 
   
  Encounter 2 - The party meets a gnome information 
  broker, who wishes to acquire an item and is willing to 
  pay the party well to get it for him. 
   
  Encounter 3 - The party runs into the owner of the purse 
  who is secretly the Matron Sultana on a carousing trip 
  outside of the palace. They may interact with her in a 
  variety of ways. She has some information about a recent 
  activity of the gnomes’ and may give it to the party if they 
  mention they are working for him. 
   
  Encounter 4 - The party is approached by an agent of the 
  Order of Kwalish. They too are seeking an item and they 
  too have information on another item, the one that 
  Hamza is seeking (though they don’t know it). If the 
  party agrees to help them, they agree to help the party. 
   
  Encounter 5 - The party may visit the best bar in Korsan, 
  wander, find a strange merchant and an exploded 
  brickworks, and visit many vendors selling goods for sale. 
   
  Encounter 6 - The party may have information leading to 
  this well which the gnome has dropped an item down. 
  Careful exploration and a combat with some carrion 
  crawlers will allow them to discover the pieces of the 
  monkey skull that the Order of Kwalish is looking for. 
   
  Encounter 7 - The party may be led to this cave by the 
  order of Kwalish, and inside is the recorder that Hamza is 
  looking for, guarded by a leech swarm and some living 
  spells the gnome placed to guard it.  
   
  Encounter 8 - The party may return to and negotiate 
  with the various people they met, possibly turning over 
  items or information that is needed. They must leave in 
  the morning as Hamza is returning to Zeir-i-Zeif at that 
  time. 
   
  Encounter 9 - If the party offended any of the three 
  major parties during the night, they will be attacked by 
  their agents on the road back to Zeir-i-Zeif. 
   
  Conclusion - The party returns Hamza where he 
  belongs, and can either reap the rewards or the 
  repercussions of their actions. 
   
  PREPARATION FOR PLAY 
   
  Zef7-05 Korsan 
   
  Page 3 
  
  Here is the relevant 
  information for Korsan: 
   
  While it is hardly a jewel among the waves, the small port 
  town of Korsan holds a certain charm that many people 
  find alluring. Some take solace in the fact that Korsan is a 
  self-declared haven for all, a safe house where individuals 
  can find a safe place to rest, or trade ill-gotten goods 
  without fear from the officials, at least while they stay 
  within town limits. Or perhaps it is the fantastic legend 
  of how the town became more than just a collection of 
  salt-stained shacks. A geographer might argue that 
  Korsan simply exists because of its locale. It is a quiet 
  hamlet that merchants, the Zeif navy, and even the 
  occasional pirate (flying false colors of course) can get a 
  warm meal, a bed and a bit of news as they allow their 
  ships to bob quietly in the waves of the Dramidj Ocean. 
  In truth Korsan exists today because of all three. 
   
  The Legend of Berker al’ Muhalin 
   
  Berker al’ Muhalin was a scoundrel, a cheat, and a 
  braggart, at least in the beginning. It is said that he knifed 
  a drunk and innocent merchant in a shady alley to raise 
  the funds for his first sloop, the Bloody Bow (as in bow of 
  a ship). Berker soon became a pirate of some repute, 
  renowned for both his cruelty in meting out pirate justice 
  upon the waves, and for his uncanny nose for gold. 
   
  Berker literally means ‘solid man’ and as such Berker 
  had a few redeeming qualities to his person. His first was 
  that he never backed down from a challenge, regardless 
  of how foolish it was to fight. While some would see this 
  as a fault rather than a merit, it did inspire the loyalty of 
  the men he surrounded himself with. The second 
  worthwhile trait that Berker possessed was that he never 
  lied; he was a man of his word; though often he twisted 
  that word like a knife in the back to get what he really 
  wanted. 
   
  Legend has it that eventually Berker found what 
  every pirate looked for, that one big score. Whether he 
  found a sunken treasure, or robbed the right merchant is 
  debated to this day, historians all agree however that he 
  had come into a large amount of wealth. Unfortunately 
  for Berker, he had selected his crew for their cruelty and 
  motivated them to work with their greed. 
   
  Due to his twisted sense of pride however he was 
  unable to take the mutinous crew’s offer of a lifeboat and 
  instead drew his sword in answer. The battle was fierce 
  and Berker was sorely outnumbered. In the end he won 
  out, partly because a number of his crew joined his side 
  in the battle out of sheer loyalty, and partly because of 
  dumb luck. That night Bloody Bow was appropriate. Only 
  Berker and two of his loyal crew survived the battle. 
   
  They fed the corpses to the sharks and limped their 
  gore soaked ship toward a meager light on the shoreline. 
  The ‘town’ they had been heading toward for repairs was 
  anything but. It was a handful of shacks lining the shore, 
  housing humble fishermen and their wives. The light he 
  had followed was a raging bonfire on the beach to 
  celebrate the latest catch. Having little choice Berker 
  weighed anchor in the deeps and rowed into the town to 
  ask for a place to sleep and if anyone would be interested 
  in crewing a ship. That night the blood from the ship 
  came in with the tide and the townsfolk saw Berker for 
  what he was, a bloodthirsty pirate. He hardly cared 
  however and simply evicted a family from their home at 
  sword point and moved in. 
   
  A few short days later a slave vessel slipped silently 
  into town, hoping to add the honest fishermen to the 
  ranks. Blades were drawn and Berker could hardly stand 
  down from a challenge. He lost the remaining two 
  members of his crew that night but drove the slavers 
  away. The townsfolk, even though they had been held 
  hostage by the man, saw his stubbornness as a sign of a 
  pure heart however, and venerated the man, telling of his 
  good deed to anyone who would listen. They even 
  renamed their hamlet ‘Korsan’ which means pirate, 
  corsair, or sometimes even privateer. Berker obviously 
  had a good thing going in Korsan, so he changed his 
  name, sunk his ship, and settled into Korsan 
  permanently. The few original townsfolk respected his 
  wish for privacy, and kept his secret. 
   
  The spending of the ill-gotten loot the man-formally-
  known-as-Berker attracted tradesmen to the small town. 
  A formal dock and an inn were quickly built and it soon 
  became a stopping point for ships traveling on the 
  Dramidj Ocean. The last legacy that Berker left for the 
  people of Korsan was in proclaiming the town a safe 
  haven for all who would make use of it. While the town 
  has no formal military enforcing the informal rule of 
  Korsan, everyone in the town upholds the tenant. The 
  few foolish individuals who dared to draw blood in 
  Korsan served as example as to what would happen to 
  future miscreants. 
   
  It is unknown if Berker still resides in Korsan. And 
  even if he did, the only people who know would as soon 
  cut their own tongues from their mouths than tell… 
   
  Korsan (village) Beylik of Lysia: Conventional; AL LN; 
  200gp limit; Assets 4530gp; Population 453; Mixed 
  (human 79%, half-orc 9%, orc 3%, halfling 3%, dwarf 2%, 
  gnome 2%, half-elf 1%, elf 1%). 
   
  Authority Figure: Burzin ibn Azadmard, male 
  human, War 5. 
  Zef7-05 Korsan 
   
  Page 4 
  
   
  Important Characters: Neva, female gnome Exp2 
  (basket weaver); Kruk, male orc Exp4 (owner, “The 
  Tattooed Lady”); Shiruy ben Mahdi, male human Exp2 
  (Brewer, “The Scurvy Tankard Brewery”); Kasra bin 
  Hormazdyar, male human Com1 (fishmonger); Parendi 
  ibnt Mahdi, female human Dru1 (Herbalist); Herlew, 
  male halfling Com1 (bait & tackle merchant); Erkenwald, 
  male gnome Adp1 (tinker); Kermanshah bin Gashtaham, 
  male human Com3 (owner, coffeehouse); Hasad ibn 
  Zeki, male human Com2 (owner, Boarding House); Gell, 
  male half-orc Com2 (merchant, General Store); Nalric, 
  male dwarf Clr2 (Azor’Alq) 
   
  Others: Town guards (4); Militia (23); Adp2 (1); Ari3 
  (1); Barb1 (1); Brd2 (2); Clr1 (2); Com1 (380); Exp1 (5); 
  Exp2 (4); Exp3 (2); Ftr2 (1); Mnk1 (3); Rog1 (3); Rog2 (2); 
  War2 (5); Wiz1 (2). 
   
  From ZEF6−04 Generosity 
  (contains spoilers): 
   
  In the adventure ZEF6-04 Generosity, several items were 
  available for purchase by PCs at an auction held in 
  Ceshra, including a recorder. At the conclusion of that 
  adventure, PCs may have purchased this recorder and 
  where then presented a choice – keep it for themselves or 
  give it to a NPC, Inda bin Hassen. 
   
  No details about the magical properties of the 
  recorder were given during the adventure but it is 
  believed that several recorders of the same design were 
  constructed by Decius of Urnst most of which remain 
  undiscovered. 
   
  It is possible for the PCs to have in their possession 
  the recorder from Generosity. Hamza will be happy to 
  receive this one, the one found in this adventure, or both. 
   
  More details about the recorder can be found in 
  Appendix 2 and in the AR Favor “Hamza has shared a 
  secret with you”. 
   
  From ZEF7−I02 (Interactive 
  from Ancient Enemies?): 
   
  In one of the interactive mini-missions, players had an 
  opportunity to help a miner open up his trade route from 
  a bandit Hill Giant and deliver some samples to the 
  Western Flanaess Trading Company so they could 
  establish a contract. 
   
  If the party was successful, they received a molar 
  shaped nugget of a copperish ore in addition to their 
  normal pay, and these nuggets have been distributed to a 
  number of other people as well to try and figure out what 
  can be done with them. 
   
  Their nature is explained in Encounter 5b, and 
  characters who listen to the story can figure out how to 
  use their previously useless chunk of ore. 
   
  INTRODUCTION 
   
  You have been enjoying the sights, smells and sounds 
  of the Grand Bazaar in Zeir-i-Zeif when a sudden late 
  afternoon rainstorm has forced you indoors seeking 
  shelter. The nearest place of refuge is Vahid’s Barber 
  Shop. You have heard stories of this place and of its 
  owner Vahid ibn Behruz – the smiling barber. 
   
  “Ho  geldiniz!”* 
   
  You are greeted by a short slim man wearing a 
  large blue turban, bigger than his head. The man 
  sports a thick bushy moustache which covers almost 
  all of his mouth – until he smiles that is. His whole 
  face lights up as he flashes you a big smile, full of 
  pristine, perfectly white teeth. 
   
  A young boy of about seven years approaches you 
  and points at a sofa to the right of the doorway. 
   
  *Ho  geldiniz is an overly friendly Baklunish specific 
  word, usually saved for close friends. In this context, it is 
  being used to indicate a very friendly personality, not a 
  mistaken identity. 
   
   
  If there are any female characters in the party read 
  the following: 
   
  “Bayanlar (ladies), please follow me.” The boy escorts 
  you to a small sofa in the far left corner of the shop. 
  He unfolds a tall carved wooden screen, blocking off 
  almost all view of the rest of the shop. He pours you 
  some tea from a nearby pot,  
   
  “Greatest pardons ladies, but you must remain 
  here while you are in this shop. You are in no danger, 
  and as you can see, neither are your companions. If 
  you require anything, please ring the bell.” He points 
  to a tiny brass bell on the table next to you. The 
  young boy bows and leaves. 
   
  Continue: 
   
  The boy returns quickly with a tray of small tulip-
  shaped glasses filled with tea. Looking around the 
  shop you see there is only one customer currently 
  seated but several other men are sitting around small 
  tables in the center of the room. Some are enjoying 
  the hookah, while others appear to be engaged in a 
  card game. 
  Zef7-05 Korsan 
   
  Page 5 
  
   
  Vahid removes the towel that was covering the 
  only customer in his shop, revealing a man with 
  bulging eyes. 
   
  This is Hamza Fâkih (Exp 9), sage and scholar from 
  ZEF6-04 Generosity. 
  Appraise +10; Bluff +0; Decipher Script +16; Diplomacy 
  +5; Gather Information +12; Intimidate +0; Knowledge 
  (Arcana) +16; Knowledge (Architecture and Engineering) 
  +16; Knowledge (Geography) +16; Knowledge (History) 
  +16; Knowledge (Local VTF) +16; Knowledge (Royalty 
  and Nobility) +16; Sense Motive +5. Saves – Fort +3; Ref 
  +3; Will +8 
   
  “Hamza, you are in luck my friend. Look, adventurers. 
  Istus has blessed you this day.” 
   
  The barber is pointing at you and smiling 
  excitedly. The man with the bulging eyes starts to 
  stand up but is pushed back into the chair by Vahid. 
   
  “You are not finished yet my friend. If they want 
  to hear your story, and I am sure they will want to 
  hear your story, they will wait until you are done.” 
   
  The young boy that greeted you earlier hands the 
  barber a ball of cotton with a nail sticking out of it. 
  Vahid dips the top of the nail into a jar of clear fluid 
  on the counter and lights it. With the precision of an 
  experienced barber, he moves the flame gently over 
  Hamza’s face. You catch the faint smell of burning 
  hair but Hamza does not appear concerned by this 
  activity. As you continue to watch, Vahid rinses the 
  man’s face and applies a lemon scented cologne. 
   
  As soon as the barber is finished, Hamza stands 
  up and motions for you to join him at the only empty 
  table remaining in the shop. More tea is served, as 
  well as a plate of cheese and flatbread. 
   
  Hamza speaks very fast, his words almost running 
  together. 
   
  “Friends, fate has brought us together today. 
  Wouldn’t you agree? Are you in need of work because 
  I am in fact providing work, and work of the kind 
  only adept adventurers like yourself are qualified to 
  for. I require escort to a town many miles from here: 
  Korsan. Perhaps you’ve heard of it? Then again 
  perhaps not. It is not a large town, more of a village 
  actually. Yes, now that I think about it, I believe the 
  Royal Geographical Society has declared it a village. 
  Nevertheless, there is a bazaar taking place there in a 
  few days and it is rumored that many magic items will 
  be available! I would very much like to acquire a 
  specific item that I am hoping will be there. As you 
  can no doubt attest, the road is not always safe though 
  and besides, won’t it be fun to travel together?” 
   
  Hamza can provide the following information: 
   
  • 
  He doesn’t know exactly what kind of magic items 
  will be available. His sources suggest it may be a 
  musical instrument, but there will be many other 
  items as well. 
  • 
  He is willing to pay 100gp per APL to each PC but 
  insists that the PCs agree to escort him back to Zeif-
  I-Zeif after the bazaar when he is ready to return. 
  • 
  Hamza is afraid of the water and would prefer the 
  party travel by land.  
  • 
  He would like to leave in the morning. [This will 
  give PCs a few hours to arrange for horses and/or 
  wagons.] 
  • 
  Hamza travels on a mule named Bika he has owned 
  for almost 8 years. He never travels on anything else. 
   
  When the PCs depart in the morning, Hamza is more 
  than happy to share some of the information he has about 
  Korsan and some of the other towns he has visited. Pick 
  some random facts or paraphrase the information in the 
  Preparation for Play section about Korsan, and feel free to 
  share the following information about other towns: 
   
  Town Rumors: 
  If the PCs are interested (and have time), Hamza will 
  gladly talk about a few of the towns he has visited, 
  sharing the following information: 
   
  Kurteq is in the Bey of Sundar to the East and has a 
  history as a smuggling port and haven for criminals and 
  escaped slaves. The Dusk Lash is reported to have a 
  number of members centered in and around Kurteq. 
   
  Sukarta is a source of fresh water for passing ships. There 
  are roads in and out of town but they are seldom used. 
  The waters of Sukarta are rumored to have healing 
  properties. The water is rich in minerals and slightly 
  warmer then normal water. 
   
  Development: The PCs may make whatever preparations 
  they wish to overnight, but in the morning, they are off 
  to Korsan! 
   
  1: ARRIVAL (SUNSET) 
   
  Seven days travel on the Royal Road has brought you 
  to a small signpost marking the turn-off to Korsan. 
  Sultan Jehef the Splendid, recognizing the need to 
  keep trade flowing no matter the weather, built a 
  system of Royal Roads to connect Zeif’s major towns 
  Zef7-05 Korsan 
   
  Page 6 
  
  and cities. Constructed by the Sultans’ Engineers, and 
  improved by Sultan Murad the Proud, the roads are 
  now maintained by the Timars through which they 
  pass. 
   
  Sunset on the next day brings you to your 
  destination. From your conversations with Hamza 
  and other travelers on the Royal Road, you know that 
  Korsan is a small village, which twice a year hosts the 
  largest bazaar in the timar. It is Korsans’ reputation as 
  a neutral town that attracts all sorts of people and 
  items. 
   
  As you come to the edge of town you see 
  numerous tents, lean-tos and makeshift buildings. 
  You gather this area is temporary accommodation for 
  the 
  merchants, 
  caravan 
  drivers 
  and 
  laborers 
  associated with the bazaar. The air is thick with 
  campfire smoke and the smell of animals and humans 
  all living in close proximity. 
   
  Further along, you see residential buildings, 
  shops and businesses typical of a seaside village…but 
  it’s the shouting of barkers that catches your 
  attention. Coming around a bend you see what 
  everyone is here for – the Korsan Bazaar. The town 
  square is awash with colorful signs and every piece of 
  ground has been covered with tents, pavilions and 
  other stalls. Any place a vendor can lay down a carpet 
  or blanket has become a place of business. 
   
  As you get closer, you notice several merchants 
  packing up their goods and taking down their signs. 
  Hamza turns to you, rubs his chin and says, 
  “Ah…yes…right. 
  The 
  Mouqollad 
  Consortium 
  oversees this bazaar. By their rules it only operates 
  from sunrise to sunset. Things may seem to be 
  winding down for the day, but as we all know, some 
  of the best deals occur outside of regular business.” 
   
  Hamza winks at you. 
   
  “Good luck my friends! I will see you at sunrise 
  so that we may head back to Zeir-i-Zeif, and hopefully 
  we will all have what we want!” 
   
  Hamza pauses for a moment. 
   
  “A word of caution before I leave you my friends. 
  Remember that you can make deals all you want 
  while the Consortium sleeps, but no cash may change 
  hands until the morning. Also remember that this 
  does not free you from obligation. Honesty is the 
  trademark of good business. Stick by your word and 
  people will trust you. Ah, but I am acting paternal, for 
  surely you know such obvious things! 
   
  This thing may not be so obvious though, I have 
  booked you room and board at the Scurvy Tankard 
  Brewery, and there it is impossible to have a bad time! 
  Enjoy my friends!” 
   
  With that, Hamza and Bika turn away from you 
  and disappear into the crowd, which strangely, seems 
  to be dispersing at the same time it is growing.  
   
  The PCs are on their own at this point. There are a 
  number of places they may go, but they are likely to start 
  at the Scurvy Tankard Brewery which is in Encounter 
  Five. Encounter Five also has a number of other 
  encounters in it which can lead to interesting adventures. 
  If the PCs immediately start seeking information though, 
  and that is primarily what they are asking about even 
  before getting settled into their rooms, they will be 
  eventually be directed to the gnomes’ pavilion 
  (Encounter Two). 
   
  Development: If the PCs ask the general public about 
  magic items and what is available, you may use the 
  shopping encounter in Encounter Five, but eventually it 
  becomes obvious as most merchants will point the PCs to 
  the gnome (Encounter Two), as he has something on or 
  has helped many of them in the past with their 
  information needs, either keeping it secret or acquiring 
  it. 
   
   
  2: INFORMATION IS A 
  COMMODITY 
   
  A few well placed inquiries have led you to a small 
  pavilion near the middle of the bazaar. It is a simple 
  enough affair, colored navy blue and orange, with a 
  number of matching tassels around the edge. The 
  door flap seems to be open, though no noise comes 
  from the inside.  Once inside, a crooked and gnarled 
  gnome sits on an overly large pile of pillows. On a 
  table nearby are dishes of stewed prunes and 
  flatbread, jugs of wine and water. This merchant 
  clearly understands the importance of refreshments 
  in any interaction in Zeif. 
   
  The gnome motions with a gnarled little hand for 
  you to join him on the floor. “Travelers“, he pauses, 
  “no wait, I think you are not travelers but 
  adventurers.” 
   
  He flashes you a slightly mischievous grin. 
  “What can I do for you today? I am a merchant that 
  deals in many things; new and old, rare and ordinary. 
  Around here everything has a price and everything 
  can be bought and sold.” 
   
  Give the PCs time to answer. 
   
  Zef7-05 Korsan 
   
  Page 7 
  
  “I’ve heard some rumblings; people have been 
  whispering about a particular magic item. I believe 
  it’s a recorder or similar musical instrument. I may be 
  able to find out some more information about it but 
  first you’ll have to do something for me. 
   
  You see, I too am seeking an item, but first you 
  must agree that if you find this item, you will acquire 
  it for me by whatever means you see fit. In reward, I 
  will give you the information I believe you require.” 
   
  If the PCs have not mentioned Hamza by name, he will 
  add on: 
   
  “How is Hamza lately?” 
   
  The PCs will undoubtedly have questions: 
   
  What is your name? 
   
  “That, like all things, has a price, and I will try not to 
  be presumptuous, but it is a very steep price I doubt 
  you can afford, though I am always entertaining 
  offers.” 
   
  What is the item you seek? 
   
  “I seek a purse.” 
   
  What does the purse look like? 
   
  “It is a little bag made of fine pink colored silk. It’s 
  embroidered with gold thread and small precious 
  gems. The handle is made of the softest calf leather 
  and is further embroidered with gold thread.” 
   
  Who has it/owns it? 
   
  “I saw a lady in the bazaar yesterday with it upon her 
  arm. I think I heard one of her companions call her 
  Najmeh. I’m not sure what she looks like, I wasn’t 
  paying too much attention to the lady. I couldn’t take 
  my eyes of her exquisite purse.” 
   
  Why don’t you get it yourself? 
   
  “I must remain here to entertain guests and conduct 
  business. If you could find a way to get it for me I 
  would be grateful.” 
   
  How do you want us to get it? 
   
  “In this rare circumstance, I don’t want to know how 
  you get it. What I don’t know can’t be used against 
  me. You understand of course. Business is business. 
  Just bring me the purse.” 
   
  Development: Any time after the PCs do Encounter 
  Two, Encounter Four can happen. Feroza will not contact 
  them until they have entered and left the gnomes’ tent. 
  The PCs can now also go to Encounter Three, or continue 
  to do parts of Encounter Five. Feel free to lead them 
  where they want to go, interjecting information about 
  other encounters as you see fit. After the PCs leave, he 
  leaves and will not return until the morning (Encounter 
  Eight). 
   
  3: THE LADY 
   
  It will take PCs at least one hour to locate the woman, 
  and a DC 17 Spot check to see the purse in the crowded 
  bazaar. Add one hour for every point the PCs miss the 
  spot check DC. If it’s more than five hours, they cannot 
  find her. 
   
  About thirty feet ahead, you see, resting in the crook 
  of a woman’s’ arm, a pink purse matching the 
  description given to you by the gnome. The item is, as 
  he said, quite beautiful. You observe the lady for a 
  moment or two and gather she is wandering the 
  bazaar alone. 
   
  UNDER NO CIRCUMSTANES ARE THESE FACTS 
  TO BE DISCLOSED TO THE PCS.  ALSO NOTE 
  THAT THE PURSE IS NOT A SMALL OBJECT AND 
  HAS A PRESERVATORY MAGIC ON IT (SLIGHT 
  ABJURATION) SO NEITHER MAGE HAND NOR 
  SLEIGHT OF HAND WILL WORK ON IT.  AT ALL 
  TIMES THE SULTANA WILL ATTEMPT TO KEEP 
  AT LEAST FIVE FEET OF DISTANCE BETWEEN 
  HER AND THE PARTY, AND NEVER LESS THAN 
  FIVE FEET. 
   
  The lady is Nur Karu, the Matron Sultana (see Adventure 
  Background for more information.) Since very few 
  people have ever seen her outside the Harem, she 
  requires minimal disguise – her hair is in a different up-
  do and she wears a light veil. She appears to be just like 
  any ordinary lady from the merchant class – regular look 
  and attitude. Her Disguise check is DC 51, but only give 
  the PCs a Spot check to notice she is disguised if she acts 
  in a manner that makes them think she is not who she 
  says. 
   
  On the inside, the Matron is very unhappy that the 
  gnome is sending people to interact with her (see the 
  Adventure Background for more information on the 
  relationship between the gnome and the Matron.) 
  Zef7-05 Korsan 
   
  Page 8 
  
  Obviously he knows she’s here and from her point of 
  view, that’s not good. Outwardly, she acts nonchalant. 
   
  The purse was in fact a gift from the Sultan and as 
  such holds special significance. The Sultana cannot be 
  seen in the palace without it. Of course the gnome knows 
  this and this is one of the reasons why he’s requested the 
  PCs to acquire it for him. It is another part of the ongoing 
  duel between him and the Matron. 
   
  Give the PCs a chance to interact with the lady, 
  introduce themselves and tell her why they have sought 
  her out this day. If PCs approach with respect, the lady’s 
  attitude will shift from unfriendly to indifferent. She 
  introduces herself as Najmeh, a wife of a merchant from a 
  small village up the coast. Make up details as needed if 
  the PCs ask for them. 
   
  The Matron is not alone. She is currently being 
  guarded by her Shadow, who will gladly give his life to 
  defend her if anyone assaults, threatens or attempts to 
  steal from her. He is hiding in plain sight about twenty 
  feet away, and will not think twice about slaughtering 
  anyone and disappearing into the shadows when the 
  authorities arrive. 
   
  As soon as the PCs mention the purse, read or 
  paraphrase the following: 
   
  The woman lifts up her arm a little, “This purse? It’s 
  just a purse. It was a gift from a friend many seasons 
  ago, but I have no idea where it came from. I’m not 
  sure where you could get another. It’s really nothing 
  special, but it does have a lot of sentimental value to 
  me.” 
   
  If the PCs talk about buying the purse, read or paraphrase 
  the following: 
   
  “As I said, this purse was a gift. I’m not interested in 
  parting with it. Not for all the platinum in the 
  Sultan’s vault.” 
   
  If the PCs mention the gnome, read or paraphrase the 
  following: 
   
  “That strange little gnome! I’ve seen him around, and 
  of course he has a reputation. All gnarled and 
  withered. Even for a gnome, he displays some odd 
  behaviors at times. Have you seen how he gets 
  around? His man-servant caries him. No crutches for 
  that crippled little gnome.” 
   
  Allow the PCs to respond. The Sultana will be minimally 
  chatty, just enough to not raise suspicions, but not 
  enough to appear actually friendly. 
   
  There is no circumstance (or Diplomacy DC) that 
  will make the Sultana willingly give up the purse.  
  Anything short of magical compulsion will fail, and any 
  spells or effects that target her without her explicit 
  approval will bring an attack from her bodyguard if there 
  is any effect, including behavior that is out of character 
  like giving up the purse.  Her shadow is well aware of the 
  importance of the purse and will stop anyone from taking 
  it. 
   
  If the PCs ask why she thinks he’s strange, or seem 
  to have any amount of lack of confidence in the gnome, 
  she will drop the following into conversation: 
   
  “Last night, when I was returning to my lodgings, I 
  saw him, carried of course, drop a small package down 
  a well just outside of town. Even he’s probably not 
  evil enough to poison everyone, but it’s still strange. 
  There ARE proper ways to dispose of waste.” 
   
  If the PCs ask the lady any questions about the gnome, 
  she will claim to not know anything specific about him – 
  except his name (Dwobdar Rhudoc) which she will offer 
  up freely. The lady knows it will upset the gnome greatly 
  for people to know his name. 
   
  If the PCs ask where the well is, she will gladly share 
  the information. 
   
  If the PCs attempt to intimidate or threaten her, read 
  the following text: 
   
  The woman before you transforms from the typical 
  upper class woman you expected. A coldness appears 
  in her eyes and you suddenly feel like you are 
  nothing more than meat ready to be butchered, not 
  the person you were before. The flash of anger 
  disappears as quickly as it appeared, yet the feeling 
  lingers in you. She smiles demurely. “I'm sorry, I 
  don't allow anyone to talk to me that way. I'm afraid I 
  will be taking my leave of you. I'd hate to see you 
  make a mistake that you would regret.” 
   
  The PCs may attempt a number of things to try and take 
  the purse, including, but not limited to , Sleight of Hand, 
  mage hand, sundering the strap, disarming her, grappling 
  her, etc.  As mentioned above, Sleight of Hand does not 
  work because the purse is not a small object.  Mage Hand 
  will not work because it is a magical object.   Allow the 
  PCs to respond. Any combat actions (sunder, grapple, 
  disarm, etc.)  will spur initiative.  There is no surprise 
  round except for her shadow, who is the only person that 
  the party is not aware of (unless the party makes their 
  Spot checks).  You cannot sunder just the strap, so if a PC 
  attempts it, they will destroy the entire purse.  The purse 
  is considered to be a well secured item, so disarm 
  attempts only work after she is pinned.  You cannot 
  grapple an object, and the Matron will teleport away as 
  soon as possible if she is grappled.  If the PCs have 
  Zef7-05 Korsan 
   
  Page 9 
  
  mentioned the purse, and that they want to acquire it, she 
  will feel threatened and ready to flee if the PCs try 
  anything suspicious at all, including starting any kind of 
  bardic music or similar abilities.  If the PCs get insistent 
  and/or rude she will leave by foot at first, and if followed 
  teleport away. 
   
   
  Matron Sultana: female human aristocrat 2, rogue 6, 
  assassin 10 (See Appendix 1). 
   
  The Sultana’s Shadow: male human Fighter 2 / 
  Ranger 3 / Assassin 3 / Horizon Walker 2 / 
  Shadowdancer 4 (See Appendix 1). 
   
  Development: The PCs may continue to explore the 
  town via Encounter Five, or may immediately head to the 
  well at Encounter Six. If they wish to let the gnome 
  know what they found out, they will find he is not in his 
  tent. The Matron, having been possibly spotted, will 
  retire for the evening and return to Zeir-i-Zeif in the 
  morning. 
   
  If the party does not go down the well and either 
  keep the recorder for themselves or gives it to Hamza, 
  she will be indifferent to them. If they do not go down 
  the well or return the recorder to the gnome, she will 
  send her agents to attack them in Encounter 9C. 
   
  4: ORDER OF KWALISH 
   
  This encounter will happen some time after the PCs have 
  been asking around, especially if they have been seen 
  interacting with the gnome (Encounter 2). 
   
  The smell of freshly fried sweetbread emanates from a 
  stand and you see the splatter of oil pop and crackle 
  in the air from the street vendor preparing it. You 
  deftly avoid the spray, and notice a young woman 
  dressed in a dark blue courtier’s outfit looking 
  directly at you from the alley next to the cart. She 
  raises an eyebrow and nods to the left before drifting 
  off into the well-lit alley. 
   
  This is Feroza bint Kamal, a member of the Order of 
  Kwalish. She has been keeping her eyes out for people 
  who are interacting with the gnome, hoping that they 
  may have information about the missing shards of the 
  crystal monkey skull. If the party are friendly and honest, 
  or if any PC is a member or has the Favor of the Order of 
  Kwalish, she will share her little story with the PCs in 
  hopes that they will help her out. 
   
  “I have sought you out because I believe we can help 
  each other out. Korsan is a town that deals in all 
  forms of trade – goods and information. I have been 
  informed that you have been asking about a certain 
  item. I too am seeking an item and the man that has it 
  is here for the bazaar. But I require the utmost 
  discretion.” 
   
  She looks at you expectantly, waiting for 
  agreement on this point. 
   
  If the PCs agree to be discreet, she will continue. 
  Otherwise, she will shrug her shoulders and leave. 
   
  “As you can imagine, this is not a matter I wish to 
  hear discussed in the local tavern.” 
   
  She stops speaking for a moment as she looks to 
  see if anyone is looking. 
   
  “My name is Feroza. Please excuse my caution, 
  but you can never be too careful with that gnome 
  around. He has eyes everywhere! What I seek are the 
  broken remains of a crystal object, roughly the size of 
  a kobold child’s head. It would probably fit into a 
  satchel or container the size of that belt pouch you’re 
  wearing. 
   
  That gnome <she spits on the ground> has it, I 
  know it. He won’t sell it to me. He must be hiding it. 
  I followed him to the beach yesterday and I saw him 
  row a small boat out around the right headland. I 
  continued to follow him through arcane means for a 
  short distance but I lost him. He must have shielded 
  himself or entered a shielded area. I don’t believe that 
  is the skull as the package was much too small, but 
  perhaps it is the item you seek? 
   
  I know you’re asking around, and it seems more 
  likely that with us working together we will find the 
  skull, and possibly even greater treasures. All I ask of 
  you is that if you do find the shattered skull, you 
  return it to me. It is our property after all and was 
  stolen from us. I’m afraid I can’t give you any more 
  information than that, but I assure you it is our 
  property. I also assure you that it is a matter which 
  requires secrecy and discretion, which is why we can 
  not bring the authorities into it or share any more 
  information with you.” 
   
  Under no circumstances will Feroza divulge the 
  circumstances about what the skull is, why they need it, 
  nor what they will do with it when they get it. If asked 
  directly who she works for, she will only refer to her 
  organization as “The Order,” which other members of the 
  Order of Kwalish will recognize. 
   
   
  Feroza bint Kamal: female human sorcerer 7 (Sense 
  Motive +5). 
   
  Development: If the PCs agree to help her, she will give 
  them specific instructions on where on the beach she saw 
  Zef7-05 Korsan 
   
  Page 10 
  
  the gnome. It is a small beach in a rocky cliff face marked 
  by a large stone sun dial on it. The PCs may continue 
  directly to the beach (Encounter Seven) or search around 
  in town more if they wish (Encounters Two, Three or 
  Five). 
   
  5: STRANGERS ARE OFTEN 
  BAZAAR 
   
  These encounters can occur at any time while the players 
  are running around town following up leads, gathering 
  information, or going to investigate encounters six and 
  seven. Neither NPC (Nafis or Safa) know anything about 
  the pertinent issues the PCs are dealing with. These are 
  side encounters and should not be allowed to take up too 
  much time in a convention slot nor should it be implied 
  that they are related to the main plot. 
   
  ENCOUNTER A – NAFIS FLIES HIGH 
   
  As you are passing through the streets, you hear a 
  loud noise ahead and to your right. At first, you think 
  a dog has gotten a hold of a chicken that isn’t going to 
  give up easy, but then it sounds more like a rasping 
  mule that drank an entire vat of cooking oil for lunch. 
  Quickly you realize that both guesses are wrong, but 
  the sound is in fact issuing forth from a man. It takes 
  two glances, but it is in fact a man, and as you get 
  closer, his vocalizations take on a semblance of sense: 
   
  “Surely you are all not fools! Surely you know 
  that to own the most glorious flying carpet that ever 
  existed my friends, is something you, yes you!, are 
  worthy of possessing. I know what you are thinking 
  my friends, that owning such an exquisite carpet is 
  beyond your means, beyond your scope, beyond your 
  worth, but I am hear to tell you something that you 
  all ready know, yes know!, that you are worthy, even 
  though owning such a glorious and magical carpet as 
  this is worth the substantial investment it will take, 
  worth the ire of jealousy it will provoke from his most 
  glorious majesty himself the Sultan, worth the paltry 
  sum I am asking!” 
   
  He pauses to breathe. The screeching rasp of his 
  voice does not match the conservative mode of his 
  dress, but there is a stack of a few carpets at his feet, 
  and they do appear to be of the highest quality. 
   
  This is Nafis, not a merchant by trade, but rather an 
  unfortunate who thinks he has hit the motherload. He is 
  a potter by trade, since childhood in fact, but his 
  clumsiness and inability to sit still has doomed him to be 
  a mediocre craftsman. Recently, the last of his family, his 
  grandfather (a retired adventure) died, leaving him these 
  magic carpets. He knows the command word and has 
  gotten them to work, but his total lack of salesmanship 
  has made it nigh impossible to sell them. He is desperate 
  now, and hoping that the increased traffic from the 
  bazaar will allow him to finally sell his inheritance. 
   
  He knows they work, but he also knows that there 
  are quirks. He does not know the extent of these quirks, 
  but he will insist that they fly and that they are at least 
  worth the paltry 5,000 gp he is asking. Similar products 
  sell for twice, maybe four times that price! Even if they 
  are flawed, they are still worth the money. 
   
  Nafis will demand that the PC sign a simple, 
  scrawled contract agreeing to purchase the number of 
  carpets they agree upon. In the morning, when the priest 
  of Mouqol returns, he will conduct the transaction, but 
  insists that there are no returns. If the PCs appeal to the 
  Consortium, Nafis will tell them the truth: He told them 
  that they were cheap, and they were. He told them they 
  fly, and they do. The rest is not his fault, nor part of the 
  bargain. 
   
  ENCOUNTER B – BRICKYARD GO BOOM 
   
  As you turn the corner you see an odd sight at the end 
  of the block. There are a number of piles of brick 
  haphazardly stacked around a large crater where it 
  appears a house used to be. A rather large and big 
  headed young man sits in the center, smoking a pipe. 
  He appears to be contemplating something deeply, or 
  perhaps he’s just a moron. It’s difficult to tell from 
  this angle. 
   
  The latter choice is the correct one. This is Safa, who was 
  until recently employed as a general laborer here at 
  Ceceli's Brick a'Brack Shop. He is now unemployed, as 
  during the day there was a terrible accident. Safa likes 
  short words and short sentences, but he will tell his story 
  if people ask what happened: 
   
  “I was outside, eating my lunch, when the boss lady 
  come out and said, umm… that some metal toof 
  things were going in the kiln to see if they would 
  melt. I didn’t understand, because melty things are 
  not good bricks, but I think, that okay. Then building 
  go boom, and I got hit on the head, a lot, and it hurt, a 
  lot, and I almost cried, but people were watching so I 
  didn’t. Boss came back eventually and told me that 
  too much fire made the big metal toof thing go all 
  explodey. I was relieved. I thought it was my fault. 
  Boss made me promise never to put a coppery toof 
  from Zarif in a lot of hot because it will go boom and 
  make things go all explodey. Even I knew that. Not 
  Zef7-05 Korsan 
   
  Page 11 
  
  sure what Safa going to do now. No job, but still 
  strong and work cheap, so I have hope.” 
   
  Safa is a loyal, hard-worker, and if the PCs have any 
  reasonable ideas for how Safa can make a living, he will 
  follow up on it as best as his feeble intellect will allow. 
  Feel free to make up any of the various non-descript 
  details that PCs may ask about, but make sure they are 
  mundane and un-interesting. Safa has led a simple and 
  plain life. He has no desire to become an adventurer. 
  Swords hit harder than bricks do. 
   
  ENCOUNTER C – SHOES, SWORDS AND STUFF 
  TO BUY 
   
  The DM should encourage PCs to look for things to 
  purchase as there are a number of vendors about and lots 
  to see and hear. You may role-play the encounters with 
  vendors that have items the PCs want (or at least in the 
  category they want), but don’t spend too much time on 
  this encounter. As this is the only item access that the 
  PCs can get, it is important that you at least ask them 
  directly if they wish to look for vendors selling items 
  they want. They do not need to buy now; they are just 
  meeting the vendors for purchase in the future. 
   
  It is assumed that the PCs are looking as a group. If 
  they split up, only characters that are together may assist 
  each other. 
   
  First ask the party if they are looking for wondrous 
  items, weapons, armor, rings, or rods/staves/wands. Tell 
  them they can look for as many or as few categories as 
  they wish to. 
   
  Next, each group may make the following skill 
  checks: Appraise, Diplomacy, Gather Information, and 
  Profession 
  (Merchant). 
  [Please 
  Note: 
  Profession 
  (Merchant) CANNOT be used untrained.] Take the three 
  highest rolls (with any assists) for each skill from the 
  party members. Figure out the average of the highest 
  three skill rolls (add them together and divide by three) 
  and subtract five from this average for each additional 
  group of items the PCs are looking for. 
   
  For each member of the party that is actually from 
  Korsan, add a +2 bonus to the final result for each chart of 
  items that access is gained for.  This is not reflected in 
  DM Aid #1 at the end of the adventure so add it on to 
  the final result gained on to the results calculated 
  there.  For example, if the final average for each chart 
  was an 8, but there were four members of the party from 
  Korsan, the total for each chart would be raised to 16, and 
  access would be granted appropriately. 
   
  Consult the chart below to determine what items 
  they find vendors for: 
   
  Wondrous Items 
  DC  
  Item 
  5 
   
  Blessed bandage (Heroes of Battle) 
  10  
  Hewards fortifying bedroll (Complete Mage) 
  15  
  Sacred scabbard (Complete Warrior) 
  20  
  Wheel of fortune (Complete Scoundrel) 
   
  Weapons 
  DC  
  Item 
  5 
   
  add Keen (DMG) 
  10  
  add Sizing (Complete Arcane) 
  15  
  add Merciful (DMG) 
  20  
  add Holy (DMG) 
   
  Armor 
  DC  
  Item 
  5 
   
  add easy traveling (Heroes of Battle) 
  10  
  1 suit of up to Medium Mithral Armor 
  15  
  add death ward (Complete Arcane) 
  20  
  1 suit of up to Medium Adamantine Armor 
   
  Rings 
  DC  
  Item 
  5 
   
  Ring of swimming (DMG) 
  10  
  Spellguard rings (Complete Mage) 
  15  
  Ring of instant escape (Complete Mage) 
  20  
  Ring of water walking (DMG) 
   
  Rods/Staves/Wands  
  DC  
  Item 
  5 
   
  Rod of extend spell, lesser (DMG) 
  10  
  Rod of sculpt spell, lesser (Complete Arcane) 
  15  
  Rod of spellholding (Complete Mage) 
  20  
  Rod of magical precision (Complete Mage) 
   
  The PCs gain access to all items up to the DC they made 
  for that group, but they only gain access, they cannot 
  purchase them. There is a worksheet in Appendix 3: DM 
  Aid 1 to help you keep the numbers sorted out if you 
  need it. 
   
  ENCOUNTER D – THE ONLY HORSE IN A ONE 
  HORSE TOWN, AND IT’S ALWAYS THIRSTY 
   
  As the wind shifts from your back to your front, the 
  purifying smell of alcohol in a cornucopia of forms 
  drifts your way. The sound of uproarious laughter and 
  boisterous 
  singing 
  follows 
  quickly 
  behind 
  it, 
  accompanied by thumping feet and the crash of 
  tankard on solid tables. 
   
  This is the Scurvy Tankard & Brewery where 
  your lodgings have been secured. Light leaks through 
  Zef7-05 Korsan 
   
  Page 12 
  
  the front door which has no lock and a sign which 
  reads in large, clear letters: 
   
   “Never Closed, Never Empty, Never Sober.” 
   
  It wouldn’t be out of place to wonder how anyone 
  gets any rest in such an establishment, but the steady 
  stream of patrons coming and going seems to attest to 
  its popularity. 
   
  The Scurvy Tankard & Brewery 
   
  This is the Scurvy Tankard, home to the non-stop party 
  that Korsan is. At any given time day or night the bar is 
  open and serving to the populace. Upon entering the 
  establishment proper, guests see the various dragon 
  heads (2 white, 1 red, 3 green, and a black) hanging on 
  the wall, as well as other trophies from an obviously 
  illustrious career. There is a shield bearing the arms of 
  House Miessel (DC 15 Knowledge Nobility), a magical 
  three dimensional painting of Iuz being Flame Striked by 
  a mighty cleric of an indeterminate deity, a Sapphire 
  Broach of the Phostwood, and hundreds of other 
  mementos of various wars and battles. 
   
  People are greeted personally by either Jak (a 
  Halfling of excellent disposition but dubious reputation) 
  or Cade Bitterleaf, Jak's cohort, and invited to sit down 
  and enjoy themselves. They are both retired adventurers 
  who never tired of telling others of their tales of battle 
  and the woes they have visited upon those that have 
  made the mistake of crossing their path. 
   
  Both Jak and Cade pride themselves on their fine 
  selection of alcohols from around the Flanaess, as well as 
  food that only halfling chefs can prepare. All around the 
  common room the theme seems to be one of history and 
  accomplishment, but remaining relaxing while one 
  hangs out around the hearth and fire. Various holy 
  symbols hang here and there, but none stand out more 
  then the symbols for the halfling gods. 
   
  The party may ask around to gather information, but 
  eventually they will be told that if they need obscure 
  information that they will have to see the Gnome 
  (Encounter 2), as he is the one person who seems to 
  know everything that goes on. 
   
  If the PCs take some time and ask around, they may 
  gain some additional insights (Use a standard Gather 
  Information roll, but because of the good nature and 
  heavy flow of alcohol, it only takes 1 hour to make this 
  check):. 
   
  Gather Information: 
   
  DC 5 – You get chatting with an older dwarf who 
  introduces himself as Durga. “Magic items…bah. I’m 
  here to get a new pitchfork. Did you see any pitchfork 
  dealers out there? No. And they call this a bazaar. 
  Harrumph!” 
   
  DC 10 – In the far corner of the inn you see a pair of orcs 
  arm-wrestling. If you join in the fun with Thrang and 
  Gmemog, they will tell you that there is plenty of work 
  for guards. “Lotsa tings and people needs our protections. 
  Lotsa people paying lotsa money for tings. Might be 
  magic...I don’ts really care.” 
   
  DC 15 – “There are a lot of merchants selling magic items 
  in the bazaar. Look for yellow signs with a red border. 
  That’s the easiest way to find that type of merchant“says 
  Izad bin Fravak, a soft spoken Baklunish man. The PCs 
  may add +2 to their final score in Encounter 5C: 
  Shoes, swords, and stuff to buy if they get this piece 
  of information. 
   
  DC 20 – A young woman has crossed the room and sat 
  down at your table. “You are asking about magic 
  items…specific magic items? The people in here won’t be 
  able to tell you anything about what you seek. There’s a 
  man at the bazaar – a bent and crooked gnome – he 
  knows things. He’ll be able to tell you more about the 
  item you have been asking about.” As she gets up to leave 
  the table you catch a glimpse of some complex tattooing 
  on her chest. 
   
  DC 30 – A gent of average height and weight 
  distinguishes himself by the clothes he wears. A floor 
  length robe of green and blue with a set of scales and 
  weights embroidered in gold thread on the front. Clearly 
  this man is a worshiper of Mouqol or a merchant, or 
  perhaps both. Talking to this man, who enjoys his ale a 
  bit too much, reveals that there has been a lot of interest 
  in a recorder with magical properties. Apparently it has 
  some sort of effect on planar creatures but he’s not sure of 
  the exact details. The PCs may add an additional +2 to 
  their final score in Encounter 5C: Shoes, swords, and 
  stuff to buy if they get this piece of information. 
   
  Development: Some of these encounters match a favor 
  in the rewards section. Section A is for The Most 
  Glorious Magic Carpet that ever existed my friend, 
  and you are lucky to own it! and Section B is for What’s 
  Yours is Useful. Section C allows the PCs to make 
  vendor contacts and gains them Regional access to the 
  items they found vendors for. Section D should lead 
  them to Encounter 2 and may influence their ability to 
  find items in Section C. 
   
  Zef7-05 Korsan 
   
  Page 13 
  
  6: ALL’S WELL THAT ENDS IN 
  A WELL 
   
  The well that you are looking for seems easy enough 
  to find, and is right where you were told it would be, 
  about five hundred yards outside of town. It is a large 
  pile of sturdy rocks around a five foot wide hole, with 
  a number of well worn paths to it.  
   
  The well goes down about one-hundred and fifty feet 
  before getting to area A on the map. If they tie ropes off 
  carefully to some of the larger stones around the well it 
  will hold them. It is an easy climb (Climb DC 5 if using a 
  knotted rope, otherwise it is a Climb DC 10 due to the 
  many handholds and ledges) down. They can obviously 
  take 10 if needed, or lower down cumbersome PCs as 
  well. 
   
  All sections of the well area are considered rough 
  terrain for anyone without a climb speed. Unless noted 
  otherwise, the water is consistently three feet deep and 
  flowing from area A to area D at a relatively brisk pace. 
   
  AREA A 
   
  The tunnel you have been descending eventually 
  ends in a large room. For a while now the sound of 
  running water has echoed towards you, and the 
  source of it is now obvious. Below you is water, about 
  three feet deep, and briskly moving. The south end of 
  the room has a large grate which is largely 
  unobstructed and the water bubbling up from the 
  ground flows freely through it and moves on down 
  the tunnel in the north end. The water here looks 
  clean and pure, and there is only a slight mineral 
  smell to the area. 
   
  The ground under the water is uneven, accounting for 
  the difficulty of the terrain as much as the flowing water. 
  The ceiling in this natural cave is about ten feet high, but 
  the exit tunnel narrows down to five feet. 
   
  AREA B 
   
  Up ahead of you there appears to be an obstruction of 
  sorts. A number of large rocks have collected here 
  and the water bubbles up and over them, with about 
  two feet of clearance on top of them. 
   
  The rocks are precariously balanced. Small creatures can 
  squeeze through only having to make a DC 14 Balance 
  check (Base of 10 for slope and uneven, +2 for lightly 
  obstructed, and +2 for Lightly Slippery) to get over it 
  without falling. If the Balance check is failed, the 
  character 
  falls 
  and 
  takes 
  one 
  point 
  of 
  bludgeoning/slashing damage and makes a lot of noise. 
   
  It is a DC 10 Climb check to get over them while 
  squeezing for Medium creatures and it is a DC 17 Balance 
  check to not slip and fall on the other side (considered 
  Severely Obstructed for Medium characters). If the 
  Balance check is failed, the character falls and takes one 
  point of bludgeoning/slashing damage and makes a lot of 
  noise. 
   
  If anyone wishes to, it will take about two minutes of 
  loud, heavy work to lessen the obstruction enough to 
  move through with no skill checks needed, but it is 
  impossible to do this quietly and the Carrion Crawlers in 
  Area C will be alerted. 
   
  AREA C 
   
  As the passage opens up, the water gets a little deeper and 
  is about four feet deep at the entrance and five feet deep 
  at the far end. If the PCs made a lot of noise at area B or 
  anywhere, the Carrion Crawlers will be aware of them 
  and be squeezed underwater, waiting for the PCs to get 
  close. 
   
  The tunnel opens up again to an irregularly shaped 
  chamber. At the far end is a mass of weeds and plants 
  over what you presume is some kind of hole as the 
  water seems to be collecting around that area in a 
  small spiral. That would explain why the water 
  appears to be mildly backed up here as it gets deeper 
  the more you enter in. Floating among the weeds is a 
  small paper package, thoroughly soaked through and 
  in some spots torn, showing the glint of crystal 
  beneath it. 
   
  If the Carrion Crawlers are aware of the PCs presence, 
  they will be hiding under the water, squeezed, until the 
  PCs enter, then arise and prepare to eat their lunch. 
   
  Creatures: There is at least one Carrion Crawler here, 
  possibly two. They are fairly hungry as not a lot of food 
  has come down the well or through the grate in a long 
  time. Anything as big as the PCs will be thought of as a 
  treat, not a threat, and it (or they) will aggressively attack, 
  leaving paralyzed victims to neutralize the party in order 
  to have as much food as possible. 
   
  APL 2 (EL 4) 
   
  Carrion Crawler: hp 19; Appendix 1 
   
  Zef7-05 Korsan 
   
  Page 14 
  
  APL 4 (EL 6) 
   
  Carrion Crawler (2): hp 19 each; Appendix 1 
   
  APL 6 (EL 8) 
   
  Fiendish Carrion Crawlers – Advanced (2): hp 39 
  each; Appendix 1 
   
  APL 8 (EL 10) 
   
  Fiendish Carrion Crawlers – Advanced (4): hp 39 
  each; Appendix 1 
   
  Tactics: At all APLs the Carrion Crawlers will wait until 
  the PCs are in the room to attack, hiding under the water. 
  At APL 10, two of the fiends will stay in the back by the 
  grate and will not reveal themselves until someone 
  approaches within five feet of them. Until then they will 
  stay hidden under the water and wait. They will all fight 
  to the death. 
   
  Treasure: There are coins scattered throughout Areas A, 
  B & C, and if thoroughly searched (Search DC 10 but 
  requiring 10x the normal time so one minute per square), 
  a total of 300 gp worth of various coins can be found. 
   
  Treasure: The PCs can gain the following treasure here: 
   
  All APLs: Coin 50 gp; Total 50 gp. 
   
  Development: If the PCs defeat the Carrion Crawlers 
  and recover the skull, they may return it to a number of 
  people including the gnome (See Encounter 2 for 
  details), the members of the Order of Kwalish (See 
  Encounter 4 for details), or even keep it for themselves 
  (see Encounter 9 and Conclusion for details). 
   
   
  7: YOUR BEACH RESORT 
  RESERVATION FOR FOUR TO 
  SIX IS NOW AVAILABLE 
   
  AREA A 
   
  Based on the information given to you by Feroza, you 
  quickly realize you will need a small boat or dingy to 
  reach the cave where she tracked the gnome. 
  However, since Korsan is primarily a fishing village 
  this is easily accomplished and you are able to secure 
  the use of a sturdy looking dingy for one hour at the 
  bargain price of 1sp. 
   
  You follow the directions given to you and see what 
  must be the sundial marking the cave you are looking 
  for. There is plenty of room to land your ship on the 
  small beach that breaks up the rocky coastline you 
  have been following for about an hour. Over the cave 
  entrance looms a high cliff over one hundred feet 
  high. There is a small stream that leads out of the cave 
  mouth, splitting around the sundial before meeting 
  up with the ocean. The path up and over looks 
  precarious to all but the gulls that are nesting above 
  it.  
   
  The sundial is carved out of a huge piece of granite and is 
  still functional. The beach itself is fairly non-descript, but 
  if searched for tracks a single pair of small sized 
  footprints can be found with a DC 18 Search or Track 
  check leading into the cave entrance.  
   
  Unless otherwise noted, all ceilings are five feet high 
  and natural stone. The stream is shallow but swift, about 
  six inches deep. 
   
  AREA B 
   
  The cave veers to the left, but a tangle of weeds blocks 
  the passageway. The stream appears to be a little 
  deeper beyond the mass of plants and the sound of 
  rushing water comes out of the cave beyond. 
   
  The plants are natural and about three feet high. It is easy 
  enough to bypass them. If any tracks were found on the 
  beach, they disappear in the sandy area of this section, as 
  the gnome began flying at this point on his way in. 
   
  AREA C 
   
  The plant mass seems to segregate this room, 
  breaking the flow of the three waterfalls feeding this 
  room with water. The plants appear to have caused a 
  sort of backup here and the water is deeper than it 
  was on the beach, roughly two to three feet deep.  
   
  A leech swarm hides in the muck under the water here. 
  See the tactics for how it acts. The water here is 
  considered murky due to the plant material and roots 
  keeping the water from settling to the bottom quickly. 
   
  Take note of the PCs’ Spot checks before running an 
  encounter with a leech swarm. Record damage dealt by 
  undetected leeches, but do not inform the player of the 
  damage until his or her character notices the attack. 
   
  Creatures: There is a Leech Swarm that lurks under the 
  water here.  
   
  All APLs (EL 1) 
   
  Leech Swarm: hp 7; Appendix 1 
  Zef7-05 Korsan 
   
  Page 15 
  
   
  Tactics: The Leech Swarm will only attack if either 
  someone stays in the water for five rounds or if there are 
  recent blood or wounds on someone passing through (in 
  which case they attack immediately) in which case it will 
  attack only them. Combat in area E would satisfy this 
  requirement, even if it is healed unless someone 
  wounded specifically says they clean off their clothing 
  (most likely via prestidigitation) 
   
  AREA D 
   
  The tunnel continues, with a small outcropping of 
  rocks off to the right before winding around a corner. 
   
  If the PCs search the outcropping, they will find a small 
  clutch of oysters. If searched, not only are they tasty fried 
  but one of them has a pearl which varies in value per 
  APL. 
   
  Treasure: The PCs can gain the following treasure here: 
   
  APL 2: Coin 50 gp; Total 50 gp. 
   
  APL 4: Coin 100 gp; Total 100 gp. 
   
  APL 6: Coin 150 gp; Total 150 gp. 
   
  APL 8: Coin 200 gp; Total 200 gp. 
   
  AREA E 
   
  The tunnel finally ends in an irregular cave. The sand 
  here appears to have been dug through some time 
  recently, but other than that, it is nondescript. 
   
  The sand was not dug through, but rather dug into. 
  Buried in the sand is a living spell, commanded to attack 
  anyone who searches the rocks in the small tunnel off the 
  main cave where the recorder is kept. The package can be 
  found with a DC 20 Search check. 
   
  Read or paraphrase the following boxed text to describe a 
  (or many) Sickening Sleeps coming out of the ground: 
   
  Seeping from the moist sand, a cloud of noxious 
  green vapors coalesces into an amorphous blob. It 
  lacks any defining features at first, but from within 
  comes the faint sound of hummed lullabies. 
   
  Read or paraphrase the following boxed text to describe a 
  (or many) Glitterfires coming out of the ground: 
   
  The sand in front of you erupts in a shimmering 
  fountain of gold. Unlike the sand, the gold lingers in 
  the air, not quite taking form but hovering in a 
  glittery blob floating in the air. 
   
  Creatures: The Living Spells buried here vary with APL, 
  but they will immediately attack anyone (and their allies) 
  who begins to search the rocks. How the gnome has 
  tamed these savage, usually mindless creatures is 
  unknown, but it surely was not inexpensive. 
   
  APL 2 (EL 4) 
   
  Sickening Sleep (2): hp 5 each; Appendix 1.  
   
  APL 4 (EL 6) 
   
  Glitterfire: hp 32; Appendix 1 
   
  Sickening Sleep: hp 5 each; Appendix 1. 
   
  APL 6 (EL 8) 
   
  Glitterfire: hp 32; Appendix 1 
   
  Sickening Sleep (4): hp 5 each; Appendix 1. 
   
  APL 8 (EL 10) 
   
  Glitterfire (3): hp 32 each; Appendix 1 
   
  Sickening Sleep (4): hp 5 each; Appendix 1. 
   
  Tactics: The living spells attack as many people as they 
  can. If a character cannot move due to being over-
  encumbered or put to sleep by a Sickening Sleep, then it 
  will move on to another person. They will fight until all 
  are dead or they are. 
   
  Development: If the PCs defeat the Living Spells and 
  recover the recorder, they may return it to a number of 
  people including Hamza (see Encounter 8 for details), the 
  gnome (See Encounter 2 for details), the members of the 
  Order of Kwalish (See Encounter 4 for details), or even 
  keep it for themselves (see Encounter 9 for details). 
   
  8: TURNING IN THE ITEMS 
   
  At some point during the night, one of two things will 
  have occurred:  
   
  1. The PCs will have encountered all there is to 
  encounter and have gone to bed for the night. 
  2. The PCs will have run out of time or chosen not to 
  do any more and will wait until morning. If this is 
  the case, you should remind the PCs that they have 
  agreed to accompany Hamza back to Zeir-i-Zeif in 
  the morning and it is likely that there will be no 
  more opportunities for adventure in Korsan. 
   
  The Mouqol Consortium shows up at the Bazaar at 
  sunrise, well aware that many transactions have been 
  arranged during the night. They are ready to do business, 
  as are the teeming multitudes of very tired traders and 
  Zef7-05 Korsan 
   
  Page 16 
  
  people with things to sell. Note that the Consortium does 
  not take its regular 5% cut for deals negotiated during the 
  Bazaar at Night, another incentive to do business at that 
  time. 
   
  Either way, morning will eventually come and items 
  can be exchanged under the stabilizing and watchful eye 
  of the Consortium. 
   
  The PCs may have arranged a number of different 
  deals, and now can find the people they dealt with during 
  the night. 
   
  Hamza, Nafis, Feroza, various vendors, and even the 
  gnome are here conducting business. The Matron 
  Sultana left during the night (shortly after her interaction 
  with the PCs if applicable) and is nowhere to be found. 
   
  Hamza: If the PCs retrieved the Recorder, Hamza 
  will be very excited and will offer to trade information he 
  has for their recorder, whether it was bought in ZEF6-04 
  Generosity or acquired in this adventure (they are 
  identical). He believes this is a fair trade, but if the PCs 
  insist on selling it to them, he will offer 1,200 GP total 
  (200 GP per PC), but the PCs do not gain his favor. If the 
  PCs try to sell the Recorder to the merchants, they can 
  find a buyer who will pay 50 GP per point of a Profession: 
  Merchant check (note that this cannot be done 
  untrained, and if attempted by someone with no ranks in 
  it, only 50 GP is offered), minus 5% for the Consortium’s 
  cut during business hours. 
   
  Nafis: If the PCs made a deal to buy one of Nafis’ 
  carpets, he will be here, and collect the funds and they 
  will gain one of his carpets. If the PCs experiment with 
  the carpet and demand their money back, Nafis will 
  refuse. He made no false claims and the Consortium will 
  back him up on this. If the PCs threaten Nafis physically, 
  he will surrender the funds, but the PCs gain the 
  Contract Breaker disfavor. If the PCs agreed to buy the 
  carpet and then never give Nafis his money, they also 
  gain the Contract Breaker disfavor. 
   
  Feroza: If the PCs have retrieved the crystal monkey 
  skull and return it to Feroza, she is very grateful and they 
  gain her favor. If they demand money for it, she can offer 
  500 gp (that’s all she has), but they will not gain her favor 
  in this case. Either way, she will try to find the PCs and 
  find out any information they may have about it. 
   
  The Gnome: The Gnome will not hunt out the PCs, 
  but he is available if they wish to talk to him. If they offer 
  him the recorder or the crystal skull, he will gladly accept 
  them, as he considers them his property, and will be 
  grateful to the PCs (and they gain his favor). If the PCs 
  have somehow managed to get the purse from the 
  Matron Sultana, they also gain his favor (and her enmity). 
  He will question the PCs very thoroughly about their 
  interaction with the Matron Sultana, and keep careful 
  track about how much information the PCs give and how 
  they describe the Matron Sultana as this can impact the 
  number of combats in Encounter 9 as well as whether or 
  not they gain the disfavor of the Matron Sultana. 
   
  Vendors: PCs gain Regional access to any items they 
  found sellers for during the night. They must officially 
  sign a trade prospect contract with the vendor, but this 
  costs no money and does not force the PCs to buy 
  anything in the future, it just gives them the option to. 
   
  Development: The PCs have agreed to accompany 
  Hamza back to Zeir-i-Zeif and he leaves shortly after 
  conducting his minor business at the bazaar after the 
  Consortium shows up. If the PCs refuse to go with 
  Hamza, he will leave without them. He has an important 
  appointment to keep and cannot wait more than an hour 
  for them. If the PCs do not accompany Hamza back, he 
  will leave without them and they do not gain his favor 
  and nothing else occurs of interest in Korsan. The items 
  at Encounters 6 and 7 will have been retrieved and 
  nothing will be there, though the PCs can fight the 
  monsters there, and go to the Conclusion. If the PCs do 
  accompany him back, go to Encounter 9. 
   
  9: LEAVING TOWN AND THE 
  REPERCUSSIONS OF ANGER 
   
  This encounter should happen during the day after the 
  party leaves Korsan. It should focus on them either being 
  visited or attacked by agents of any of the major players 
  they have angered. They will all take place while the 
  party is on the road. Consider the road to be twenty feet 
  wide, with rough terrain and scrub on the sides. Place 
  cover as needed for any creatures that may be hiding. It is 
  best to do these in order (Encounter A then Encounter B 
  then Encounter C). If Hamza is with the PCs, he will flee 
  at the first sign or trouble, re-joining the PCs if they 
  survive. If Hamza is not with the PCs (either because 
  they waited in town or decided not to escort him), then 
  what he does is suitably irrelevant as he’s not there. 
   
  Please note that there is a limit to the number of 
  fights that can occur here.  If the PCs have done both of 
  the fights in Encounters 6 and Encounter 7, they will 
  only have one fight here at the most.  If they miss the 
  fight in Encounter 6, then they may have one additional 
  fight here if they meet the proper conditions.  Similarly, 
  if they miss the fight in Encounter 7, they may have an 
  additional fight here as well.  There should never be 
  more than three fights in this adventure, no matter 
  what the party does. 
   
  To determine which fight occurs that the party has 
  qualified for, use the following order of importance: 
   
   
   
  1
  st  
  – Encounter C 
  Zef7-05 Korsan 
   
  Page 17 
  
   
   
  2
  nd  
  – Encounter A 
   
   
  3
  rd  
  – Encounter B 
   
   
  Be very careful when determining which fights the 
  PCs may have to do as they all have very specific criteria. 
   
  ENCOUNTER A 
   
  If the party agreed to get the purse and then did not and 
  never showed up to explain what happened, the gnome 
  will not be happy with them and has sent a pack of dread 
  guards to attack them. 
   
  If the party either got the purse or reported in to the 
  gnome without leaving him hanging, this encounter is 
  considered to be defeated. 
   
  Over the rise about eighty feet in front of you, a 
  single column of men dressed in banded mail and 
  shields with large blue cloaks covering their face and 
  protecting them from the sun marches on the road. 
  They seem to be trained professionals as their march 
  is perfectly in order. They are coming down the right 
  side of the path, single file with purpose in their 
  stride. 
   
  The Dread Guards will not respond to speech nor will 
  they stop if told to. They make no aggressive action until 
  they are within a move action away (so they can move 
  and attack). They will then immediately attack and 
  continue attacking until all the PCs are dead. Being 
  constructs, they are fairly single-minded.  
   
  APL 2 (EL 4) 
   
  Dread Guard (2): hp 47 each; Appendix 1 
   
  APL 4 (EL 6) 
   
  Dread Guard (2): hp 47 each; Appendix 1 
   
  Dread Guard Sgt.: hp 108; Appendix 1 
   
  APL 6 (EL 8) 
   
  Dread Guard (4): hp 47 each; Appendix 1 
   
  Dread Guard Sgt. (2): hp 108 each; Appendix 1 
   
  APL 8 (EL 10) 
   
  Dread Guard (8): hp 47 each; Appendix 1 
   
  Dread Guard Sgt. (4): hp 108 each; Appendix 1 
   
  Tactics: The Dread guards attack to take out the entire 
  party. If somebody drops unconscious, they quickly move 
  on to the next victim. At APL 8, the lesser guards double 
  up on four people while the Sergeants either aid them or 
  move to the softer targets in the back for an easy kill. 
   
  Treasure: The PCs can gain the following treasure here: 
   
  APL 2: Loot 120 gp; Total 120 gp. 
   
  APL 2: Loot 180 gp; Total 180 gp. 
   
  APL 2: Loot 360 gp; Total 360 gp. 
   
  APL 2: Loot 720 gp; Total 720 gp. 
   
   
  ENCOUNTER B 
   
  This encounter will only occur if the PCs give the 
  shattered monkey skull to the gnome or keep it for 
  themselves. If they do not report in with the Order of 
  Kwalish’s agent he will assume the PCs stole the skull for 
  themselves. 
   
  If the PCs did not interact with the Order agent, return 
  the skull to the Order, or have informed the Order of 
  their failure, this encounter is considered to be overcome. 
   
  The path winds through the countryside, boring and 
  drab terrain continuing for what seems forever. Off 
  the side of the path to your left, about thirty feet up, a 
  glimmer of metal breaks the monotony, as a creature 
  (or # of creatures – adjust to fit the APL) rises up from 
  the dirt. It is about five feet tall and completely 
  covered in armor. Its gauntlets seem to be modified to 
  function as hammers of a sort. It shakes the dirt off of 
  itself and moves towards your party on the road. 
   
  The Hammerers will attack until either they are dead or 
  the PCs are. Do not forget to roll for their unreliable trait 
  every round, especially at low APLs. 
    
  APL 2 (EL 4) 
   
  Hammerer: hp 47; Appendix 1 
   
  APL 4 (EL 6) 
   
  Hammerer (2): hp 47 each; Appendix 1 
   
   
  APL 6 (EL 8) 
   
  Hammerer (4): hp 47 each; Appendix 1 
   
  APL 8 (EL 10) 
   
  Hammerer (8): hp 47 each; Appendix 1 
   
  Tactics: The hammerers gang up on people, attacking the 
  first person they see until it drops and then moving on to 
  the next. They continue until everyone is dead. 
   
  ENCOUNTER C 
   
  Zef7-05 Korsan 
   
  Page 18 
  
  This encounter occurs if the party was rude, 
  disrespectful, insinuated that the Sultana was not who 
  she claimed to be, or attempted to steal the purse from 
  the Matron Sultana, regardless of their degree of success. 
   
  If they did none of those things, they avoid the 
  encounter, but get no experience for it. 
   
  All APLs: 
   
  Climbing out from behind some scrub about eighty 
  feet in front of you, a creature clambers out onto the 
  road. A large collection of bony spikes and talons 
  crawls up over the edge of the low gully that was 
  hiding it. It’s thick, chitinous claws click against the 
  hard rock and it glares at you coldly from a cluster of 
  eyes in the center of its body. 
    
  APL 4+ add: 
   
  Next to the other creature(s), a squealing wolf sized 
  creature with numerous spindly legs spread nearly six 
  feet across and huge mandibles pointing at the sky 
  over a cluster of inky black eyes. Three pairs of 
  membranous wings hum over it, causing the creature 
  to vibrate slightly and making the mass of tails 
  behind it twitch nervously, the upward-curving 
  stingers at the end flickering impatiently, apparently 
  eager that you have finally arrived. 
   
  APL 2 (EL 4) 
   
  Nashrou - Advanced: hp 94; Appendix 1 
   
  APL 4 (EL 6) 
   
  Nashrou - Advanced: hp 94; Appendix 1 
   
  Ekolid: hp 39; Appendix 1 
   
   
  APL 6 (EL 8) 
   
  Nashrou – Advanced (2): hp 94; Appendix 1 
   
  Ekolid (2): hp 39 each; Appendix 1 
   
  APL 8 (EL 10) 
   
  Nashrou – Advanced (4): hp 94 each; Appendix 1 
   
  Ekolid (4): hp 39 each; Appendix 1 
   
  If the area where the demons were hiding is searched, a 
  large sack of gold and gems can be found there. 
   
  Treasure: The PCs can gain the following treasure here: 
   
  APL 2: Loot 100 gp; Total 100 gp. 
   
  APL 4: Loot 200 gp; Total 200 gp. 
   
  APL 6: Loot 300 gp; Total 300 gp. 
   
  APL 8: Loot 400 gp; Total 400 gp. 
   
  Development: If the party attempts to flee the 
  encounter, the demons are relentless and will pursue 
  with all of the skill at their disposal. A dimension door 
  will not get the party away for any extended period of 
  time, but a teleport will. 
   
  It is almost impossible to tell who sent these 
  creatures to attack the PCs, but divinations may give 
  clues if attempted afterwards. Divinations will not work 
  on the Sultana’s agents as she has thoroughly blocked 
  every possibility of divination magics detecting her while 
  away, and the demons aren’t talking and will disappear if 
  killed. 
   
  CONCLUSION 
   
  If the party returns Hamza home, the adventure is 
  effectively over. Feel free to improvise a farewell from 
  Hamza based on his interactions with the PCs. 
   
  If the party gave the extra recorder to Hamza, then he 
  shares what he knows with them and they gain Hamza 
  has shared a secret with you. 
   
  If the party threatened, identified, cajoled, tried to steal 
  from or otherwise offended the Matron Sultana, they 
  gain You have angered the Matron Sultana. 
   
  If the party did not steal any of the items the gnome had 
  stashed and attempted to gain the purse successfully, 
  they gain The Gnome likes you. 
   
  If the party returned the shattered monkey skull to 
  Feroza, they will gain Feroza is in your debt. 
   
  If a party member decided to purchase a magic carpet 
  from Nafis, they gain The Most Glorious Magic Carpet 
  that ever existed my friend, and you are lucky to own 
  it! 
   
  If the party agreed to purchase a magic carpet from Nafis 
  but then later decide not to honor their contract, they 
  gain Contract Breaker. 
   
  If the party talked to Safa, they gain What’s Yours is 
  useful. 
   
  If the party decides to keep the recorder, they will find 
  that it turns out to be a standard version of the item and 
  nothing special. 
   
  If the party decides to keep the shattered monkey skull, 
  notate who has it on their AR and congratulate them for 
  not helping someone nice who was in trouble. 
  Zef7-05 Korsan 
   
  Page 19 
  
   
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives plus 
  roleplaying) to each character. 
   
  6: Area C 
  To defeat the carrion crawlers and retrieve the crystal 
  monkey skull 
  APL 2  
  120 XP 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
   
  7: Area C 
  Interacting with and surviving the leech swarm. 
  APL 2  
  30 XP 
  APL 4  
  30 XP 
  APL 6  
  30 XP 
  APL 8  
  30 XP 
   
  7: Area E 
  Defeating the living spells and retrieving the recorder. 
  APL 2  
  120 XP 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
   
  9: Encounter A 
  To defeat or bypass the attack of the Dread Guards. 
  APL 2  
  120 XP 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
   
  9: Encounter B 
  To defeat or bypass the attack of the Hammerers. 
  APL 2  
  120 XP 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
   
  9: Encounter C 
  To defeat the demons. 
  APL 2  
  120 XP 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
   
  Story Award 
  Objective(s) met: 
  APL 2  
  45 XP 
  APL 4  
  67 XP 
  APL 6  
  90 XP 
  APL 8  
  112 XP 
   
  Discretionary roleplaying 
  award 
  APL 2  
  45 XP 
  APL 4  
  68 XP 
  APL 6  
  180 XP 
  APL 8  
  113 XP 
   
  Total Possible Experience 
  APL 2  
  450 XP 
  APL 4  
  675 XP 
  APL 6  
  900 XP 
  APL 8  
  1,125 XP 
   
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions. Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters cannot 
  take the time to loot the bodies, they do not gain this 
  gold. If you feel it is reasonable that characters can go 
  back to loot the bodies, and those bodies are there (i.e., 
  not carted off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters may 
  return to retrieve loot. If the characters do not loot the 
  body, the gold piece value for the loot is subtracted from 
  the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a 
  round or so. If for some reason, they pass up this treasure, 
  the coin total is subtracted from the encounter totals 
  given below. 
  Zef7-05 Korsan 
   
  Page 20 
  
   
  Next, the magic items are listed. Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure. Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it. Other times they may 
  attempt to use the item blindly. If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the 
  item is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in 
  the GP Gained field of the adventure certificate.  
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items.  
  1: Introduction 
  APL 2: Coin: 200 gp. 
   
  APL 4: Coin: 400 gp. 
   
  APL 6: Coin: 600 gp 
   
  APL 8: Coin: 800 gp 
   
  6: Area C 
  All APLs: Coin 50 gp; Total 50 gp. 
   
  7: Area D 
  APL 2: Coin 50 gp; Total 50 gp. 
   
  APL 4: Coin 100 gp; Total 100 gp. 
   
  APL 6: Coin 150 gp; Total 150 gp. 
   
  APL 8: Coin 200 gp; Total 200 gp. 
   
  9: Encounter A 
  APL 2: Loot 120 gp; Total 120 gp. 
   
  APL 4: Loot 180 gp; Total 180 gp. 
   
  APL 6: Loot 360 gp; Total 360 gp. 
   
  APL 8: Loot 720 gp; Total 720 gp. 
   
  9: Encounter C 
  APL 2: Loot 100 gp; Total 100 gp. 
   
  APL 4: Loot 200 gp; Total 200 gp. 
   
  APL 6: Loot 300 gp; Total 300 gp. 
   
  APL 8: Loot 400 gp; Total 400 gp. 
   
  Conclusion 
  All APLs: Coin ?? gp; Total ?? gp. 
   
  Treasure Cap 
   
  APL 2:  450 gp 
   
  APL 4: 650 gp. 
   
  APL 6: 900 gp. 
   
  APL 8: 1,300 gp. 
   
  Total Possible Treasure 
   
  APL 2: 520 gp. 
   
  APL 4: 930 gp. 
   
  APL 6: 1,460 gp. 
   
  APL 8: 2,170 gp. 
   
  ADVENTURE RECORD ITEMS 
   
  Hamza has shared a secret with you: In exchange for 
  your extra recorder at no charge, Hamza is willing to 
  share with you the first word in the command phrase for 
  your recorder. Uttering this word and spending a 
  standard action acts like a bless spell (CL 18), but the 
  bonuses only work against outsiders and the bonus is 
  considered a competence bonus instead of a morale 
  bonus. This can only be used once per day. 
   
  You have angered the Matron Sultana: The Matron 
  Sultana is aware of your actions in Korsan and is not 
  happy with you. She will use the massive means at her 
  disposal to vent her displeasure at some time in the 
  future. 
   
  The Gnome likes you: Up to five times in the future 
  when you make a Gather Information check in a Zeif 
  regional adventure, roll 1d20. If the die is even, you may 
  add +5 to the Gather Information check. If it is odd, you 
  add nothing. 
   
  Feroza is in your debt: In exchange for your helping 
  her, Feroza will arrange to have any one weapon or item 
  that you own and is broken (but not completely 
  destroyed) repaired for you at no cost, but it will take 
  some time requiring you to wait around for 1 TU per 
  5,000 gp value of the item (minimum 1). 
   
  The Most Glorious Magic Carpet that ever existed my 
  friend, and you are lucky to own it!: This 5’ x 5’ carpet 
  functions exactly like a carpet of flying, but with one 
  quirk. It works normally for 1d4 rounds, but every round 
  after has a 50% chance of failing to work for 1d4 rounds. 
  If currently being ridden, it immediately falls to the 
  ground. There is no obvious way to tell that it will do it 
  until after the first time it is used. Other than that, it 
  works perfectly. (as DMG but cost is 5,000 gp). 
  Zef7-05 Korsan 
   
  Page 21 
  
   
  Contract Breaker: The PCs have gone back on a contract 
  they made with Nafis. The next item they purchase 
  worth over a 1,000 gp will cost one TU getting through 
  the red tape. The consortium does not smile on contract 
  breakers. 
   
  What’s Yours is useful: The nugget given to you from 
  the Zarif copper mine (ZEFI7-03) is in fact useful, or at 
  least could be. You have discovered that when it takes 30 
  points of fire damage in one round, it will explode into 
  shrapnel in a 5’ burst, doing 5d6 damage (no DR, no SR, 
  no save) to all within those spaces. 
   
   
   
  Zef7-05 Korsan 
   
  Page 22 
  
  Zef7-05 Korsan 
   
  Page 23 
  APPENDIX 1  
  ALL APLS 
  3: THE LADY 
  M ATR O N  S ULTANA N UR K AR U 
  CR  17 
  Female Bakluni aristocrat 2 / rogue 6 / assassin 10 
  Chaotic Evil Medium Humanoid (human) 
  Init +8; Senses Listen +22, Spot +1 
  Languages Common, Abyssal, Baklunish  
  AC 27, touch 19, flat-footed 27 
   (+4 Dex, +8 armor, +5 deflection) 
  hp 94 (18 HD)  
  Fort +11 (+16 against poison), Ref +21, Will +16  
  Speed 30 ft. (6 squares) 
  Melee +1 unholy vile vorpal adamantine dagger 
  +17/+12/+7 (1d4+5/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +12/+7/+2; Grp +16 
  Atk Options sneak attack +8d6, Death Attack, Poison 
  Use 
  Class Spells Known (CL 10th): 
   4th 
  (3/day)— 
  dimension 
  door, 
  freedom 
  of 
  movement, glibness, modify memory 
   3rd (3/day)— deep slumber, deeper darkness, 
  misdirection, nondetection 
   2nd (4/day)— darkness, invisibility, pass without 
  trace, undetectable alignment 
   1st (4/day)— disguise self, detect poison, feather 
  fall, true strike 
  �Already cast 
  Abilities Str 18, Dex 18, Con 12, Int 14, Wis 12, Cha 
  26  
  SQ Uncanny Dodge, Improved Uncanny Dodge, 
  Trapfinding, Poison Resistance, Trap Sense (+2), 
  Hide in Plain Sight  
  Feats Deceitful, Improved Initiative, Investigator, Iron 
  Will, Leadership, Negotiator, Persuasive, Quick 
  Draw  
  Skills Bluff +31, Diplomacy +35, Disguise +31, 
  Forgery +25, Gather Information +31, Hide +12, 
  Intimidate +33, Listen +22, Move Silently +12, 
  Sense Motive +24, Sense Motive +19 
  Possessions cloak of charisma +6, amulet of proof 
  against detection and location, gloves of dexterity 
  +6, belt of giant strength +6, bracers of armor +8, 
  ring of protection +5, vest of resistance +5, ring of 
  mind shielding, ring of spell turning, boots of 
  teleportation, +1 unholy vile vorpal adamantine 
  dagger 
   
  T H E  S ULTANA’ S  S H AD O W 
  CR  14 
  Male (eunuch) Bakluni Fighter 2 / Ranger 3 / Assassin 
  3 / Horizon Walker 2 / Shadowdancer 4 
  Neutral Evil Medium Humanoid (human) 
  Init +4; Senses Darkvision 60 ft. ; Listen +18, Spot 
  +23 
  Languages Common, Abyssal, Baklunish  
  AC 22, touch 17, flat-footed 22 
   (+4 Dex, +5 armor, +3 deflection) 
  Miss Chance 20% 
  hp 128 (14 HD)  
  Fort +18 (+19 versus Poison), Ref +17, Will +7  
  Speed 30 ft. in light armor (6 squares), base 
  movement 30 ft. 
  Melee +1 Unholy Adamantine Falchion +18/+13/+8 
  (2d4+8/15-20) 
  Or TWF +1 
  Frost 
  Flame 
  Cold 
  Iron 
  Scimitar 
  +16/+11+6 (1d6+6+1d6 Fire +1d6 Cold/18-20) and 
  +1 Frost Flame Cold Iron Kukri (1d4+3 + 1d6 Fire + 
  1d6 Cold/18-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +12/+7/+2; Grp +17 
  Atk Options death attack, poison use, power attack, 
  sneak attack +2d6, improved unarmed strike, 
  Favored Enemy Humanoid (Human) +2 
  Special Actions Shadow Jump (Su) 
  Class Spells Known (CL 3rd): 
   2nd (1/day) — invisibility, pass without trace 
   1st (3/day) — feather fall, jump, true strike  
  �Already cast 
  Abilities Str 20, Dex 18, Con 18, Int 14, Wis 12, Cha 
  8  
  SQ Uncanny Dodge, Improved Uncanny Dodge, Hide 
  in Plain Sight (Su), Darkvision (Su), Shadow 
  Illusion (Sp), Summon Shadow (Su), Poison 
  Resistance, Poison Use, Terrain Mastery (Desert, 
  Underground), Wild Empathy, Evasion. 
  Feats 
  Combat 
  Reflexes, 
  Darkstalker*, 
  Dodge, 
  Mobility, Endurance, Improved Critical (Falchion), 
  Improved Unarmed Strike, Power Attack, Run, 
  Track, Two-Weapon Fighting. 
  Skills Balance +8, Climb +6, Disguise +3, Handle 
  Animal +0, Heal +2, Hide +31, Jump +13, 
  Knowledge 
  (Dungeoneering) 
  +3, 
  Knowledge 
  (Geography) +10, Knowledge (Nature) +5, Move 
  Silently +31, Open Lock +7, Perform (Dance) +4, 
  Search +10, Sleight of Hand +6, Spot +18, Survival 
  +7, Tumble +17, Use Rope +6. 
  Possessions boots of speed, +1 unholy adamantine 
  falchion, +1 frost flame cold iron scimitar, +1 frost 
  flame cold iron kukri, belt of giant strength +4, 
  amulet of health +4, gloves of dexterity +4, ring of 
  protection +3, vest of resistance +3, cloak of 
  displacement, lesser, +1 silent moves shadow 
  mithral chain shirt, ring of non-detection, magic 
  carpet (5’x5’), metamagic rod of extend spell, 
  lesser 
  * see Appendix 2: New Rules Items 
   
  
   APL 2 
   
  6: AREA C 
  CARRION  CRAWLER  CR  4 
  N Large aberration 
  Init +2; Senses darkvision 60 ft., scent; Listen +6, 
  Spot +6 
  AC 17, touch 11, flat-footed 15 
     (-1 size, +2 Dex, +6 natural) 
  hp 19 (3 HD) 
  Fort +3, Ref +3, Will +5 
  Speed 30 ft. (6 squares), climb 15 ft. 
  Melee 8 tentacles +3 (paralysis)  and 
    bite -2 (1d4+1) 
  Space 10 ft; Reach 5 ft. 
  Base Atk +2; Grp +8 
  Atk Options Combat Reflexes 
  Special Actions Paralysis 
  Abilities Str 14, Dex 15, Con 14, Int 1, Wis 15, Cha 6 
  Feats Alertness, Combat Reflexes, Track 
  Skills Climb +12, Listen +6, Spot +6 
  Special Attack (Paralysis) 
  Those hit by a carrion crawler’s tentacle attack must 
  succeed on a DC 13 Fortitude save or be 
  paralyzed for 2d4 rounds. The save DC is 
  Constitution based.  
  Skills 
  Carrion crawlers have a +8 racial bonus on Climb 
  checks and can always choose to take 10 on Climb 
  checks, even if rushed or threatened.  
   
  7: AREA B 
  LEECH  SWARM   
  CR  1 
  N Fine vermin (aquatic, swarm) 
  Init +0; Senses low-light vision; Listen +1 Spot +1 
  AC 18, touch 18, flat-footed 18 
     (+8 size) 
  hp 7 (2 HD) 
  Immune weapon damage 
  Fort +2, Ref +0, Will +5 
  Speed Swim 10 ft. (2 squares) 
  Melee swarm (1d6 plus blood drain) 
  Space 10 ft; Reach 0 ft. 
  Base Atk +1; Grp -20 
  Special Actions Anesthetize, blood drain, disease, 
  distraction 
  Abilities Str 1, Dex 11, Con 8, Int --, Wis 12, Cha 2 
  SQ swarm traits 
  Feats – 
  Skills Hide +16, Swim +3 
  Advancement -- 
  Special Attack (Anesthetize (Ex)) 
  A creature attacked by a leech swarm must succeed 
  on a Spot check (opposed by the swarm’s Hide 
  check) to notice the attack if both the leech swarm 
  and its target are in murky water at least two feet 
  deep. Each round of blood drain entitles the 
  creature to another spot check to notice the 
  leeches, with a cumulative +2 bonus on the check 
  per round after the first. Characters attacked in 
  clear water, or who have some means of detecting 
  the leech swarm without seeing it, notice the attack 
  automatically.  
  Special Attack (Blood Drain (Ex)) 
  Any living creature damaged by a leech swarm also 
  takes 1 point of Constitution damage as the swarm 
  drains its blood. This damage repeats every round 
  thereafter unless the creature successfully exits the 
  swarm and spends a full-round action removing 
  leeches from its body..  
  Special Attack (Disease (Ex)) 
  A creature damaged by a leech swarm must succeed 
  on a DC 15 Fortitude save or contract red ache 
  (see page 292 of the Dungeon Master’s Guide).  
  Special Attack (Distraction (Ex)) 
  Any living creature vulnerable to a leech swarm’s 
  damage who notices the swarm and begins its turn 
  with a swarm in its square is nauseated for 1 
  round; a DC 10 Fortitude save negates the effect. 
  Even with a successful save, spellcasting or 
  concentrating on spells within the area of a swarm 
  requires a Concentration check (DC 20 + spell 
  level). 
  Using 
  skills 
  requiring 
  patience 
  and 
  concentration requires a DC 20 Concentration 
  check. The save DC is Constitution-based.  
  Special Quality (Swarm Traits (Ex)) 
  See page 316 of the Monster Manual. 
   Skills 
  A leech swarm has a +8 racial bonus on any Swim 
  check to perform a special action or avoid a 
  hazard. It can always choose to take 10 on a swim 
  check, even if distracted or endangered. It can use 
  the run action while swimming, provided it swims in 
  a straight line.  
   
  7: AREA E 
  SICKENING  SLEEP   
  CR  2 
  N Medium Ooze 
  Init -1; Senses blindsight 60 ft.; Listen -1 Spot -1 
  AC 10, touch 10, flat-footed 10 
     (-1 Dex, +1 Deflection) 
  hp 5 (1 HD); DR 10/magic 
  SR 11 
  Fort +1, Ref +0, Will +0 
  Speed 20 ft. (4 squares) 
  Melee Slam +0 (1d4 plus enfeeblement and sleep) 
  Space 5 ft; Reach 5 ft. 
  Base Atk +0; Grp +0 
  Special Actions Engulf, enfeeblement, sleep 
  Abilities Str 11, Dex 8 Con 11, Int --, Wis 8, Cha 11 
  SQ Ooze traits 
  Feats – 
  Special Attack Engulf (Ex) 
  A sickening sleep can flow around creatures that fit 
  within its space as a standard action. IT cannot 
  make a slam attack during a round in which it 
  Zef7-05 Korsan 
   
  Page 24 
  
  engulfs. A sickening sleep merely has to move over 
  the opponents, affecting as many as it can cover. 
  Opponents can make attacks of opportunity against 
  a sickening sleep, but if they do so they are not 
  entitled to a saving throw. Those who do not 
  attempt attacks of opportunity must succeed on a 
  DC 11 Reflex save or be engulfed; on a success, 
  they are pushed back or aside (opponent’s choice) 
  as the spell moves forward. Engulfed creatures are 
  subject to the ray of enfeeblement and sleep 
  effects and are considered to be grappled.  
  Special Attack (Ray of Enfeeblement (Su)) 
  A creature hit by a sickening sleep’s slam attack or 
  engulfed by it takes a 1d6 penalty to Strength for 1 
  minute. Multiple hits are not cumulative, and the 
  subjects Strength score cannot drop below 1.  
  Special Attack (Sleep (Su)) 
  A creature hit by a sickening sleep’s slam attack or 
  engulfed by it falls asleep for 1 minute (Will DC 11 
  negates). 
  Special Quality (Ooze traits (Ex)) 
  See page 313 of the Monster Manual. 
   
  8: ENCOUNTER A 
  DREAD  GUARD   
  CR  2 
  N medium Construct 
  Init +0; Senses Darkvision 60 ft.; Listen +1 Spot +9 
  AC 17, touch 11, flat-footed 17 
     (+6 Masterwork banded mail, +1 masterwork small 
  steel shield) 
  hp 47 (5 HD) 
  Fort +1, Ref +1, Will +2 
  Speed 20 ft. (4 squares) (can’t run) 
  Melee Long Sword +6 (1d8+3/19-20) 
  Space 5 ft; Reach 5 ft. 
  Base Atk +3; Grp +6 
  Atk Options Cleave, Power Attack 
  Abilities Str 17, Dex 11 Con --, Int 6, Wis 13, Cha 2 
  SQ Construct traits 
  Feats Cleave, Power Attack 
  Skills Spot +7 
  Special Quality (Construct Traits (Ex)) 
  A dread guard is immune to mind-affecting effects, 
  poison, sleep, paralysis, stunning, disease, death 
  effects, necromantic effects, and any effects that 
  require a Fortitude save unless it also works on 
  objects. The creature is not subject to critical hits, 
  subdual damage, ability damage, ability drain, 
  energy drain, or death from massive damage. It 
  cannot heal itself but can be healed through repair. 
  It cannot be raised or resurrected. A dread guard 
  has darkvision (60-foot range). 
   
  8: ENCOUNTER B 
  HAMMERER   
  CR  4 
  N medium Construct 
  Init +0; Senses Darkvision 60 ft.; Listen -1 Spot -1 
  AC 21, touch 10, flat-footed 21 
     (+11 Natural) 
  hp 47 (5 HD) 
  Fort +1, Ref +1, Will +0 
  Speed 20 ft. (4 squares) 
  Melee Slam +10 (2d8+10) 
  Space 5 ft; Reach 5 ft. 
  Base Atk +3; Grp +10 
  Abilities Str 25, Dex 11 Con --, Int --, Wis 9, Cha 4 
  SQ Construct traits, Unreliable 
  Special Quality (Construct Traits (Ex)) 
  An automaton is immune to mind-affecting effects, 
  poison, sleep, paralysis, stunning, disease, death 
  effects, necromantic effects, and any effects that 
  require a Fortitude save unless it also works on 
  objects. The creature is not subject to critical hits, 
  subdual damage, ability damage, ability drain, 
  energy drain, or death from massive damage. It 
  cannot heal itself but can be healed through repair. 
  It cannot be raised or resurrected. An automaton 
  has darkvision (60-foot range). 
  Special Quality (Unreliable (Ex)) 
  The shadow consciousness of an automaton is only 
  quasi-real, like the consciousness of a creation 
  such as a simulacrum. The creature is thus 
  sometimes 
  slow 
  to 
  react 
  to 
  the 
  changing 
  environment around it. At the beginning of each 
  round in which an automaton attempts to act, roll 
  1d20. On a result of 11 or better, it acts normally; 
  otherwise, it takes no action. 
   
  8: ENCOUNTER C 
  NASHROU  -  ADVANCED   
  CR  4 
  ALWAYS 
  CE 
  Large 
  Outsider 
  (chaotic, 
  evil, 
  extraplanar) 
  Init +6; senses Darkvision 60 ft., scent; Listen +12 
  Spot +12 
  AC 15, touch 11, flat-footed 13 
     (-1 Size, +2 Dex, +4 Natural) 
  hp 94 (9 HD); DR 5/cold iron or good  
  Fort +12, Ref +8, Will +6 
  Weakness vulnerability to criticals 
  Speed 50 ft. (10 squares) 
  Melee 2 gores +11 (2d6+3)  and 2 claws +9 (1d8+1) 
  Space 10 ft; Reach 10 ft. 
  Base Atk +9; Grp +16 
  Special Actions Aligned Strike (chaotic, evil) 
  Abilities Str 16, Dex 14 Con 22, Int 2, Wis 11, Cha 8 
  Feats Improved Initiative, Improved Natural Attack 
  (claw), Improved Natural Attack (gore), Multiattack 
  Skills Jump +18, Listen +12, Spot +12, Tumble +6 
  Special Quality (vulnerability to criticals) 
  A nashrou has a unique weakness that can allow a 
  clever or lucky opponent to slay it in a single blow. 
  A successful critical hit instantly reduces the 
  creature to -10 hit points; no saving throw or 
  damage reduction applies. The attack must deal 
  sufficient damage to overcome the nashrou’s 
  damage reduction. 
   
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  Zef7-05 Korsan 
   
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  APL 4 
   
  6: AREA C 
  CARRION  CRAWLER  CR  4 
  N Large aberration 
  Init +2; Senses darkvision 60 ft., scent; Listen +6, 
  Spot +6 
  AC 17, touch 11, flat-footed 15 
     (-1 size, +2 Dex, +6 natural) 
  hp 19 (3 HD) 
  Fort +3, Ref +3, Will +5 
  Speed 30 ft. (6 squares), climb 15 ft. 
  Melee 8 tentacles +3 (paralysis)  and 
    bite -2 (1d4+1) 
  Space 10 ft; Reach 5 ft. 
  Base Atk +2; Grp +8 
  Atk Options Combat Reflexes 
  Special Actions Paralysis 
  Abilities Str 14, Dex 15, Con 14, Int 1, Wis 15, Cha 6 
  Feats Alertness, Combat Reflexes, Track 
  Skills Climb +12, Listen +6, Spot +6 
  Special Attack (Paralysis) 
  Those hit by a carrion crawler’s tentacle attack must 
  succeed on a DC 13 Fortitude save or be 
  paralyzed for 2d4 rounds. The save DC is 
  Constitution based.  
  Skills 
  Carrion crawlers have a +8 racial bonus on Climb 
  checks and can always choose to take 10 on Climb 
  checks, even if rushed or threatened.  
   
  7: AREA B 
  LEECH  SWARM   
  CR  1 
  N Fine vermin (aquatic, swarm) 
  Init +0; Senses low-light vision; Listen +1 Spot +1 
  AC 18, touch 18, flat-footed 18 
     (+8 size) 
  hp 7 (2 HD) 
  Immune weapon damage 
  Fort +2, Ref +0, Will +5 
  Speed Swim 10 ft. (2 squares) 
  Melee swarm (1d6 plus blood drain) 
  Space 10 ft; Reach 0 ft. 
  Base Atk +1; Grp -20 
  Special Actions Anesthetize, blood drain, disease, 
  distraction 
  Abilities Str 1, Dex 11, Con 8, Int --, Wis 12, Cha 2 
  SQ swarm traits 
  Feats – 
  Skills Hide +16, Swim +3 
  Advancement -- 
  Special Attack (Anesthetize (Ex)) 
  A creature attacked by a leech swarm must succeed 
  on a Spot check (opposed by the swarm’s Hide 
  check) to notice the attack if both the leech swarm 
  and its target are in murky water at least two feet 
  deep. Each round of blood drain entitles the 
  creature to another spot check to notice the 
  leeches, with a cumulative +2 bonus on the check 
  per round after the first. Characters attacked in 
  clear water, or who have some means of detecting 
  the leech swarm without seeing it, notice the attack 
  automatically.  
  Special Attack (Blood Drain (Ex)) 
  Any living creature damaged by a leech swarm also 
  takes 1 point of Constitution damage as the swarm 
  drains its blood. This damage repeats every round 
  thereafter unless the creature successfully exits the 
  swarm and spends a full-round action removing 
  leeches from its body..  
  Special Attack (Disease (Ex)) 
  A creature damaged by a leech swarm must succeed 
  on a DC 15 Fortitude save or contract red ache 
  (see page 292 of the Dungeon Master’s Guide).  
  Special Attack (Distraction (Ex)) 
  Any living creature vulnerable to a leech swarm’s 
  damage who notices the swarm and begins its turn 
  with a swarm in its square is nauseated for 1 
  round; a DC 10 Fortitude save negates the effect. 
  Even with a successful save, spellcasting or 
  concentrating on spells within the area of a swarm 
  requires a Concentration check (DC 20 + spell 
  level). 
  Using 
  skills 
  requiring 
  patience 
  and 
  concentration requires a DC 20 Concentration 
  check. The save DC is Constitution-based.  
  Special Quality (Swarm Traits (Ex)) 
  See page 316 of the Monster Manual. 
   Skills 
  A leech swarm has a +8 racial bonus on any Swim 
  check to perform a special action or avoid a 
  hazard. It can always choose to take 10 on a swim 
  check, even if distracted or endangered. It can use 
  the run action while swimming, provided it swims in 
  a straight line.  
   
  7: AREA E  
  SICKENING  SLEEP   
  CR  2 
  N Medium Ooze 
  Init -1; Senses blindsight 60 ft.; Listen -1 Spot -1 
  AC 10, touch 10, flat-footed 10 
     (-1 Dex, +1 Deflection) 
  hp 5 (1 HD); DR 10/magic 
  SR 11 
  Fort +1, Ref +0, Will +0 
  Speed 20 ft. (4 squares) 
  Melee Slam +0 (1d4 plus enfeeblement and sleep) 
  Space 5 ft; Reach 5 ft. 
  Base Atk +0; Grp +0 
  Special Actions Engulf, enfeeblement, sleep 
  Abilities Str 11, Dex 8 Con 11, Int --, Wis 8, Cha 11 
  SQ Ooze traits 
  Feats – 
  Special Attack Engulf (Ex) 
  A sickening sleep can flow around creatures that fit 
  within its space as a standard action. IT cannot 
  make a slam attack during a round in which it 
  
  engulfs. A sickening sleep merely has to move over 
  the opponents, affecting as many as it can cover. 
  Opponents can make attacks of opportunity against 
  a sickening sleep, but if they do so they are not 
  entitled to a saving throw. Those who do not 
  attempt attacks of opportunity must succeed on a 
  DC 11 Reflex save or be engulfed; on a success, 
  they are pushed back or aside (opponent’s choice) 
  as the spell moves forward. Engulfed creatures are 
  subject to the ray of enfeeblement and sleep 
  effects and are considered to be grappled.  
  Special Attack (Ray of Enfeeblement (Su)) 
  A creature hit by a sickening sleep’s slam attack or 
  engulfed by it takes a 1d6 penalty to Strength for 1 
  minute. Multiple hits are not cumulative, and the 
  subjects Strength score cannot drop below 1.  
  Special Attack (Sleep (Su)) 
  A creature hit by a sickening sleep’s slam attack or 
  engulfed by it falls asleep for 1 minute (Will DC 11 
  negates). 
  Special Quality (Ooze traits (Ex)) 
  See page 313 of the Monster Manual. 
   
  GLITTERFIRE 
   CR  6 
  N Medium Ooze 
  Init +0; Senses blindsight 60 ft.; Listen +0 Spot +0 
  AC 14, touch 14, flat-footed 13 
     (+1 Dex, +3 Deflection) 
  hp 32 (5 HD); DR 10/magic 
  SR 15 
  Fort +5, Ref +4, Will +4 
  Speed 40 ft. (8 squares) 
  Melee Slam +4 (1d4+1 plus 5D6 fire plus glitterdust) 
  Space 5 ft; Reach 5 ft. 
  Base Atk +3; Grp +4 
  Special Actions Engulf, fireball, glitterdust 
  Abilities Str 13, Dex 10 Con 13, Int --, Wis 10, Cha 
  13 
  SQ ooze traits 
  Special Attack (Engulf (Ex)) 
  A glitterfire can flow around creatures that fit within its 
  space as a standard action. IT cannot make a slam 
  attack during a round in which it engulfs. A 
  glitterfire merely has to move over the opponents, 
  affecting as many as it can cover. Opponents can 
  make attacks of opportunity against a glitterfire, but 
  if they do so they are not entitled to a saving throw. 
  Those who do not attempt attacks of opportunity 
  must succeed on a DC 14 Reflex save or be 
  engulfed; on a success, they are pushed back or 
  aside (opponent’s choice) as the spell moves 
  forward. Engulfed creatures are subject to the 
  fireball and glitterdust effects and are considered to 
  be grappled.  
  Special Attack (Fireball (Su)) 
  A creature hit by a glitterfire’s slam attack or engulfed 
  by it takes 5d6 points of fire damage (Reflex DC 14 
  half).  
  Special Attack (Glitterdust (Su)) 
  A creature hit by a glitterfire’s slam attack or engulfed 
  by it is blinded (Will DC 13 negates) and is covered 
  in dust for 5 rounds, rendering it visible (if invisible) 
  and applying a -40 penalty on Hide checks. 
  Special Quality (Ooze traits (Ex)) 
  See page 313 of the Monster Manual. 
   
  8: ENCOUNTER A 
  DREAD  GUARD   
  CR  2 
  N medium Construct 
  Init +0; Senses Darkvision 60 ft.; Listen +1 Spot +9 
  AC 17, touch 11, flat-footed 17 
     (+6 Masterwork banded mail, +1 masterwork small 
  steel shield) 
  hp 47 (5 HD) 
  Fort +1, Ref +1, Will +2 
  Speed 20 ft. (4 squares) (can’t run) 
  Melee Long Sword +6 (1d8+3/19-20) 
  Space 5 ft; Reach 5 ft. 
  Base Atk +3; Grp +6 
  Atk Options Cleave, Power Attack 
  Abilities Str 17, Dex 11 Con --, Int 6, Wis 13, Cha 2 
  SQ Construct traits 
  Feats Cleave, Power Attack 
  Skills Spot +7 
  Special Quality (Construct Traits (Ex)) 
  A dread guard is immune to mind-affecting effects, 
  poison, sleep, paralysis, stunning, disease, death 
  effects, necromantic effects, and any effects that 
  require a Fortitude save unless it also works on 
  objects. The creature is not subject to critical hits, 
  subdual damage, ability damage, ability drain, 
  energy drain, or death from massive damage. It 
  cannot heal itself but can be healed through repair. 
  It cannot be raised or resurrected. A dread guard 
  has darkvision (60-foot range). 
   
  DREAD  GUARD  SERGEANT   
  CR  4 
  N large Construct 
  Init +0; Senses Darkvision 60 ft.; listen +1 spot +16 
  AC 16, touch 9, flat-footed 16 
     (-1 
  Size, 
  +6 
  Masterwork 
  banded 
  mail, 
  +1 
  masterwork small steel shield) 
  hp 108 (12 HD) 
  Fort +4, Ref +6, Will +5 
  Speed 20 ft. (4 squares) (can’t run) 
  Melee Long Sword +16/+11 (2d6+8/17-20) 
  Space 10 ft; Reach 10 ft. 
  Base Atk +9; Grp +21 
  Atk Options Cleave, Power Attack 
  Abilities Str 26, Dex 10 Con --, Int 6, Wis 13, Cha 2 
  SQ Construct traits 
  Feats Cleave, Improved Critical (Long Sword), 
  Improved Toughness, Lightning Reflexes, Power 
  Attack 
  Skills Spot +16 
  Special Quality (Construct Traits (Ex)) 
  A dread guard is immune to mind-affecting effects, 
  poison, sleep, paralysis, stunning, disease, death 
  effects, necromantic effects, and any effects that 
  require a Fortitude save unless it also works on 
  objects. The creature is not subject to critical hits, 
  Zef7-05 Korsan 
   
  Page 27 
  
  subdual damage, ability damage, ability drain, 
  energy drain, or death from massive damage. It 
  cannot heal itself but can be healed through repair. 
  It cannot be raised or resurrected. A dread guard 
  has darkvision (60-foot range). 
   
  8: ENCOUNTER B 
  HAMMERER   
  CR  4 
  N medium Construct 
  Init +0; Senses Darkvision 60 ft.; Listen -1 Spot -1 
  AC 21, touch 10, flat-footed 21 
     (+11 Natural) 
  hp 47 (5 HD) 
  Fort +1, Ref +1, Will +0 
  Speed 20 ft. (4 squares) 
  Melee Slam +10 (2d8+10) 
  Space 5 ft; Reach 5 ft. 
  Base Atk +3; Grp +10 
  Abilities Str 25, Dex 11 Con --, Int --, Wis 9, Cha 4 
  SQ Construct traits, Unreliable 
  Special Quality (Construct Traits (Ex)) 
  An automaton is immune to mind-affecting effects, 
  poison, sleep, paralysis, stunning, disease, death 
  effects, necromantic effects, and any effects that 
  require a Fortitude save unless it also works on 
  objects. The creature is not subject to critical hits, 
  subdual damage, ability damage, ability drain, 
  energy drain, or death from massive damage. It 
  cannot heal itself but can be healed through repair. 
  It cannot be raised or resurrected. An automaton 
  has darkvision (60-foot range). 
  Special Quality (Unreliable (Ex)) 
  The shadow consciousness of an automaton is only 
  quasi-real, like the consciousness of a creation 
  such as a simulacrum. The creature is thus 
  sometimes 
  slow 
  to 
  react 
  to 
  the 
  changing 
  environment around it. At the beginning of each 
  round in which an automaton attempts to act, roll 
  1d20. On a result of 11 or better, it acts normally; 
  otherwise, it takes no action. 
   
  8: ENCOUNTER C 
  EKOLID  
  CR  4 
  CE Small Outsider (chaotic, evil, extraplanar, obyrith) 
  Init +3; Senses Darkvision 60 ft., true seeing; Listen 
  +4 Spot +4 
  AC 17, touch 10, flat-footed 14 
     (+1 Size, +3, Dex, +3 Natural) 
  hp 39 (6 HD); fast healing 5; DR 5/cold iron or lawful  
  Immune mind-affecting spells and abilities, poison 
  Resist acid 10, cold 10, Electricity 10, fire 10 
  Fort +7, Ref +8, Will +9 
  Speed 30 ft. (6 squares), climb 30 ft., fly 60 ft. 
  (average) 
  Melee 6 stings +10 (1d4 plus implant egg) 
  Space 5 ft; Reach 5 ft. 
  Base Atk +6; Grp +2 
  Special Actions Form of Madness, Implant Egg 
  Abilities Str 10, Dex 16 Con 15, Int 10, Wis 18, Cha 
  13 
  SQ Obyrinth traits, quickness 
  Feats Combat Reflexes, Lightning Reflexes, Weapon 
  Finesse 
  Skills Balance +14, Climb +17, Hide +16, Jump +11, 
  Listen +13, Move Silently +12, Spot +13, Tumble 
  +14 
  Special Quality (Obyrinth traits) 
  An obyrith is immune to poison and mind-affecting 
  spells and abilities.  
  Special Quality (Quickness (Su)) 
  An ekolid is supernaturally quick. It can take an extra 
  move action during its turn each round. 
  Special Attack (Form of Madness (Su)) 
  A creature within 60 feet that observes an ekolid must 
  attempt a DC 14 Will save. Failure indicates the 
  creature begins hallucinating that tiny biting insects 
  are infesting its hair, skin, and clothes. The victim 
  takes a -1 penalty on skill checks and must 
  succeed on a DC 10 Concentration check in order 
  to cast any spells until the insanity is cured by heal, 
  greater restoration, miracle, or wish. A creature 
  that makes the save is immune to that particular 
  ekolid’s form of madness for 24 hours. This is a 
  mind-affecting ability that does not affect chaotic 
  evil outsiders. The save DC is Charisma-based. 
   
  Looking at multiple ekolids requires a separate 
  save for each one’s form of madness, but the 
  effects are not cumulative. 
  Special Attack (Implant Egg (Ex)) 
  Each time a creature takes damage from an ekolid’s 
  sting attack, it must attempt a DC 15 Fortitude 
  save. Failure indicates that the ekolid implants an 
  egg just under the creature’s skin. An implanted 
  egg hatches at the start of the ekolid’s next turn, at 
  which point a ravenous ekolid grub gnaws its way 
  out of the victim. This deals 1d6 points of damage 
  per egg that hatches and nauseates the victim for 1 
  round (no matter how many eggs hatch). Remove 
  Disease or a similar effect destroys any unhatched 
  eggs, but immunity to disease does not prevent 
  infestation. Newly hatched ekolids are otherwise 
  harmless, but grow to maturity quickly over the 
  course of only a few hours. A hatched grub falls to 
  the ground after crawling free of its host. A grub 
  has 1 hit point and effectively no Armor Class. The 
  save DC is Constitution based. 
   
  8: ENCOUNTER C 
  NASHROU  -  ADVANCED   
  CR  4 
  ALWAYS 
  CE 
  Large 
  Outsider 
  (chaotic, 
  evil, 
  extraplanar) 
  Init +6; senses Darkvision 60 ft., scent; Listen +12 
  Spot +12 
  AC 15, touch 11, flat-footed 13 
     (-1 Size, +2 Dex, +4 Natural) 
  hp 94 (9 HD); DR 5/cold iron or good  
  Fort +12, Ref +8, Will +6 
  Weakness vulnerability to critical hits 
  Speed 50 ft. (10 squares) 
  Melee 2 gores +11 (2d6+3)  and 2 claws +9 (1d8+1) 
  Space 10 ft; Reach 10 ft. 
  Zef7-05 Korsan 
   
  Page 28 
  
  Base Atk +9; Grp +16 
  Special Actions Aligned Strike (chaotic, evil) 
  Abilities Str 16, Dex 14 Con 22, Int 2, Wis 11, Cha 8 
  Feats Improved Initiative, Improved Natural Attack 
  (claw), Improved Natural Attack (gore), Multiattack 
  Skills Jump +18, Listen +12, Spot +12, Tumble +6 
  Special Quality (vulnerability to criticals) 
  A nashrou has a unique weakness that can allow a 
  clever or lucky opponent to slay it in a single blow. 
  A successful critical hit instantly reduces the 
  creature to -10 hit points; no saving throw or 
  damage reduction applies. The attack must deal 
  sufficient damage to overcome the nashrou’s 
  damage reduction. 
   
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  Zef7-05 Korsan 
   
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  APL 6 
  6: AREA C 
  FIENDISH  
  ADVANCED  
  CARRION  
  CRAWLER  CR  6 
  N Large aberration 
  Init +3; Senses darkvision 60 ft., scent; Listen +8, 
  Spot +5 
  AC 18, touch 12, flat-footed 15 
     (-1 size, +3 Dex, +6 natural) 
  hp 39 (6 HD); DR 5/magic 
  Resist cold 5, fire 5, SR 11 
  Fort +4, Ref +5, Will +7 
  Speed 30 ft. (6 squares), climb 15 ft. 
  Melee 8 tentacles +6 (paralysis) and 
    bite +1 (1d4+1) 
  Space 10 ft; Reach 5 ft. 
  Base Atk +4; Grp +10 
  Atk Options Combat Reflexes 
  Special Actions Paralysis, smite good 
  Abilities Str 14, Dex 16, Con 14, Int 1, Wis 15, Cha 6 
  Feats Alertness, Combat Reflexes, Track, Weapon 
  Finesse 
  Skills  Climb +12, Listen +8, Spot +5 
  Special Attack (Paralysis) 
  Those hit by a carrion crawler’s tentacle attack must 
  succeed on a DC 13 Fortitude save or be 
  paralyzed for 2d4 rounds. The save DC is 
  Constitution based.  
  Special Attack (Smite Good) 
  Once per day, the creature can make a normal melee 
  attack to deal extra damage equal to its HD total 
  (maximum of +20) against a good foe. 
  Skills 
  Carrion crawlers have a +8 racial bonus on Climb 
  checks and can always choose to take 10 on Climb 
  checks, even if rushed or threatened.  
   
  7: AREA B 
  LEECH  SWARM   
  CR  1 
  N Fine vermin (aquatic, swarm) 
  Init +0; Senses low-light vision; Listen +1 Spot +1 
  AC 18, touch 18, flat-footed 18 
     (+8 size) 
  hp 7 (2 HD) 
  Immune weapon damage 
  Fort +2, Ref +0, Will +5 
  Speed Swim 10 ft. (2 squares) 
  Melee swarm (1d6 plus blood drain) 
  Space 10 ft; Reach 0 ft. 
  Base Atk +1; Grp -20 
  Special Actions Anesthetize, blood drain, disease, 
  distraction 
  Abilities Str 1, Dex 11, Con 8, Int --, Wis 12, Cha 2 
  SQ swarm traits 
  Feats – 
  Skills Hide +16, Swim +3 
  Advancement -- 
  Special Attack (Anesthetize (Ex)) 
  A creature attacked by a leech swarm must succeed 
  on a Spot check (opposed by the swarm’s Hide 
  check) to notice the attack if both the leech swarm 
  and its target are in murky water at least two feet 
  deep. Each round of blood drain entitles the 
  creature to another spot check to notice the 
  leeches, with a cumulative +2 bonus on the check 
  per round after the first. Characters attacked in 
  clear water, or who have some means of detecting 
  the leech swarm without seeing it, notice the attack 
  automatically.  
  Special Attack (Blood Drain (Ex)) 
  Any living creature damaged by a leech swarm also 
  takes 1 point of Constitution damage as the swarm 
  drains its blood. This damage repeats every round 
  thereafter unless the creature successfully exits the 
  swarm and spends a full-round action removing 
  leeches from its body..  
  Special Attack (Disease (Ex)) 
  A creature damaged by a leech swarm must succeed 
  on a DC 15 Fortitude save or contract red ache 
  (see page 292 of the Dungeon Master’s Guide).  
  Special Attack (Distraction (Ex)) 
  Any living creature vulnerable to a leech swarm’s 
  damage who notices the swarm and begins its turn 
  with a swarm in its square is nauseated for 1 
  round; a DC 10 Fortitude save negates the effect. 
  Even with a successful save, spellcasting or 
  concentrating on spells within the area of a swarm 
  requires a Concentration check (DC 20 + spell 
  level). 
  Using 
  skills 
  requiring 
  patience 
  and 
  concentration requires a DC 20 Concentration 
  check. The save DC is Constitution-based.  
  Special Quality (Swarm Traits (Ex)) 
  See page 316 of the Monster Manual. 
   Skills 
  A leech swarm has a +8 racial bonus on any Swim 
  check to perform a special action or avoid a 
  hazard. It can always choose to take 10 on a swim 
  check, even if distracted or endangered. It can use 
  the run action while swimming, provided it swims in 
  a straight line.  
   
  7: AREA E  
  SICKENING  SLEEP   
  CR  2 
  N Medium Ooze 
  Init -1; Senses blindsight 60 ft.; Listen -1 Spot -1 
  AC 10, touch 10, flat-footed 10 
     (-1 Dex, +1 Deflection) 
  hp 5 (1 HD); DR 10/magic 
  SR 11 
  Fort +1, Ref +0, Will +0 
  Speed 20 ft. (4 squares) 
  Melee Slam +0 (1d4 plus enfeeblement and sleep) 
  Space 5 ft; Reach 5 ft. 
  Base Atk +0; Grp +0 
  Special Actions Engulf, enfeeblement, sleep 
  Abilities Str 11, Dex 8 Con 11, Int --, Wis 8, Cha 11 
  
  SQ Ooze traits 
  Feats – 
  Special Attack Engulf (Ex) 
  A sickening sleep can flow around creatures that fit 
  within its space as a standard action. IT cannot 
  make a slam attack during a round in which it 
  engulfs. A sickening sleep merely has to move over 
  the opponents, affecting as many as it can cover. 
  Opponents can make attacks of opportunity against 
  a sickening sleep, but if they do so they are not 
  entitled to a saving throw. Those who do not 
  attempt attacks of opportunity must succeed on a 
  DC 11 Reflex save or be engulfed; on a success, 
  they are pushed back or aside (opponent’s choice) 
  as the spell moves forward. Engulfed creatures are 
  subject to the ray of enfeeblement and sleep 
  effects and are considered to be grappled.  
  Special Attack (Ray of Enfeeblement (Su)) 
  A creature hit by a sickening sleep’s slam attack or 
  engulfed by it takes a 1d6 penalty to Strength for 1 
  minute. Multiple hits are not cumulative, and the 
  subjects Strength score cannot drop below 1.  
  Special Attack (Sleep (Su)) 
  A creature hit by a sickening sleep’s slam attack or 
  engulfed by it falls asleep for 1 minute (Will DC 11 
  negates). 
  Special Quality (Ooze traits (Ex)) 
  See page 313 of the Monster Manual. 
   
  GLITTERFIRE 
   CR  6 
  N Medium Ooze 
  Init +0; Senses blindsight 60 ft.; Listen +0 Spot +0 
  AC 14, touch 14, flat-footed 13 
     (+1 Dex, +3 Deflection) 
  hp 32 (5 HD); DR 10/magic 
  SR 15 
  Fort +5, Ref +4, Will +4 
  Speed 40 ft. (8 squares) 
  Melee Slam +4 (1d4+1 plus 5D6 fire plus glitterdust) 
  Space 5 ft; Reach 5 ft. 
  Base Atk +3; Grp +4 
  Special Actions Engulf, fireball, glitterdust 
  Abilities Str 13, Dex 10 Con 13, Int --, Wis 10, Cha 
  13 
  SQ ooze traits 
  Special Attack (Engulf (Ex)) 
  A glitterfire can flow around creatures that fit within its 
  space as a standard action. IT cannot make a slam 
  attack during a round in which it engulfs. A 
  glitterfire merely has to move over the opponents, 
  affecting as many as it can cover. Opponents can 
  make attacks of opportunity against a glitterfire, but 
  if they do so they are not entitled to a saving throw. 
  Those who do not attempt attacks of opportunity 
  must succeed on a DC 14 Reflex save or be 
  engulfed; on a success, they are pushed back or 
  aside (opponent’s choice) as the spell moves 
  forward. Engulfed creatures are subject to the 
  fireball and glitterdust effects and are considered to 
  be grappled.  
  Special Attack (Fireball (Su)) 
  A creature hit by a glitterfire’s slam attack or engulfed 
  by it takes 5d6 points of fire damage (Reflex DC 14 
  half).  
  Special Attack (Glitterdust (Su)) 
  A creature hit by a glitterfire’s slam attack or engulfed 
  by it is blinded (Will DC 13 negates) and is covered 
  in dust for 5 rounds, rendering it visible (if invisible) 
  and applying a -40 penalty on Hide checks. 
  Special Quality (Ooze traits (Ex)) 
  See page 313 of the Monster Manual. 
   
  8: ENCOUNTER A 
  DREAD  GUARD   
  CR  2 
  N medium Construct 
  Init +0; Senses Darkvision 60 ft.; Listen +1 Spot +9 
  AC 17, touch 11, flat-footed 17 
     (+6 Masterwork banded mail, +1 masterwork small 
  steel shield) 
  hp 47 (5 HD) 
  Fort +1, Ref +1, Will +2 
  Speed 20 ft. (4 squares) (can’t run) 
  Melee Long Sword +6 (1d8+3/19-20) 
  Space 5 ft; Reach 5 ft. 
  Base Atk +3; Grp +6 
  Atk Options Cleave, Power Attack 
  Abilities Str 17, Dex 11 Con --, Int 6, Wis 13, Cha 2 
  SQ Construct traits 
  Feats Cleave, Power Attack 
  Skills Spot +7 
  Special Quality (Construct Traits (Ex)) 
  A dread guard is immune to mind-affecting effects, 
  poison, sleep, paralysis, stunning, disease, death 
  effects, necromantic effects, and any effects that 
  require a Fortitude save unless it also works on 
  objects. The creature is not subject to critical hits, 
  subdual damage, ability damage, ability drain, 
  energy drain, or death from massive damage. It 
  cannot heal itself but can be healed through repair. 
  It cannot be raised or resurrected. A dread guard 
  has darkvision (60-foot range). 
   
  DREAD  GUARD  SERGEANT   
  CR  4 
  N large Construct 
  Init +0; Senses Darkvision 60 ft.; listen +1 spot +16 
  AC 16, touch 9, flat-footed 16 
     (-1 
  Size, 
  +6 
  Masterwork 
  banded 
  mail, 
  +1 
  masterwork small steel shield) 
  hp 108 (12 HD) 
  Fort +4, Ref +6, Will +5 
  Speed 20 ft. (4 squares) (can’t run) 
  Melee Long Sword +16/+11 (2d6+8/17-20) 
  Space 10 ft; Reach 10 ft. 
  Base Atk +9; Grp +21 
  Atk Options Cleave, Power Attack 
  Abilities Str 26, Dex 10 Con --, Int 6, Wis 13, Cha 2 
  SQ Construct traits 
  Feats Cleave, Improved Critical (Long Sword), 
  Improved Toughness, Lightning Reflexes, Power 
  Attack 
  Skills Spot +16 
  Zef7-05 Korsan 
   
  Page 31 
  
  Special Quality (Construct Traits (Ex)) 
  A dread guard is immune to mind-affecting effects, 
  poison, sleep, paralysis, stunning, disease, death 
  effects, necromantic effects, and any effects that 
  require a Fortitude save unless it also works on 
  objects. The creature is not subject to critical hits, 
  subdual damage, ability damage, ability drain, 
  energy drain, or death from massive damage. It 
  cannot heal itself but can be healed through repair. 
  It cannot be raised or resurrected. A dread guard 
  has darkvision (60-foot range). 
   
  8: ENCOUNTER B 
  HAMMERER   
  CR  4 
  N medium Construct 
  Init +0; Senses Darkvision 60 ft.; Listen -1 Spot -1 
  AC 21, touch 10, flat-footed 21 
     (+11 Natural) 
  hp 47 (5 HD) 
  Fort +1, Ref +1, Will +0 
  Speed 20 ft. (4 squares) 
  Melee Slam +10 (2d8+10) 
  Space 5 ft; Reach 5 ft. 
  Base Atk +3; Grp +10 
  Abilities Str 25, Dex 11 Con --, Int --, Wis 9, Cha 4 
  SQ Construct traits, Unreliable 
  Special Quality (Construct Traits (Ex)) 
  An automaton is immune to mind-affecting effects, 
  poison, sleep, paralysis, stunning, disease, death 
  effects, necromantic effects, and any effects that 
  require a Fortitude save unless it also works on 
  objects. The creature is not subject to critical hits, 
  subdual damage, ability damage, ability drain, 
  energy drain, or death from massive damage. It 
  cannot heal itself but can be healed through repair. 
  It cannot be raised or resurrected. An automaton 
  has darkvision (60-foot range). 
  Special Quality (Unreliable (Ex)) 
  The shadow consciousness of an automaton is only 
  quasi-real, like the consciousness of a creation 
  such as a simulacrum. The creature is thus 
  sometimes 
  slow 
  to 
  react 
  to 
  the 
  changing 
  environment around it. At the beginning of each 
  round in which an automaton attempts to act, roll 
  1d20. On a result of 11 or better, it acts normally; 
  otherwise, it takes no action. 
   
  8: ENCOUNTER C 
  EKOLID  
  CR  4 
  CE Small Outsider (chaotic, evil, extraplanar, obyrith) 
  Init +3; Senses Darkvision 60 ft., true seeing; Listen 
  +4 Spot +4 
  AC 17, touch 10, flat-footed 14 
     (+1 Size, +3, Dex, +3 Natural) 
  hp 39 (6 HD); fast healing 5; DR 5/cold iron or lawful  
  Immune mind-affecting spells and abilities, poison 
  Resist acid 10, cold 10, Electricity 10, fire 10 
  Fort +7, Ref +8, Will +9 
  Speed 30 ft. (6 squares), climb 30 ft., fly 60 ft. 
  (average) 
  Melee 6 stings +10 (1d4 plus implant egg) 
  Space 5 ft; Reach 5 ft. 
  Base Atk +6; Grp +2 
  Special Actions Form of Madness, Implant Egg 
  Abilities Str 10, Dex 16 Con 15, Int 10, Wis 18, Cha 
  13 
  SQ Obyrinth traits, quickness 
  Feats Combat Reflexes, Lightning Reflexes, Weapon 
  Finesse 
  Skills Balance +14, Climb +17, Hide +16, Jump +11, 
  Listen +13, Move Silently +12, Spot +13, Tumble 
  +14 
  Special Quality (Obyrinth traits) 
  An obyrith is immune to poison and mind-affecting 
  spells and abilities.  
  Special Quality (Quickness (Su)) 
  An ekolid is supernaturally quick. It can take an extra 
  move action during its turn each round. 
  Special Attack (Form of Madness (Su)) 
  A creature within 60 feet that observes an ekolid must 
  attempt a DC 14 Will save. Failure indicates the 
  creature begins hallucinating that tiny biting insects 
  are infesting its hair, skin, and clothes. The victim 
  takes a -1 penalty on skill checks and must 
  succeed on a DC 10 Concentration check in order 
  to cast any spells until the insanity is cured by heal, 
  greater restoration, miracle, or wish. A creature 
  that makes the save is immune to that particular 
  ekolid’s form of madness for 24 hours. This is a 
  mind-affecting ability that does not affect chaotic 
  evil outsiders. The save DC is Charisma-based. 
   
  Looking at multiple ekolids requires a separate 
  save for each one’s form of madness, but the 
  effects are not cumulative. 
  Special Attack (Implant Egg (Ex)) 
  Each time a creature takes damage from an ekolid’s 
  sting attack, it must attempt a DC 15 Fortitude 
  save. Failure indicates that the ekolid implants an 
  egg just under the creature’s skin. An implanted 
  egg hatches at the start of the ekolid’s next turn, at 
  which point a ravenous ekolid grub gnaws its way 
  out of the victim. This deals 1d6 points of damage 
  per egg that hatches and nauseates the victim for 1 
  round (no matter how many eggs hatch). Remove 
  Disease or a similar effect destroys any unhatched 
  eggs, but immunity to disease does not prevent 
  infestation. Newly hatched ekolids are otherwise 
  harmless, but grow to maturity quickly over the 
  course of only a few hours. A hatched grub falls to 
  the ground after crawling free of its host. A grub 
  has 1 hit point and effectively no Armor Class. The 
  save DC is Constitution based. 
   
  8: ENCOUNTER C 
  NASHROU  -  ADVANCED   
  CR  4 
  ALWAYS 
  CE 
  Large 
  Outsider 
  (chaotic, 
  evil, 
  extraplanar) 
  Init +6; senses Darkvision 60 ft., scent; Listen +12 
  Spot +12 
  AC 15, touch 11, flat-footed 13 
     (-1 Size, +2 Dex, +4 Natural) 
  Zef7-05 Korsan 
   
  Page 32 
  
  hp 94 (9 HD); DR 5/cold iron or good  
  Fort +12, Ref +8, Will +6 
  Weakness vulnerability to critical hits 
  Speed 50 ft. (10 squares) 
  Melee 2 gores +11 (2d6+3)  and 2 claws +9 (1d8+1) 
  Space 10 ft; Reach 10 ft. 
  Base Atk +9; Grp +16 
  Special Actions Aligned Strike (chaotic, evil) 
  Abilities Str 16, Dex 14 Con 22, Int 2, Wis 11, Cha 8 
  Feats Improved Initiative, Improved Natural Attack 
  (claw), Improved Natural Attack (gore), Multiattack 
  Skills Jump +18, Listen +12, Spot +12, Tumble +6 
  Special Quality (vulnerability to criticals) 
  A nashrou has a unique weakness that can allow a 
  clever or lucky opponent to slay it in a single blow. 
  A successful critical hit instantly reduces the 
  creature to -10 hit points; no saving throw or 
  damage reduction applies. The attack must deal 
  sufficient damage to overcome the nashrou’s 
  damage reduction. 
   
  Zef7-05 Korsan 
   
  Page 33 
  
  Zef7-05 Korsan 
   
  Page 34 
  APL 8 
  6: AREA C 
  FIENDISH  
  ADVANCED  
  CARRION  
  CRAWLER  CR  6 
  N Large aberration 
  Init +3; Senses darkvision 60 ft., scent; Listen +8, 
  Spot +5 
  AC 18, touch 12, flat-footed 15 
     (-1 size, +3 Dex, +6 natural) 
  hp 39 (6 HD); DR 5/magic 
  Resist cold 5, fire 5, SR 11 
  Fort +4, Ref +5, Will +7 
  Speed 30 ft. (6 squares), climb 15 ft. 
  Melee 8 tentacles +6 (paralysis) and 
    bite +1 (1d4+1) 
  Space 10 ft; Reach 5 ft. 
  Base Atk +4; Grp +10 
  Atk Options Combat Reflexes 
  Special Actions Paralysis, smite good 
  Abilities Str 14, Dex 16, Con 14, Int 1, Wis 15, Cha 6 
  Feats Alertness, Combat Reflexes, Track, Weapon 
  Finesse 
  Skills  Climb +12, Listen +8, Spot +5 
  Special Attack (Paralysis) 
  Those hit by a carrion crawler’s tentacle attack must 
  succeed on a DC 13 Fortitude save or be 
  paralyzed for 2d4 rounds. The save DC is 
  Constitution based.  
  Special Attack (Smite Good) 
  Once per day, the creature can make a normal melee 
  attack to deal extra damage equal to its HD total 
  (maximum of +20) against a good foe. 
  Skills 
  Carrion crawlers have a +8 racial bonus on Climb 
  checks and can always choose to take 10 on Climb 
  checks, even if rushed or threatened.  
   
  7: AREA B 
  LEECH  SWARM   
  CR  1 
  N Fine vermin (aquatic, swarm) 
  Init +0; Senses low-light vision; Listen +1 Spot +1 
  AC 18, touch 18, flat-footed 18 
     (+8 size) 
  hp 7 (2 HD) 
  Immune weapon damage 
  Fort +2, Ref +0, Will +5 
  Speed Swim 10 ft. (2 squares) 
  Melee swarm (1d6 plus blood drain) 
  Space 10 ft; Reach 0 ft. 
  Base Atk +1; Grp -20 
  Special Actions Anesthetize, blood drain, disease, 
  distraction 
  Abilities Str 1, Dex 11, Con 8, Int --, Wis 12, Cha 2 
  SQ swarm traits 
  Feats – 
  Skills Hide +16, Swim +3 
  Advancement -- 
  Special Attack (Anesthetize (Ex)) 
  A creature attacked by a leech swarm must succeed 
  on a Spot check (opposed by the swarm’s Hide 
  check) to notice the attack if both the leech swarm 
  and its target are in murky water at least two feet 
  deep. Each round of blood drain entitles the 
  creature to another spot check to notice the 
  leeches, with a cumulative +2 bonus on the check 
  per round after the first. Characters attacked in 
  clear water, or who have some means of detecting 
  the leech swarm without seeing it, notice the attack 
  automatically.  
  Special Attack (Blood Drain (Ex)) 
  Any living creature damaged by a leech swarm also 
  takes 1 point of Constitution damage as the swarm 
  drains its blood. This damage repeats every round 
  thereafter unless the creature successfully exits the 
  swarm and spends a full-round action removing 
  leeches from its body..  
  Special Attack (Disease (Ex)) 
  A creature damaged by a leech swarm must succeed 
  on a DC 15 Fortitude save or contract red ache 
  (see page 292 of the Dungeon Master’s Guide).  
  Special Attack (Distraction (Ex)) 
  Any living creature vulnerable to a leech swarm’s 
  damage who notices the swarm and begins its turn 
  with a swarm in its square is nauseated for 1 
  round; a DC 10 Fortitude save negates the effect. 
  Even with a successful save, spellcasting or 
  concentrating on spells within the area of a swarm 
  requires a Concentration check (DC 20 + spell 
  level). 
  Using 
  skills 
  requiring 
  patience 
  and 
  concentration requires a DC 20 Concentration 
  check. The save DC is Constitution-based.  
  Special Quality (Swarm Traits (Ex)) 
  See page 316 of the Monster Manual. 
   Skills 
  A leech swarm has a +8 racial bonus on any Swim 
  check to perform a special action or avoid a 
  hazard. It can always choose to take 10 on a swim 
  check, even if distracted or endangered. It can use 
  the run action while swimming, provided it swims in 
  a straight line.  
   
  7: AREA E  
  SICKENING  SLEEP   
  CR  2 
  N Medium Ooze 
  Init -1; Senses blindsight 60 ft.; Listen -1 Spot -1 
  AC 10, touch 10, flat-footed 10 
     (-1 Dex, +1 Deflection) 
  hp 5 (1 HD); DR 10/magic 
  SR 11 
  Fort +1, Ref +0, Will +0 
  Speed 20 ft. (4 squares) 
  Melee Slam +0 (1d4 plus enfeeblement and sleep) 
  Space 5 ft; Reach 5 ft. 
  Base Atk +0; Grp +0 
  Special Actions Engulf, enfeeblement, sleep 
  Abilities Str 11, Dex 8 Con 11, Int --, Wis 8, Cha 11 
  
  SQ Ooze traits 
  Feats – 
  Special Attack Engulf (Ex) 
  A sickening sleep can flow around creatures that fit 
  within its space as a standard action. IT cannot 
  make a slam attack during a round in which it 
  engulfs. A sickening sleep merely has to move over 
  the opponents, affecting as many as it can cover. 
  Opponents can make attacks of opportunity against 
  a sickening sleep, but if they do so they are not 
  entitled to a saving throw. Those who do not 
  attempt attacks of opportunity must succeed on a 
  DC 11 Reflex save or be engulfed; on a success, 
  they are pushed back or aside (opponent’s choice) 
  as the spell moves forward. Engulfed creatures are 
  subject to the ray of enfeeblement and sleep 
  effects and are considered to be grappled.  
  Special Attack (Ray of Enfeeblement (Su)) 
  A creature hit by a sickening sleep’s slam attack or 
  engulfed by it takes a 1d6 penalty to Strength for 1 
  minute. Multiple hits are not cumulative, and the 
  subjects Strength score cannot drop below 1.  
  Special Attack (Sleep (Su)) 
  A creature hit by a sickening sleep’s slam attack or 
  engulfed by it falls asleep for 1 minute (Will DC 11 
  negates). 
  Special Quality (Ooze traits (Ex)) 
  See page 313 of the Monster Manual. 
   
  GLITTERFIRE 
   CR  6 
  N Medium Ooze 
  Init +0; Senses blindsight 60 ft.; Listen +0 Spot +0 
  AC 14, touch 14, flat-footed 13 
     (+1 Dex, +3 Deflection) 
  hp 32 (5 HD); DR 10/magic 
  SR 15 
  Fort +5, Ref +4, Will +4 
  Speed 40 ft. (8 squares) 
  Melee Slam +4 (1d4+1 plus 5D6 fire plus glitterdust) 
  Space 5 ft; Reach 5 ft. 
  Base Atk +3; Grp +4 
  Special Actions Engulf, fireball, glitterdust 
  Abilities Str 13, Dex 10 Con 13, Int --, Wis 10, Cha 
  13 
  SQ ooze traits 
  Special Attack (Engulf (Ex)) 
  A glitterfire can flow around creatures that fit within its 
  space as a standard action. IT cannot make a slam 
  attack during a round in which it engulfs. A 
  glitterfire merely has to move over the opponents, 
  affecting as many as it can cover. Opponents can 
  make attacks of opportunity against a glitterfire, but 
  if they do so they are not entitled to a saving throw. 
  Those who do not attempt attacks of opportunity 
  must succeed on a DC 14 Reflex save or be 
  engulfed; on a success, they are pushed back or 
  aside (opponent’s choice) as the spell moves 
  forward. Engulfed creatures are subject to the 
  fireball and glitterdust effects and are considered to 
  be grappled.  
  Special Attack (Fireball (Su)) 
  A creature hit by a glitterfire’s slam attack or engulfed 
  by it takes 5d6 points of fire damage (Reflex DC 14 
  half).  
  Special Attack (Glitterdust (Su)) 
  A creature hit by a glitterfire’s slam attack or engulfed 
  by it is blinded (Will DC 13 negates) and is covered 
  in dust for 5 rounds, rendering it visible (if invisible) 
  and applying a -40 penalty on Hide checks. 
  Special Quality (Ooze traits (Ex)) 
  See page 313 of the Monster Manual. 
   
  8: ENCOUNTER A 
  DREAD  GUARD   
  CR  2 
  N medium Construct 
  Init +0; Senses Darkvision 60 ft.; Listen +1 Spot +9 
  AC 17, touch 11, flat-footed 17 
     (+6 Masterwork banded mail, +1 masterwork small 
  steel shield) 
  hp 47 (5 HD) 
  Fort +1, Ref +1, Will +2 
  Speed 20 ft. (4 squares) (can’t run) 
  Melee Long Sword +6 (1d8+3/19-20) 
  Space 5 ft; Reach 5 ft. 
  Base Atk +3; Grp +6 
  Atk Options Cleave, Power Attack 
  Abilities Str 17, Dex 11 Con --, Int 6, Wis 13, Cha 2 
  SQ Construct traits 
  Feats Cleave, Power Attack 
  Skills Spot +7 
  Special Quality (Construct Traits (Ex)) 
  A dread guard is immune to mind-affecting effects, 
  poison, sleep, paralysis, stunning, disease, death 
  effects, necromantic effects, and any effects that 
  require a Fortitude save unless it also works on 
  objects. The creature is not subject to critical hits, 
  subdual damage, ability damage, ability drain, 
  energy drain, or death from massive damage. It 
  cannot heal itself but can be healed through repair. 
  It cannot be raised or resurrected. A dread guard 
  has darkvision (60-foot range). 
   
  DREAD  GUARD  SERGEANT   
  CR  4 
  N large Construct 
  Init +0; Senses Darkvision 60 ft.; listen +1 spot +16 
  AC 16, touch 9, flat-footed 16 
     (-1 
  Size, 
  +6 
  Masterwork 
  banded 
  mail, 
  +1 
  masterwork small steel shield) 
  hp 108 (12 HD) 
  Fort +4, Ref +6, Will +5 
  Speed 20 ft. (4 squares) (can’t run) 
  Melee Long Sword +16/+11 (2d6+8/17-20) 
  Space 10 ft; Reach 10 ft. 
  Base Atk +9; Grp +21 
  Atk Options Cleave, Power Attack 
  Abilities Str 26, Dex 10 Con --, Int 6, Wis 13, Cha 2 
  SQ Construct traits 
  Feats Cleave, Improved Critical (Long Sword), 
  Improved Toughness, Lightning Reflexes, Power 
  Attack 
  Skills Spot +16 
  Zef7-05 Korsan 
   
  Page 35 
  
  Special Quality (Construct Traits (Ex)) 
  A dread guard is immune to mind-affecting effects, 
  poison, sleep, paralysis, stunning, disease, death 
  effects, necromantic effects, and any effects that 
  require a Fortitude save unless it also works on 
  objects. The creature is not subject to critical hits, 
  subdual damage, ability damage, ability drain, 
  energy drain, or death from massive damage. It 
  cannot heal itself but can be healed through repair. 
  It cannot be raised or resurrected. A dread guard 
  has darkvision (60-foot range). 
   
  8: ENCOUNTER B 
  HAMMERER   
  CR  4 
  N medium Construct 
  Init +0; Senses Darkvision 60 ft.; Listen -1 Spot -1 
  AC 21, touch 10, flat-footed 21 
     (+11 Natural) 
  hp 47 (5 HD) 
  Fort +1, Ref +1, Will +0 
  Speed 20 ft. (4 squares) 
  Melee Slam +10 (2d8+10) 
  Space 5 ft; Reach 5 ft. 
  Base Atk +3; Grp +10 
  Abilities Str 25, Dex 11 Con --, Int --, Wis 9, Cha 4 
  SQ Construct traits, Unreliable 
  Special Quality (Construct Traits (Ex)) 
  An automaton is immune to mind-affecting effects, 
  poison, sleep, paralysis, stunning, disease, death 
  effects, necromantic effects, and any effects that 
  require a Fortitude save unless it also works on 
  objects. The creature is not subject to critical hits, 
  subdual damage, ability damage, ability drain, 
  energy drain, or death from massive damage. It 
  cannot heal itself but can be healed through repair. 
  It cannot be raised or resurrected. An automaton 
  has darkvision (60-foot range). 
  Special Quality (Unreliable (Ex)) 
  The shadow consciousness of an automaton is only 
  quasi-real, like the consciousness of a creation 
  such as a simulacrum. The creature is thus 
  sometimes 
  slow 
  to 
  react 
  to 
  the 
  changing 
  environment around it. At the beginning of each 
  round in which an automaton attempts to act, roll 
  1d20. On a result of 11 or better, it acts normally; 
  otherwise, it takes no action. 
   
  8: ENCOUNTER C 
  EKOLID  
  CR  4 
  CE Small Outsider (chaotic, evil, extraplanar, obyrith) 
  Init +3; Senses Darkvision 60 ft., true seeing; Listen 
  +4 Spot +4 
  AC 17, touch 10, flat-footed 14 
     (+1 Size, +3, Dex, +3 Natural) 
  hp 39 (6 HD); fast healing 5; DR 5/cold iron or lawful  
  Immune mind-affecting spells and abilities, poison 
  Resist acid 10, cold 10, Electricity 10, fire 10 
  Fort +7, Ref +8, Will +9 
  Speed 30 ft. (6 squares), climb 30 ft., fly 60 ft. 
  (average) 
  Melee 6 stings +10 (1d4 plus implant egg) 
  Space 5 ft; Reach 5 ft. 
  Base Atk +6; Grp +2 
  Special Actions Form of Madness, Implant Egg 
  Abilities Str 10, Dex 16 Con 15, Int 10, Wis 18, Cha 
  13 
  SQ Obyrinth traits, quickness 
  Feats Combat Reflexes, Lightning Reflexes, Weapon 
  Finesse 
  Skills Balance +14, Climb +17, Hide +16, Jump +11, 
  Listen +13, Move Silently +12, Spot +13, Tumble 
  +14 
  Special Quality (Obyrinth traits) 
  An obyrith is immune to poison and mind-affecting 
  spells and abilities.  
  Special Quality (Quickness (Su)) 
  An ekolid is supernaturally quick. It can take an extra 
  move action during its turn each round. 
  Special Attack (Form of Madness (Su)) 
  A creature within 60 feet that observes an ekolid must 
  attempt a DC 14 Will save. Failure indicates the 
  creature begins hallucinating that tiny biting insects 
  are infesting its hair, skin, and clothes. The victim 
  takes a -1 penalty on skill checks and must 
  succeed on a DC 10 Concentration check in order 
  to cast any spells until the insanity is cured by heal, 
  greater restoration, miracle, or wish. A creature 
  that makes the save is immune to that particular 
  ekolid’s form of madness for 24 hours. This is a 
  mind-affecting ability that does not affect chaotic 
  evil outsiders. The save DC is Charisma-based. 
   
  Looking at multiple ekolids requires a separate 
  save for each one’s form of madness, but the 
  effects are not cumulative. 
  Special Attack (Implant Egg (Ex)) 
  Each time a creature takes damage from an ekolid’s 
  sting attack, it must attempt a DC 15 Fortitude 
  save. Failure indicates that the ekolid implants an 
  egg just under the creature’s skin. An implanted 
  egg hatches at the start of the ekolid’s next turn, at 
  which point a ravenous ekolid grub gnaws its way 
  out of the victim. This deals 1d6 points of damage 
  per egg that hatches and nauseates the victim for 1 
  round (no matter how many eggs hatch). Remove 
  Disease or a similar effect destroys any unhatched 
  eggs, but immunity to disease does not prevent 
  infestation. Newly hatched ekolids are otherwise 
  harmless, but grow to maturity quickly over the 
  course of only a few hours. A hatched grub falls to 
  the ground after crawling free of its host. A grub 
  has 1 hit point and effectively no Armor Class. The 
  save DC is Constitution based. 
   
  8: ENCOUNTER C 
  NASHROU  -  ADVANCED   
  CR  4 
  ALWAYS 
  CE 
  Large 
  Outsider 
  (chaotic, 
  evil, 
  extraplanar) 
  Init +6; senses Darkvision 60 ft., scent; Listen +12 
  Spot +12 
  AC 15, touch 11, flat-footed 13 
     (-1 Size, +2 Dex, +4 Natural) 
  Zef7-05 Korsan 
   
  Page 36 
  
  hp 94 (9 HD); DR 5/cold iron or good  
  Fort +12, Ref +8, Will +6 
  Weakness vulnerability to critical hits 
  Speed 50 ft. (10 squares) 
  Melee 2 gores +11 (2d6+3)  and 2 claws +9 (1d8+1) 
  Space 10 ft; Reach 10 ft. 
  Base Atk +9; Grp +16 
  Special Actions Aligned Strike (chaotic, evil) 
  Abilities Str 16, Dex 14 Con 22, Int 2, Wis 11, Cha 8 
  Feats Improved Initiative, Improved Natural Attack 
  (claw), Improved Natural Attack (gore), Multiattack 
  Skills Jump +18, Listen +12, Spot +12, Tumble +6 
  Special Quality (vulnerability to criticals) 
  A nashrou has a unique weakness that can allow a 
  clever or lucky opponent to slay it in a single blow. 
  A successful critical hit instantly reduces the 
  creature to -10 hit points; no saving throw or 
  damage reduction applies. The attack must deal 
  sufficient damage to overcome the nashrou’s 
  damage reduction. 
   
  Zef7-05 Korsan 
   
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  Zef7-05 Korsan 
   
  Page 38 
  APPENDIX 2: NEW RULES ITEMS 
   
  Feats 
  DarkStalker 
   
  Benefit: When you hide, creatures with blindsense, blindsight, scent, or tremorsense must make a listen 
  check or spot check (whichever DC is higher) to notice you, just as sighted creatures would make Spot checks 
  to detect you. You cannot hide in plain sight unless you have that ability as a class feature. In addition, you can 
  flank creatures that have the all-around vision special quality. 
   
  Source: Lords of Madness 179 
   
  Magic Items 
  Recorder 
   
  Description: A plain looking wooden recorder accompanied with a scroll of songs. 
   
  Knowledge (history) or Bardic Knowledge check (DC 20): The recorder is reputed to have been crafted by 
  the human bard Decius of Urnst and given to Sahid Al’Adib as a gift for his hospitality. It is said that the 
  recorder has great powers but can only be unlocked by a person skilled enough to master the songs on the 
  accompanying scroll. 
   
  Meta Organization info: Members of the Kols al Zeif meta-org may reduce the DC for relevant 
  knowledge checks to DC 10 (Knowledge checks of DC 10 can be made without having ranks in the skill). 
   
  Source: ZEF6-04 Generosity 
  
  APPENDIX 3: DM AID 1 − ITEM SEARCH CHART  
   
  Zef7-05 Korsan 
   
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  APPENDIX 4: DM AID 2 – CHECKLIST OF ENCOUNTER 
  AREAS IN KORSAN 
   
   
  Encounter 1 – Introduction (Leads to Encounter 5d or 5c) 
   
  Encounter 2 – The Gnome (Leads to Encounter 3 – Only after Encounter 5c or 5d) 
   
  Encounter 3 – The Matron Sultana (Leads to Encounter 6 – Only after Encounter 2)) 
   
  Encounter 4 – The Order of Kwalish (Leads to Encounter 7 – can happen at any time) 
   
  Encounter 5a – Nafis Flies High (possible item purchase only – can happen at any time) 
   
  Encounter 5b – Brickyard Go Boom (no lead out – can happen at any time) 
   
  Encounter 5c – Shoes, Swords and Stuff to Buy (possible item access and can lead to Encounter 2 – happens 
  throughout the evening if PCs are looking to find vendors) 
   
  Encounter 5d – The Only Horse in a One Horse Town, and it’s always thirsty (Leads to Encounter 2 – can 
  happen at any time, but most likely after Encounter 1) 
   
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  DM MAPS 
   
  Encounter 6 – All’s Well That Ends in a Well 
   
   
  Zef7-05 Korsan 
   
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  Encounter 7 – Your Beach Resort Reservation For Four To 
  Six Is Now Available 
   
   
   
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SOURCE: textdata/thevault/Living Greyhawk/Modules/Zeif/597/Normal Scenarios/ZEF7-05 - Korsan (APL 2-8)/ZEF7-05 - Korsan.pdf