TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the 
  new DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard 
  Baker, and Peter Adkison. 
  This game product contains no Open Game Content. No portion of this work may be reproduced in any 
  form without permission of Wizards of the Coast. To learn more about the Open Gaming License and the 
  d20 SYSTEM license, please visit www.wizards.com/d20 
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you 
  can sanction and run DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAWK, Living Greyhawk, D&D Rewards, RPGA, Player’s 
  Handbook, Dungeon Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, 
  in the US and other countries. This material is protected under the copyright laws of the United States of 
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  without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction. Any 
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  Coast, Inc. 
  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
   
  SND8-01 
   
   
   
   
   
  Crocodile Tears 
   
  A One-Round Dungeons & Dragons® Living 
  Greyhawk™  
  Sunndi Regional Adventure 
  Version 0.5 
   
  by Renout van Rijn 
  Circle Reviewers: Pieter Sleijpen  
  Triad Reviewers: Renout van Rijn 
  Playtesters: Yoerik de Voogd, Yannick Braat, Maarten Sanders, Bart Timmerman, John-Alan Pascoe 
   
   
  The war is over, the country lies in ruins and the first refugees have returned home finding nothing but the 
  burned down remains of their former villages. King Kestor has put out a call for adventurers and war 
  heroes to assist the refugees and to reinstate the proper law and King’s rule.   
  (This scenario is of great interest to Squires, Bachelor Knights and for those who proved their worth 
  during the war, there will be a special reward for them.) A one-round Regional adventure set in Sunndi for 
  characters level 2-15 (APLs 4-12). 
   
  Resources for this adventure [and the authors of those works] include Complete Mage [Skip Williams, 
  Penny Williams, Ari Marmell, Kolja Raven Liquette], Lost Empires of Faerûn [Richard Baker, Ed Bonny, 
  Travis Stout], Heroes of Horror [James Wyatt, Ari Marmell, C.A. Suleiman], Magic Item Compendium 
  [Andy Collins, Eytan Bernstein, Frank Brunner, Owen K.C. Stephens, John Snead]
  
  SND8-02 Crocodile Tears 
   
  Page 1 
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of 
  an RPGA event from the RPGA website, or you 
  received it from your senior gamemaster. To play 
  this adventure as part of the LIVING GREYHAWK 
  campaign—a worldwide, ongoing D&D® campaign 
  set in the GREYHAWK setting—you must sanction it 
  as part of an RPGA event. This event could be as 
  elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at 
  least a HERALD-LEVEL™ gamemaster. The person 
  who sanctions the event is called the senior 
  gamemaster, and is in charge of making sure the 
  event is sanctioned before play, runs smoothly on 
  the date sanctioned, and then reported back to the 
  RPGA in a timely manner. The person who runs 
  the game is called the session Dungeon Master 
  (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the session DM. You must be 
  at least a HERALD-LEVEL GM to run this adventure.
   
  By sanctioning and reporting this adventure, 
  you accomplish a couple of things. First, it is an 
  official game, and you can use the AR to advance 
  your LIVING GREYHAWK character. Second, players 
  and DMs gain rewards for sanctioned RPGA play 
  if they are members of the DUNGEONS & DRAGONS 
  REWARDS program. Playing this adventure is worth 
  two (2) points.  
   
  This adventure retires from RPGA-sanctioned 
  play on December 31, 2008.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, 
  visit the RPGA website at www.rpga.com.  
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther 
  than this section, you’ll know too much about its 
  challenges, which kills the fun. Also, if you’re 
  playing this adventure as part of an RPGA-
  sanctioned event, reading beyond this point 
  makes you ineligible to do so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need 
  copies of the following D&D rule books: Player’s 
  Handbook, Dungeon Master’s Guide, and the 
  Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase 
  or read aloud when appropriate. 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 calculate the Average Party 
  Level (APL), follow the process below:  
  1. Determine the character level for each of the 
  PCs participating in the adventure. Each PC 
  may bring one animal, plus any creatures 
  gained from class abilities to help in combat. 
  (PCs can bring more creatures but they 
  cannot help in combat). If you deem that the 
  animal bestows a significant benefit in combat 
  add the animal’s CR to the level of the PC it is 
  accompanying for calculating APL. (Animals 
  gained from class abilities and one standard 
  horse, warhorse, or riding dog for a PC with 
  Mounted Combat do not affect APL). 
  2. Sum the results of step 1 and divide by the 
  number of characters playing in the adventure. 
  Round to the nearest whole number. 
  3. If you are running a table of six PCs, add one 
  to that average. 
   
  Throughout this adventure, APLs categorize the 
  level of challenge the PCs face. APLs are given in 
  even-numbered increments. If the APL of your 
  group falls on an odd number, ask them before the 
  adventure begins whether they would like to play a 
  harder or easier adventure. Based on their choice, 
  use either the higher or the lower adjacent APL. 
   
  APL also affects the amount of experience 
  and gold a PC can gain at the end of the 
  adventure. A player character more than three 
  levels higher than the APL at which the adventure 
  is played cannot participate. If a player character 
  is more than two levels away from the APL at 
  which the adventure is played, he suffers a 50% 
  
  SND8-02 Crocodile Tears 
   
  Page 2 
  penalty to the amount of gold and XP gained in the 
  adventure. This simulates the fact that either the 
  PC was not challenged as much as normal or 
  relied on help by higher-level characters to reach 
  the objectives. 
   
  LIVING GREYHAWK adventures are designed for 
  APL 2 and higher. Four or five 1st-level characters 
  may find the challenge of an APL 2 adventure 
  difficult. Suggest the following to these groups to 
  help increase their chances of success:  
  1. Enlist a sixth player. 
  2. Advise characters to buy riding dogs to 
  help protect them and fight for them. 
   
  These APL calculation rules reference version 7.0 
  of the Living Greyhawk Campaign Sourcebook. If 
  you are playing this adventure in 2008, check the 
  current version of the LGCS and follow any 
  updated rules presented within.  
   
  TIME UNITS AND UPKEEP 
  This is a standard one-round Regional adventure 
  set in Sunndi. All characters pay 1 Time Unit per 
  round. 
   
  Adventurer’s Standard Upkeep costs 12 gp 
  per time unit. Rich Upkeep costs 50 gp per time 
  unit. Luxury Upkeep costs 100 gp per time unit. 
  Characters that fail to pay at least Standard 
  Upkeep retain temporary ability damage until the 
  next adventure, must buy new spell component 
  pouches and healer’s kits, and may suffer other in-
  game penalties (or possibly gain in-game benefits) 
  as may be detailed in this adventure. 
   
  A character that does not pay for at least 
  Standard Upkeep may avoid the above-described 
  penalties by living off the wild. If the character 
  possesses four or more ranks in Survival and 
  succeeds on a DC 20 Survival check, he heals 
  temporary ability damage as if he had Standard 
  Upkeep, may refill spell component pouches and 
  healer’s kits, and may restock up to 20 arrows or 
  bolts if the character has at least four ranks in 
  Craft (bowmaking). PCs may Take 10 on this roll. 
   
  Chapters 1 and 5 of the LGCS present more 
  information about lifestyle and upkeep. 
   
  PREPARATION FOR PLAY 
  Some of the combats in this module take place in 
  outdoor terrain. The DM should carefully review 
  the sections in the DMG about these terrains, 
  especially marsh terrain features heavily in this 
  module. 
   
  Before you start the adventure you should check if 
  any of the PC’s is a squire or bachelor knight of 
  Sunndi or if any of the PC’s have played the 
  following adventures: 
  • 
  SND7-05 A Few Less Men 
  • 
  SND7-03S Battle Fatigue 
  • 
  SND7-01S Unexpected Enemies 
  • 
  SND6-03 Collateral 
  • 
  SND6-02 Behind Enemy Lines 
  • 
  SND6-02S Muddied Future 
  • 
  SND5-04 Isle in the Wake 
  • 
  SND5-03 A Few Bad Men 
  • 
  SND5-01S Land of Confusion 
  • 
  SND4-08 Saving Dolkan 
  If any of the PC’s played at least 4 of these 
  adventures the have the change to claim a small 
  portion of land in this adventure. Ask if any of the 
  PC’s wants this and  make sure you do the 
  appropriate ending with the PC in question. 
   
  Of special note in this adventure is the tone it 
  wants to set. This is the first regional adventure 
  after the final battle of the Wastrian war. The war 
  ravaged the country and there is no one who 
  hasn’t felt the war in his near surroundings. The 
  tone the adventure wants to set is that of a 
  destroyed country with not much to do than to 
  rebuild. The population is slowly returning home 
  and tries to get back to their former lives.  
   
  DM’s should familiarize themselves with the rules 
  regarding lycanthropy in the Monster Manual and 
  the LGCS, there is a reasonable chance PC’s 
  contract lycanthropy in this adventure. 
   
  NEW RULE ITEMS 
  Regional adventures often utilize new rules items 
  –including new classes, prestige classes, races, 
  feats, spells, and equipment (including magic 
  items) – that do not appear in any of the three core 
  D&D 
  books 
  (Player’s 
  Handbook, 
  Dungeon 
  Master’s Guide, or Monster Manual). The full 
  write-up of any featured feats, spells, or equipment 
  appears in Appendix 2. Information on featured 
  classes, prestige classes, and races appears in 
  the relevant creature’s stat block. This adventure 
  includes all the information required to run these 
  characters. The DM should double-check that he 
  fully understands any new rule items presented in 
  this adventure before play begins. 
   
  ADVENTURE BACKGROUND 
  Post war Sunndi: 
  
  SND8-02 Crocodile Tears 
   
  Page 3 
  A lot has happened in the past 2 years. 
  Wastrians forces supported by Bullywugs invaded 
  the south of the country and slowly took the entire 
  County of Corul. When their war machine grinded 
  to an halt the Wastrians used the abandoned 
  villages as camps. In the final stage of the war the 
  Wastrians were defeated at the walls of Pitchfield 
  and in the consecutive months driven back into the 
  Vast Swamp. 
  After two years of occupation the county is 
  but a wreck of its former self. In their retreat the 
  Wastrians took everything they could with them 
  and burned down that which they couldn’t move. 
  The country is officially cleaned of all insurgents 
  and slowly the first refugees have begun the move 
  back to their former villages.  
   
  The village and keep of Nardos: 
   
  The village of Nardos and its keep lie in the 
  northern part of Corul. Having been spared of the 
  initial assault of the Wastrians most of the villagers 
  managed to get to safety. However too determined 
  not to abandon her property, baroness Erian 
  Derwon decided to find aid in an unusual place. 
  She summoned a powerful fiend and bargained for 
  protection of the keep against the Wastrian threat. 
  Off course her contract with the fiend didn’t 
  exactly gave her what she wanted. She had asked 
  for strength and manpower to ward off the 
  invading Bullywugs and strength she got. On the 
  third night of the Bullywug siege on the keep, 
  when there was no moon in the night’s sky, all the 
  remaining females in the keep and the village 
  turned into werecrocodiles. That night the siege 
  was broken and none of the Wastrians or 
  Bullywugs survived.  
  The following morning Erian discovered the 
  extends of her contract and killed all the remaining 
  females to “save” them from this horrible fate. She 
  has no remorse over what she has done but won’t 
  allow others to suffer from her curse. The only 
  thing that really is gnawing at her is the life of her 
  son. She found him the morning after the carnage 
  ripped to pieces in his room and she can vaguely 
  remember tearing him apart herself. Until today 
  this is the only thing she has any remorse over.  
  She stayed on the keep for a year defending 
  it from the Bullywugs and making sure they knew it 
  was cursed so they would leave it alone. About a 
  year ago she started to hear the voice of her son 
  in the Keep. Unable to hear his voice and being 
  confronted with her deed she made her new lair a 
  few miles to the south in a swamp. 
   
  ADVENTURE SUMMARY 
  INTRODUCTION 
  The PC’s will be asked by their Count or by King 
  Kestor himself to mount a mission to clear a small 
  patch of land in the south of Corul. If any of the 
  PC’s has gained enough reputation in the war he 
  might lay claim to the land himself. The PC’s will 
  be introduced to their travelling party, a group of 
  the refugees returning to build the town anew and 
  might pick up on some of the rumours about the 
  village and the keep. 
   
  ENCOUNTER 1 
  The journey from Pitchfield to the village of Nardos 
  is relatively quiet and offers the PC’s a good 
  insight in the destruction the Wastrians have 
  caused here in the south, setting the tone for the 
  grim conditions they will likely find. When the PC’s 
  arrive in the village they find it in a desperate 
  state. Only 2 houses remain standing and the 
  villagers who returned live in a ram shack barn. 
  Help is needed and the PC’s are asked to help in 
  a number of small tasks.  
   
  ENCOUNTER 2 
  When the first repairs are done the PC’s can go to 
  sleep peacefully. However they are in for a nasty 
  surprise, some of the earlier returned female 
  villagers have contracted a curse and all turn into 
  ferocious Werecrocodiles during the first new 
  moon. The PC’s are attacked and must make the 
  difficult choice of defending themselves against 
  the innocent villagers or be eaten alive. 
   
  ENCOUNTER 3 
  Without any clue why the villagers turned into 
  Werecrcodiles the PC’s have no choice but to 
  investigate the village and the razed keep. While 
  investigating the keep the PC’s find some strange 
  references to a pact sealed by the previous owner 
  of the keep. The villagers can relate the stories the 
  know about the past of the village. This should 
  give the PC’s a good idea about what happened 
  here in the past.  
   
  ENCOUNTER 4 
  During their investigation the PC’s learn of an 
  ancient Coven of Hags which live close by. Are 
  they the source of the curse or are they just 
  innocent bystanders? When the PC’s seek them 
  out they laugh and claim innocence. If the PC’s 
  decide to trust them they can gain a significant 
  
  SND8-02 Crocodile Tears 
   
  Page 4 
  advantage in the final confrontation, this won’t 
  come without a price off course. If they decide to 
  kill them, they can still learn what happened but 
  don’t have the advantage in the final confrontation. 
   
  ENCOUNTER 5 
  To lift the curse from the keep the PC’s have to 
  slay or cure the former baroness of the Keep to 
  undo the pact she made. When they have spoken 
  with the hags the can lure her to them and decide 
  the conditions of the battle. If they attacked the 
  hags they will have to seek her out in a dangerous 
  swamp. The PC’s can just slay her or try to 
  capture her and cure her. 
   
  CONCLUSION 
  The PC’s have taken the first steps in securing the 
  outlaying lands, slowly rebuilding Sunndi to her 
  previous glory. When they return to Pitchfield 
  Kestor or their count might grant them a piece of 
  land as their own. Depending on how they dealt 
  with the hags they have made a powerful ally for 
  the future.  
   
   
  INTRODUCTION 
  Let each PC decide whether they were sent here 
  by their count or responded to the call of King 
  Kestor.  
   
  In response to King Kestor’s call you have 
  made your way to the city of Pitchfield. The 
  city looks more like a construction yard than 
  the seat of a King. Everywhere you look 
  crumbled buildings stand side by side with 
  ruins, here and there newly erected houses 
  contrast the otherwise ruined city. As you 
  make your way toward the palace the scenery 
  changes and the ruins make place for newly 
  constructed, lushly decorated houses.  
  Announcing your presence at the Palace 
  guards you are taken to a small waiting room. 
  “The King will see you shortly, please wait 
  here” a small half elven servant asks.  
   
  Allow the PC’s to introduce themselves to each 
  other and allow them to roleplay a bit. When you 
  feel ready continue: 
   
  The small servant girl returns and beckons you 
  to follow her. “The King will see you now” 
  Following the girl through some twisting 
  hallways you enter the private chamber of King 
  Kestor. The room is richly decorated and 
  dominated by a large oak wooden worktable. 
  As you enter King Kestor rises and welcomes 
  you to his chambers.  
   
  You are all directed to chairs and served a nice 
  and refreshing drink. When you’re comfortable 
  Kestor starts his story: 
   
  “I’m glad to see you have all responded to my 
  call. I’ll make sure I won’t forget that in the 
  future. I called you all here for a mission of 
  personal 
  and 
  government 
  interest. 
  The 
  retreating Wastrians ravaged the south of 
  Sunndi and refugees returning home are in 
  dire need of supplies and able bodied men and 
  woman.  
   
  Due to the war we lost a lot of our minor 
  nobility, especially in the south, it is therefore 
  hard to instate the proper order in those areas. 
  I would like you to go with a groups of 
  villagers, who will be travelling to the village of 
  Nardos, to act as their protectors and to make 
  sure nothing happens to them.”  
   
   
  Kestor seats again and will answer any questions 
  the PC’s might have, he can relate the following: 
   
  Payment? 
  You will all be paid 50*APL gp 
   
  Where is Nardos and how long is the travel? 
  Nardos is a small village in the south of Sunndi. 
  Laying in the hearth of Corul County. The travel 
  will take about 4 days.  
   
  Who is already there? 
  About a month ago a small group of about 10 
  people went to Nardos to see how it was. They 
  were let by Merdan, a priestess of Pelor. 
   
  When do we leave? 
  The villagers will travel by caravan and will leave 
  tomorrow morning. Be at the South gate at dawn.  
   
  What is known about Nardos? 
  Nardos was one of the last defended villages to be 
  overrun by the Wastrians. Most of the villagers 
  could escape before the attack. No one knows the 
  fate of lady Erian Derwon, the former owner of the 
  keep. Two weeks ago the first group of villagers 
  set out to the village, they found it burned down 
  and razed. They are in great need for supplies to 
  start rebuilding the town. 
  
  SND8-02 Crocodile Tears 
   
  Page 5 
   
  What group are you talking about? 
  You will be travelling with a group lead by Irdan, 
  the son of the last mayor. He has gathered some 
  former villagers to rebuild the town. 
   
  What are we likely to encounter? 
  I don’t know any specifics. But you should expect 
  anything. We’ve cleared the South quite thorough 
  but you never know what the Wastrians have left 
  or sent.  
   
  When the PC’s have no further questions, King 
  Kestor will ask for them to be escorted out again. If 
  the PC’s have any plans for the night or want to 
  buy things let them. When they are ready, 
  continue to encounter 1.  
   
  1: TO THE SOUTH 
  As you make your way to the South Gate, 
  Pelor’s face peeks over the hills in the east, 
  softly illuminating the cobblestone streets of 
  Pitch Field. Arriving at the gate a small caravan 
  of people has already gathered there, you see 
  4 carts with big oxes in front of them and a 
  dozen or so horses. About twenty people are 
  standing nearby, checking their packs and 
  talking among themselves, obviously waiting 
  for you to join them.  
   
  When you step out of the gate a young and 
  slender half elf approaches you. “I assume 
  you’re the ones who will help us rebuild our 
  village? My name is Irdan, what are yours?” 
   
  Allow the PC’s to give their names and then 
  continue below.  
   
  “Welcome to our band, as I said my name is 
  Irdan and this here is Etora my wife. The rest 
  of the crew you will meet soon enough. I 
  propose we saddle up and go, we have quite a 
  journey ahead of us.” 
   
  The journey from Pitchfield to Nardos is going to 
  take about 4 days. During that time the PC’s are 
  free to do as they like. If the talk with some 
  members of Irdan’s band they can learn the 
  following:  
   
  Almost everyone lost a loved one in the war, here 
  are some ideas what happened: 
  • 
  My husband was drafted by the military but 
  died before his training was completed. The 
  military said it was an accident but I heard 
  from others some Wastrians had infiltrated the 
  academy and tricked them into some deadly 
  cave. 
  • 
  I lost my daughter when we ran from the initial 
  assault of the bullywugs. She was helping out 
  a friend of her and I have never seen her 
  since.  
  • 
  My wife was out by the stream doing some 
  washes when the bullywugs came. I think I 
  heard her screams but the only thing I could 
  do was run.  
  • 
  Our son was a tracker for the Royal Wardens, 
  he was out there when the first assault 
  came… 
   
  Most people can tell something from their lives 
  before the war. Refer to their occupation and the 
  description of Nardos. 
   
  Everybody knows the rumor of Lady Erian 
  stubbornness and decision to defend the keep 
  agains the Bullywugs. No one has seen her since. 
   
  Other members of the band: 
  TO BE DETERMINED 
   
  On the last day of their journey read or paraphrase 
  the following: 
   
  After three uneventful days you are nearing the 
  village of Nardos. People around you are 
  becoming restless and nervous, chatting 
  amongst each other about what will remain of 
  the village. 
   
  Up until now the surroundings haven’t been 
  very assuring. Since the start of the third day 
  the landscape slowly deteriorated from the 
  warm and sunny plains, Sunndi is known for, 
  into something more resembling a bad part of 
  the Vast Swamp.      
   
  Dotted in the landscape lie the remains of 
  burned down villages and farms. Charred 
  beams, broken walls and shattered furniture is 
  all that is left. What once used to be paved 
  roads are now nothing more than a dirt patch 
  with some deep watery puddles. It’s quite 
  obvious the Wastrians took everything they 
  could and burned down or destroyed all that 
  remained. 
   
  As you crest yet another hill you see a small 
  village laying below, cries of recognition and 
  distress from you fellow travelers key you in 
  
  SND8-02 Crocodile Tears 
   
  Page 6 
  that this is Nardos, or at least what remains of 
  it. The villages is a mess, the only thing that 
  remains standing is the burned out tower of 
  the village church. The fellow members of your 
  companion run towards the village to check on 
  their ruined homes. 
   
  In sharp contrast with the destroyed village a 
  keep stands on a nearby hill. The walls and 
  central tower seem to be untouched by the 
  Wastrians, even the wall surrounding it still 
  has a bit of its former grandeur.  
   
  Ask the PC’s what they want to do. If they go 
  down to the village continue with Encounter 2. 
   
  2:HELPING OUT 
  If the PC’s go down to investigate and help the 
  villagers continue below:  
   
  When you walk through the streets of Nardos 
  there is not much standing anymore. It’s 
  almost like the Wastrians took extra care 
  razing this village. When you reach the market 
  square two small buildings have been partially 
  restored and made somewhat inhabitable. An 
  elven female, wearing flowing robes and a 
  symbol of the Sun around her neck, comes out 
  and greets you:  
  “Welcome to Nardos. I gather you are with 
  Irdan and came to help us rebuild?” 
   
  If the PC’s acknowledge she invites them in ask 
  them to help with certain tasks.  
   
  Asking you inside, she tells you:  
  “My name is Merdan, I’m the village priestess. I 
  was one of the first to come here and start the 
  rebuilding. In the last week we managed to 
  construct these small shelters and started to 
  rebuild the church.” 
   
  Looking at all the new faces who have 
  gathered she continues. “With the new arrivals 
  we’re going to need to get some things done 
  before the night falls. These two shelters aren’t 
  going to be enough for all  of us so one or two 
  more are needed. If you have other skills they 
  will sure come in handy.” 
   
  Basically these tasks are a roleplay encounter. 
  This has two main reasons: 
  1. The PC’s should be suspiscious of the 
  untouched castle but they are not 
  supposed to be investigating the castle 
  just yet.  
  2. These tasks serve as a backdrop to the 
  abominable state the villagers are in and 
  to help set the tone for the adventure.  
   
  The following tasks are here to give an example 
  about what the players could do. Feel free to come 
  up with your own. Possible tasks include: 
  • 
  Repairing some of the village homes to 
  have a place to sleep tonight. 
  • 
  Help restoring the church. 
  • 
  Finding good stones 
  • 
  Gathering food  
  • 
  Constructing tools  
   
   
  Let the PC’s come up with some creative means 
  to help out the villagers. If they come up with a 
  nice plan allow them to succeed, ask for some 
  relevant checks if needed. When they are done 
  continue with encounter 3. 
   
  3:A MOONLIT SURPRISE 
  This encounter is closely linked with encounter 2. 
  There should be no real breakpoint for the players. 
  Continue with reading the following:  
   
  As you finally quit working the sun is on its 
  way down. Etora comes to pick you up for 
  dinner and leads you to the main compound, 
  into the warmth of the fire. Everyone is there, 
  chatting about today’s progress and the work 
  still ahead of them, all the while enjoying their 
  dinner.  
   
  Slowly the night falls. It’s a dark and starry 
  night and there is no moon in the sky. The 
  villagers go to their sleeping cabins and things 
  start to quite down.  
   
  Ask all the PC’s for a listen check DC 15. If any of 
  the PC’s make it they get a surprise round action 
  soon to follow. Read the following:  
   
  A sickening scream followed by a thunderous 
  growl pierce the silence of the night. People 
  start running around and grabbing their 
  weapons.  
   
  PC’s who made the listen check may act in any 
  way they deem appropriate. Treat this as a 
  surprise round. After their action read the 
  following, adjust to the PC’s actions as necessary.  
  
  SND8-02 Crocodile Tears 
   
  Page 7 
   
  As you get outside a gruesome scene unfolds 
  before your eyes. You see a giant crocodile rip 
  one of your companions apart. As it swallows 
  the corpse it turns on you, bloodlust and 
  confusion in their eyes. Just before it reaches 
  you it changes form slightly and in a flash of 
  recognition you see the familiar face of 
  Merdan. 
   
  Roll for initiative. Make sure the PC’s know they 
  are fighting villagers which they have spoken this 
  morning. If they don’t seem to get it make sure to 
  give them some hints.  
   
  APL 4 (EL 6) 
   
  Merdan: female elf, werecrocodile cleric 3; hp 
  48; Appendix 1.  
   
  APL 6 (EL 8) 
   
  Merdan: female elf, werecrocodile cleric 5; hp 
  71; Appendix 1.  
   
  Milara: female human, werecrocodile fighter 
  2; hp 59; Appendix 1. 
   
  Almora: female human, werecrocodile fighter 
  2; hp 59; Appendix 1. 
   
  APL 8 (EL 10) 
   
  Merdan: female elf, werecrocodile cleric 7; hp 
  88; Appendix 1.  
   
  Milara: female human, werecrocodile fighter 
  3; hp 70; Appendix 1. 
   
  Almora: female human, werecrocodile fighter 
  3; hp 70; Appendix 1. 
   
  APL 10 (EL 12) 
   
  Merdan: female elf, werecrocodile cleric 9; hp 
  105; Appendix 1.  
   
  Milara: female human, werecrocodile fighter 
  4; hp 82; Appendix 1. 
   
  Almora: female human, werecrocodile fighter 
  4; hp 82; Appendix 1. 
   
  APL 12 (EL 14) 
   
  Merdan: female elf, werecrocodile cleric 11; 
  hp 122; Appendix 1.  
   
  Milara: female human, werecrocodile fighter 
  5; hp 94; Appendix 1. 
   
  Almora: female human, werecrocodile fighter 
  5; hp 94; Appendix 1. 
   
  Tactics: Merdan and the others have just 
  involuntarily changed to crocodile form and took 
  on the Lawful Evil alignment. They fight without 
  tactics being in an involuntary rage. If the PC’s 
  subdue or kill them they return to their normal 
  form. Remember that they are not aware of their 
  affliction so they cannot use their hybrid form. 
   
  Treasure: Refer to the Treasure section of this 
  adventure to determine what the PCs find here. 
   
  Development: If the PC’s subdue any of the 
  Werecrocodiles and heal them up afterwards they 
  won’t wake up. All the females have slept 
  “peacefully” and dreamed the same. Refer to 
  encounter 4 for the specifics.  
   
  If the PC’s decide to investigate they don’t find any 
  other lycanthrope attack. Only the females who 
  have been in the village for 3 weeks got affected. 
  Further investigation will yield little result, most 
  villagers haven’t seen anything. If you must refer 
  to encounter 4 for any specifics.  
   
  4: INVESTIGATION 
  This investigation likely is broken in two parts: 
  • 
  Villagers 
  • 
  The Keep 
  The villagers will be detailed in part 4a, the keep 
  will be detailed in part 4b. Allow the PC’s to 
  investigate any way they want.  
   
  4A: THE VILLAGE 
  The PC’s can investigate the villagers and talk 
  with anyone the want. Most villagers slept through 
  the night and only know as much as the PC’s at 
  the moment. They know however some rumors 
  about the keep and the protection of it. Quick 
  thinking PC’s might connect the dots when hearing 
  the dream Merdan, Milara and Almora had.  
   
  As you wake up you find the town in great 
  upheaval. Villagers are still scared about what 
  happened last night and most are worried that 
  another attack is imminent.  
   
  See how the PC’s are going to handle this. If they 
  try to calm the villagers and get them to work allow 
  them to pick up some rumors from the list below. 
  PC’s are likely to go around asking questions 
  about the attack and other things people know. 
  Use the rumors below to provide some backstory 
  for each villager. 
   
  Everyone in the village knows the following 
  rumors. Some people only know a specific rumor 
  and need to be specially asked to tell them. 
  Specific rumors require a gather information or 
  diplomacy check or just good roleplaying, general 
  
  SND8-02 Crocodile Tears 
   
  Page 8 
  rumors the PC’s can just pick up. Try to spread the 
  general and specific rumors trough out the 
  villagers and roleplay a bit with the PC’s. 
   
  General rumors: 
  • 
  The keep has stood and defended the 
  village for years. Lady Erian d’Orwan was 
  the last lady of the keep. The Orwan 
  family used to be quite influential in Corul, 
  a streak of infertility over the last few 
  years seriously hampered the family. 
  • 
  When the Bullywugs were on their initial 
  assault almost all villagers and some of 
  the keep residents fled to the North. Lady 
  Erian and her most  trusted servants and 
  knights 
  stayed 
  behind. 
  Lady 
  Erian 
  wouldn’t give up the keep to the 
  Wastrians. 
  • 
  Since their new arrival in the village no 
  one has been to the keep. People believe 
  it’s cursed, the black towers and the 
  unharmed state it is in frighten people.  
   
  Specific rumors: 
   
  Derbrandt: male human warior 2  
  Derbrandt is an retired Sunndian Army private. He 
  came to Nardos to help the village and hopes to 
  retire here in a few years. Currently he is one of 
  the few warriors the village has. 
  Rumor (Diplomacy or Gather Information 
  DC15): 
  There is one story about the keep of Nardos that 
  he heard from a friend from a sister from a former 
  soldier who interrogated some Wastrian prisoners.  
  The prisoners told that the keep of Nardos was 
  haunted and that everyone who entered it would 
  disappear. They claimed the ghost of lady Erian 
  had taken over to protect the keep from the 
  Wastrians even in her death. 
   
  Lanar: male human expert 2 (Track feat, +9 
  Survival) 
  Lanar is the towns tracking expert. He joined the 
  initial expedition in the hope to settle anew. The 
  Wastrians burned down his former village and he 
  wants a clean sheet. Lanar is an adept tracker and 
  small game hunter. 
  Rumor (Diplomacy or Gather Information DC 
  10): 
  During one of my trips to the nearby forest I got 
  slightly lost and ended up in a murky swamp a few 
  miles to the south. While trying to regain my 
  bearings I heard two large creatures trashing 
  trough the bushes. They were talking about hiding 
  the eye of the mistresses and about some great 
  plot their mistresses had apparently put in motion.  
   
  I hid under some bushes and they never saw me, 
  It has given me the creeps and I’m not going near 
  it anytime soon. I’m sure something or someone is 
  making a hideout there.  
   
  If the PC’s ask him, he can accompany them, and 
  point them in the right direction the next day. He 
  has set up some traps and need to empty them 
  now or wild animals will empty them for him. 
    
  Erdigo: male elf commoner 2 
  Erdigo used to work in the keep. He decided to 
  join the expedition home to rebuild the keep and 
  hoped to find his former lady in good health. 
  Another reason is his hidden love for Merdan, he 
  hopes to impress her and win her heart by helping 
  the villagers. He haven’t had the change to check 
  out the keep yet. 
  Rumor 1: (Diplomacy DC 20, -5 if the PC’s 
  saved Merdan, +5 if the PC’s lethally wounded 
  Merdan the evening before): 
  A few years ago I used to work in the kitchen of 
  the keep. The Orwans were always a bit weird. 
  Some say the meddled in the art of necromancy, I 
  never saw any of that though.  
   
  Sense Motive DC 15 reveals he is holding 
  something back. If the PC’s ask him about this or 
  convince him to talk he will hesitantly tell them: 
   
  Rumor 2: (Diplomacy DC 25, -5 if the PC’s 
  saved Merdan, +5 if the PC’s lethally wounded 
  Merdan the evening before): 
  Well, I wasn’t entirely honest. I once Lady Erian 
  doing some weird gestures and incantations. She 
  fell down in a chair and before her hovered a 
  strange glowing translucent hand. She opened her 
  eyes again and I quickly ran back to the kitchen. 
  I’ve never told anyone this, please don’t tell 
  anyone else.  
   
  Spellcraft DC 22 reveals that the translucent hand 
  to be the result of a spectral hand spell.   
   
  Confronting Merdan: 
   
  Merdan will most likely be killed or otherwise 
  incapacitated. When the PC’s ask her about 
  yesterday night she can’t remember a thing only 
  that she has slept very well but still felt tired this 
  morning. When the PC’s confront her about the 
  attack and its source she is truly ashamed and 
  immediately asks whether anyone got hurt and if 
  
  SND8-02 Crocodile Tears 
   
  Page 9 
  she could be of any assistance in curing people 
  injured. 
   
  The only thing Merdan remembers from last night 
  is the following: 
   
  I went back to the church quite early, it was 
  quite a day with all the new arrivals and I felt 
  very tired yesterday. I got back around eight, I 
  think, did my last round in the church, thanked 
  the sunlord for another day with his blessings 
  and went to bed. 
   
  I fell to sleep very easily and drifted off in a 
  beautiful but weird dream: 
  “I was alone on a great plain. Pelor’s face was 
  overhead and his touch caressed my skin. I 
  laid there for some time when I really got the 
  urge to swim, so I dived into a nearby pond 
  and splashed around in the water.  
   
  Only read this passage at APL6-12: 
  After some time I was joined by two others, 
  you might have met them, Mirala and Almora. 
  They came with us as town guards.  
   
  Together we swam and finally laid down on the 
  small patch of sand there was. We talked for 
  quite a while. 
   
  Continue here regardless of APL: 
  Suddenly a strange looking man came by. He 
  offered something to eat and told a beautiful 
  story about his homeland, a place where 
  everyone can do what he want and enjoy the 
  pleasures of life.  
   
  During his story I slowly dozed off and when I 
  woke again it was morning. I wonder what it 
  meant.” 
    
  This is al Merdan can tell the PC’s. If they go to 
  the other two, Milara and Almora, they tell an 
  almost identical tale about wanting to get in early 
  and having a nice dream.  
   
  Development: The PC’s should get a feeling 
  about what is going on. The only real option they 
  have is to take a look around the keep or go talk 
  with the Hags. When they go to the keep continue 
  below with encounter 4B, when they seek out the 
  Hags go to encounter 5. 
   
  4B: THE KEEP 
  This section contains the information the PC’s can 
  find within the keep. Take note that the traps here 
  are meant for APL 4 and 6, at higher APL the 
  traps will still be here but the players won’t earn 
  any experience for them. When the PC’s set out to 
  reach the keep read aloud the following:  
   
  The paved road to the keep is in quite a good 
  fashion. For the first time in two days you 
  travel over a paved road. Slowly rising towards 
  the Keep you can see a the big and black 
  doors of the outer gate. Coming closer these 
  door look to be a bit skewed and not entirely 
  closed. The entire keep is surrounded by a 
  watery moat and from under the bridge a 
  crocodile eyes you lazily.  
   
  Allow the PC’s to react. If they want to can kill the 
  harmless crocodile (monster manual 271) and 
  proceed inside. Once they open the gate read the 
  following: 
   
  With a lot of noise the gates finally open. 
  Inside the castle wall everything looks to be 
  well conserved, you see two small buildings, 
  appearing to be stables. A small path leads up 
  to door of the main keep. 
   
  The PC’s are free to investigate around. A map of 
  the keep is provided as DMs map 1. Only rooms of 
  interest are numbered. The other rooms of the 
  keep are mostly supply rooms, guest rooms or 
  work rooms. Feel free to make them unique if the 
  time permits. 
   
  Room 1; Work room of Lady Erian: 
   
  As you enter this room it is in stark contrast 
  with the other rooms you have seen. It is nicely 
  decorated and kept almost clean. A small desk 
  and some bookshelves line the wall. 
   
  This is Lady Erians workroom. Here she studied 
  and received people. The shelves contain some 
  books on the country of Sunndi. A DC 20 search 
  check reveals some books about necromancy and 
  about dealing with fiends. 
   
  If the PC’s search the desk they find can find a 
  hidden drawer with a DC 25 search check. This 
  drawer contains Lady Erians research and the 
  contract she made with the fiend. The drawer is 
  trapped. 
   
  
  SND8-02 Crocodile Tears 
   
  Page 10 
  APL 4: 
   
  Burning Hands Trap: CR 3; magic device; touch 
  trigger; automatic reset; spell effect (burning 
  hands, 5th-level wizard, 5d4 fire, DC 11 Reflex 
  save half damage); Search DC 26; 
  Disable Device DC 26.  
   
  APL 6-12: 
   
  Fireball Trap: CR 5; magic device; touch trigger; 
  automatic reset; spell effect (fireball, 8th-level 
  wizard, 8d6 fire, DC 14 Reflex save half damage); 
  Search DC 28; Disable Device DC 28.  
   
  Inside the drawer are a spellbook containing some 
  PHB sorcerer wizard spells up to 2nd level. Of 
  greater interest is a nicely sealed scroll and some 
  notes. The notes concern a ritual summoning a 
  fiend and help him do your bidding. The sealed 
  scroll is actually the contract Erian signed with the 
  fiend. When any of the PC’s tries to open it read 
  the following: 
   
  As the wax of the seal crumbles and you try to 
  unroll the scroll a gush of black smoke comes 
  from the center of the seal and suddenly the 
  scroll is ablaze. Before you have the chance to 
  react only dust remains. 
   
  There is no way the PC’s are going to be able to 
  read the scroll. 
   
  Room 2; The bedroom of Lady Erian 
   
  This luxury decorated chamber obviously is a 
  bedroom. Fine silk sheets cover a huge 2 
  person bed in the center of the room. Heavy 
  curtains block out the sunlight, giving the 
  room a shadowy appearance. 
   
  When the PC’s enter this room ask for a Spot 
  check. Any PC making a DC 20 notes some 
  peculiar marks on the furniture. A knowledge 
  (nature) DC 13 reveals them to be crocodile bite 
  marks. There are no other things of interest here. 
   
  Room 3; Kitchen 
   
  This room used to be the kitchen. A big stove 
  dominates the back of the room and a large 
  table in the center shows obvious marks of 
  cutting. 
   
  There isn’t much to find in the kitchen, except for a 
  slight flaw in the structural integrity of the keep. 
  Due to neglect the area around the stove has 
  become instable and will collapse if anyone comes 
  near. This collapse is a trap, a DC 20 knowledge 
  (architecture ) can be made to see the danger. 
   
  APL 4: 
   
  Camouflaged Pit Trap: CR 2; mechanical; 
  location trigger; manual reset; DC 20 Reflex save 
  avoids; 20 ft. deep (2d6, fall); multiple targets (first 
  target in each of two adjacent 5-ft. squares); 
  Search DC 24; Disable Device DC 19.  
   
  APL6-12: 
   
  Spiked Pit Trap: CR 3; mechanical; location 
  trigger; manual reset; DC 20 Reflex save avoids; 
  20 ft. deep (2d6, fall); multiple targets (first target 
  in each of two adjacent 5-ft. squares); pit spikes 
  Atk +10 melee, 1d4 spikes per target for 1d4+2 
  each); Search DC 21; Disable Device DC 20.  
  If any of the PC’s fall in the trap they end up in the 
  basement of the keep. There a surprise is waiting 
  for them, read the following: 
   
  Suddenly you find yourself one story lower 
  than you comrades. It appears you landed in 
  the basement and as the dust settles, you can 
  make out a peculiar construction.  
   
  It appears as if someone erected a burial 
  mount here. Atop some tables lies a nicely 
  dressed 
  decomposing 
  body, 
  the 
  hands 
  clapped around a sword bearing a coat of 
  arms. 
   
  This is the skeleton of Roddar, Erians son. After 
  the initial onslaught she took his body and stowed 
  it here. She used to cast gentle repose on it every 
  day, but since Erian retreated to the swamp the 
  body was unattended and started to rot. 
   
  A DC 15 heal check informs the PC’s that the 
  human male died of bites to his neck.  
  A DC 20 knowledge (nobility/royalty) reveals the 
  coat of arms to be that of the Orwall family.  
   
  Room 4: Servants quarters: 
   
  You enter a large unassuming room. A few 
  beds, a table and some chairs make up the 
  furniture of this room. Overhead you can see 
  the clear sky through a hole in the roof. 
  
  SND8-02 Crocodile Tears 
   
  Page 11 
   
  This room is where the personal servants of Lady 
  Erian slept and worked. As soon as the PC’s enter 
  ask them for a spot or knowledge (architecture) 
  check DC 20. If any of the PC’s make it they 
  realize the roof has become very unstable and 
  they should be very careful. If the PC’s make the 
  check and take care not to set off the trap allow 
  them to succed. If they fail the check the ceiling 
  will collapse when the second PC enters the room. 
   
  Under one of the beds lies the diary of one of the 
  maids, if the PC’s search the room they will 
  automatically find it.  
   
  In the diary the last entry describes the horror 
  when the girl woke up the morning after the first 
  transformation. It’s a gory story about blood filling 
  the halls and moat of the keep, the story ends with 
  the servant being called by Lady Erian. No further 
  entries are done. 
   
  APL 4: 
   
  Bricks from Ceiling: CR 2; mechanical; touch 
  trigger; repair reset; Atk +12 melee (2d6, bricks); 
  multiple targets (all targets in two adjacent 5-ft. 
  squares); Search DC 20; Disable Device DC 20. 
   
  APL 6-12: 
   
  Stone Blocks from Ceiling: CR 3; mechanical; 
  location trigger; repair reset; Atk +10 melee (4d6, 
  stone blocks); Search DC 25; Disable Device DC 
  20.  
   
  5: FRIEND OR FOE 
  In this encounter the PC’s will can locate the Hag 
  Coven and find the information they need to put all 
  the pieces together. Read aloud the following 
  when the players are ready to set out for the 
  search. This text assumes Lanar is with them, 
  adjust if the PC’s decide to go alone. 
   
  The sun is burning bright as you set out to find 
  whatever it is that lairs in the swamp nearby. 
  Lanar has led you for about three hours when 
  the low rolling hills are broken by a small 
  patch of forest. Nearing the edge of the forest 
  a foul stench overwhelms your senses.  
   
  As soon as you leave the shadow of the forest 
  heat presses down on you and mosquitoes 
  swarm around your head. You have definitely 
  found the swamp. Leading you to a small dry 
  clearing Lanar holds: 
   
  “Here I heard those Giants, you should look 
  around for clues. They went that way, I’m 
  going back to the village, good luck!” 
   
  With these words your guide points slightly to 
  the south and then swiftly heads back the way 
  you just came.  
   
  Unknowingly Lanar has brought the PC’s very 
  near the Hags lair. The PC’s can find it by 
  following the tracks the “Giants” left or by just 
  walking in the direction Lanar pointed them.  
   
  Following the tracks requires a DC 13 Survival 
  check to find them and then a DC 18 Survival 
  check to follow them. PC’s without the track feet 
  can find tracks with a DC 13 Search check but 
  can’t follow them any further than the edge of this 
  piece of dry land. These tracks are from the Ogres 
  (Bipedal large creatures) keeping watch on the 
  surrounding bogs and generally walking around 
  the area, they go in the same direction as Lanar 
  pointed. 
   
  If the PC’s follow the tracks or walk in the general 
  direction Lanar pointed them the cross two 
  shallow bogs and make their way through some 
  reed. Halfway through ask them for a Spot check 
  DC 15. PC’s who make this check can see two 
  Orcs patrol the edge of a piece of dry land. If the 
  PC’s miss this check they will walk out of the reed 
  and automatically be spotted by the Orcs standing 
  guard. Make sure to tell them the Orcs haven’t 
  drawn weapons and don’t look violent. 
   
  The Orcs are actually Ogres in disguise. They are 
  the trusted servants of a Coven of 2 Sea Hags and 
  a Green Hag who have made their home here. 
  They used mirage arcane (DC 21) to make this 
  look like a small piece of dry ground, in reality it is 
  a careful hidden camp, consisting of three 
  separate buildings and a small hall to welcome 
  visitors. This coven is led by Olivia a fearsome 
  Sea Hag together with her younger sister Darli and 
  Treva a Green Hag they formed a Coven during 
  the war.  
   
  The Coven recruited 4 Ogres to serve as servants 
  and body guards. Using veil (DC 21) these Ogres 
  now look like regular Orcs, albeit a bit bulky. 
   
  The three Hags have no evil intent and are more 
  than happy to talk with the PC’s. Take care to 
  
  SND8-02 Crocodile Tears 
   
  Page 12 
  allow the PC’s to pick this up. Especially for the 
  lower APLs this isn’t a combat encounter. Even 
  though the PC’s may know that Hags are usually 
  evil this Coven has useful information that the 
  PC’s should bargain for.   
   
  As soon as the PC’s are spotted or leave the reed 
  read the following: 
   
  When you step out of the cover of the reed, 
  two orcs in a nearby clearing spot you and try 
  to get your attention. Without drawing their 
  weapons they wade into the water towards 
  you. 
   
  Allow the PC’s to react any way they want. The 
  Orcs won’t attack the PC’s but will order the PC’s 
  to follow them to the camp. If the PC’s attack the 
  Orcs will change form and attack with non lethal 
  damage. Don’t forget to apply the -4 to hit when 
  attack for subdual damage. If the PC’s follow them 
  read the following: 
   
  As you follow the two Orcs towards the small 
  island they were standing on it appears as if 
  your entire surroundings ripple with energy. 
  As if passing through some kind of barrier the 
  previously 
  overgrown 
  island 
  suddenly 
  changes to reveal a small camp. You can make 
  out three small huts and a small hall without 
  any walls.  
   
  The Orcs lead you to the small covered 
  clearing. Rising as you enter you see three 
  beautiful human women, all clad in tight fitting 
  long dresses in a multitude of colors. They 
  make a slight bow and welcome you to their 
  home. The one in the middle who is just an 
  inch taller than the others steps forward and 
  introduces herself: 
   
  “Welcome travelers, my name is Olivia, what 
  brings you to our home?” 
   
  Allow the PC’s to react and introduce themselves. 
  Assume these greetings trigger a saving throw to 
  disbelieve the veil (DC 21) the Hags are under. If 
  any of the PC’s makes this save he sees all the 
  hags for what they really are, horrendous looking 
  females in dirty rags. Take note that the PC’s 
  making this save are immediately subject to the 
  Horrific Appearance of both the Sea Hags, refer to 
  Appendix 1 and Monster Manual 144 for specifics. 
   
  The PC’s probably have a lot of questions at this 
  point and the Hags are willing to answer most of 
  them.  
   
  The Hags know: 
  • 
  The story of Lady Erian and her son, see 
  adventure background. They can assure 
  the PC’s that to lift the curse the lady must 
  either die or be cured.  
  • 
  The location Lady Erian is hiding right 
  now, a small swamp a bit to the east of 
  Nardos. 
  • 
  How to lure her to a place they want 
  (Treva mimicking the voice of her son) 
  • 
  Lady Erian is a lycanthrope so you need 
  silver weapons to harm her. They are 
  willing to sell 2 silver longswords and a 
  silver dagger to the PC’s.  
  • 
  The Hags also know how to cure of 
  Lycanthropy and inform the PCs of this. If 
  any of the PC’s asks they have a small 
  supply of belladonna, 2 doses at 5 gp a 
  dose. 
   
  The Hags love to bargain and won’t give this 
  information without a price: 
  • 
  The want your promise that the can stay 
  here and be left alone, in return they will 
  leave the village or Nardos alone. 
  • 
  The want a personal gift of any of the 
  PC’s. This doesn’t have to be of great 
  monetary value but should have a close 
  connection to the PC. A bracelet from a 
  friend, a small lock of hair. It should be a 
  sacrifice for the PC’s but at in personal 
  feelings, this sacrifice is in no way 
  intended to take gp from the PC’s.  
   
  At low APL it should be quite clear their only way 
  to obtain the location of Lady Erian is to make the 
  deal with the Hags. APL 8 or higher can fight with 
  the Hags and have a fair chance of winning. As 
  soon as combat breaks out the Hags will drop the 
  veil spell and the PC’s are subject to the Horrific 
  Appearance. 
   
  If the PC’s stay polite and interact with the Hags 
  they can  
   
  APL 4 (EL 11) 
   
  Olivia: female sea hag, sorcerer 4 dreadwitch 
  1; hp XX; Appendix 1.  
   
  Darli: female sea hag; hp 19; Monster Manual 
  144 
  
  SND8-02 Crocodile Tears 
   
  Page 13 
   
  Treva: female green hag; hp 49; Monster 
  Manual 143; add +3 armor, +1 natural armor, +1 
  resistance on saves; 
   
  Ogres (4) hp 29; Monster Manual 199 
   
  APL 6 (EL 11) 
   
  Olivia: female sea hag, sorcerer 4 dreadwitch 
  1; hp XX; Appendix 1.  
   
  Darli: female sea hag; hp 19; Monster Manual 
  144 
   
  Treva: female green hag; hp 49; Monster 
  Manual 143; add +3 armor, +1 natural armor, +1 
  resistance on saves; 
   
  Ogres (4) hp 29; Monster Manual 199 
   
  APL 8 (EL 11) 
   
  Olivia: female sea hag, sorcerer 4 dreadwitch 
  1; hp XX; Appendix 1.  
   
  Darli: female sea hag; hp 19; Monster Manual 
  144 
   
  Treva: female green hag; hp 49; Monster 
  Manual 143; add +3 armor, +1 natural armor, +1 
  resistance on saves; 
   
  Ogres (4) hp 29; Monster Manual 199 
   
  APL 10 (EL 13) 
   
  Olivia: female sea hag, sorcerer 4 dreadwitch 
  4; hp XX; Appendix 1.  
   
  Darli: female sea hag; hp 19; Monster Manual 
  144 
   
  Treva: female green hag druid 3; hp XX; ; 
  Appendix 1 
   
  Verda: male crocodile, animal companion; hp 
  XX; Appendix 1 
   
  Ogres, Barbarian 4  (2) hp 79; Monster 
  Manual 199 
   
  APL 12 (EL 15) 
   
  Olivia: female sea hag, sorcerer 5 dreadwitch 
  5; hp XX; Appendix 1.  
   
  Darli: female sea hag; hp 19; Monster Manual 
  144 
   
  Treva: female green hag druid 3; hp XX; ; 
  Appendix 1 
   
  Verda: male crocodile, animal companion; hp 
  XX; Appendix 1 
   
  Ogres, Barbarian 4  (4) hp 79; Monster 
  Manual 199 
   
  Tactics: As soon as combat ensues Olivia will 
  drop the veil spell revealing the Hags to everyone. 
  PC’s are immediately affected by the horrific 
  appearance of Olivia and Darli.  
   
  Olivia will use her fear spell to her best effect 
  trying to reduce the resistance of the PC’s, when 
  this proves ineffective she will use her goggles or 
  gloves for some offensive power.  
   
  Treva will first cast barkskin on herself and 
  depending on the situation will place an entangle. 
  After that she will join melee. At lower levels she 
  will just go in melee immediately.  
   
  The Ogres act as the average foot soldier. They 
  will protect the Hags as best as they can and try to 
  knock down PC’s.   
   
  The Hags won’t kill the PC’s. They will try to 
  incapacitate them and throw them out of their 
  swamp.  
   
  Treasure: Refer to the Treasure section of this 
  adventure to determine what the PCs find here. 
   
   
  Development: If the Hags manage to subdue the 
  PC’s they will wake up outside the swamp with all 
  their equipment, each of them will be missing a 
  piece of (facial)hair. The will have a note pointing 
  them in the direction of the swamp Erian is hiding 
  in, the Hags are hoping the PC’s will solve the 
  problem they just aren’t willing anymore to help 
  them.  
   
   
  6:THE FINAL RECKONING 
  In this encounter the PC’s will set out to find the 
  hideout of Lady Erian and confront her. The 
  difficulty of this encounter depends on their 
  dealings with the Hags in encounter 5. If they 
  successfully negotiated with the Hags Treva will 
  accompany them and lure Lady Erian to a 
  carefully chosen spot. The PC’s will have the 
  advantage of knowing when they will encounter 
  the Lady and can prepare accordingly. If they 
  failed to negotiate with the Hags they will have to 
  find Lady Erian the hard way. This means they are 
  in 
  for 
  a 
  challenging 
  encounter 
  in 
  hostile 
  environment. 
   
  When the PC’s head of for the swamp read the 
  following: 
   
  As you approach the swamp in which Lady 
  Erian presumably is hiding, the environment 
  warp slightly. Shadows jump in the corner of 
  your eyes and everything looks to be just a bit 
  more black than normal.  
   
  
  SND8-02 Crocodile Tears 
   
  Page 14 
  Depending on how the PC’s fared with the Hags 
  they can either lure Lady Erian towards them or 
  have to go look for her.  
   
  If the PC’s managed to negotiate with the Hags, 
  Treva will be with them and can lure Erian towards 
  the PC’s mimicking the voice of her deceased son. 
  The PC’s will be able to carefully pick the terrain 
  and cast any buff spells they want. The PC’s will 
  have to move into the swamp a bit and choose a 
  spot in which to ambush lady Erian. There is no 
  map for this encounter so draw a map for the PC’s 
  or let them draw their own, make sure there are 
  some deep bogs and a lot of shallow bogs.  
   
  When the PC’s are done Treva will call out and 
  Lady Erian will appear in 2d4+2 rounds.  
   
  If the PC’s don’t have the assistance of the Hags 
  tracking down Lady Erian is a bit more of a hassle. 
  The will have to go into the swamp and hope to 
  find some tracks or be lucky enough to stumble 
  over her. If any of the PC’s have track the can use 
  it to track her. The DC for this track check is 25.  
   
  When the PC’s don’t have a tracker with them they 
  just have to move through the swamp and hope to 
  find her.  
   
  Lady Erian however won’t idly sit by and will attack 
  the PC’s at a certain moment. She will cast some 
  preparatory spells and then shift to animal form. 
  Together with her pets she will carefully sneak up 
  on the PC’s and surprise them. She will take great 
  care in selecting a suitable battlefield, so make up 
  a map that is challenging to the PC’s. Parts with 
  deep water and lots of deep bogs, Erian and her 
  pets won’t have any trouble dealing with the water.  
   
  Allow the PC’s a spot check to notice the 
  upcoming ambush. The DC is 33, assume Erian 
  takes 10 on this check. If the PC’s followed her 
  tracks the DC becomes DC 28 because they can 
  expect her. PC’s who make this check can act in 
  the surprise round.  
   
  APL 4 (EL 8) 
   
  Lady Erian: female human, werecrocodile 
  wizard 3; hp XX; Appendix 1.  
   
  Crocodile (2); hp 26; Monster Manual 271 
   
  APL 6 (EL 10) 
   
  Lady Erian: female human, werecrocodile 
  wizard 3/ ranger 2; hp XX; Appendix 1. 
   
  Crocodile, Giant (2); hp 63; Monster Manual 
  271 
   
  APL 8 (EL 12) 
   
  Lady Erian: female human, werecrocodile 
  wizard 3/ ranger 4; hp XX; Appendix 1.  
   
  Indos: male crocodile, animal companion; hp 
  XX; Appendix 1 
   
  Advanced Crocodile, Giant (2); hp XX; 
  Appendix 1 
   
  APL 10 (EL 14) 
   
  Lady Erian: female human, werecrocodile 
  wizard 3 /ranger 6; hp XX; Appendix 1.  
   
  Indos, Crocodile animal companion; hp 26; 
  Monster Manual 271 
   
  Advanced Crocodile, Giant (4); hp XX; 
  Appendix 1 
   
  APL 12 (EL 16) 
   
  Lady Erian: female human, werecrocodile 
  wizard 3 /ranger 8; hp XX; Appendix 1.  
   
  Indos, Crocodile animal companion; hp XX; 
  Monster Manual 271 
   
  Advanced Fiendish Crocodile, Giant (4); hp 
  XX; Appendix 1 
   
  Tactics: Lady Erian has fully mastered her curse 
  of lycanthropy, she can assume hybrid form. 
  Remember she can’t cast any spells with a verbal 
  component in hybrid form. In the surprise round 
  Lady Erian will close with the nearest pc and shift 
  to hybrid form.  
   
  At APL4 she has some spells who might impact 
  the PC’s at higher APL she will just go into combat 
  mode. Lady Erian has a basic understanding with 
  her pets so they will fight with a basic intelligence, 
  carefully swimming around to set up flank. If the 
  crocodiles have a PC grappled they will try to drag 
  him off with them. 
   
  Treasure: Refer to the Treasure section of this 
  adventure to determine what the PCs find here. 
   
   
  Development: The PC’s basically have two 
  options here: They can try to subdue Erian or they 
  can just kill her. Both options are equally viable. If 
  the PC’s kill her the curse is lifted and the villagers 
  of Nardos can rest assured.  
   
  If the PC’s subdue and capture her they have 
  about 2 weeks to get to Pitchfield and get a cleric 
  to cast remove disease on her. This will also break 
  the curse. The conclusion has more information 
  about both paths. 
   
  
  SND8-02 Crocodile Tears 
   
  Page 15 
  CONCLUSION 
  This adventure has three different outcomes 
  depending on the actions of the PC’s.  
   
  Ending A: The curse remains: 
  If somehow the PC’s don’t succeed in killing or 
  curing Erian the curse on the keep remains. Read 
  the following: 
  Despite your best efforts, lifting the curse that 
  threathens Nardos proved to be a too daunting 
  task. You have returned home with the 
  villagers who have decided to abandon the 
  village. Reporting back, King Kestor isn’t 
  pleased with your efforts and sends you home. 
   
  In this unlikely scenario PC’s don’t receive the 
  Land granted, Emnity of a fiend and Favor of 
  the Royal Court favors. If the made a deal with 
  the Hags they do get the Unusual alliance. 
   
  Ending B: Lady Erian was killed 
  This ending occurs when the PC’s manage to kill 
  lady Erian.  
  After helping the villagers of Nardos take theit 
  first steps in rebuilding the village you return 
  to King Kestor. King Kestor is glad that the 
  curse is lifted and extends his thanks to you 
  all. No repercussions follow for the killing of a 
  noble woman since those who deal with  
  fiends should be punished.  
   
  The PC’s may receive the Land granted and 
  receive the  Emnity of a fiend and Favor of the 
  Royal Court favors. If the made a deal with the 
  Hags they also get the Unusual alliance. 
   
  Ending C: Lady Erian was subdued and cured: 
  This ending occurs if the PC’s manage to subdue 
  Lady Erian and take her to Pitchfield. 
   
  It has been an arduous journey back to 
  Pitchfield. Arriving in the city and reporting to 
  King Kestor it is quickly arranged that Lady 
  Erian will be cured. When she is cured and the 
  curse is lifted she will be sentenced by an 
  official court.  
   
  King Kestor offers his thanks to you and asks 
  if he can rely on you may the need arise. 
   
  The PC’s may receive the Land granted and 
  receive the  Emnity of a fiend and Favor of the 
  Royal Court favors. If the made a deal with the 
  Hags they also get the Unusual alliance. 
   
  If there is any character who is a Squire, Bachelor 
  Knight or decorated war hero who was interested 
  in acquiring a piece of land read the following to 
  them, make sure it’s a bit of a ceremony: 
   
  When you are ready to leave King Kestor 
  stands up and draws his ornately engraved 
  longsword from his belt.  
  “<PC name>, you have proven yourself  to be a 
  true servant of the Kingdom of Sunndi, time 
  after time. This of course won’t go without a 
  reward. Please kneel before me.” 
  Slowly bringing his sword down on your right 
  shoulder Kestor speaks: 
  “When the keeps and holds of Corul are 
  rebuild once again you may claim one of them 
  and the surrounding lands as your own. From 
  this day on you will have the right to collect 
  taxes and use your land in any way you see fit. 
   
  If any of the PC’s wants to become a knight or 
  bachelor knight read the following: 
   
  Knight: 
   
  Slowly lifting his sword and letting it tip your 
  left shoulder and head: 
  “<PC Name>, you have proven to be a loyal 
  servant to not only the county but to me as 
  well. With that you have earned my gratitude.  
  As a token of my gratitude you will have from 
  this day on the right to bear the title: “Baron of 
  Sunndi”. 
   
  Bachelor Knight: 
   
  Slowly lifting his sword and letting it tip your 
  left shoulder and head: 
  “<PC Name>, you have proven to be a loyal 
  servant to the country and expressed your 
  willingness to continue doing this in the future. 
  To uphold this pledge you will be made 
  Bachelor Knight in my court, so you might be 
  able to become a Baron of Sunndi some day.” 
   
  If multiple PC’s at the table can and want to 
  receive this favour King Kestor will knight each of 
  them in no particular order. Inform those who 
  became Baron that they should contact the 
  SUnndi Triad. 
  
  SND8-02 Crocodile Tears 
   
  Page 16 
   
  CAMPAIGN 
  CONSEQUENCES 
  Please answer the following questions after 
  running the scenario. These questions help the 
  Triad in designing the following plot and to take in 
  account your influence on the story. Answers and 
  any questions or comments relating to this module 
  can 
  be 
  send 
  to 
  magicstar@home.nl 
  and 
  rolspeels@planet.nl 
   
  1. Which APL did you play the adventure 
  on? 
  2. Did Merdan survive? 
  3. How did the PC’s handle the tasks of 
  rebuilding Nardos? 
  4. Did the PC’s kill Merdan? 
  5. What deal did the PC’s made with the 
  Coven of Hags? 
  6. Did the PC’s lift the curse? 
  7. Did any of the PC’s became a bachelor 
  knight or Baron? 
  
  SND8-02 Crocodile Tears 
   
  Page 17 
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up 
  the values for the objectives accomplished. Then 
  assign the experience award. Award the total 
  value (objectives plus roleplaying) to each 
  character. 
   
  3: A moonlit surprise 
  Experience objective 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
  APL 10 
  360 XP 
  APL 12 
  420 XP 
   
   
  4: Investigation 
  Experience objective 
  APL 4  
  120 XP 
  APL 6  
  180 XP 
   
  5: Friend or Foe 
  Experience objective 
  APL 8  
  330 XP 
  APL 10 
  390 XP 
  APL 12 
  450 XP 
   
  6: The Final Reckoning 
  Experience objective 
  APL 4  
  240 XP 
  APL 6  
  300 XP 
  APL 8  
  360 XP 
  APL 10 
  420 XP 
  APL 12 
  480 XP 
   
  Story Award 
  Objective(s) met: 
  APL 4  
  90   XP 
  APL 6  
  120 XP 
  APL 8  
  150 XP 
  APL 10 
  180 XP 
  APL 12 
  210 XP 
   
  Discretionary roleplaying award 
  APL 4  
  45   XP 
  APL 6  
  60   XP 
  APL 8  
  75   XP 
  APL 10 
  90   XP 
  APL 12 
  105 XP 
   
  Total Possible Experience 
  APL 4  
  675 XP 
  APL 6  
  900 XP 
  APL 8  
  1125 XP 
  APL 10 
  1350 XP 
  APL 12 
  1575 XP 
   
  TREASURE SUMMARY 
  During 
  an 
  adventure, 
  characters 
  encounter 
  treasure, usually finding it in the possession of 
  their foes. Every encounter that features treasure 
  has a “treasure” section within the encounter 
  description, giving information about the loot, 
  coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces 
  each character gains if the foes are plundered of 
  all their earthly possessions. Looting the bodies 
  takes at least 10 minutes per every 5 enemies, 
  and if the characters cannot take the time to loot 
  the bodies, they do not gain this gold. If you feel it 
  is reasonable that characters can go back to loot 
  the bodies, and those bodies are there (i.e., not 
  carted off by dungeon scavengers, removed from 
  the scene by the local watch, and so on), 
  characters may return to retrieve loot. If the 
  characters do not loot the body, the gold piece 
  value for the loot is subtracted from the encounter 
  totals given below. 
   
  The coin total is the number of gold pieces 
  each character gains if they take the coin 
  available. A normal adventuring party can usually 
  gather this wealth in a round or so. If for some 
  reason, they pass up this treasure, the coin total is 
  subtracted from the encounter totals given below. 
   
  Next, the magic items are listed. Magic item 
  treasure is the hardest to adjudicate, because they 
  are varied and because characters may want to 
  use them during the adventure. Many times 
  characters must cast identify, analyze dweomer or 
  similar spell to determine what the item does and 
  how to activate it. Other times they may attempt to 
  use the item blindly. If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) 
  and the item is used before the end of the 
  adventure, its total is subtracted from the 
  adventure totals below. 
   
  Once you have subtracted the value for 
  unclaimed treasure from each encounter add it up 
  and that is the number of gold pieces a characters 
  total and coin value increase at the end of the 
  adventure. Write the total in the GP Gained field of 
  the adventure certificate.  
   
  Loot = Looted gear from enemy; Coin = Coin, 
  Gems, Jewelry, and other valuables; Magic = 
  Magic Items. Do not list a category if the PCs find 
  no treasure belonging to it. For example if the PCs 
  
  SND8-02 Crocodile Tears 
   
  Page 18 
  find no coins or gems do not list “Coin” in the 
  treasure summary. To calculate the amount of 
  gold each PC gets from selling an item divide its 
  full market price by 12. 
   
  This section lists any treasure that the PCs can 
  find during the encounter. 
   
  Use the following format to list the treasure 
  found in the encounter.  
   
   
  APL A: Loot XX gp; Coin XX gp; Magic XX gp 
  item name (XX gp each [if more than one]); Total 
  XX gp. 
   
  Loot: The value per character of all mundane 
  equipment found such as nonmagical weapons 
  and armor. Calculate this figure by dividing the full 
  market price of all found items by 12. 
   
  Coin: The per character value of all coins, 
  gems, jewelry, works of art and so on. These 
  items are sold at full market price. Calculate how 
  much each character receives by dividing the full 
  market price of all these items by 6. 
   
  Magic: List all magical and nonstandard items 
  which the PCs find or gain access to. Follow each 
  item by a gp value in parenthesis. Calculate this 
  figure by dividing the full market price of the item 
  by 12. 
   
  Total: Total value per character of all treasure. 
   
  Example: 
   
  APL 2: Loot 12 gp; Magic 13 gp; scroll of 
  protection from arrows (13 gp); Total 25 gp. 
   
  APL 4: Loot 25 gp; Magic 180 gp; scroll of 
  protection from arrows (13 gp), ring of protection 
  +1 (167 gp); Total 205 gp. 
   
  APL 6: Loot 16 gp; Magic 214 gp; 2 potions of 
  cure light wounds (8 gp each), scroll of haste (31 
  gp), ring of protection +1 (167 gp); Total 230 gp. 
   
   
  1: Introduction 
  APL 2: Coin: 50 gp. 
   
  APL 4: Coin: 50 gp. 
   
  APL 6: Coin: 50 gp.  
   
  2: Encounter Name 
  APL 2: Loot 12 gp; Magic 13 gp; scroll of 
  protection from arrows (13 gp); Total 25 gp. 
   
  APL 4: Loot 25 gp; Magic 180 gp; scroll of 
  protection from arrows (13 gp), ring of protection 
  +1 (167 gp); Total 205 gp. 
   
  APL 6: Loot 16 gp; Magic 214 gp; 2 potions of 
  cure light wounds (8 gp each), scroll of haste (31 
  gp), ring of protection +1 (167 gp); Total 230 gp. 
   
  Treasure Cap 
   
  APL 4:  
  650 gp 
   
  APL 6:  
  900 gp 
   
  APL 8:  
  1300 gp 
   
  APL 10:  
  2300 gp 
   
  APL 12:  
  3300 gp 
   
   
  Total Possible Treasure 
   
  APL 2: 
   
   
  APL 4: 
   
  APL 6: 
   
  APL 8: 
   
  ADVENTURE RECORD 
  ITEMS 
  Land granted; You have been awarded a small 
  pice of land in Corul. If you are already a squire or 
  bachelor knight of another count or organization 
  you instead gain the same for your feudal lord and 
  on your lord’s land.  
  This minor piece of land grants you the following: 
  • A +5 bonus on profession (seneschal, 
  farmer and other related professions) 
  checks. 
  • A +2 bonus on your leadership score for 
  having a stronghold 
  • This favor may be used to immediately 
  become a Bachelor Knight of King Kestor, 
  waving 
  the 
  favor 
  requirements and 
  required time. Skill ranks should still be 
  met. 
  • Bachelor 
  Knights 
  may 
  immediately 
  advance to Knight and may bear the title 
  of Baron of Sunndi. Contact the Sunndi 
  Triad for more information. 
  This piece of land may have an impact in future 
  scenarios. 
  An unusual alliance; This alliance will has more 
  impact in the future. For now they also arrange the 
  following for you: Access to the Dread Witch PrC 
  and the Unnatural Will feat, both from Heroes of 
  Horror. In addition you gain Regional access to the 
  items marked with an *. 
  Emnity of a fiend; By disrupting the plans of a 
  fiend you have drawn his attention. The enmity of 
  a fiend is never a positive thing. 
  Favour of the Royal Court; This has one of the 
  following effects, chosen at the signing of this AR: 
  
  SND8-02 Crocodile Tears 
   
  Page 19 
  • 
  Regular favor with King Kestor. 
  • 
  One time access to upgrade a weapon 
  with the axiomatic, ghost touch or spell 
  storing enhancement. 
  • 
  Access to copy spawn screen (SC), blade 
  of blood (SC) and black karma curse 
  (PHBII) 
  • 
  One time access to a demolition crystal 
  (least, lesser, greater) (MIC) 
  • 
  One time access to a crystal of return 
  (least, lesser, greater) (MIC) 
  ITEM ACCESS 
   
  APL 4: 
  • 
  Memento magica, 1st level (Adventure; 
  1500 gp; MIC)* 
  • 
  Memento Magica, 2nd level Adventure; 
  6000 gp; MIC)* 
  • 
  Gloves of the Starry Sky (Adventure; 1100 
  gp; MIC)* 
  • 
  Lesser rod of extend (Adventure; DMG) 
  APL 6 (all of APL 4 plus the following): 
   
  APL 8 (All of APLs 4-6 plus the following) 
  • 
  Deep red ioun stone (Adventure; DMG) 
   
  APL 10 (All of APLs 4-8 plus the following) 
  • 
  Goggles of the golden sun (Adventure; 
  4000 gp; MIC)* 
  • 
  Luck stone (Adventure, DMG) 
  • 
  Dusty rose ioun stone (Adventure, DMG) 
  • 
  Collar of healing (Adventure; 5000 gp; 
  MIC) 
  APL 12 (All of APLs 4-10 plus the following) 
  • 
  Memento Magica, 3nd level (Adventure; 
  13500 gp; MIC)* 
   
   
   
   
  
  SND8-02 Crocodile Tears 
   
  Page 20 
  APPENDIX 1: APL 4
  3: A MOONLIT SURPRISE  
   
   
  MERDAN, CROCODILE FORM 
  CR 5 
  Female human/werecrocodile* cleric 3 
  *Lost empires of Faerun  
  LE Medium humanoid (elf, shapechanger) 
  Init +3; Senses Listen +8, Spot +8; lowlight vision, 
  scent 
  Languages Common, Elven,   
  AC 19, touch 13, flat-footed 16 
   (+3 Dex, +6 natural) 
  hp 39 (6 HD); DR 5/silver 
  Immune sleep 
  Fort +9 , Ref +7, Will +9; +2 racial against 
  enchantment 
   Speed 20 ft. (4 squares), base movement 20 ft., 
  swim 30 ft.; 
  Melee bite +8 (1d8+4) or tail slap +7(1d12+4) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +7  
  Atk Options improved grab 
  Combat Gear  
  Cleric Spells Prepared (CL 3th): 
   2nd— 
   1st— 
   0— 
  D: Domain spell. Deity: Pelor. Domains: Sun, Healing  
  Abilities Str 16, Dex 16, Con 17 , Int 10Wis 18, Cha 
  14 
  Feats Combat Casting, Iron WIllb, Scribe Scroll, 
  Weapon Focus (bite), Alertnessb, Skill Focus 
  (hide)b 
  Skills Concentration +9 (+12 when casting 
  defensively), Heal +7, Hide +9* Knowledge 
  (religion) +3, Listen +8, Spot +8, Swim +14 
  Possessions combat gear plus  
  Alternate form (Su) A werecrocodile can assume the 
  form of a crocodile or a crocodile-human hybrid. 
  NOTE: Merdan is not yet aware of her condition so 
  cannot assume hybrid form yet. 
  Crocodile empathy (Ex) A werecrocodile can 
  communicate with crocodiles and giant crocodiles. 
  It gains a +4 racial bonus on Charisma-based 
  checks against such creatures. 
  Hold Breath (Ex) A werecrocodile can hold its breath 
  for a number of rounds equal to 4 x its Constitution 
  score before it risks drowning 
  Improved Grab (Ex) To use this ability a 
  werecrocodile animal form must hit with its bite 
  attack. It can then attempt to start a grapple as a 
  free action without provoking an attack of 
  opportunity. If the werecrocodile wins the grapple 
  check, it establishes a hold on the opponent with its 
  mouth, drags it into deep water, and attempts to pin 
  it to the bottom. 
  Skills A werecrocodile in animal or hybrid form has a 
  +8 racial bonus on any swim check to perform 
  some 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. 
  * A werecrocodile in animal or hybrid form gains a 
  +4 racial bonus on Hide checks when in the water. 
  A werecrocodile in animal form can lie in the water 
  with only its eyes and nostrils showing, gaining a 
  +10 cover bonus on Hide checks. 
   
  5: FRIEND OR FOE  
   
   
  OLIVIA 
  CR 9 
  Female sea hag sorcerer 4 dreadwitch 1* 
  *Heroes of Horror 98 
  CE Medium monstrous humanoid 
  Init +3; Senses Listen +4, Spot +4  
  Languages Common, Giant  
  AC 16, touch 13, flat-footed 13 
   (+3 Dex, +3 natural) 
  hp 53 (8 HD);  
  SR 19 
  Fort +8, Ref +8, Will +12 (+6 against fear) 
  Speed 30 ft. (6 squares), base movement 30 ft., swim 
  40 ft.; 
  Melee 2 claws +8 (1d4+3)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +8  
  Atk Options  
  Special Actions horrific appearance, evil eye 
  Combat Gear gloves of the starry sky, memento 
  magica 1st, memento magica 2nd,  
  Sorcerer Spells Known (CL 4th, +8 ranged touch): 
   2nd (4/day)— bane (DC20), doom (DC20), scare 
  (DC20) 
   1st (8/day)— cause fear (DC 19), charm person 
  (DC 17), ray of enfeeblement 
   0 (6/day)— detect magic, detect poison, light, 
  message, prestidigitation, touch of fatigue (DC17) 
  �Already cast 
  Abilities Str 16, Dex 16, Con 14, Int 10, Wis 15, Cha 
  23 
  SQ rat familiar 
  Feats Spell Focus (necromancy), Toughness, 
  Fearsome necromancy, Unnatural Willb, Alertnessb  
  Skills  Concentration +13, Knowledge (arcana) +6, 
  Spellcraft +7  
  Possessions combat gear plus cloak of charisma +2, 
  amulet of health +2, vest of resistance +1 
  Horrific appearance (Su) The sight of a sea hag is 
  so revolting that anyone (other than another hag) 
  who sets eyes upon one must succeed on a DC 19 
  Fortitude save or instantly be weakened, taking 
  2d6 points of Strength damage. This damage 
  cannot reduce a victim’s Strength score below 0, 
  but anyone reduced to Strength 0 is helpless. 
  Creatures that are affected by this power or that 
  successfully save against it cannot be affected 
  again by the same hag’s horrific appearance for 24 
  hours. The save DC is Charisma-based. 
  
  SND8-02 Crocodile Tears 
   
  Page 21 
  Evil eye (Su) Three times per day, a sea hag can 
  cast its dire gaze upon any single creature within 
  30 feet. The target must succeed on a DC 19 Will 
  save or be dazed for three days, although remove 
  curse or dispel evil can restore sanity sooner. In 
  addition, an affected creature must succeed on a 
  DC 19 Fortitude save or die from fright. Creatures 
  with immunity to fear effects are not affected by the 
  sea hag’s evil eye. The save DCs are Charisma-
  based. 
  Amphibious (Ex) Although sea hags are aquatic, 
  they can survive indefinitely on land. 
  Master of Terror (Ex): Your fear-based spells 
  become more potent. The save DC of any spell you 
  cast with the fear descriptor increases by 1. This 
  bonus stacks with Spell Focus.  
  Furthermore, add the spells bane and doom to your 
  arcane spellcaster list as 2nd-level spells. In 
  addition, you become adept at making people 
  uneasy. You gain a bonus to all Intimidate skill 
  checks equal to +2 per class level.  
  Skills A sea hag has a +8 racial bonus on any Swim 
  check to perform some 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. 
   
   
  6: THE FINAL RECKONING 
   
   
  LADY ERIAN, HYBRID FORM  
  CR 6 
  Female human/werecrocodile* wizard 3 
  *Lost empires of Faerun  
  LE Medium humanoid (human, shapechanger) 
  Init +6; Senses Listen +6, Spot +6; lowlight vision, 
  scent 
  Languages Common  
  AC 23, touch 13, flat-footed 21 
   (+2 Dex, +4 mage armor, +6 natural, +1 deflection) 
  hp 40 (6 HD); DR10/silver   
  Fort +10, Ref +6, Will +6 
  Speed 30 ft. (6 squares), base movement 30 ft., swim 
  40 ft.; 
  Melee (hybrid) 2 claws +7 (1d4+4) and bite +3 
  (1d8+2) 
  Melee (animal) bite +8 (1d8+6) or tail slap +7 
  (1d12+6) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +7  
  Atk Options improved grab (animal form only) 
  Special Actions spells 
  Combat Gear lesser rod of extend, used 
  Wizard Spells Prepared (CL 3th): 
   2nd— blur, stilled color spray (DC 13), false life 
   1st— mage armor (3), cause fear (DC13); 
   0—daze, detect magic (2), disrupt undead, 
  mending; 
  Abilities Str 18, Dex 14, Con 22, Int 14, Wis 10, Cha 
  15 
  Feats Iron Willb, Improved Initiative, Combat Casting, 
  ,Scribe Scrollb Still Spell, Weapon Focus (bite), 
  Alertnessb, Skill Focus (hide)b  
  Skills  Concentration +13 (17 when casting 
  defensively), Knowledge (arcane) +8, Knowledge 
  (planes) +8, Listen +6, Spellcraft +9, Spot +6, 
  Swim +12, 
  Possessions combat gear plus periapt of health +2, 
  cloak of resistance +1, ring of protection +1 
  Spellbook spells prepared plus 0— 
  Alternate form (Su) A werecrocodile can assume the 
  form of a crocodile or a crocodile-human hybrid.  
  Crocodile empathy (Ex) A werecrocodile can 
  communicate with crocodiles and giant crocodiles. 
  It gains a +4 racial bonus on Charisma-based 
  checks against such creatures. 
  Curse of Lycanthropy (Su) Any humanoid or giant 
  hit by the bite attack of a werecrocodile in animal or 
  hybrid form must succeed on a DC 15 Fortitude 
  save or contract lycanthropy 
  Hold Breath (Ex) A werecrocodile can hold its breath 
  for a number of rounds equal to 4 x its Constitution 
  score before it risks drowning 
  Improved Grab (Ex) To use this ability a 
  werecrocodile animal form must hit with its bite 
  attack. It can then attempt to start a grapple as a 
  free action without provoking an attack of 
  opportunity. If the werecrocodile wins the grapple 
  check, it establishes a hold on the opponent with its 
  mouth, drags it into deep water, and attempts to pin 
  it to the bottom. 
  Skills A werecrocodile in animal or hybrid form has a 
  +8 racial bonus on any swim check to perform 
  some 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. 
  * A werecrocodile in animal or hybrid form gains a 
  +4 racial bonus on Hide checks when in the water. 
  A werecrocodile in animal form can lie in the water 
  with only its eyes and nostrils showing, gaining a 
  +10 cover bonus on Hide checks. 
  
  SND8-02 Crocodile Tears 
   
  Page 22 
  APL 6 
  1: A MOONLIT SURPRISE  
   
   
  MERDAN, CROCODILE FORM 
  CR 7 
  Female human/werecrocodile* cleric 5 
  *Lost empires of Faerun  
  LE Medium humanoid (elf, shapechanger) 
  Init +3; Senses Listen +8, Spot +8; lowlight vision, 
  scent 
  Languages Common, elven,   
  AC 19, touch 13, flat-footed 16 
   (+3 Dex, +6 natural) 
  hp 56 (8 HD); DR 5/silver 
  Immune sleep 
  Fort +11 , Ref +7, Will +10; +2 racial against 
  enchantment 
   Speed 20 ft. (4 squares), base movement 20 ft., swim 
  30 ft.; 
  Melee bite +9 (1d8+4) or tail slap +8(1d12+4) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +8  
  Atk Options improved grab 
  Combat Gear  
  Cleric Spells Prepared (CL 5th): 
   3rd— 
   2nd— 
   1st— 
   0— 
  D: Domain spell. Deity: Pelor. Domains: Sun, Healing  
  Abilities Str 16, Dex 16, Con 18 , Int 10Wis 18, Cha 14 
  Feats Combat Casting, Iron WIllb, Scribe Scroll, 
  Weapon Focus (bite), Alertnessb, Skill Focus (hide)b  
  Skills Concentration +12 (+16 when casting 
  defensively), Heal +8, Hide +6* Knowledge (religion) 
  +4, Listen +8, Spot +8, Swim +14 
  Possessions combat gear plus  
  Alternate form (Su) A werecrocodile can assume the 
  form of a crocodile or a crocodile-human hybrid. 
  NOTE: Merdan is not yet aware of her condition so 
  cannot assume hybrid form yet. 
  Crocodile empathy (Ex) A werecrocodile can 
  communicate with crocodiles and giant crocodiles. It 
  gains a +4 racial bonus on Charisma-based checks 
  against such creatures. 
  Hold Breath (Ex) A werecrocodile can hold its breath 
  for a number of rounds equal to 4 x its Constitution 
  score before it risks drowning 
  Improved Grab (Ex) To use this ability a werecrocodile 
  animal form must hit with its bite attack. It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If the 
  werecrocodile wins the grapple check, it establishes a 
  hold on the opponent with its mouth, drags it into 
  deep water, and attempts to pin it to the bottom. 
  Skills A werecrocodile in animal or hybrid form has a +8 
  racial bonus on any swim check to perform some 
  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. * A 
  werecrocodile in animal or hybrid form gains a +4 
  racial bonus on Hide checks when in the water. A 
  werecrocodile in animal form can lie in the water with 
  only its eyes and nostrils showing, gaining a +10 
  cover bonus on Hide checks. 
   
  MILARA , CROCODILE FORM 
  CR 4 
  ALMORA, CROCODILE FORM 
  Female human/werecrocodile* fighter 2 
  *Lost empires of Faerun  
  LE Medium humanoid (human, shapechanger) 
  Init +6; Senses Listen +3, Spot +3; lowlight vision, 
  scent 
  Languages Common, Elven  
  AC 18, touch 12, flat-footed 16 
   (+2 Dex, +6 natural) 
  hp 53 (5 HD); DR 5/silver 
  Fort +12 Ref +5, Will +3 
  Speed 20 ft.(4 squares), base movement 20 ft., swim 30 
  ft.; 
  Melee Bite +11 (1d8+9) or  tail slap +10 (1d12+9) 
   Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +10  
  Atk Options improved grab, power attack 
  Combat Gear  
  Abilities Str 22, Dex 15, Con 22, Int 12, Wis 12, Cha 8 
  Feats Improved Initiative, Weapon Focus (bastard 
  sword) , Power Attack, Blind Fight, Weapon Focus 
  (bite) Iron Willb, Alertnessb, Skill Focus (hide)b 
  Skills Climb +14, Jump +10, Swim +22 
  Possessions combat gear plus 
  Alternate form (Su) A werecrocodile can assume the 
  form of a crocodile or a crocodile-human hybrid. 
  NOTE: Milara is not yet aware of her condition so 
  cannot assume hybrid form. 
  Crocodile empathy (Ex) A werecrocodile can 
  communicate with crocodiles and giant crocodiles. It 
  gains a +4 racial bonus on Charisma-based checks 
  against such creatures. 
  Hold Breath (Ex) A werecrocodile can hold its breath 
  for a number of rounds equal to 4 x its Constitution 
  score before it risks drowning 
  Improved Grab (Ex) To use this ability a werecrocodile 
  animal form must hit with its bite attack. It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If the 
  werecrocodile wins the grapple check, it establishes a 
  hold on the opponent with its mouth, drags it into 
  deep water, and attempts to pin it to the bottom. 
  Skills A werecrocodile in animal or hybrid form has a +8 
  racial bonus on any swim check to perform some 
  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. * A 
  werecrocodile in animal or hybrid form gains a +4 
  racial bonus on Hide checks when in the water. A 
  werecrocodile in animal form can lie in the water with 
  
  SND8-02 Crocodile Tears 
   
  Page 23 
  only its eyes and nostrils showing, gaining a +10 
  cover bonus on Hide checks. 
   
  OLIVIA 
  CR 9 
  Female sea hag sorcerer 4 dreadwitch 1* 
  *Heroes of Horror 98 
  CE Medium monstrous humanoid 
  Init +3; Senses Listen +4, Spot +4  
  Languages Common, Giant  
  AC 16, touch 13, flat-footed 13 
   (+3 Dex, +3 natural) 
  hp 53 (8 HD);  
  SR 19 
  Fort +8, Ref +8, Will +12 (+6 against fear) 
  Speed 30 ft. (6 squares), base movement 30 ft., swim 
  40 ft.; 
  Melee 2 claws +8 (1d4+3)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +8  
  Atk Options  
  Special Actions horrific appearance, evil eye 
  Combat Gear gloves of the starry sky, memento magica 
  1st, memento magica 2nd,  
  Sorcerer Spells Known (CL 4th, +8 ranged touch): 
   2nd (4/day)— bane (DC20), doom (DC20), scare 
  (DC20) 
   1st (8/day)— cause fear (DC 19), charm person (DC 
  17), ray of enfeeblement 
   0 (6/day)— detect magic, detect poison, light, 
  message, prestidigitation, touch of fatigue (DC17) 
  �Already cast 
  Abilities Str 16, Dex 16, Con 14, Int 10, Wis 15, Cha 23 
  SQ rat familiar 
  Feats Spell Focus (necromancy), Toughness, 
  Fearsome necromancy, Unnatural Willb, Alertnessb  
  Skills  Concentration +13, Knowledge (arcana) +6, 
  Spellcraft +7  
  Possessions combat gear plus cloak of charisma +2, 
  amulet of health +2, vest of resistance +1 
  Horrific appearance (Su) The sight of a sea hag is so 
  revolting that anyone (other than another hag) who 
  sets eyes upon one must succeed on a DC 19 
  Fortitude save or instantly be weakened, taking 2d6 
  points of Strength damage. This damage cannot 
  reduce a victim’s Strength score below 0, but anyone 
  reduced to Strength 0 is helpless. Creatures that are 
  affected by this power or that successfully save 
  against it cannot be affected again by the same hag’s 
  horrific appearance for 24 hours. The save DC is 
  Charisma-based. 
  Evil eye (Su) Three times per day, a sea hag can cast 
  its dire gaze upon any single creature within 30 feet. 
  The target must succeed on a DC 19 Will save or be 
  dazed for three days, although remove curse or 
  dispel evil can restore sanity sooner. In addition, an 
  affected creature must succeed on a DC 19 Fortitude 
  save or die from fright. Creatures with immunity to 
  fear effects are not affected by the sea hag’s evil eye. 
  The save DCs are Charisma-based. 
  Amphibious (Ex) Although sea hags are aquatic, they 
  can survive indefinitely on land. 
  Master of Terror (Ex): Your fear-based spells become 
  more potent. The save DC of any spell you cast with 
  the fear descriptor increases by 1. This bonus stacks 
  with Spell Focus.  
  Furthermore, add the spells bane and doom to your 
  arcane spellcaster list as 2nd-level spells. In addition, 
  you become adept at making people uneasy. You 
  gain a bonus to all Intimidate skill checks equal to +2 
  per class level.  
  Skills A sea hag has a +8 racial bonus on any Swim 
  check to perform some 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. 
   
  6: THE FINAL RECKONING 
   
   
  LADY ERIAN, HYBRID FORM  
  CR 8 
  Female human/werecrocodile* wizard 3 ranger 2 
  *Lost empires of Faerun  
  LE Medium humanoid (human, shapechanger) 
  Init +6; Senses Listen +10, Spot +10; lowlight vision, 
  scent 
  Languages Common  
  AC 23, touch 13, flat-footed 21 
   (+2 Dex, +4 mage armor, +6 natural, +1 deflection) 
  hp 68 (8 HD); DR10/silver   
  Fort +14, Ref +10, Will +7 
   Speed 30 ft. (6 squares), base movement 30 ft., swim 
  40 ft.; 
  Melee (hybrid) 2 claws +11 (1d4+6) and bite +7 
  (1d8+3) 
  Melee (animal) bite +12 (1d8+9) or tail slap +11 
  (1d12+9) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +11  
  Atk Options improved grab (animal form only), favored 
  enemy (humanoid aquatic) +2 
  Special Actions spells, combat style (two-weapon 
  combat) 
  Combat Gear lesser rod of extend, used 
  Wizard Spells Prepared (CL 3th): 
   2nd— blur, stilled color spray (DC 13), false life 
   1st— mage armor (3), cause fear (DC13); 
   0—daze, detect magic (2), disrupt undead, mending; 
  Abilities Str 23, Dex 14, Con 20, Int 14, Wis 10, Cha 
  15SQ wild empathy 
  Feats Iron Willb, Improved Initiative, Combat Casting, 
  ,Scribe Scrollb Extend Spell, Weapon Focus (bite), 
  Trackb, Two Weapon Figthingb, Alertnessb, Skill 
  Focus (hide)b 
  Skills  Concentration +13 (17 when casting 
  defensively), Knowledge (arcane) +8, Knowledge 
  (planes) +8, Listen +10, Spellcraft +9, Spot +10, 
  Survival +8,  Swim +14, 
  Possessions combat gear plus belt of giant strength 
  +4, cloak of resistance +2, periapt of health +2, ring 
  of protection +1  
  
  SND8-02 Crocodile Tears 
   
  Page 24 
  Spellbook spells prepared plus 0— 
  Alternate form (Su) A werecrocodile can assume the 
  form of a crocodile or a crocodile-human hybrid.  
  Crocodile empathy (Ex) A werecrocodile can 
  communicate with crocodiles and giant crocodiles. It 
  gains a +4 racial bonus on Charisma-based checks 
  against such creatures. 
  Curse of Lycanthropy (Su) Any humanoid or giant hit 
  by the bite attack of a werecrocodile in animal or 
  hybrid form must succeed on a DC 15 Fortitude save 
  or contract lycanthropy 
  Hold Breath (Ex) A werecrocodile can hold its breath 
  for a number of rounds equal to 4 x its Constitution 
  score before it risks drowning 
  Improved Grab (Ex) To use this ability a werecrocodile 
  animal form must hit with its bite attack. It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If the 
  werecrocodile wins the grapple check, it establishes a 
  hold on the opponent with its mouth, drags it into 
  deep water, and attempts to pin it to the bottom. 
  Skills A werecrocodile in animal or hybrid form has a +8 
  racial bonus on any swim check to perform some 
  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. * A 
  werecrocodile in animal or hybrid form gains a +4 
  racial bonus on Hide checks when in the water. A 
  werecrocodile in animal form can lie in the water with 
  only its eyes and nostrils showing, gaining a +10 
  cover bonus on Hide checks. 
  
  SND8-02 Crocodile Tears 
   
  Page 25 
  APL 8
  1: A MOONLIT SURPRISE  
   
   
  MERDAN, CROCODILE FORM 
  CR 9 
  Female human/werecrocodile* cleric 7 
  *Lost empires of Faerun  
  LE Medium humanoid (elf, shapechanger) 
  Init +7; Senses Listen +8, Spot +8; lowlight vision, 
  scent 
  Languages Common, elven,   
  AC 19, touch 13, flat-footed 16 
   (+3 Dex, +6 natural) 
  hp 67 (10 HD); DR 5/silver 
  Immune sleep 
  Fort +12 , Ref +8, Will +11; +2 racial against 
  enchantment 
   Speed 20 ft. (4 squares), base movement 20 ft., 
  swim 30 ft.; 
  Melee bite +11 (1d8+4) or tail slap +10(1d12+4) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +7; Grp +10  
  Atk Options improved grab 
  Combat Gear  
  Cleric Spells Prepared (CL 7th): 
   4th— 
   3rd— 
   2nd— 
   1st— 
   0— 
  D: Domain spell. Deity: Pelor. Domains: Sun, Healing  
  Abilities Str 16, Dex 16, Con 17 , Int 10Wis 18, Cha 
  14 
  Feats Combat Casting, Iron WIllb, Scribe Scroll, 
  Weapon Focus (bite), Improved Initiative, 
  Alertnessb, Skill Focus (hide)b   
  Skills Concentration +13 (+17 when casting 
  defensively), Heal +9, Hide +9* Knowledge 
  (religion) +5, Listen +8, Spot +8, Swim +14 
  Possessions combat gear plus  
  Alternate form (Su) A werecrocodile can assume the 
  form of a crocodile or a crocodile-human hybrid. 
  NOTE: Merdan is not yet aware of her condition so 
  cannot assume hybrid form yet. 
  Crocodile empathy (Ex) A werecrocodile can 
  communicate with crocodiles and giant crocodiles. 
  It gains a +4 racial bonus on Charisma-based 
  checks against such creatures. 
  Hold Breath (Ex) A werecrocodile can hold its breath 
  for a number of rounds equal to 4 x its Constitution 
  score before it risks drowning 
  Improved Grab (Ex) To use this ability a 
  werecrocodile animal form must hit with its bite 
  attack. It can then attempt to start a grapple as a 
  free action without provoking an attack of 
  opportunity. If the werecrocodile wins the grapple 
  check, it establishes a hold on the opponent with its 
  mouth, drags it into deep water, and attempts to pin 
  it to the bottom. 
  Skills A werecrocodile in animal or hybrid form has a 
  +8 racial bonus on any swim check to perform 
  some 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. 
  * A werecrocodile in animal or hybrid form gains a 
  +4 racial bonus on Hide checks when in the water. 
  A werecrocodile in animal form can lie in the water 
  with only its eyes and nostrils showing, gaining a 
  +10 cover bonus on Hide checks. 
   
   
  MILARA , CROCODILE FORM 
  CR 5 
  ALMORA, CROCODILE FORM 
  Female human/werecrocodile* fighter 3 
  *Lost empires of Faerun  
  LE Medium humanoid (human, shapechanger) 
  Init +6; Senses Listen +3, Spot +3; lowlight vision, 
  scent 
  Languages Common, Elven  
  AC 19, touch 12, flat-footed 17 
   (+2 Dex, +7 natural) 
  hp 61 (6 HD); DR 5/silver 
  Fort +12 Ref +6, Will +4 
  Speed 20 ft.(4 squares), base movement 20 ft., swim 
  30 ft.; 
  Melee Bite +12 (1d8+9) or  tail slap +11 (1d12+9) 
   Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +11  
  Atk Options improved grab, power attack 
  Combat Gear  
  Abilities Str 22, Dex 15, Con 22, Int 12, Wis 12, Cha 
  8 
  Feats Improved Initiative, Weapon Focus (bastard 
  sword) , Power Attack, Blind Fight, Weapon Focus 
  (bite) Iron Willb, Improved Natural Armor, 
  Alertnessb, Skill Focus (hide)b 
  Skills Climb +14, Jump +10, Swim +22 
  Possessions combat gear plus 
  Alternate form (Su) A werecrocodile can assume the 
  form of a crocodile or a crocodile-human hybrid. 
  NOTE: Milara is not yet aware of her condition so 
  cannot assume hybrid form. 
  Crocodile empathy (Ex) A werecrocodile can 
  communicate with crocodiles and giant crocodiles. 
  It gains a +4 racial bonus on Charisma-based 
  checks against such creatures. 
  Hold Breath (Ex) A werecrocodile can hold its breath 
  for a number of rounds equal to 4 x its Constitution 
  score before it risks drowning 
  Improved Grab (Ex) To use this ability a 
  werecrocodile animal form must hit with its bite 
  attack. It can then attempt to start a grapple as a 
  free action without provoking an attack of 
  opportunity. If the werecrocodile wins the grapple 
  check, it establishes a hold on the opponent with its 
  
  SND8-02 Crocodile Tears 
   
  Page 26 
  mouth, drags it into deep water, and attempts to pin 
  it to the bottom. 
  Skills A werecrocodile in animal or hybrid form has a 
  +8 racial bonus on any swim check to perform 
  some 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. 
  * A werecrocodile in animal or hybrid form gains a 
  +4 racial bonus on Hide checks when in the water. 
  A werecrocodile in animal form can lie in the water 
  with only its eyes and nostrils showing, gaining a 
  +10 cover bonus on Hide checks. 
   
  OLIVIA 
  CR 9 
  Female sea hag sorcerer 4 dreadwitch 1* 
  *Heroes of Horror 98 
  CE Medium monstrous humanoid 
  Init +3; Senses Listen +4, Spot +4  
  Languages Common, Giant  
  AC 16, touch 13, flat-footed 13 
   (+3 Dex, +3 natural) 
  hp 53 (8 HD);  
  SR 19 
  Fort +8, Ref +8, Will +12 (+6 against fear) 
  Speed 30 ft. (6 squares), base movement 30 ft., swim 
  40 ft.; 
  Melee 2 claws +8 (1d4+3)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +8  
  Atk Options  
  Special Actions horrific appearance, evil eye 
  Combat Gear gloves of the starry sky, memento 
  magica 1st, memento magica 2nd,  
  Sorcerer Spells Known (CL 4th, +8 ranged touch): 
   2nd (4/day)— bane (DC20), doom (DC20), scare 
  (DC20) 
   1st (8/day)— cause fear (DC 19), charm person 
  (DC 17), ray of enfeeblement 
   0 (6/day)— detect magic, detect poison, light, 
  message, prestidigitation, touch of fatigue (DC17) 
  �Already cast 
  Abilities Str 16, Dex 16, Con 14, Int 10, Wis 15, Cha 
  23 
  SQ rat familiar 
  Feats Spell Focus (necromancy), Toughness, 
  Fearsome necromancy, Unnatural Willb, Alertnessb  
  Skills  Concentration +13, Knowledge (arcana) +6, 
  Spellcraft +7  
  Possessions combat gear plus cloak of charisma +2, 
  amulet of health +2, vest of resistance +1 
  Horrific appearance (Su) The sight of a sea hag is 
  so revolting that anyone (other than another hag) 
  who sets eyes upon one must succeed on a DC 19 
  Fortitude save or instantly be weakened, taking 
  2d6 points of Strength damage. This damage 
  cannot reduce a victim’s Strength score below 0, 
  but anyone reduced to Strength 0 is helpless. 
  Creatures that are affected by this power or that 
  successfully save against it cannot be affected 
  again by the same hag’s horrific appearance for 24 
  hours. The save DC is Charisma-based. 
  Evil eye (Su) Three times per day, a sea hag can 
  cast its dire gaze upon any single creature within 
  30 feet. The target must succeed on a DC 19 Will 
  save or be dazed for three days, although remove 
  curse or dispel evil can restore sanity sooner. In 
  addition, an affected creature must succeed on a 
  DC 19 Fortitude save or die from fright. Creatures 
  with immunity to fear effects are not affected by the 
  sea hag’s evil eye. The save DCs are Charisma-
  based. 
  Amphibious (Ex) Although sea hags are aquatic, 
  they can survive indefinitely on land. 
  Master of Terror (Ex): Your fear-based spells 
  become more potent. The save DC of any spell you 
  cast with the fear descriptor increases by 1. This 
  bonus stacks with Spell Focus.  
  Furthermore, add the spells bane and doom to your 
  arcane spellcaster list as 2nd-level spells. In 
  addition, you become adept at making people 
  uneasy. You gain a bonus to all Intimidate skill 
  checks equal to +2 per class level.  
  Skills A sea hag has a +8 racial bonus on any Swim 
  check to perform some 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. 
   
  6: THE FINAL RECKONING 
   
   
  LADY ERIAN, HYBRID FORM  
  CR 10 
  Female human/werecrocodile* wizard 3 ranger 4 
  *Lost empires of Faerun  
  LE Medium humanoid (human, shapechanger) 
  Init +6; Senses Listen +15, Spot +15; lowlight vision, 
  scent 
  Languages Common  
  AC 24, touch 14, flat-footed 21 
   (+3 Dex, +4 mage armor, +6 natural, +1 deflection) 
  hp 89 (10 HD); DR10/silver   
  Fort +16, Ref +12, Will +6 
   Speed 30 ft. (6 squares), base movement 30 ft., 
  swim 40 ft.; 
  Melee (hybrid) 2 claws +13 (1d4+6) and bite +8 
  (1d8+3) 
  Melee (animal) bite +14 (1d8+9) or tail slap +13 
  (1d12+9) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +7; Grp +13  
  Atk Options improved grab (animal form only), 
  favored enemy (humanoid aquatic) +2,  
  Special Actions spells, combat style (two-weapon 
  combat) 
  Combat Gear lesser rod of extend, used 
  Wizard Spells Prepared (CL 3th): 
  2nd— blur, stilled color spray (DC 13), false life 
   1st— mage armor (3), cause fear (DC13); 
   0—daze, detect magic (2), disrupt undead, 
  mending; 
  
  SND8-02 Crocodile Tears 
   
  Page 27 
  Abilities Str 23, Dex 14, Con 24, Int 14, Wis 10, Cha 
  15SQ wild empathy,  animal companion 
  Feats Iron Willb, Improved Initiative, Combat Casting, 
  ,Scribe Scrollb Extend Spell, Weapon Focus (bite), 
  Trackb, Two Weapon Figthingb, Enduranceb, Power 
  Attackb, Alertnessb, Skill Focus (hide)b 
  Skills  Concentration +15 (19 when casting 
  defensively), Knowledge (arcane) +8, Knowledge 
  (planes) +8, Listen +15, Spellcraft +9, Spot +15, 
  Survival +13,  Swim +14, 
  Possessions combat gear plus belt of giant strength 
  +4, cloak of resistance +2, deep red ioun stone, 
  periapt of health +4, ring of protection 
  Spellbook spells prepared plus 0— 
  Alternate form (Su) A werecrocodile can assume the 
  form of a crocodile or a crocodile-human hybrid.  
  Crocodile empathy (Ex) A werecrocodile can 
  communicate with crocodiles and giant crocodiles. 
  It gains a +4 racial bonus on Charisma-based 
  checks against such creatures. 
  Curse of Lycanthropy (Su) Any humanoid or giant 
  hit by the bite attack of a werecrocodile in animal or 
  hybrid form must succeed on a DC 15 Fortitude 
  save or contract lycanthropy 
  Hold Breath (Ex) A werecrocodile can hold its breath 
  for a number of rounds equal to 4 x its Constitution 
  score before it risks drowning 
  Improved Grab (Ex) To use this ability a 
  werecrocodile animal form must hit with its bite 
  attack. It can then attempt to start a grapple as a 
  free action without provoking an attack of 
  opportunity. If the werecrocodile wins the grapple 
  check, it establishes a hold on the opponent with its 
  mouth, drags it into deep water, and attempts to pin 
  it to the bottom. 
  Skills A werecrocodile in animal or hybrid form has a 
  +8 racial bonus on any swim check to perform 
  some 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. 
  * A werecrocodile in animal or hybrid form gains a 
  +4 racial bonus on Hide checks when in the water. 
  A werecrocodile in animal form can lie in the water 
  with only its eyes and nostrils showing, gaining a 
  +10 cover bonus on Hide checks. 
   
  INDOS (ANIMAL COMPANION) 
  CR - 
  Male crocodile 
  N Medium Animal 
  Init +1; Senses Listen +4, Spot +4, Low-light vision 
  AC 17, touch 11, flat-footed 16 
   (+1 Dex, +6 natural) 
  hp 26 (3 HD); 
  Fort +6, Ref +4, Will +2 
  Speed 20 ft. (4 squares), swim 30 ft., 
  Melee Bite +6  (1d8+6) or Tail Slap +7  (1d12+6) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +6 
  Atk Options improved grab 
  Abilities Str 19, Dex 12, Con 17, Int 1, Wis 12, Cha 2  
  Feats Alertness, Skill Focus (hide)  
  Skills  Hide +7, Listen +4, Spot +4, Swim +12, 
  Improved Grab (Ex) To use this ability a crocodile 
  must hit with its bite attack. It can then attempt to 
  start a grapple as a free action without provoking 
  an attack of opportunity. If the crocodile wins the 
  grapple check, it establishes a hold on the 
  opponent with its mouth, drags it into deep water, 
  and attempts to pin it to the bottom. 
  Hold Breath (Ex): A crocodile can hold its breath for 
  a number of rounds equal to 4 × its Constitution 
  score before it risks drowning.  
  Skills: A crocodile has a +8 racial bonus on any Swim 
  check to perform some 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. *A crocodile gains a +4 racial bonus 
  on Hide checks when in the water. Further, a 
  crocodile can lie in the water with only its eyes and 
  nostrils showing, gaining a +10 cover bonus on 
  Hide checks. 
   
  ADVANCED GIANT CROCODILE CR 6 
  Male giant crocodile 
  LE Huge animal 
  Init +1; Senses Listen +5, Spot +5 
  AC 20, touch 8, flat-footed 19 
   (-2 size, +1 Dex, +7 natural, +4 armor) 
  hp 127 (13 HD);  
  Fort +13, Ref +9, Will +5 
  Speed 20 ft. (4 squares), base movement 20 ft.,swim 
  30 ft.; 
  Melee bite +21 (2d6+13) or tailslap +20 (1d12+13) 
  Space 15 ft.; Reach 10 ft. 
  Base Atk +9 Grp +26  
  Atk Options improved grab 
  Abilities Str 28, Dex 12, Con 20, Int 1, Wis 12, Cha 
  2SQ hold breath 
  Feats Alertness, Endurance, Skill Focus (hide), 
  Weapon Focus (bite), Improved Natural Attack 
  (bite)  
  Skills Hide +1*, Listen +7, Spot +7, Swim +21, 
  Possessions combat gear plus  
  Spellbook spells prepared plus 0— 
  Improved Grab (Ex) To use this ability a crocodile 
  must hit with its bite attack. It can then attempt to 
  start a grapple as a free action without provoking 
  an attack of opportunity. If the crocodile wins the 
  grapple check, it establishes a hold on the 
  opponent with its mouth, drags it into deep water, 
  and attempts to pin it to the bottom. 
  Hold Breath (Ex): A crocodile can hold its breath for 
  a number of rounds equal to 4 × its Constitution 
  score before it risks drowning.  
  Skills: A crocodile has a +8 racial bonus on any Swim 
  check to perform some 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 
  
  SND8-02 Crocodile Tears 
   
  Page 28 
  the run action while swimming, provided it swims in 
  a straight line. *A crocodile gains a +4 racial bonus 
  on Hide checks when in the water. Further, a 
  crocodile can lie in the water with only its eyes and 
  nostrils showing, gaining a +10 cover bonus on 
  Hide checks. 
  
  SND8-02 Crocodile Tears 
   
  Page 29 
  APL 10
  1: A MOONLIT SURPRISE  
   
   
  MERDAN, CROCODILE FORM 
  CR 11 
  Female human/werecrocodile* cleric 9 
  *Lost empires of Faerun  
  LE Medium humanoid (elf, shapechanger) 
  Init +7; Senses Listen +8, Spot +8; lowlight vision, 
  scent 
  Languages Common, elven,   
  AC 19, touch 13, flat-footed 16 
   (+3 Dex, +6 natural) 
  hp 78 (12 HD); DR 5/silver 
  Immune sleep 
  Fort +13 , Ref +9, Will +12; +2 racial against 
  enchantment 
   Speed 20 ft. (4 squares), base movement 20 ft., swim 
  30 ft.; 
  Melee bite +12 (1d8+4) or tail slap +11(1d12+4) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +8; Grp +11  
  Atk Options improved grab 
  Combat Gear  
  Cleric Spells Prepared (CL 9th): 
   5th— 
   4th— 
   3rd— 
   2nd— 
   1st— 
   0— 
  D: Domain spell. Deity: Pelor. Domains: Sun, Healing  
  Abilities Str 16, Dex 16, Con 17 , Int 10Wis 19, Cha 14 
  Feats Combat Casting, Iron WIllb, Scribe Scroll, 
  Weapon Focus (bite), Improved Initiative, Empower 
  Spell, Alertnessb, Skill Focus (hide)b    
  Skills Concentration +15 (+19 when casting 
  defensively), Heal +10, Hide +9* Knowledge (religion) 
  +6, Listen +8, Spot +8, Swim +14 
  Possessions combat gear plus  
  Alternate form (Su) A werecrocodile can assume the 
  form of a crocodile or a crocodile-human hybrid. 
  NOTE: Merdan is not yet aware of her condition so 
  cannot assume hybrid form yet. 
  Crocodile empathy (Ex) A werecrocodile can 
  communicate with crocodiles and giant crocodiles. It 
  gains a +4 racial bonus on Charisma-based checks 
  against such creatures. 
  Hold Breath (Ex) A werecrocodile can hold its breath 
  for a number of rounds equal to 4 x its Constitution 
  score before it risks drowning 
  Improved Grab (Ex) To use this ability a werecrocodile 
  animal form must hit with its bite attack. It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If the 
  werecrocodile wins the grapple check, it establishes a 
  hold on the opponent with its mouth, drags it into 
  deep water, and attempts to pin it to the bottom. 
  Skills A werecrocodile in animal or hybrid form has a +8 
  racial bonus on any swim check to perform some 
  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. * A 
  werecrocodile in animal or hybrid form gains a +4 
  racial bonus on Hide checks when in the water. A 
  werecrocodile in animal form can lie in the water with 
  only its eyes and nostrils showing, gaining a +10 
  cover bonus on Hide checks. 
   
  MILARA , CROCODILE FORM 
  CR 6 
  ALMORA, CROCODILE FORM 
  Female human/werecrocodile* fighter 4 
  *Lost empires of Faerun  
  LE Medium humanoid (human, shapechanger) 
  Init +6; Senses Listen +3, Spot +3; lowlight vision, 
  scent 
  Languages Common, Elven  
  AC 19, touch 12, flat-footed 17 
   (+2 Dex, +7 natural) 
  hp 70 (7 HD); DR 5/silver 
  Fort +13 Ref +6, Will +4 
  Speed 20 ft.(4 squares), base movement 20 ft., swim 30 
  ft.; 
  Melee Bite +13 (1d8+9) or  tail slap +12 (1d12+9) 
   Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +12  
  Atk Options improved grab, power attack 
  Combat Gear  
  Abilities Str 22, Dex 15, Con 22, Int 12, Wis 12, Cha 8 
  Feats Improved Initiative, Weapon Focus (bastard 
  sword) , Power Attack, Blind Fight, Weapon Focus 
  (bite) Iron Willb, Improved Natural Armor, Alertnessb, 
  Skill Focus (hide)b 
  Skills Climb +15, Jump +11, Swim +23 
  Possessions combat gear plus 
  Alternate form (Su) A werecrocodile can assume the 
  form of a crocodile or a crocodile-human hybrid. 
  NOTE: Milara is not yet aware of her condition so 
  cannot assume hybrid form. 
  Crocodile empathy (Ex) A werecrocodile can 
  communicate with crocodiles and giant crocodiles. It 
  gains a +4 racial bonus on Charisma-based checks 
  against such creatures. 
  Hold Breath (Ex) A werecrocodile can hold its breath 
  for a number of rounds equal to 4 x its Constitution 
  score before it risks drowning 
  Improved Grab (Ex) To use this ability a werecrocodile 
  animal form must hit with its bite attack. It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If the 
  werecrocodile wins the grapple check, it establishes a 
  hold on the opponent with its mouth, drags it into 
  deep water, and attempts to pin it to the bottom. 
  Skills A werecrocodile in animal or hybrid form has a +8 
  racial bonus on any swim check to perform some 
  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 
  
  SND8-02 Crocodile Tears 
   
  Page 30 
  swimming, provided it swims in a straight line. * A 
  werecrocodile in animal or hybrid form gains a +4 
  racial bonus on Hide checks when in the water. A 
  werecrocodile in animal form can lie in the water with 
  only its eyes and nostrils showing, gaining a +10 
  cover bonus on Hide checks. 
   
  OLIVIA 
  CR 12 
  Female sea hag sorcerer 4 dreadwitch 4* 
  *Heroes of Horror 98 
  CE Medium monstrous humanoid 
  Init +3; Senses Listen +4, Spot +4  
  Languages Common, Giant  
  AC 20, touch 13, flat-footed 17 
   (+3 Dex, +4 armor, +3 natural) 
  hp 69 (12 HD);  
  SR 23 
  Fort +10, Ref +10, Will +15 (+7 against fear) 
  Speed 30 ft. (6 squares), base movement 30 ft., swim 
  40 ft.; 
  Melee 2 claws +10 (1d4+3)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +7; Grp +10  
  Atk Options  
  Special Actions horrific appearance, evil eye, absorb 
  fear,  fearful empowerment 1/day, delay fear 2/day 
  Combat Gear gloves of the starry sky, memento magica 
  1st, memento magica 2nd, goggles of the golden sun 
  Sorcerer Spells Known (CL 11th, +10 ranged touch): 
  3rd (6/day)— haste, ray of exhaustion (DC21) 
   2nd (8/day)— bane (DC22), blindness/deafness 
  (DC20),  doom (DC 22), scare (DC22), scorching 
  ray 
   1st (7/day)— cause fear (DC 21), charm person (DC 
  18), chill touch (DC19), mage armor, ray of 
  enfeeblement 
   0 (6/day)— detect magic, detect poison, ghost 
  sounds,  light, message, prestidigitation, touch of 
  fatigue (DC 18) 
  �Already cast 
  Abilities Str 16, Dex 16, Con 16, Int 10, Wis 15, Cha 24 
  SQ rat familiar 
  Feats Spell Focus (necromancy), Toughness, 
  Fearsome necromancy, Unnatural Willb, Practiced 
  Spellcaster, Alertnessb 
  Skills  Concentration +17, Intimidate +17, Knowledge 
  (arcana) +9, Spellcraft +11  
  Possessions combat gear plus cloak of charisma +2, 
  amulet of health +2, vest of resistance +2 
  Horrific appearance (Su) The sight of a sea hag is so 
  revolting that anyone (other than another hag) who 
  sets eyes upon one must succeed on a DC 23 
  Fortitude save or instantly be weakened, taking 2d6 
  points of Strength damage. This damage cannot 
  reduce a victim’s Strength score below 0, but anyone 
  reduced to Strength 0 is helpless. Creatures that are 
  affected by this power or that successfully save 
  against it cannot be affected again by the same hag’s 
  horrific appearance for 24 hours. The save DC is 
  Charisma-based. 
  Evil eye (Su) Three times per day, a sea hag can cast 
  its dire gaze upon any single creature within 30 feet. 
  The target must succeed on a DC 23 Will save or be 
  dazed for three days, although remove curse or 
  dispel evil can restore sanity sooner. In addition, an 
  affected creature must succeed on a DC 23 Fortitude 
  save or die from fright. Creatures with immunity to 
  fear effects are not affected by the sea hag’s evil eye. 
  The save DCs are Charisma-based. 
  Amphibious (Ex) Although sea hags are aquatic, they 
  can survive indefinitely on land. 
  Master of Terror (Ex): Your fear-based spells become 
  more potent. The save DC of any spell you cast with 
  the fear descriptor increases by 1. This bonus stacks 
  with Spell Focus.  
  Furthermore, add the spells bane and doom to your 
  arcane spellcaster list as 2nd-level spells. In addition, 
  you become adept at making people uneasy. You 
  gain a bonus to all Intimidate skill checks equal to +2 
  per class level.  
  Absorb Fear (Su): Starting at 2nd level, you can turn 
  your own fear, whether natural or mystical in origin, 
  into extra power for your spells. Any time you are 
  exposed to a condition that could make you shaken, 
  all your spells function at +1 caster level; if the 
  condition could make you  frightened, they function at 
  +2 caster level; if panicked, they function at +3 caster 
  level. These bonuses last for the duration of the fear 
  effect, or for a number of rounds equal  
  to your Charisma modifier, whichever is less. (Of 
  course, if you fail your saving throw against the 
  condition, you might not be in a position to use the 
  bonuses, but you do have them.) These bonuses are 
  treated in all ways as though you had failed the save. 
  In other words, if you are subject to a spell that 
  causes panic on a failed save but only frightens  
  those who make the save, you gain the bonus from 
  being panicked even if you make the save. 
   You can, instead of gaining these bonuses, choose 
  to cast a single extra spell; this casting does not use 
  up a spell slot. You must make this choice the instant 
  you are subject to the fear effect, and once you have 
  made your choice you must cast the spell within a 
  number of rounds equal to your Charisma modifier. 
  You can cast an additional cantrip if shaken, an 
  additional 1st-level spell if frightened, or an additional 
  2nd-level spell if panicked.  
   If you are subject to a second fear effect while still 
  enjoying the effects of the first—either the granted 
  benefits or holding the extra spell—you must decide 
  whether to keep the original effect or replace it with 
  the new one; you cannot benefit from more than one 
  fear effect at a time. 
   Fearful Empowerment (Su): Starting at 3rd level, once 
  per day you can add the fear descriptor to any spell 
  you cast that has some sort of visual manifestation. 
  For example, you could apply it to a fireball, to a 
  summon monster spell, or to any visual illusion, but 
  not to charm person, since that spell does not directly 
  create any visual effect. Creatures targeted by a spell 
  modified by fearful empowerment must make a Will 
  save (DC equal to 10 + your class level + your Cha 
  
  SND8-02 Crocodile Tears 
   
  Page 31 
  modifier) or become shaken for 1d4 rounds; this is in 
  addition to any other effects the spell might have. 
  Your save DC bonuses from master of terror apply to 
  this spell.  At 5th level, you can invoke this power 
  twice per day. 
  Delay Fear (Su): Starting at 4th level, you can choose 
  to delay the onset of any fear effect you impose on 
  someone else, such as by casting a cause fear spell. 
  You can delay the onset up to a number of minutes 
  equal to your Charisma modifier. You must  
  determine the onset time when casting the spell, and 
  you cannot later change your mind.  Similarly, you 
  can delay fear effects affecting you. If you fail your 
  save against a fear effect, you can delay its onset for  
  a number of rounds equal to your Charisma modifier. 
  You still gain the advantages granted by the absorb 
  fear class feature, even though you are delaying the 
  negative effects. You can invoke this version of delay 
  fear twice per day. 
  Greater Master of Terror (Ex): Beginning at 4th level, 
  the increased difficulty of all save DCs against all  
  spells you cast with the fear descriptor increases from 
  +1 to +2. In addition, your fear spells are now  
  so potent that they can even affect individuals 
  normally immune to fear, such as paladins, although 
  the subject still gains a saving throw to resist the 
  spell’s effect. Only a target whose HD exceed your  
  caster level by 4 or more is immune to your mastery  
  of terror. For instance, if you are a sorcerer 7/dread  
  witch 4 (overall caster level 10), a paladin of 14th 
  level or higher is immune to your fear spells. 
  Skills A sea hag has a +8 racial bonus on any Swim 
  check to perform some 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. 
   
   
  TREVA 
  CR 8 
  Female green hag druid 3 
  CE medium monstrous humanoid 
  Init +2; Senses Listen +20, Spot +20; darkvision 90 ft. 
  Languages Common  
  AC 28, touch 12, flat-footed 26 
   (+2 Dex, +4 armor, +12 natural) 
  hp 105 (12 HD);  
  SR 21 
  Fort +14, Ref +10, Will +11 
  Speed 30 ft. in light (6 squares), base movement 30 ft., 
  swim 30 ft.; 
  Melee 2 claws  +16 (1d4+5) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +11; Grp +16  
  Atk Options weakness, spells, spell-like abilities  
  Combat Gear potion of cure serious wounds 
  Druid Spells Prepared (CL 3th): 
   2nd—barkskin, bull’s strength 
   1st—entangle (DC 14), faerie fire, magic fang,  
   0—detect magic, guidance (2), purify food and drink 
  Spell-Like Abilities (CL 12th): 
   At Will—dancing lights, disguise self, ghost 
  sound(DC 11), invisibility, pass without trace, tongues, 
  water breathing 
  Abilities Str 20, Dex 14, Con 18, Int 12, Wis 16, Cha 12 
  SQ mimicry, nature sense, woodland stride, trackless 
  step, animal companion 
  Feats Alertness, Blind-Fight, Combat Casting, Great 
  Fortitude, Track  
  Skills Concentration +19 (+23 when casting 
  defensively), Listen +20, Spot +20, Survival +11 
  Swim +13 
  Possessions combat gear plus +2 leather armor, vest 
  of resistance +2, amulet of natural armor +1 
  Weakness (Su): A green hag can weaken a foe by 
  making a special touch attack. The opponent must 
  succeed on a DC 18 Fortitude save or take 2d4 
  points of Strength damage. The save DC is 
  Charisma-based. 
  Mimicry (Ex): A green hag can imitate the sounds of 
  almost any animal found near its lair.  
  Skills: A green hag has a +8 racial bonus on any Swim 
  check to perform some 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. 
   
  VERDA (ANIMAL COMPANION) 
  CR - 
  Male crocodile 
  N Medium Animal 
  Init +1; Senses Listen +4, Spot +4, Low-light vision 
  AC 17, touch 11, flat-footed 16 
   (+1 Dex, +6 natural) 
  hp 41 (5 HD); 
  Fort +5, Ref +4, Will +4 
  Speed 20 ft. (4 squares), swim 30 ft., 
  Melee Bite +7  (1d8+7) or Tail Slap +7  (1d12+7) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +6 
  Atk Options improved grab 
  Abilities Str 20, Dex 13, Con 17, Int 1, Wis 12, Cha 2   
  Feats Alertness, Skill Focus (hide)  
  Skills  Hide +5, Listen +5, Spot +5, Swim +13, 
  Improved Grab (Ex) To use this ability a crocodile must 
  hit with its bite attack. It can then attempt to start a 
  grapple as a free action without provoking an attack 
  of opportunity. If the crocodile wins the grapple 
  check, it establishes a hold on the opponent with its 
  mouth, drags it into deep water, and attempts to pin it 
  to the bottom. 
  Hold Breath (Ex): A crocodile can hold its breath for a 
  number of rounds equal to 4 × its Constitution score 
  before it risks drowning.  
  Skills: A crocodile has a +8 racial bonus on any Swim 
  check to perform some 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. *A crocodile gains a +4 racial bonus on 
  Hide checks when in the water. Further, a crocodile 
  
  SND8-02 Crocodile Tears 
   
  Page 32 
  can lie in the water with only its eyes and nostrils 
  showing, gaining a +10 cover bonus on Hide checks. 
   
   
  6: THE FINAL RECKONING 
   
   
  LADY ERIAN, HYBRID FORM  
  CR 14 
  Female human/werecrocodile* wizard 3 ranger 6 
  *Lost empires of Faerun  
  LE Medium humanoid (human, shapechanger) 
  Init +6; Senses Listen +17, Spot +17; lowlight vision, 
  scent 
  Languages Common  
  AC 26, touch 16, flat-footed 23 
   (+3 Dex, +4 mage armor, +6 natural, +2 deflection, +1 
  insight) 
  hp 106 (12 HD); DR10/silver   
  Fort +19, Ref +15, Will +11 
   Speed 30 ft. (6 squares), base movement 30 ft., swim 
  40 ft.; 
  Melee (hybrid) 2 claws +16 (1d4+7) and bite +11 
  (2d6+3) 
  Melee (animal) bite +17 (2d6+10) or tail slap +16 
  (1d12+10) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +9; Grp +16  
  Atk Options improved grab (animal form only), favored 
  enemy (humanoid aquatic) +4, favored enemy 
  (humans) +2 
  Special Actions spells, improved combat style (two-
  weapon combat) 
  Combat Gear lesser rod of extend, collar of healing 
  (MiC) 
  Wizard Spells Prepared (CL 3th): 
   2nd— blur, stilled color spray (DC 13), false life 
   1st— mage armor (3), cause fear (DC13); 
   0—daze, detect magic (2), disrupt undead, mending; 
  Abilities Str 24, Dex 14, Con 24, Int 14, Wis 10, Cha 
  15SQ wild empathy,  animal companion 
  Feats Iron Willb, Improved Initiative, Combat Casting, 
  ,Scribe Scrollb Extend Spell, Weapon Focus (bite), 
  Trackb, Two Weapon Figthingb, Enduranceb, Power 
  Attackb, Improved Two Weapon Figthingb, Improved 
  Natural Attack (bite), Alertnessb, Skill Focus (hide)b 
  Skills  Concentration +15 (19 when casting 
  defensively), Knowledge (arcane) +8, Knowledge 
  (nature) +12,  Knowledge (planes) +8, Listen +17, 
  Spellcraft +9, Spot +17, Survival +17,  Swim +15, 
  Possessions combat gear plus belt of giant strength 
  +4, cloak of resistance +3, deep red ioun stone, dusty 
  rose ioun stone, periapt of health +4, ring of 
  protection +2, stone of good luck 
  Spellbook spells prepared plus 0— 
  Alternate form (Su) A werecrocodile can assume the 
  form of a crocodile or a crocodile-human hybrid.  
  Crocodile empathy (Ex) A werecrocodile can 
  communicate with crocodiles and giant crocodiles. It 
  gains a +4 racial bonus on Charisma-based checks 
  against such creatures. 
  Curse of Lycanthropy (Su) Any humanoid or giant hit 
  by the bite attack of a werecrocodile in animal or 
  hybrid form must succeed on a DC 15 Fortitude save 
  or contract lycanthropy 
  Hold Breath (Ex) A werecrocodile can hold its breath 
  for a number of rounds equal to 4 x its Constitution 
  score before it risks drowning 
  Improved Grab (Ex) To use this ability a werecrocodile 
  animal form must hit with its bite attack. It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If the 
  werecrocodile wins the grapple check, it establishes a 
  hold on the opponent with its mouth, drags it into 
  deep water, and attempts to pin it to the bottom. 
  Skills A werecrocodile in animal or hybrid form has a +8 
  racial bonus on any swim check to perform some 
  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. * A 
  werecrocodile in animal or hybrid form gains a +4 
  racial bonus on Hide checks when in the water. A 
  werecrocodile in animal form can lie in the water with 
  only its eyes and nostrils showing, gaining a +10 
  cover bonus on Hide checks. 
   
  INDOS (ANIMAL COMPANION) 
  CR - 
  Male crocodile 
  N Medium Animal 
  Init +1; Senses Listen +4, Spot +4, Low-light vision 
  AC 17, touch 11, flat-footed 16 
   (+1 Dex, +6 natural) 
  hp 41 (5 HD); 
  Fort +5, Ref +4, Will +4 
  Speed 20 ft. (4 squares), swim 30 ft., 
  Melee Bite +7  (1d8+7) or Tail Slap +7  (1d12+7) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +6 
  Atk Options improved grab 
  Abilities Str 20, Dex 13, Con 17, Int 1, Wis 12, Cha 2   
  Feats Alertness, Skill Focus (hide)  
  Skills  Hide +5, Listen +5, Spot +5, Swim +13, 
  Improved Grab (Ex) To use this ability a crocodile must 
  hit with its bite attack. It can then attempt to start a 
  grapple as a free action without provoking an attack 
  of opportunity. If the crocodile wins the grapple 
  check, it establishes a hold on the opponent with its 
  mouth, drags it into deep water, and attempts to pin it 
  to the bottom. 
  Hold Breath (Ex): A crocodile can hold its breath for a 
  number of rounds equal to 4 × its Constitution score 
  before it risks drowning.  
  Skills: A crocodile has a +8 racial bonus on any Swim 
  check to perform some 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. *A crocodile gains a +4 racial bonus on 
  Hide checks when in the water. Further, a crocodile 
  can lie in the water with only its eyes and nostrils 
  showing, gaining a +10 cover bonus on Hide checks. 
   
  
  SND8-02 Crocodile Tears 
   
  Page 33 
   
  ADVANCED GIANT CROCODILE CR 6 
  Male giant crocodile 
  LE Huge animal 
  Init +1; Senses Listen +5, Spot +5 
  AC 20, touch 8, flat-footed 19 
   (-2 size, +1 Dex, +7 natural, +4 armor) 
  hp 127 (13 HD);  
  Fort +13, Ref +9, Will +5 
  Speed 20 ft. (4 squares), base movement 20 ft.,swim 30 
  ft.; 
  Melee bite +21 (2d6+13) or tailslap +20 (1d12+13) 
  Space 15 ft.; Reach 10 ft. 
  Base Atk +9 Grp +26  
  Atk Options improved grab 
  Abilities Str 28, Dex 12, Con 20, Int 1, Wis 12, Cha 
  2SQ hold breath 
  Feats Alertness, Endurance, Skill Focus (hide), Weapon 
  Focus (bite), Improved Natural Attack (bite)  
  Skills Hide +1*, Listen +7, Spot +7, Swim +21, 
  Possessions combat gear plus  
  Spellbook spells prepared plus 0— 
  Improved Grab (Ex) To use this ability a crocodile must 
  hit with its bite attack. It can then attempt to start a 
  grapple as a free action without provoking an attack 
  of opportunity. If the crocodile wins the grapple 
  check, it establishes a hold on the opponent with its 
  mouth, drags it into deep water, and attempts to pin it 
  to the bottom. 
  Hold Breath (Ex): A crocodile can hold its breath for a 
  number of rounds equal to 4 × its Constitution score 
  before it risks drowning.  
  Skills: A crocodile has a +8 racial bonus on any Swim 
  check to perform some 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. *A crocodile gains a +4 racial bonus on 
  Hide checks when in the water. Further, a crocodile 
  can lie in the water with only its eyes and nostrils 
  showing, gaining a +10 cover bonus on Hide checks. 
  
  SND8-02 Crocodile Tears 
   
  Page 34 
  APL 12 
  1: A MOONLIT SURPRISE  
   
   
  MERDAN, CROCODILE FORM 
  CR 13 
  Female human/werecrocodile* cleric 11 
  *Lost empires of Faerun  
  LE Medium humanoid (elf, shapechanger) 
  Init +7; Senses Listen +8, Spot +8; lowlight vision, 
  scent 
  Languages Common, elven,   
  AC 19, touch 13, flat-footed 16 
   (+3 Dex, +6 natural) 
  hp 75 (14 HD); DR 5/silver 
  Immune sleep 
  Fort +14 , Ref +10, Will +13; +2 racial against 
  enchantment 
   Speed 20 ft. (4 squares), base movement 20 ft., swim 
  30 ft.; 
  Melee bite +14 (1d8+4) or tail slap +13(1d12+4) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +10; Grp +13  
  Atk Options improved grab 
  Combat Gear  
  Cleric Spells Prepared (CL 11th): 
   6th— 
   5th— 
   4th— 
   3rd— 
   2nd— 
   1st— 
   0— 
  D: Domain spell. Deity: Pelor. Domains: Sun, Healing  
  Abilities Str 16, Dex 16, Con 17 , Int 10Wis 19, Cha 14 
  Feats Combat Casting, Iron WIllb, Scribe Scroll, 
  Weapon Focus (bite), Improved Initiative, Empower 
  Spell, Alertnessb, Skill Focus (hide)b    
  Skills Concentration +17 (+21 when casting 
  defensively), Heal +11, Hide +9* Knowledge (religion) 
  +7, Listen +8, Spot +8, Swim +14 
  Possessions combat gear plus  
  Alternate form (Su) A werecrocodile can assume the 
  form of a crocodile or a crocodile-human hybrid. 
  NOTE: Merdan is not yet aware of her condition so 
  cannot assume hybrid form yet. 
  Crocodile empathy (Ex) A werecrocodile can 
  communicate with crocodiles and giant crocodiles. It 
  gains a +4 racial bonus on Charisma-based checks 
  against such creatures. 
  Hold Breath (Ex) A werecrocodile can hold its breath 
  for a number of rounds equal to 4 x its Constitution 
  score before it risks drowning 
  Improved Grab (Ex) To use this ability a werecrocodile 
  animal form must hit with its bite attack. It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If the 
  werecrocodile wins the grapple check, it establishes a 
  hold on the opponent with its mouth, drags it into 
  deep water, and attempts to pin it to the bottom. 
  Skills A werecrocodile in animal or hybrid form has a +8 
  racial bonus on any swim check to perform some 
  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. * A 
  werecrocodile in animal or hybrid form gains a +4 
  racial bonus on Hide checks when in the water. A 
  werecrocodile in animal form can lie in the water with 
  only its eyes and nostrils showing, gaining a +10 
  cover bonus on Hide checks. 
   
  MILARA , CROCODILE FORM 
  CR 7 
  ALMORA, CROCODILE FORM 
  Female human/werecrocodile* fighter 5 
  *Lost empires of Faerun  
  LE Medium humanoid (human, shapechanger) 
  Init +6; Senses Listen +3, Spot +3; lowlight vision, 
  scent 
  Languages Common, Elven  
  AC 19, touch 12, flat-footed 17 
   (+2 Dex, +7 natural) 
  hp 79 (8 HD); DR 5/silver 
  Fort +13 Ref +6, Will +4 
  Speed 20 ft.(4 squares), base movement 20 ft., swim 30 
  ft.; 
  Melee Bite +14 (1d8+9) or  tail slap +13 (1d12+9) 
   Space 5 ft.; Reach 5 ft. 
  Base Atk +7; Grp +13  
  Atk Options improved grab, power attack 
  Combat Gear  
  Abilities Str 23, Dex 15, Con 22, Int 12, Wis 12, Cha 8 
  Feats Improved Initiative, Weapon Focus (bastard 
  sword) , Power Attack, Blind Fight, Weapon Focus 
  (bite) Iron Willb, Improved Natural Armor, Alertnessb, 
  Skill Focus (hide)b 
  Skills Climb +16, Jump +12, Swim +24 
  Possessions combat gear plus 
  Alternate form (Su) A werecrocodile can assume the 
  form of a crocodile or a crocodile-human hybrid. 
  NOTE: Milara is not yet aware of her condition so 
  cannot assume hybrid form. 
  Crocodile empathy (Ex) A werecrocodile can 
  communicate with crocodiles and giant crocodiles. It 
  gains a +4 racial bonus on Charisma-based checks 
  against such creatures. 
  Hold Breath (Ex) A werecrocodile can hold its breath 
  for a number of rounds equal to 4 x its Constitution 
  score before it risks drowning 
  Improved Grab (Ex) To use this ability a werecrocodile 
  animal form must hit with its bite attack. It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If the 
  werecrocodile wins the grapple check, it establishes a 
  hold on the opponent with its mouth, drags it into 
  deep water, and attempts to pin it to the bottom. 
  Skills A werecrocodile in animal or hybrid form has a +8 
  racial bonus on any swim check to perform some 
  special action or avoid a hazard. It can always 
  choose to take 10 on a swim check, even if distracted 
  
  SND8-02 Crocodile Tears 
   
  Page 35 
  or endangered. It can use the run action while 
  swimming, provided it swims in a straight line. * A 
  werecrocodile in animal or hybrid form gains a +4 
  racial bonus on Hide checks when in the water. A 
  werecrocodile in animal form can lie in the water with 
  only its eyes and nostrils showing, gaining a +10 
  cover bonus on Hide checks. 
   
  OLIVIA 
  CR 14 
  Female sea hag sorcerer 5 dreadwitch 5* 
  *Heroes of Horror 98 
  CE Medium monstrous humanoid 
  Init +3; Senses Listen +4, Spot +4  
  Languages Common, Giant  
  AC 22, touch 15, flat-footed 19 
   (+3 Dex, +4 armor, +2 deflection, +3 natural) 
  hp 80 (14 HD);  
  SR 25 
  Fort +10, Ref +10, Will +15 (+7 against fear) 
  Speed 30 ft. (6 squares), base movement 30 ft., swim 
  40 ft.; 
  Melee 2 claws +10 (1d4+3)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +7; Grp +10  
  Atk Options  
  Special Actions horrific appearance, evil eye, absorb 
  fear,  fearful empowerment 2/day, delay fear 2/day, 
  horrific aura, reflective fear 
  Combat Gear gloves of the starry sky, memento magica 
  1st, memento magica 2nd, memento magica 3rd, 
  goggles of the golden sun 
  Sorcerer Spells Known (CL 13th, +10 ranged touch): 
  4th (5/day)— enervation  (DC 23), fear (DC 25) 
  3rd (7/day)— haste, ray of exhaustion, vampiric touch 
   2nd (8/day)— bane (DC 23), blindness/deafness (DC 
  21),  doom (DC 23), ghoul touch (DC 21), scare 
  (DC 23), scorching ray 
   1st (7/day)— cause fear (DC 22), charm person (DC 
  18), chill touch (DC 20), mage armor, ray of 
  enfeeblement 
   0 (6/day)— detect magic, detect poison, ghost 
  sounds,  light, message, prestidigitation, touch of 
  fatigue (DC 19) 
  �Already cast 
  Abilities Str 16, Dex 16, Con 16, Int 10, Wis 15, Cha 25 
  SQ rat familiar 
  Feats Spell Focus (necromancy), Toughness, 
  Fearsome necromancy, Unnatural Willb, Practiced 
  Spellcaster, Greater Spell Focus (necromancy), 
  Alertnessb 
  Skills  Concentration +20, Intimidate +20, Knowledge 
  (arcana) +13, Spellcraft +14  
  Possessions combat gear plus combat gear plus cloak 
  of charisma +2, amulet of health +2, vest of 
  resistance +2, ring of protection +2 
  Horrific appearance (Su) The sight of a sea hag is so 
  revolting that anyone (other than another hag) who 
  sets eyes upon one must succeed on a DC 24 
  Fortitude save or instantly be weakened, taking 2d6 
  points of Strength damage. This damage cannot 
  reduce a victim’s Strength score below 0, but anyone 
  reduced to Strength 0 is helpless. Creatures that are 
  affected by this power or that successfully save 
  against it cannot be affected again by the same hag’s 
  horrific appearance for 24 hours. The save DC is 
  Charisma-based. 
  Evil eye (Su) Three times per day, a sea hag can cast 
  its dire gaze upon any single creature within 30 feet. 
  The target must succeed on a DC 24 Will save or be 
  dazed for three days, although remove curse or 
  dispel evil can restore sanity sooner. In addition, an 
  affected creature must succeed on a DC 24 Fortitude 
  save or die from fright. Creatures with immunity to 
  fear effects are not affected by the sea hag’s evil eye. 
  The save DCs are Charisma-based. 
  Amphibious (Ex) Although sea hags are aquatic, they 
  can survive indefinitely on land. 
  Master of Terror (Ex): Your fear-based spells become 
  more potent. The save DC of any spell you cast with 
  the fear descriptor increases by 1. This bonus stacks 
  with Spell Focus.  
  Furthermore, add the spells bane and doom to your 
  arcane spellcaster list as 2nd-level spells. In addition, 
  you become adept at making people uneasy. You 
  gain a bonus to all Intimidate skill checks equal to +2 
  per class level.  
  Absorb Fear (Su): Starting at 2nd level, you can turn 
  your own fear, whether natural or mystical in origin, 
  into extra power for your spells. Any time you are 
  exposed to a condition that could make you shaken, 
  all your spells function at +1 caster level; if the 
  condition could make you  frightened, they function at 
  +2 caster level; if panicked, they function at +3 caster 
  level. These bonuses last for the duration of the fear 
  effect, or for a number of rounds equal to your 
  Charisma modifier, whichever is less. (Of course, if 
  you fail your saving throw against the condition, you 
  might not be in a position to use the bonuses, but you 
  do have them.) These bonuses are treated in all ways 
  as though you had failed the save. In other words, if 
  you are subject to a spell that causes panic on a 
  failed save but only frightens those who make the 
  save, you gain the bonus from being panicked even if 
  you make the save. 
   You can, instead of gaining these bonuses, choose 
  to cast a single extra spell; this casting does not use 
  up a spell slot. You must make this choice the instant 
  you are subject to the fear effect, and once you have 
  made your choice you must cast the spell within a 
  number of rounds equal to your Charisma modifier. 
  You can cast an additional cantrip if shaken, an 
  additional 1st-level spell if frightened, or an additional 
  2nd-level spell if panicked.  
   If you are subject to a second fear effect while still 
  enjoying the effects of the first—either the granted 
  benefits or holding the extra spell—you must decide 
  whether to keep the original effect or replace it with 
  the new one; you cannot benefit from more than one 
  fear effect at a time. 
   Fearful Empowerment (Su): Starting at 3rd level, once 
  per day you can add the fear descriptor to any spell 
  you cast that has some sort of visual manifestation. 
  
  SND8-02 Crocodile Tears 
   
  Page 36 
  For example, you could apply it to a fireball, to a 
  summon monster spell, or to any visual illusion, but 
  not to charm person, since that spell does not directly 
  create any visual effect. Creatures targeted by a spell 
  modified by fearful empowerment must make a Will 
  save (DC equal to 10 + your class level + your Cha 
  modifier) or become shaken for 1d4 rounds; this is in 
  addition to any other effects the spell might have. 
  Your save DC bonuses from master of terror apply to 
  this spell.  At 5th level, you can invoke this power 
  twice per day. 
  Delay Fear (Su): Starting at 4th level, you can choose 
  to delay the onset of any fear effect you impose on 
  someone else, such as by casting a cause fear spell. 
  You can delay the onset up to a number of minutes 
  equal to your Charisma modifier. You must determine 
  the onset time when casting the spell, and you cannot 
  later change your mind.  Similarly, you can delay fear 
  effects affecting you. If you fail your save against a 
  fear effect, you can delay its onset for  
  a number of rounds equal to your Charisma modifier. 
  You still gain the advantages granted by the absorb 
  fear class feature, even though you are delaying the 
  negative effects. You can invoke this version of delay 
  fear twice per day. 
  Greater Master of Terror (Ex): Beginning at 4th level, 
  the increased difficulty of all save DCs against all 
  spells you cast with the fear descriptor increases from 
  +1 to +2. In addition, your fear spells are now so 
  potent that they can even affect individuals normally 
  immune to fear, such as paladins, although the 
  subject still gains a saving throw to resist the spell’s 
  effect. Only a target whose HD exceed your caster 
  level by 4 or more is immune to your mastery of 
  terror. For instance, if you are a sorcerer 7/dread 
  witch 4 (overall caster level 10), a paladin of 14th 
  level or higher is immune to your fear spells. 
  Horrific Aura (Su): At 5th level, you radiate an aura of 
  terror. Creatures with 6 or fewer HD must succeed in 
  a Will save (DC equal to 10 + your class level + your 
  Cha modifier) or remain shaken as long as they are 
  within 10 feet of you. A creature who successfully 
  saves is immune to your horrific aura for 24 hours. 
  Creatures of greater than 6 HD are unaffected.  Once 
  per day per point of Charisma modifier, you can 
  channel this aura into a potent touch attack. 
  Creatures struck by this horrific touch attack who fail 
  their Will save (see above) are panicked for 1d4+1 
  rounds; creatures who succeed on their save are 
  shaken for 1 round. This touch attack, unlike the 
  standard aura, functions against creatures of any HD 
  and can even affect individuals normally immune to 
  fear. 
  Reflective Fear (Su): At 5th level, any fear effect 
  against which you successfully save is immediately 
  targeted back at the source. You still gain the 
  benefits of absorb fear. If the source of the fear effect 
  fails its save, everyone else who might have been 
  subject to the fear effect (such as your companions) 
  immediately gains a second saving throw to shake off 
  the effects, as they observe the object of their fear 
  itself grow terrified. 
  Skills A sea hag has a +8 racial bonus on any Swim 
  check to perform some 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. 
   
  TREVA 
  CR 8 
  Female green hag druid 3 
  CE medium monstrous humanoid 
  Init +2; Senses Listen +20, Spot +20; darkvision 90 ft. 
  Languages Common  
  AC 29, touch 13, flat-footed 27 
   (+2 Dex, +4 armor, +1 deflection,, +12 natural) 
  hp 105 (12 HD);  
  SR 21 
  Fort +14, Ref +10, Will +11 
  Speed 30 ft. in light (6 squares), base movement 30 ft., 
  swim 30 ft.; 
  Melee 2 claws  +16 (1d4+5) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +11; Grp +16  
  Atk Options weakness, spells, spell-like abilities  
  Combat Gear potion of cure serious wounds 
  Druid Spells Prepared (CL 3th): 
   2nd—barkskin, bull’s strength 
   1st—entangle, faerie fire, magic fang,  
   0—detect magic, guidance (2), purify food and drink 
  Spell-Like Abilities (CL 12th): 
   At Will—dancing lights, disguise self, ghost 
  sound(DC 11), invisibility, pass without trace, tongues, 
  water breathing 
  Abilities Str 20, Dex 14, Con 18, Int 12, Wis 16, Cha 12 
  SQ mimicry, nature sense, woodland stride, trackless 
  step, animal companion 
  Feats Alertness, Blind-Fight, Combat Casting, Great 
  Fortitude, Track  
  Skills Concentration +19 (+23 when casting 
  defensively), Listen +20, Spot +20, Survival +11 
  Swim +13 
  Possessions combat gear plus vest of resistance +2, 
  amulet of natural armor +1 
  Weakness (Su): A green hag can weaken a foe by 
  making a special touch attack. The opponent must 
  succeed on a DC 18 Fortitude save or take 2d4 
  points of Strength damage. The save DC is 
  Charisma-based. 
  Mimicry (Ex): A green hag can imitate the sounds of 
  almost any animal found near its lair.  
  Skills: A green hag has a +8 racial bonus on any Swim 
  check to perform some 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. 
   
  VERDA (ANIMAL COMPANION) 
  CR - 
  Male crocodile 
  N Medium Animal 
  Init +1; Senses Listen +4, Spot +4, Low-light vision 
  
  SND8-02 Crocodile Tears 
   
  Page 37 
  AC 17, touch 11, flat-footed 16 
   (+1 Dex, +6 natural) 
  hp 41 (5 HD); 
  Fort +5, Ref +4, Will +4 
  Speed 20 ft. (4 squares), swim 30 ft., 
  Melee Bite +8  (1d8+7) or Tail Slap +8  (1d12+7) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +8 
  Atk Options improved grab 
  Abilities Str 20, Dex 13, Con 17, Int 1, Wis 12, Cha 2   
  Feats Alertness, Skill Focus (hide)  
  Skills  Hide +5, Listen +5, Spot +5, Swim +13, 
  Improved Grab (Ex) To use this ability a crocodile must 
  hit with its bite attack. It can then attempt to start a 
  grapple as a free action without provoking an attack 
  of opportunity. If the crocodile wins the grapple 
  check, it establishes a hold on the opponent with its 
  mouth, drags it into deep water, and attempts to pin it 
  to the bottom. 
  Hold Breath (Ex): A crocodile can hold its breath for a 
  number of rounds equal to 4 × its Constitution score 
  before it risks drowning.  
  Skills: A crocodile has a +8 racial bonus on any Swim 
  check to perform some 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. *A crocodile gains a +4 racial bonus on 
  Hide checks when in the water. Further, a crocodile 
  can lie in the water with only its eyes and nostrils 
  showing, gaining a +10 cover bonus on Hide checks. 
   
  6: THE FINAL RECKONING 
   
   
  LADY ERIAN, HYBRID FORM  
  CR 14 
  Female human/werecrocodile* wizard 3 ranger 8 
  *Lost empires of Faerun  
  LE Medium humanoid (human, shapechanger) 
  Init +6; Senses Listen +19, Spot +19; lowlight vision, 
  scent 
  Languages Common  
  AC 27, touch 17, flat-footed 24 
   (+3 Dex, +4 mage armor, +6 natural, +3 deflection, +1 
  insight) 
  hp 127 (14 HD); DR10/silver   
  Fort +22, Ref +17, Will +12 
   Speed 30 ft. (6 squares), base movement 30 ft., swim 
  40 ft.; 
  Melee (hybrid) 2 claws +19 (1d4+8) and bite +15 
  (2d6+4) 
  Melee (animal) bite +20 (2d6+12) or tail slap +19 
  (1d12+12) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +11; Grp +19  
  Atk Options improved grab (animal form only), favored 
  enemy (humanoid aquatic) +4, favored enemy 
  (humans) +2 
  Special Actions spells, improved combat style (two-
  weapon combat) 
  Combat Gear lesser rod of extend, collar of healing 
  (MiC) 
  Wizard Spells Prepared (CL 3th): 
   2nd— blur, stilled color spray (DC 13), false life 
   1st— mage armor (3), cause fear (DC13); 
   0—daze, detect magic (2), disrupt undead, mending; 
  Abilities Str 26, Dex 14, Con 26, Int 14, Wis 10, Cha 
  15SQ wild empathy,  animal companion, woodland 
  stride, swift tracker 
  Feats Iron Willb, Improved Initiative, Combat Casting, 
  ,Scribe Scrollb Extend Spell, Weapon Focus (bite), 
  Trackb, Two Weapon Figthingb, Enduranceb, Power 
  Attackb, Improved Two Weapon Figthingb, Improved 
  Natural Attack (bite), Alertness, Skill Focus (hide)b 
  Skills  Concentration +16 (+20 when casting 
  defensively), Knowledge (arcane) +8, Knowledge 
  (nature) +19,  Knowledge (planes) +8, Listen +19, 
  Spellcraft +9, Spot +19, Survival +19,  Swim +18, 
  Possessions combat gear plus belt of giant strength 
  +6, cloak of resistance +4, deep red ioun stone, dusty 
  rose ioun stone, periapt of health +6, ring of 
  protection +3, stone of good luck 
  Spellbook spells prepared plus 0— 
  Alternate form (Su) A werecrocodile can assume the 
  form of a crocodile or a crocodile-human hybrid.  
  Crocodile empathy (Ex) A werecrocodile can 
  communicate with crocodiles and giant crocodiles. It 
  gains a +4 racial bonus on Charisma-based checks 
  against such creatures. 
  Curse of Lycanthropy (Su) Any humanoid or giant hit 
  by the bite attack of a werecrocodile in animal or 
  hybrid form must succeed on a DC 15 Fortitude save 
  or contract lycanthropy 
  Hold Breath (Ex) A werecrocodile can hold its breath 
  for a number of rounds equal to 4 x its Constitution 
  score before it risks drowning 
  Improved Grab (Ex) To use this ability a werecrocodile 
  animal form must hit with its bite attack. It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If the 
  werecrocodile wins the grapple check, it establishes a 
  hold on the opponent with its mouth, drags it into 
  deep water, and attempts to pin it to the bottom. 
  Skills A werecrocodile in animal or hybrid form has a +8 
  racial bonus on any swim check to perform some 
  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. * A 
  werecrocodile in animal or hybrid form gains a +4 
  racial bonus on Hide checks when in the water. A 
  werecrocodile in animal form can lie in the water with 
  only its eyes and nostrils showing, gaining a +10 
  cover bonus on Hide checks. 
   
  INDOS (ANIMAL COMPANION) 
  CR - 
  Male crocodile 
  N Medium Animal 
  Init +1; Senses Listen +4, Spot +4, Low-light vision 
  AC 17, touch 11, flat-footed 16 
   (+1 Dex, +6 natural) 
  hp 41 (5 HD); 
  Fort +5, Ref +4, Will +4 
  
  SND8-02 Crocodile Tears 
   
  Page 38 
  Speed 20 ft. (4 squares), swim 30 ft., 
  Melee Bite +8  (1d8+7) or Tail Slap +8  (1d12+7) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +8 
  Atk Options improved grab 
  Abilities Str 20, Dex 13, Con 17, Int 1, Wis 12, Cha 2   
  Feats Alertness, Skill Focus (hide)  
  Skills  Hide +5, Listen +5, Spot +5, Swim +13, 
  Improved Grab (Ex) To use this ability a crocodile must 
  hit with its bite attack. It can then attempt to start a 
  grapple as a free action without provoking an attack 
  of opportunity. If the crocodile wins the grapple 
  check, it establishes a hold on the opponent with its 
  mouth, drags it into deep water, and attempts to pin it 
  to the bottom. 
  Hold Breath (Ex): A crocodile can hold its breath for a 
  number of rounds equal to 4 × its Constitution score 
  before it risks drowning.  
  Skills: A crocodile has a +8 racial bonus on any Swim 
  check to perform some 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. *A crocodile gains a +4 racial bonus on 
  Hide checks when in the water. Further, a crocodile 
  can lie in the water with only its eyes and nostrils 
  showing, gaining a +10 cover bonus on Hide checks. 
   
   
  ADVANCED FIENDISH GIANT CROCODILE
   
  CR 8 
  Male giant crocodile 
  LE Huge magical beast 
  Init +1; Senses Listen +5, Spot +5; darkvision 60 ft. 
  AC 20, touch 8, flat-footed 19 
   (-2 size, +1 Dex, +7 natural, +4 armor) 
  hp 127 (13 HD); DR10/magic 
  Resist cold 10, fire 10; SR 18 
  Fort +13, Ref +9, Will +5 
  Speed 20 ft. (4 squares), base movement 20 ft.,swim 30 
  ft.; 
  Melee bite +21 (2d6+13) or tailslap +20 (1d12+13) 
  Space 15 ft.; Reach 10 ft. 
  Base Atk +9 Grp +26  
  Atk Options improved grab, smite good (+13 damage) 
  1/day 
  Abilities Str 28, Dex 12, Con 20, Int 3, Wis 12, Cha 
  2SQ hold breath 
  Feats Alertness, Endurance, Skill Focus (hide), Weapon 
  Focus (bite), Improved Natural Attack (bite)  
  Skills Hide +1*, Listen +7, Spot +7, Swim +21, 
  Possessions combat gear plus  
  Spellbook spells prepared plus 0— 
  Improved Grab (Ex) To use this ability a crocodile must 
  hit with its bite attack. It can then attempt to start a 
  grapple as a free action without provoking an attack 
  of opportunity. If the crocodile wins the grapple 
  check, it establishes a hold on the opponent with its 
  mouth, drags it into deep water, and attempts to pin it 
  to the bottom. 
  Hold Breath (Ex): A crocodile can hold its breath for a 
  number of rounds equal to 4 × its Constitution score 
  before it risks drowning.  
  Smite Good (Su): 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: A crocodile has a +8 racial bonus on any Swim 
  check to perform some 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. *A crocodile gains a +4 racial bonus on 
  Hide checks when in the water. Further, a crocodile 
  can lie in the water with only its eyes and nostrils 
  showing, gaining a +10 cover bonus on Hide checks. 
  
  SND8-02 Crocodile Tears 
   
  Page 39 
  APPENDIX 2: NEW RULES ITEMS 
  FEATS 
   
  Fearsome Necromancy 
  Creatures subjected to your necromantic spells 
  feel the chill of fear. 
   
  Prerequisite: Spell Focus (necromancy) or 
  necromancer level 1st. 
   
  Benefit: Any foe required to save against a 
  necromancy spell you cast is shaken for 1 
  round, regardless of the result of the save. This 
  mind-affecting fear ability does not stack with 
  any other fear effect (it can't make a foe worse 
  than 
  shaken).  
   
  Special: A necromancer can select this feat 
  as a wizard bonus feat.  
   
  Source: Complete Mage 42 
   
  Unnatural Will 
  You have learned to focus your force of 
  personality and inner strength to stand against 
  fearful circumstances. 
    
  Prerequisites: Charisma 12, Iron Will. 
    
  Benefit: Add your Charisma modifier to all 
  Will saves against fear effects. This bonus 
  stacks with any Wisdom bonus you might have 
  to Will saves. 
   
   Special: This feat is used by dread witches 
  to resist the negative effects of fear while still 
  empowering their mystical abilities. 
   
  MAGIC ITEMS 
   
  Collar of Healing 
  This lightweight animal collar is crafted from fine 
  leather. 
   
  Benefit: This collar allows you to heal your 
  trusted animal friend at a moment’s notice. A 
  collar of healing functions only when worn by 
  your animal companion, familiar, or special 
  mount. While that creature wears the collar, you 
  always know its exact hit point total. This is a 
  continuous effect and requires no activation. In 
  addition, you can activate the collar from any 
  distance (as long as you are on the same plane) 
  to cure the animal wearing it. This instantly heals 
  the creature wearing the collar of 50 points of 
  damage and removes the fatigued or exhausted  
  condition (if the creature currently suffers from 
  such). This ability functions once per day.
   
  Source: Magic Item Compendium 89 
   
  Gloves of the starry sky 
  These supple gloves are velvet black. In their 
  darkness, stars seem to swim.  
   
  Benefit: While wearing gloves of the starry 
  sky, you emit a bright, silvery radiance 
  equivalent  
  to a light spell. You can douse or renew this  
  light with a standard (mental) action. In addition, 
  three times per day you can activate these 
  gloves and sacrifice a prepared spell or spell 
  slot of 1st level or higher to use magic missile 
  (as the spell), using your own caster level rather 
  than  
  that of the gloves. The missiles created by the 
  gloves appear as a series of tiny falling stars.
   
  Source: Magic Item Compendium 205 
   
  Goggles of the golden sun 
  The reflective gold lenses of these goggles are  
  gripped in thick midnight blue steel wrapped in 
  leather. 
   
  Benefit: While wearing goggles of the 
  golden sun, you are immune to blindness and 
  dazzling effects. This is a continuous effect and  
  requires no activation. In addition, three times 
  per day you can activate these goggles and 
  sacrifice a prepared spell or spell slot of 3rd 
  level or higher to use fireball (as the spell; Reflex 
  DC 14 half), using your own caster level or that 
  of the goggles, whichever is higher. The fireball 
  created by the gloves resembles a hurtling, 
  exploding comet. 
   
   
  Source: Magic Item Compendium 205 
   
  Memento Magica 
  Carved into the shape of a dragon’s scale, this 
  piece of amethyst swirls with foggy images of 
  runes. 
   
  Benefit: 
  When 
  activated, 
  a 
  memento 
  magica allows you to regain any one spell slot 
  that you have previously used this day. The spell  
  slot is available just as if the spell had not been 
  cast. A memento magica recalls a spell slot of 
  the level it was created to hold. Different 
  mementos magica exist for each level from 1st 
  through 9th. A memento magica functions once 
  per day. This item has no effect for spellcasters  
  who prepare their spells. 
   
  Source: Magic Item Compendium 164 
   
  
  SND8-02 Crocodile Tears 
   
  Page 40 
  DM MAPS 1: THE KEEP 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Sunndi/598/Normal Scenarios/SND8-02 - Crocodile Tears (APL 4-12)/SND8-02 - Crocodile Tears.pdf