I know that the book follows the 3.5 rules, but this datum is never given anywhere in the book. Is there an OGL-compliant way of noting this?
Assuming that the OGL copyright statement is done correctly, the copyright date for the SRD should be a giveaway. (In this case, it is done correctly.) [Sangrolu, 4/30/2004, "Re: Errata & Notes: Black Sails Over Freeport"]
Most spell and magic items names were italicized properly, but not all were.
Product Identity: Spells with their creator's name in the title have been shortened to omit that (non-OGC) name, per SRD usage.
EL: Many ELs in this adventure seem to be wrong (while others are merely unexplained). See pp. 48-49 of the DMG about calculating EL.
No sample player characters have been provided.
Introduction
p. 5, Introduction: PC alignments [3/17/2004, ENworld chat]:
Seri: Is there a specific alignment favored in Black Sails as a PC? good/evil?
BEKirby: Good is probably preferable.
Bill_Simoni: I think that evil characters can be run through this game. If they are motivated by greed and lust for magic items that should be enough to keep them on track.
BEKirby: Evil may be a tougher sell, but it's possible. They should be motivated to stop something MORE evil than themselves.
PC classes [3/17/2004, ENworld chat]:
Seri: as well as <Veander>: What character classes (party makeup) are preferred?
BEKirby: You should definitely have a customary party: a fighter, a cleric, a[n arcane] spellcaster, and a rogue.
RJToth: Some sections definitely call for clerical firepower [=turning]. Some monsters, meanwhile, are best taken out by fireball.
Bill_Simoni: An extra fighter or barbarian would also fit in nicely.
p. 5, Encounter Levels: [3/17/2004, ENworld chat]:
RJToth: A party can advance at least five or six levels. Is that about right?
BEKirby: By the time you're done, [your] characters should be in the mid-teens or thereabouts. ymmv
[…] Seri: Since you stated that the adventure is geared toward 6th level characters, did you consider prestige classes during the design process? (Since 6th level is a key level for attaining most PrC)
Lawson: Not really. There is a PrC or two in the Freeport Sourcebook [Freeport: The City of Adventure] but that's not required to run our adventure.
Act I: Red Skies at Morning
[Throughout]: For more information on Baumann and her crew, see Denizens of Freeport (pp. 60-61).
p. 17, Extra, Extra, Read All About It!: In the unlikely event that you need newsboy stats, see Denizens of Freeport (p. 21).
p. 22, Crewman's Quarters:
Act I, Section 3: Baumann's Prize. In the basement level, Area #9 (pg 22 of the book) says: "GM's note: The 16 sea dogs are described as follows in the NPC section located in ....Appendix: halfling rogue pirate (2), human rogue pirate (6), dwarf fighter pirate (1), human figh[t]er pirate (3), Shantar's guards human figh[t]er pirate (2), half-elf cleric pirate(2)."
In the Appendix section, (page 211) I see a description for 'Sea Dogs' (which are Male human fighters), but I do not see any references to any of the races described in the passage above? [Banesfinger, 2/1/2004, "Black Sails - Questions"]
This seems to have been an error somewhere in the process. We have the stat blocks for these NPC's from the original manuscript. I am hoping to get GR to post them for download. Sorry. [Bill Simoni ("Thraim"), 2/6/2004, "Re: Black Sails - Questions"]
p. 25, The Back Story: The Temple of Harrimast is on p. 30.
pp. 25-26, No Place Like Gnome: What language are the scrawls in? Dramatis Personae lists no languages for any NPCs.
pp. 27-28, The Temple of the God of Knowledge:
Act I, Section 4: Maps and Legends. When the PC's go to the Temple of the God of Knowledge (early in this section), the trip "...seems fruitless" (pg 27), BUT after some considerable research time, they MAY (Spot check, DC 15) notice the piece of paper. If they do not make this roll, they will never think to look for the book 'the cycle of Yarash' and may not end up on the right track. Will this be a problem? [Banesfinger, 2/1/2004, "Black Sails - Questions"]
In almost all cases, a party will end up finding the scrap of paper. They can take 20 since they have plenty of time and there is no penalty for failure. Even taking 10 will probably work as someone in your group is liable to have a Spot score of at least 5.
From the writers' point of view, the mechanic of putting in a Spot or Search roll can easily be ignored to make the game flow more smoothly. If the PC's take the time to search and scout out the Temple of Knowledge they should eventually find the scrap of paper without needing to roll.
Further, even if the PC's do not find a specific book in the Temple, they may speak to the clerics there and still get the lead to head to Blaine Henry's shop and then through conversation with him get the lead to the Pirate temple. [Bill Simoni ("Thraim"), 2/6/2004, "Re: Black Sails - Questions"]
Characters who played through Terror in Freeport may recognize the first 3 titles on Handout Six from Milos's library (and may even possess his copies now). "A True Historie…" is a well-known popular work in Freeport; the censored version is commonly available. (See Freeport: The City of Adventure and Tales of Freeport for excerpts.)
p. 28, A Note About Orcs and Ork!: In 3.0 and 3.5, orcs typically have gray skin; Krom could be interpreted as another name for Gruumsh; otherwise, the details given in BSOF do not directly conflict with current D&D material. If Krom is renamed or replaced, be sure to also change the name of Krom's Throat (Freeport: The City of Adventure, pp. 84-85).
I was...somewhat disappointed that you didn't give us alignment, domains, etc. for Krom's clerics. (I don't own Wrath & Rage, so don't know if that info is there--but you did reprint at least one crunchy bit from that book in BSOF, so why not this?) Could one of the authors (of any of these books) provide that data for us poor gunks? [Tim Emrick, 2/19/2004, "BSOF: Krom?"]
Krom might am tell you about Krom, but then Krom am have to kill you!
Seriously, though, Ork! bears no relation to the D&D system, so trying to map it would ultimately be futile.
Some details that might be useful:
Krom created orks, so they are his children, but he cares very little for their affairs, if he doesn't outright oppose them.
Also, the game specifically states that players should never be able to play shamans (read: spellcasters) as magic is ultra-powerful in the Ork! world. Once an ork becomes that powerful, their character is retired (or eaten by a troll).
Mr. Miller or Mr. Pramas would be a better arbiter, but if I were adapting Krom and his clerics, I'd probably cast the God as CN. Death, destruction, war, and chaos all seem likely domains as well. Favored weapon would be whatever was handy.
As the sidebar notes, the Ork! elements were inserted mostly for flavor, as the four of us all like the game. You can use Krom and his easily enraged followers as you see fit. [B Evil Kirby (for B. Kirby, R. Lawson, W. Simoni, and R.J. Toth), 2/19/2004, "Re: BSOF: Krom?"]
pp. 30-34, The Temple of Harrimast: The cultists total 12 (see first paragraph on p. 32), so the creature list on p. 33 should include "(11)" after "Cultists of Yarash". The wizard should be in one of the pairs that enter the window closest to the altar.
It says: "The cultists have all imbibed potions of alter self so they all appear to be orcs."
But, according to the DMG (3.5E pg 286): "Spells with a range of personal cannot be made into potions..." Both Alter self (and disguise self) have a range of personal.
I know this adventure was made for 3E, but just a comment for those using it in 3.5E. [Banesfinger, 3/17/2004, "Re: Black Sails - Questions"]
The adventure was written for 3.5; however, the writing was started under 3.0, and conversions during the writing weren't always perfect. As I see it, the problem is that 3.0 didn't forbid potions of Personal range spells, but 3.5 does. (In fact, the DMG's random potions table includes alter self in 3.0 but not 3.5.) Note that the wizard knows alter self, and has one prepared. That just leaves the 11 cleric cultists to find a new solution for.
You could give the cleric the Trickery Domain and use Disguise Self. Granted it's not as powerful as Alter Self, but it might do in a pinch. [Zibeck, 3/30/2004, "Re: Black Sails - Questions"]
Unfortunately, Yarash's domains are Chaos, Death, Destruction, and Water. So these clerics can't use disguise self.
A wand or scroll shouldn't work, either, because the spell has to be on the caster's spell list in order to cast it, and disguise self is from a domain that isn't available.
However, creating a new one-use wondrous item would allow you to get around those rules. Per the DMG, p. 285, a "single use, use-activated" item costs spell level x caster level x 50 gp (same as a potion). That's 50 gp if it duplicates disguise self, or 150 gp for alter self. I'd suggest doubling that cost if the disguise isn't set until the item is used--in which case, make it a pot of pigment (like one found in a disguise kit) rather than, say, an elixir. Here's a suggested write-up:
Pigment of Disguise: A jar of this cosmetic paint is 3 inches in diameter and 1 inch deep, and contains 5 applications. Applying pigment of disguise takes 1 minute, and will duplicate the effects of an alter self spell for 30 minutes. The user determines the form adopted when applying this pigment. Faint transmutation; CL 3rd; Craft Wondrous Item, alter self; Price 1,500 gp; Weight 1/2 lb.
Note that Father Peg-Leg is one of the few clerics in Freeport of high enough level (Cleric 9+) to cast raise dead. If he dies, assume that either 1) the temple has a scroll hidden away for just such a disaster, or 2) the priests arrange for Mother Lorrilee (Cleric 12, Temple of the Sea God; see Freeport: The City of Adventure, pp. 94-95) to cast the spell. (BSOF introduces no new friendly clerics of this level.)
One note (as we ran the Temple of Harrimast encounter last night) is the amount of loot awarded in this encounter. 11 cultists of Yarash, each with a +1 dagger of Venom (each dagger is worth 8,302gp). Total value = 91,302 gp. Even if the PC's get 1/2 the value for these in the market, the encounter is still worth 45,661gp. A very handsome reward (almost too much). [Banesfinger, 3/31/2004, "Re: Black Sails - Questions"]
p. 31, William "Bill Bones" Crimshavy: See notes to his stat block, p. 217.
p. 33, Harrimast and His Church: The gold earring might serve as a holy symbol in a pinch. (The usual symbol is the skull and crossbones with curved swords.)
pp. 34-38, The Terrible Old Man: For Carthy's guards, use the Cleric of Harrimast stat block (p. 213, but see errata for that page).
p. 35, Captain's Clomper: What does the "Ivory" in the prerequisites mean?
p.39, The Brush-Off From the Coppers: See p. 251 for Williams's stat block, and p. 216 for Sea Lord's Guard stats.
pp. 39-41, The Captain's Council Says "No Thanks": See p. 244 for Roberts's stat block. The sub-clerk is a human Expert 1 (3 hp).
pp. 41-43, A Perilous Trip to the Hulks: See p. 216 for Typical Hulk Guard and Typical Hulk Prisoner stats. The Stevedore (also p. 216) can be used for crewmen (who avoid combat if at all possible).
Act I: the Hulks. The text describes these prison ships as a place that no one has ever escaped from.?!
As far as I see (from the text), there is only one spell/enchantment on these ships (to stop them from rotting).
With only guards on the top of the ships, why has no one escaped? With a world of magic, why has no 'break out' been successful?
Example: anyone with invisibility and silence could [waltz] right in. Or better yet, why wouldn't a (well known) criminal just have his (free) comrades pay for a wizard to 'dimension door' into the hold and teleport out? I'm sure you can think of a million more ideas to get past these 'Minimal' defenses!
I suggest the local (lawful) church cast a Hallow on the entire ship, and attach 'Dispel magic' on the spell. This would be a minimal defense. Additions could be guards with 'spot lights' that detect magic, panning around the ship at all times. Intelligent underwater creatures hired to watch for the approach of underwater assaults, etc.
P.S. what is the distance between Hulks? [Banesfinger, 4/13/2004, "Re: Black Sails - Questions"]
Heh. My own cynical opinion: generally, people with friends that can teleport and the like generally don't get put into the hulks. They have enough pull and/or money that they can just bribe the judge and walk. It's not so much a 'nobody can do it' as 'nobody cares enough to do it'. ['Dr. Nuncheon', 4/14/2004, "Re: Black Sails - Questions"]
pp. 44-45, Blaine Henry: If you wish to use the serpent people idea mentioned, see the stat block for N'Garth's warriors (p. 248), or see the monster entry in Death in Freeport Revised to create your own serpent people NPCs.
pp. 46-48, Yarash's Minions: This encounter needs a map. Verlaine's House (Terror in Freeport, p. 22) would serve; add a back exit in the kitchen (room 2). Under Tactics, initial damage for the poison is also Str (DMG, p. 297). If the party has placed the sextant in a lead box, extradimensional space, etc., the cultists cannot detect its aura; they react as if the PCs don’t have it (see last bulleted item).
pp. 47-48, Obstacles to the Chase: If necessary, assume that random townsfolk are 1st-level commoners, experts, or warriors. Stopping to fight the protesters (for example) will not help Carthy. A gelatinous cube on the streets is highly unlikely, even in Freeport.
p. 48, Catching the Cultists: Are the two cultists on the rowboat clerics or warriors?
p. 49, Section Seven: Libertyville: Purple worm venom's initial damage is also Str (DMG, p. 297).
p. 50, Guard Tower: Initial damage is also Str (DMG, p. 297).
p. 51, Libertyville [map]: The door to area 7 is not secret; only the door to the shaft is.
p. 54, Third Cavern: According to the map (p. 51), this cavern is about 50 ft. in diameter.
pp. 54-55, Desecrated Temple:
[Page 55] says: "<after being wounded - Billy bones will>..casts dimension door and escapes to the Libertyville beach." Dimension door is not a cleric spell?! [Banesfinger, 5/3/2004, "Re: Errata & Notes: Black Sails Over Freeport"]
The end of this section says that Carthy refuses healing and drinks a potion of inflict critical wounds. As undead, a cure spell would kill him, and he does not wish to reveal that secret. (See also notes to his stat block on p. 214.)
p. 56, Diving Spells: This header should read "Divining Spells".
p. 57, Captain Baumann's Revenge: No stats are given for her wizard ally. A crystal ball with true seeing is a very powerful item, and only appropriate for a wizard far above Baumann's CR.
pp. 58-59, Death Fog: Intuit Direction is now part of Survival in 3.5. Either there is one life leech and the EL is 5, or there are two and the EL is 7 (and "(2)" should be inserted on p. 59).
Act II: Islands of the Damned
Introduction: No notes.
The Isle of Undeath
p. 74, Zone of Life Detection: The minimum CL and XP cost for permanency are not given. The formula appears to be 8th + spell level and 500 XP per spell level (PHB, pp. 259-260), so zone of life detection requires CL 11th and 1,500 XP.
p. 75, Wandering Master: Insert a creature entry (EL 15): Daen Danud, hp 90; Zombie Ape Guards (6), hp 68.
p. 75-76, Observatory: Reading the journals is more like the Research skill (see d20 Cthulhu or d20 Modern) than Gather Information. DMs may wish to call for a Gather Information check modified by Int rather than Cha.
p. 83, [illustration]: The illustration does not match Sonsimoth's gear (breastplate, greataxe, longbow; see p. 220).
p. 85, New Ring: Ring of Diving: For the dive spell, see p. 249 of this book.
p. 85, [illustration]: The illustration does not match the sidebar immediately above it; these ghouls wear clothes.
p. 87, C-Chute Two: Add a creature entry: Zombies (6), hp 22.
p. 87, Wandering Monsters: For "Danger! Danger!", add Xamisum's gear from Area 39 (p. 88).
p. 87, Arena: The map shows five sections of seating, not four.
p. 90, Ghoul Quarters: Feel free to reduce the ghouls' hp from wounds taken in the interrupted fight. Note that the map of the room only contains twenty 5x5 squares, so 21 ghouls cannot all fit inside while fighting (unless some are grappling).
pp. 91-92, Buckets of Blood: The EL is 15 (Daen is CR 14 [level 12, +2 for lich], each guard CR 4). Add a creature entry: Daen Danud, hp 90; Zombie Ape Guards (6), hp 68.
p. 93, The Booty: Daen was made into a lich by Yarash, and lacks the caster level and feat to make the phylactery himself.
The Boneshaper's Throne
pp. 97-104, Section One: All Against All: In the introduction (p. 97), "giant lizard" should be "monitor lizard". For crocodiles, see MM, p. 271 (do NOT use the Giant Crocodile stat block on p. 222 of BSOF--that is the village champion, p. 102). The creature entries (pp. 100 and 102) are a bit unclear about exactly how many Crewmen and Sons of Zoltan are in each village.
p. 101, The Boneshaper's Throne [map]: Buildings 7-9 butt against the wall (Area 6); see p. 105.
pp. 104-105, Section Two: Freak on the Borderlands: Page 104 [introduction] says that the wall is guarded by 9 Skull-Duggers that fire bolts, so they must be Maulers. However, the creature list on p. 105 (Evil Fences and Evil Neighbors) lists 4 Haulers and 12 Maulers. (Delete the Haulers and 3 extra Maulers.)
These constructs seem pretty darn tough. Is it right that the haulers do 3d6+9 damage with their "boneslapper" attacks? +9 because they have high strength, fine, but shouldn't the base damage die be 1d6? It's still a Medium-sized monster.
So the "Evil Fences and Evil Neighbors" encounter has 12 Maulers and 4 Haulers. It's listed at EL 13, but the maulers are CR 10. 12 of them are an EL 17 encounter. Smart tactics and good manueverability might let a lower level party get by them, sure, but still.
I also don't understand exactly what is meant on page 104, where it says that one of the Skull-Dugger patrol groups which succeeds in spotting characters climbing the plateau "leaps down to engage the PCs" (after firing bolts). But from the description of the climb, it seems like the constructs could spot the PC's at any point in the series of 6 Climb checks they have to make to scale the hundred-foot cliff. Are the Skull-Duggers supposed to leap 50+ feet to engage them on the cliff wall? It's confusing.
Do the Skull-Duggers on the wall ignore characters who make it inside the wall?
And there are lots of these things. Is the party supposed to fight most of them? Better hope they have some adamantine weapons. [Brael, 4/8/2004, "Skull-Duggers"]
pp. 105-107, Machine Shop: This is Area 8 on the island map (p. 101).
p. 106, The Machine Shop [map]: The secret doors (Area D, p. 107) are not shown. See the Processing Plant map (p. 109) for likely locations.
pp. 107-109, Alchemy Lab: This is Area 7 on the island map (p. 101).
pp. 109-110, The Processing Plant: This is Area 9 on the island map (p. 101).
pp. 111-120, Section Three: Head Games: Note that this section does not follow a room-by-room pattern, as most of the rest of the adventure does.
p. 112, Planned Encounter: The Enemy Within: EL is 9.
p. 113, The Boneshaper's Skull [map]: The wall/secret door beyond the pit trap in Room 4(V) is not shown. The eye windows in Room 5 are not shown.
p. 120-125, Section Four: Being Zoltan Zaska: Maps for these encounters would be useful. Do the clones use Typical Son of Zoltan stats?
pp. 124-125, The Last Waltz: Zoltan (p. 227) is CR 14 due to his undead status, so the EL here should be 14. The EL rises to 16 if the Skull-Duggers join the fight.
The Island of the White Gorilla
p. 127, Ahunatum: The text claims that she knows something of the stars [Knowledge (nature)?], architecture, and Spellcraft, but her stat block (p. 227) lacks these skills. See notes to p. 227.
p. 129, New Weapon: Necksticker: Neckstickers are exotic weapons (see White Gorilla stat block, p. 230).
p. 130, The Mines [map]: The Cave-In should be between the main passage and the Gaping Pit (see description on p. 132).
p. 131, Mine Level One: The map (p. 130) only shows one passageway from the elevator chamber. Gorillas must use the squeezing rules (PHB, p. 148) in these tunnels.
p. 132, Cave-In: See the DMG, pp. 66-67, about Cave-Ins and Collapses (CR 8).
p. 132, Gaping Pit to Hell: See notes for p. 133.
pp. 132-133, Mine Level Two: Which passage on the map (p. 130) is barricaded?
p. 133, Lava Fissure: The Lava Effects rules are reprinted on pp. 144-145 (The Lava Pit).
[I]n the Gorilla City section, there is a reference to a map for the river of lava, and I can't seem to find that map. [Nareth, 2/16/2004, "Black Sails errata?"]
We have some errata in the works (specifically, the missing stat blocks). I'll see about the river of lava as well. [Chris Pramas, 2/21/2004, "Re: Black Sails errata?"]
p. 133, White Gorilla Island [map]: The map does not show the road from the Mine [Quarry] to Gorilla City (p. 134), nor the Rope Bridge just outside the city (p. 136).
pp. 134-135, Section Two: Run Through the Jungle: No map of the village is given.
Is it possible for Crud to make juju bags for the PCs? Will the bags work for anyone but the individuals/buildings they were made for? And how quickly will Ahunatum and her gorillas find the village and/or goblins if a juju bag is stolen?
p. 134, Jungle Fever: The pit trap is CR 1. The net trap entangles (as a net, PHB, p. 119); CR 1/2?
p. 136, The Rope Bridge: This section appears to be missing text--why is it EL 11? (And why the bonus XP for cutting the bridge?)
p. 137, Section Three: Death and the Maiden [introduction]: The gate guards are EL 10.
p. 137, Ape Central: EL is 10 if 4 gorillas, 11 if 5-6.
p. 138, The Plaza: Add a creature entry: White Gorillas (4-6): hp 61.
p. 142, Guard Outpost: Nine CR 6 creatures are EL 12. Combining them with the Gaping Pit (p. 144) raises the EL to 13.
p. 142, Cunning Trap #1: The EL is 8 (the trap's CR).
p. 144, Cunning Trap #2: The EL is 6 (the trap's CR).
p. 144, Lava Caves: See notes for p. 133.
p. 144, The Labyrinth: See notes for p. 133. Wandering Monster ELs are as follows: Shriekers [3-5] & Violet Fungus [1]: EL 5; Phantom Fungus [1]: EL 3; Band of 3 [average] Salamanders: EL 9; Fire Elemental: EL 1 (Small), 3 (Medium), 5 (Large), 7 (Huge), 9 (Greater), or 11 (Elder) [which size was intended?]; Band of 10-12 Azers: EL 9.
pp. 144-145, The Lava Pit: See notes for p. 133. Note that the text restates the "Lava Effects" section of the DMG (p. 304).
p. 145, The Climb: See notes for p. 133.
p. 145, The Hidden Lagoon: This area needs a map.
Crystal Lake Island and the Stone of the Heavens
pp. 147-173, Crystal Lake Island and the Stone of the Heavens:
How do Moab's men/mutants get to the surface of the lake?
It is mentioned several times that they appear for raiding parties (159, Planned Encounter: Retaliation), or that groups leave from the entry way (area 1) to go fishing.
Are all of these coming's and going's done purely by Moab's artifact (telescope), or does he use some other means?
Secondly, I cannot find any mention of where the underwater fort is located in the lake? Is it in the center of the lake? If not, how close to shore is it? (I can deduct from the hydra layer that it is about 100 feet underwater, correct)? [Banesfinger, 6/2/2004, "Re: Black Sails - Questions"]
Most of the time, they use Moab's Spyglass. If that want to make a dramatic appearance they use the white bubble as described when the PC's are sacrificed by the Lake People. They can also use spells such as Water Breathing and Free Action to get about.
I believe that I mentioned that the fortress is centrally located in the lake. To be honest I did not do too much analysis of the way things work in reality as far as distance from the shore, depth underground etc. I think that 100 feet sounds correct. I took some poetic license as well with the final encounter as a shaft appears leading to the surface so the PC's can escape. If they are in the center of the lake that will be difficult, but I though it was cool so I put it in anyway. [Bill Simoni, 6/2/2004, "Re: Black Sails - Questions"]
p. 147, The Fishmen Mutants: EL is 9. Subdual damage is called "nonlethal" in 3.5. Also, the monster entry (p. 232) doesn’t list this damage (for drying out) as nonlethal.
p. 149, Oh, my God! What is that thing!: EL is 8 (the tendriculos's CR).
p. 149, The Grass! It's Alive!: EL is 5 (the grass's CR).
pp. 149-150, Look at their Faces! They're hideous!: EL is 10.
p. 150, The Sky is Falling!: Assuming that only one save is needed, this is only a CR 1 trap, so EL is 1.
p. 151, Mutant Village: This map would be more useful if it showed trunks and buildings rather than crowns.
pp. 151-152, The Shrine of Mutos: The DM will have to determine what scrolls Ararog has (or has the materials on hand to scribe); his stat block (pp. 230-231) does not list any. (See adept spell list, DMG, p. 108.)
p. 152, Herb Masters: These 2 NPCs have no stat blocks in Dramatis Personae.
p. 152, Mutants! Attack!: EL is 12 for the Chief and 10 warriors alone; the entire village is probably around EL 20.
p. 153, Planned Encounter: The Enemy Within: Dramatis Personae lacks Sea Dog stats for this island; see pp. 220 or 229. Previous "Enemy Within" encounters (pp. 86 and 112) were with 6 Sea Dogs, for EL 9.
p. 153, Kill the Mutant?: EL is 10. Lake People Hunters use the "Hunter" stat block (p. 234; see notes for that page). Delete Gabriella from the creature list; she is not encountered here.
p. 153, I Think I See Something in Those Rocks: EL is 9 (the chaos beast's CR). The stat block (and MM) do not list a "chameleon power", but the beast has Hide +17 (see p. 231). Note that a chaos beast's form changes constantly.
p. 153, The Lake People: In the first sentence, "ancestors" should be "descendants".
p. 154, Guardhouses: EL is 8.
p. 154, Huts of the Priests: El is 5 (the priests' CR).
p. 154, Holding Pens: EL is 10.
p. 154, Fish Bone Carver: No stats for Old Ned are given in Dramatis Personae. (Use Wilson, p. 239?)
pp. 155-156, Welcome! Please Come to Dinner: EL is 13.
p. 156, Saving Garros: The EL is 10 (Lake People guards alone), 13 (with Gabriella and temple priests), or 13-14 (with priests). Add "Priests of the Ancestors (3): hp 33" to the creature list.
p. 156, Who Are You?: EL is 13.
p. 157, Ettin Lair: EL is 8.
p. 157, Rat Holes: See MM, p. 239, for Rat Swarm stats; the rats here form a single swarm.
p. 158, Snake Pit: EL is 9.
p. 159, Chamber of the Hydra: EL is 10 (the hydra's CR).
p. 159, Planned Encounter: Retaliation: EL is 11. Add a creature entry: Jhondal, hp 81; Mutant Soldiers (10): hp 21.
p. 160, Mess Halls: EL is 2 (1 soldier), 4 (2), 5 (3), 6 (4), or 7 (5-6).
p. 160, Kitchen: EL is 7 (with or without a lone soldier).
p. 162, Kitchen: EL is 7 (with or without a lone soldier).
p. 162, Throne Room: The last paragraph of the shaded text should be broken into two. EL is 12.
p. 163, Secret Room: El is 4 (trap) or 7 (with Gaspar).
p. 163, Storeroom: EL is 3. "Vichy (goblin servant):" should be bold.
pp. 163-164, Sergeants' Quarters: EL is 7.
p. 164, Pen of the Man-Beast: EL is 7 (the girallon's CR).
p. 164, Jhondal's Quarters: EL is 8 (Jhondal's CR). He is not mentioned in the Area 12 text, but the PCs may have encountered him leaving the fortress, or on another island.
p. 164, Marissa's Quarters: EL is 6 (Marissa's CR). Marissa is NOT an elf, so requires more sleep.
pp. 165-166, Rooster Tumblefoot's Quarters: EL is 8 (Rooster's CR). On p. 166, "Rooster Tumblefoot" should not be indented.
p. 166, Mutated Leopards Pen: EL is 8.
p. 166, Mutated Wolverines Pen: EL is 6.
p. 166, Pantry: EL is 4.
p. 167, The Cooks' Pets: Alternatively, substitute a Rat Swarm (MM, p. 239) for the normal rats.
p. 167, Guard Room: EL is 8.
pp. 167-168, Preparation Chamber: EL is 10.
p. 168, Guard Barracks: EL 10.
p. 168, Torturers: EL is 12.
p. 168, Smithy: EL is 12 (Forger's CR). See also notes to p. 233 (Forger's stat block).
p. 169, The Forger's Quarters: EL is 12 (Forger's CR).
p. 170, Moab's Sitting Room: EL is probably 13 (see note to Moab's stat block, p. 236). This would make Area 21's EL correct (see p. 172).
p. 172, The Chamber of the Summoning Portal: The silver disc must be quite valuable, even after being disenchanted. (Silver is worth 5 gp per pound.)
Yarashad
pp. 178-179, Into the Woods: EL 16 seems a good approximation. (The centipedes alone are EL 13, and the number of trees is neither given nor really necessary.)
pp. 179-180, Section Three: The Boneyard: This area has no map. One would be very useful for the big combats here.
p. 179, Around the Corner: The scorpions are Large (see stat block, p. 242). EL is 7. [4 Huge scorpions (MM, p. 287) would be EL 11.]
pp. 179-180, …On a Dead God's Chest: EL is 16.
Act III: Red Skies at Sunset
pp. 185-186, An Angry Meeting: Insert "(20)" after "Sea Lord's Guardsmen" on p. 185.
pp. 186-187, The Orc Rabble-Rouser: The EL (12) is either for Drak and his bodyguards, or for the elven spy. In the creature lists, insert "(100+)" after "Orc Laborer", "(about 100)" after "Sea Lord's Guardsmen", "(50)" after "Soderheim's Guard", and "(5)" after "Drak Bodyguard". Polymorph any object is an 8th level spell; minimum caster level is 15th; duration is permanent. (A simpler solution would be a hat of disguise or similar magic item.)
pp. 187-188, An Over-Zealous Zealot: EL is 15 (Heike's CR).
p. 190, We Are Under Attack!: EL is 12 for the 10 barbarians. Insert "(3)" after "Sea Lord's Guardsmen", "(10)" after "Barbarians Type I", "(50+)" after "Warrior of the Barbarians Type I".
pp. 190-191, Hey, We Need Your Help!: EL is 12. Insert "(12)" after "Orc Rioter".
p. 191, Something Bad This Way Comes: Delete Barbarian Type I (they are part of "We Are Under Attack!", p. 190); insert "(8)" after "Warriors of the Barbarians Type II", and insert "(30)" after "Orc Commoner".
p. 192, Barbarians at the Gate: Insert "(9)" after "Barbarians Type II", "(currently 18)" after Stern's hp, and "(100+)" after "Warriors of the Barbarians Type I".
p. 192, Elf Sabotage: EL is 10 for the 4 elves. Insert "(3)" after "Elven Fighter" and "(2)" after "Sea Lord's Guards". The Hawk has 13 hp (see note to p. 247).
pp. 192-193, Now's Our Chance: EL for N'Garth and his warriors is 11 (6 or fewer warriors), 12 (7-12), or 13 (13+). If you wish to include a Councilor, see the stat blocks for Captains Garth Varellian, Hector Torian, Marcus Roberts, and Xavier Gordon (p. 244), or choose a Councilor from Freeport : The City of Adventure (pp. 24-27).
pp. 193-194, Get Them Guns Blazin'!: EL is 13. Insert "(3)" after "Barbarian Bodyguard". Gar is the Shaman's familiar; delete the Sorcerer of the Barbarians.
pp. 194-195, Free Drak!: In the 4th paragraph, the text mentions guardsmen with repeating crossbows. According to Freeport: The City of Adventure, p. 31, these are Sergeants, but BSOF only gives stat blocks for "Typical Guardsmen". What is the total number of guardsmen at the gate? It's unclear how the EL 15 is reached. Also in the 4th paragraph, "50% cover" should simply read "cover".
The wounded Guardsmen (top of p. 195) should have 1d3 hp each. The orcs should be added to the creature lists here, but it's unclear which stat block (or blocks) to use (Orc Commoner, Orc Laborer, and/or Orc Rioter? [pp. 248-249]).
p. 196, A Hundred-to-One…I Like Those Odds!: The exact numbers of foes are not given, so it's unclear how the EL was calculated.
pp. 197-198, The Battle Begins: EL 12 only accounts for the Elven Commander (CR 12).
pp. 198-199, The Summoning: EL is 14 for Nador/Billy Bones, 8 cultists, 1 wizard cultist, and the Kraken. Insert "(8)" after "Cultist of Yarash".
Epilogue
City on [the] sea / Convulsive corsairs, replete / Cry splits the night: Yarrr [RJToth, 3/17/2004, ENworld chat (traditional chat haiku)]
No other notes.
Dramatis Personae
Crafts, Knowledges, Professions: Some NPCs have been given Craft, Knowledge, and/or Profession skills that are essentially identical; merge all such skills into one, and move any excess points (after reaching max. ranks) into another skill.
Several NPCs are given Profession (cartographer); this should probably be Craft (cartography), based on the precedent in Freeport: The City of Adventure (p. 140, Cartographer's Table); if Int and Wis give different modifiers, adjust the skill modifier accordingly. Ranks in Knowledge (cartography) should be moved to Craft (cartography) and/or Knowledge (geography).
Languages: No languages are listed for any of these NPCs. As needed, give them automatic languages and bonus languages based on race and Int.
Yarash cultists seem to use an as-yet-identified language for their ritual sacrifices (see notes to pp. 25-26). Treat this as either a new language, or as a function of Knowledge (arcana). Fortunately, most cultist groups seem to include at least one character with bonus languages from Int, or ranks in Knowledge (arcana), depending on which solution the DM chooses.
Ship Crews
p. 211, Captain Morgan Baumann: The Freeport Pirate prestige class and thirsting weapons appear in Freeport: The City of Adventure (pp. 119-120 and 135, respectively). [See Freeport Classes (3.5 Revisions) for a quick & dirty update of the PrC.] Superior Weapon Focus is a bonus feat (Freeport Pirate level 4), so she should have one more feat (probably Weapon Specialization [cutlass]). Improved Critical applies to a specific weapon, presumably cutlass (in which case change her threat range to 15-20). Baumann has apparently not chosen to have an animal companion. The teleportation gem text should be in a sidebar, as it is on p. 218.
p. 211, Captain Galadon: Under Possessions, what is "colored" supposed to be? The paper in the next line, or something else?
Act I: Red Skies at Morning
p. 212, Blaine Henry: Replace Knowledge (cartography) and Profession (cartographer) with Craft (cartographer) (see "Crafts, Knowledges, Professions" above). Henry should have 121 skill points and 10 class skills. Suggested revised skills: Appraise +9 [5 ranks, cc], Craft (bookbinding) +18 [11, Skill Focus], Craft (calligraphy) +15 [11], Craft (cartography) +15 [11], Decipher Script +9 [5, cc], Forgery +9 [5, cc], Gather Information +11 [11], Knowledge (arcana) +10 [6], Knowledge (geography) +15 [11], Knowledge (history) +5 [1, cc], Knowledge (local) +6 [2, cc], Knowledge (navigation*) +14 [10, Skill Focus], Profession (sailor) +13 [11], Profession (scribe) +13 [11], Sense Motive +9 [7]. (* If you do not use Knowledge [navigation] in your campaign, change this to either Knowledge [nature] +14 or Survival +12.)
p. 213, Captain Morgan Baumann: See notes on Baumann for p. 211.
p. 213, Chatty Matty: He can also do 1d3 nonlethal damage (Improved Unarmed Strike).
p. 213, Cleric of Harrimast: A captain's coat (p. 31) is far too powerful for a 3rd-level character [3rd-level NPC gear = 2,500 gp]. Replace it with +1 studded leather armor [1,175], an elixir of swimming [250], and a potion of either water breathing or water walk [750]. Per p. 33, the gold earring is worth 50 gp.
p. 214, Ezekiel Carthy: Change his type to Undead, HD to 12d12, Con to "--", and add undead traits (MM, p. 317). He has no other special abilities. Leave hp as is, or drop them to 78 [-24 for Con --, +12 for new average hp/die].
p. 214, Flint Quickfoot: Raise Craft (calligraphy) to +11; add Craft (cartographer) +11; delete Profession (calligrapher and cartographer); this leaves 6 unspent skill points (see "Crafts, Knowledges, Professions" above).
p. 215, Lucien Buche: Replace Knowledge (cartographer) and Profession (calligrapher and cartographer) with Craft (calligraphy and cartographer) (see "Crafts, Knowledges, Professions" above). Buche should have 90 skill points and 10 class skills. Suggested revised skills: Craft (bookbinding) +12 [9 ranks], Craft (calligraphy) +12 [9], Craft (cartography) +15 [9, Skill Focus], Decipher Script +4 [1, cc], Gather Information +7 [7], Knowledge (arcana) +5 [2, cc], Knowledge (geography) +10 [7], Knowledge (history) +10 [7], Knowledge (local) +9 [6], Knowledge (nature) +13 [7, Skill Focus], Knowledge (navigation*) +10 [7], Profession (astrologer) +3 [1, cc], Profession (sailor) +2 [1/2, cc], Profession (scribe) +11 [9], Search +4 [1, cc]. (* If you do not use Knowledge [navigation] in your campaign, raise Knowledge [nature] to +15 [+2] and add Survival +7 [5].)
p. 215: After Lucien Buche's entry, insert "Morgan Baumann (see Captain Morgan Baumann on p. 213)".
p. 215, Peg-Leg Peligro: Per p. 33, the gold earring is worth 50 gp.
p. 216, Stevedore: Insert ")" after "dagger" in both Atk and Full Atk.
p. 217, Life Leech: "Medium Aberration (Evil)" should be bold.
The entry listed in Black Sails seems to be missing several key stats, How much Con does it drain? What is the range [of] its blindsight? [zibeck, 10/26/2005, "Life Leech from Black Sails"]
The amount of Con loss is given in the second paragraph after the Advancement line. This should really be listed as a special attack in the standard MM "Combat" section format.
Blindsight range was an oversight. Use 120 ft. [Bill Simoni (Thraim), 10/26/2005, "Re: Life Leech from Black Sails"]
p. 217, William "Billy Bones" Crimshavy: See p. 31 about the captain's coat. His atomizer is an atomizer of Lady Droos (Freeport: The City of Adventure, p. 139).
Base attack is +7/+2 (correct). Should that not make his full attack +12/+7 (not +12/+5 as listed)? (it seems his weapon focus (+1) and magic cutlass (+1) had not been added to his second attack.) This should also be added to his two-weapon attacks: (+8/+3/+8 ).
Also note: His Spells Prepared numbers for 4th (2+1) and 5th (1+1) are incorrect (should be 3+1 and 2+1). He has the correct amount of spells in his list [though].
Note (4th level spell: Death ward* is listed as his domain spell). This is incorrect for either Destruction or Evil domains (should be either Inflict crit wounds or Unholy blight).
Note (5th level spell: slay living* is listed as his domain spell). This is incorrect for either Destruction or Evil domains (should be either Inflict light wounds - Mass, or Dispel Good) [Banesfinger, 5/3/2004, "Re: Errata & Notes: Black Sails Over Freeport"]
p. 217, Wizard Cultist of Yarash: The second scroll is Bigby's interposing hand (the SRD leaves off the non-OGC creator's name).
Act II: Islands of the Damned
The Kraken's Claw Crew
p. 218, Captain Morgan Baumann: See notes on Baumann for p. 211.
The Isle of Undeath
pp. 218-219, Daen Danud: His "hideous laughter" spell is Tasha's hideous laughter (the SRD leaves off the non-OGC creator's name). His armor gives him a 15% chance of arcane spell failure. Note that Daen was made into a lich by Yarash, and lacks the caster level to and feat to make a phylactery himself.
p. 219, Jhondal, Moab's Lieutenant: See note on Jhondal for pp. 235-236.
p. 219, Liaju: Add hip flask to her possession (see sidebar on p. 85).
p. 220, Remeli: Delete "(Undead)" after HD.
p. 220, Skeleton (Former Fighter): Skeletons have HD as the original creature, minus class levels. A human fighter's skeleton would thus be HD 1d12. ("1d10+3d12" is wrong even if Daen is allowed to make exceptional skeletons.)
p. 220, Sonsimoth, Vampire Jailer: Why does he have a climber's kit? Vampires can spider climb.
p. 221, Xamisum, Zombie Instructor: See note to Zombie, below. To reflect his personality, the DM may want to give him an Int score. Pages 86 (Arena) and 88 (Double-Secret Equipment Closet) imply that he should be size Large (-1 to AC and Atk).
p. 221, Zombie: Zombies have HD as the original creature, minus class levels, then doubled, plus Toughness. A human zombie would thus be HD 2d12+3. (Perhaps Daen is allowed to make exceptional zombies?)
p. 221, Zombie (Dungeon Level Five): See note to Zombies, above. The main text (pp. 87-88) does not describe them as Large, only Xamisum.
The Boneshaper's Throne
p. 222, Carlotta Ramlpin: Replace Profession (cartographer) with Craft (cartography) (see "Crafts, Knowledges, Professions" above).
p. 223, Jhondal, Moab's Lieutenant: See note on Jhondal for pp. 235-236.
p. 225, Stripe-Shirted Sailor: How much is a "piece of eight" worth? (Historically, this is 1/8 of a gold doubloon. Call it 1 sp.)
p. 226, New Monsters: Skull-Duggers: See note to pp. 104-105.
p. 227, Zoltan Zaska: Delete "(Aquatic)" from his type; the main text never states that he is a lacedon. Craft (appraise) should be Appraise.
DMs with the Advanced Bestiary may wish to revise Zoltan's stat block to use the (normal) ghoul template on pp. 76-77 of that book.
The Island of the White Gorilla
p. 227, Ahunatum, Vampire: Per p. 143, the hook of Yarash should be listed as "(2d4+7/18-20, x3)". Expertise should be "Combat Expertise". Her feats only include those she received for her class, character level, and human. Her vampire template adds Alertness, Combat Reflexes, Dodge, Improved Initiative, and Lightning Reflexes. (In her fighter feats, replace Improved Initiative with Dodge [prerequisite for Mobility]. However, she gains it as a vampire, so the final list remains the same.) Saves should be Fort +7, Ref +10, Will +6.
Ahunatum should have 65 skill points (for Int 14 prior to undead status), but has only been given 32, not including the missing modifiers for Climb, Sense Motive, and Swim. Page 127 claims that she knows something of the stars [Knowledge (nature)?], architecture, and Spellcraft, but her stat block lacks these skills. Note also that she is not a spellcaster, so cannot use Craft (alchemy); delete it. Suggested changes: Climb +19 [13 ranks], Knowledge (architecture and engineering) +4 [1.5 ranks, cross-class], Knowledge (nature) +4 [1.5 ranks, cross-class], Listen +13 [Alertness], Sense Motive +11 [0 ranks], Spellcraft +4 [1.5 ranks, cross-class], Spot +13 [Alertness], Swim +19 [13 ranks].
p. 227, Crud: Add "master juju bag" to Possessions (see p. 134).
pp. 227-228, Doctor Zayess: He is a White Gorilla.
p. 228, Don-Ka: He is a White Gorilla.
p. 228, Jhondal, Moab's Lieutenant: This header was not properly formatted. See note on Jhondal for pp. 235-236.
p. 229, Mongo, Enormous White Gorilla: Based on his HD, he is a Warrior 7, which makes him CR 9.
p. 229, New Monster: White Gorilla: "Large Monstrous Humanoid" should be bold.
Hit Dice should be "5d8+13 (55 hp)" [+2 hp/HD for 14 Con, +3 for Toughness].
Under Attack and Full Attack, Large club base damage is 1d8.
p. 229-230, Skrunk: Add "juju bag" to Possessions (see p. 134).
p. 230, Twins (MacDoall and Haston): Profession (basket weaver) should be Craft (basketweaving).
p. 230, Typical Goblin Villager: These are Warrior 1 (per the MM). Add "juju bag" to Possessions (see p. 134).
Crystal Lake Island and the Stone of the Heavens
p. 230, Addie: Delete Profession (weaponsmith); this leaves 6 unspent skill points (see "Crafts, Knowledges, Professions" above).
p. 230, Ape Mutant: The mutant's type should be Monstrous Humanoid. (It cannot be Animal due to Int, and Humanoids are limited to Medium and smaller.)
pp. 230-231, Aragog: Knowledge (boating) should be Profession (boater).
p. 233, Forger:
The stats for the Forger seem off; It shows the Forger as HUGE (Space/Reach = 15 ft/15 ft), but according to the map, that would limit the Forger to the smithy room ONLY! According to the 3.5E PHB, pg 148: Squeezing, a HUGE person could NEVER fit into a 5 foot wide hallway (unless they have the escape artist skill). But looking on the map, it shows the Forger's bedroom 40 feet away down this narrow corridor. My suggestion: reduce the Forger down to Large Size (10ft/10ft) so he can squeeze to his own bedroom. Also, the Forger does not seem to have an size penalty to AC? [Banesfinger, 7/6/2004, "Re: Black Sails - Questions"]
To summarize suggested changes: Large; AC 21 [add -1 size], touch 11, flat-footed 19; Grp +29; Atk +25 [base +13, Str +12, -1 size, +1 masterwork]; Full Atk +25 and +23/+23/+23; Space/Reach 10 ft./10 ft.
p. 233, Gaspar: Change "Conjurist" to "Conjurer". At the end of his entry, insert "(See Shadow, Gaspar's familiar, on page 238)".
His AC should be only 16 (+3 dex, +3 amulet), not the 17 stated on page 233. [Banesfinger, 7/6/2004, "Re: Black Sails - Questions"]
p. 234, General Hani'Barakas: "Expertise" is Combat Expertise.
p. 234, Hunter: Delete "Mutated" from the first line. HD is "3d8+3d8+12". See p. 154 (Bowyer/Fletcher) about their bows and arrows.
p. 235, Grab Grass: Under Space/Reach, "at least 25 square ft." is not a standard Space. (Also, 25 ft.2 = one 5 ft. square.) Large creatures have Space 10 ft.
pp. 235-236, Jhondal, Moab's Lieutenant: Knowledge (boating) should be Profession (boater) [+2].
p. 236, Lake People Guard: See p. 154 (Bowyer/Fletcher) about their bows and arrows.
p. 236, Moab Cys'Varion: Add "*" after his name. CR should be 13 (level 11, +2 for undead status). Change Knowledge (cartography) [1 rank] to either Craft (cartography) or Knowledge (geography). Knowledge (infernal) should be merged with Knowledge (planes) [new total +12]. His "interposing hand" spell is Bigby's interposing hand (the SRD leaves off the non-OGC creator's name).
DMs with the Advanced Bestiary may wish to revise Moab's stat block to use the (normal) wight template on pp. 95-96 of that book.
p. 237, Mutated Leopard: There should be no space after "Space/".
p. 238, Pain Mistress (Advanced): This monster is from Legions of Hell, revised for 3.5 in The Book of Fiends; see the latter book (pp. 185-186) about special attacks. "Devil qualities" should read "baatezu traits". CR is not given, but should be 8 per The Book of Fiends and MM [base CR 7 at 7 HD, +1 for +3 HD].
p. 238, Shadow: Shadow is a familiar, so modify stats: CR --; HD 6; delete Alertness (only his master gets this). At the end of his entry, insert "(See Gaspar on page 233)".
pp. 238-239, Temple Guard: See p. 154 (Bowyer/Fletcher) about their bows and arrows. They have 30 shell pieces each (delete "+10").
p. 239, Wilson: Raise Craft (carpentry) to +7 and delete Profession (carpentry) (see "Crafts, Knowledges, Professions" above).
Yarashad
pp. 240-241, Treasure Golem: "Large Construct" should be bold.
Under Treasure Golem Special Items Table, 1/1000 seems too low--these items should have a higher intrinsic value (perhaps 1/100?).
No Construction rules are given.
Act Three: Red Sails at Sunset
p. 243, Avatar of Yarash: CR is not given; if the EL on p. 199 (The Return of Yarash) is correct, CR is 20. Yarash has a swim speed, so automatically has Swim +19 (racial +8, Str +11) and can always take 10 on Swim checks (see MM, "Movement Modes", pp. 311-312). The Full-Fathom Five Tattoo has 100 hp (see p. 201).
p. 243, Barbarian Type II: Level is 4.
p. 244, Captain Garth Varellian: The official errata for Freeport: The City of Adventure states that sabers have the same stats as scimitars. Atk is +11 melee, Full Atk is +11/+6 melee; damage is 1d6+4/18-20 (saber) or 1d4+2/19-20 (dagger). In Possessions, replace "against proof of" with "of proof against".
p. 245, Commander Stern: Level is 3.
p. 246, Elven Sailor I: Weapon Finesse does not require specialization in 3.5.
p. 246, Elven Spy: Weapon Finesse does not require specialization in 3.5.
pp. 246-247, Elven Wizard: Change Knowledge (cartography) [1 rank] to either Craft (cartography) or Knowledge (geography). Weapon Finesse does not require specialization in 3.5.
p. 247, Gar: He is the familiar of the Shaman of the Barbarians (p. 250), not the Sorcerer of the Barbarians. Modify stats as follows: CR --; HD 12; flat-footed AC 16; Grp -7; spell resistance 17. A raven's claws only count as one attack, even during a full attack.
p. 247: After Gar's entry, insert "Garth Varellion (see Captain Garth Varellion on page 244)".
p. 247, Hawk: Move "See Elven Ranger on page 246" to the end of the entry. The ranger's effective druid level is 3rd, so modify stats as follows: CR --; HD 3d8; 13 hp; Init +4; AC 20 (+2 size, +4 Dex, +4 natural), touch 16, flat-footed 16; Base Atk +2; Grp -8; Atk +8 melee (1d4-2, talons); Full Atk +8 melee (1d4-2, talons); SQ low-light vision, link, share spells, evasion, +2 tricks; SV Fort +3, Ref +7, Will +3; Str 7, Dex 18; Listen +2, Spot +16; Flyby Attack, Weapon Finesse. A hawk's talons only count as one attack, even during a full attack.
p. 248, N'Garth; N'Garth's Warriors: N'Garth and his warriors are compatible with the serpent people entry appearing in Death in Freeport Revised. N'Garth's CR is 10. See MM, p. 306, about Change Shape; serpent people may assume the form of a Small or Medium humanoid, and may remain in that form indefinitely, but may not assume a new form more than three times per day. Skills do not include armor check penalties (-4 for N'Garth, for net Climb +7, Jump +6; -6 for warriors, for net Climb +0, Jump -1). Degenerates also have a poison bite (Bite, Fortitude save [DC 11]; initial and secondary damage 1d6 temporary Wisdom).
p. 248, Orc Laborer: Add "(6 squares)" after Spd.
p. 249, Spell & Magic Items: The following items from Freeport: The City of Adventure should also have been reprinted here: Freeport Pirate prestige class (pp. 119-120), pirate weapons (cutlass, gaff hook; p. 121), Drac Bloodline and Scoundrel's Luck feats (pp. 125-126), armor of authority (p. 133), thirsting weapons (p. 135), atomizer of Lady Droos (p. 139), battle scrimshaw relic (p. 142), firearms (pp. 147-150), and narcotics (abyss dust, snake weed; pp. 154-155).
pp. 249-250, Rogue of the Barbarians: Weapon Finesse does not require specialization in 3.5.
p. 250, Shaman of the Barbarians: Gar (p. 247) is his familiar. See note to pp. 193-194.
p. 250, Sorcerer of the Barbarians: Gar (p. 247) is the Shaman's familiar, not his. See note to pp. 193-194.
p. 250: After the entry for Sorcerer of the Barbarians, insert "Stern (see Commander Stern on page 245)".
p. 251, Wizard Cultist of Yarash: See note for stat block on p. 217.
p. 251: After Xander Williams's entry, insert "Xavier Gordon (see Captain Xavier Gordon on page 244)".