Professional Documents
Culture Documents
by Phil Thompson
Triad Edit: Matt Maddy
Circle Edit: David Christ
Life is always busy in the city of sails. Now that things have settled down some of the dock district reconstruction is in
full swing. Any day now life should return to normal, the homeless settled and again back among the working class.
Maybe now you can relax and take it easy for a while? An adventure for 1st to 12th level characters.
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 the author. To learn more about the Open Gaming License and the d20
system license, please visit www.wizards.com/d20
DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the
Coast, Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc. ALL RIGHTS RESERVED.
This scenario is intended for tournament use only and may not be reproduced without approval of the
RPGA Network.
Introduction
This is an RPGA Network scenario for the Dungeons &
Dragons game. A four-hour time block has been allocated
for each round of this scenario, but the actual playing time
will be closer to three and a half hours. The rest of the time
is spent in preparation before game play, and scoring after
the game. The following guidelines are here to help you
with both the preparation and voting segment of the game.
Read this page carefully so that you know and can
communicate to your players the special aspects of playing
an RPGA scenario.
Preparation
First you should print this scenario. This scenario was
created to support double-sided printing, but printing it
single sided will work as well. There is enough room along
the inside margin to bind the adventure, if you desire.
Read this entire adventure at least once before you run
your game. Be sure to familiarize yourself with any special
rules, spells, or equipment presented in the adventure. It
may help to highlight particularly important passages.
When you run an RPGA D&D adventure we assume that
you have access to the following books: the Players
Handbook, the Dungeon Masters Guide, and the Monster
Manual. We also assume that you have a set of dice (at least
one d4, d6, d8, d10, d12, and d20), some scrap paper, a
pencil, an RPGA scoring packet, and your sense of fun. It is
also a good idea to have a way to track movement during
combat. This can be as simple as a pad of graph paper and a
pencil, as handy as a vinyl grid map and chits, or as
elaborate as resin dungeon walls and miniatures.
Instruct the players either to prepare their characters now,
or wait until you read the introduction, depending on the
requirements of the scenario as described in the
introduction.
Keep in mind that you must have at least three players (not
counting the DM), for the game session to be a sanctioned
RPGA event. As well, you cannot have more than six
players participating in the game.
Once you are ready to play, it is handy to instruct each
player to place a nametag in front of him or her. The tag
should have the players name at the bottom, and the
characters name, race, and gender at the top. This makes it
easier for the players (and the DM) to keep track of who is
playing which character.
The players are free to use the game rules to learn about
equipment and weapons their characters are carrying. That
said, you as the DM can bar the use of even core rulebooks
during certain times of play. For example, the players are
not free to consult the Dungeon Masters Guide when
confronted with a trap or hazard, or the Monster Manual
when confronted with a monster.
Reporting
After the players have completed the scenario or the time
allotted to run the scenario has run out, the players and
DM fill out a reporting form. After the form is filled out
it should be given to the senior DM.
Living Greyhawk
This is a LIVING GREYHAWK Adventure. As a LIVING
adventure it is expected that players bring their own
characters with them. If players do not have a LIVING
GREYHAWK character generated, get a copy of the
current LIVING GREYHAWK character generation
guidelines, and a character sheet from your convention
coordinator or the RPGA Web site, ant then have any
players without a character create on. Once all players
have a LIVING GREYHAWK character, play can begin.
Along with the other materials that you are assumed to
have in order to run a D&D game, it is also recommended
that you have a copy of the LIVING GREYHAWK
Gazetteer.
Page 2
4
4
6
7
Such a singleminded
fool
5
5
7
8
presented himself
6
6
8
9
when she met
Velkhar
the
7
7
9
10
Mystic at the
Sword and Tankard. While he was a promising wizard of
suitable power he was far too vulnerable to the wiles of an
evil woman and soon fell into Bronwyns trap of
seduction. As time passed he would do anything for his
new love. Nearly all was as she had hoped for. There
was one obstacle however, the wizard Ephrus.
Page 3
4
1
1
3
5
6
8
9
10
11
Page 4
What Membership/Influence
with the Alliance Can do for the
PCs
Since the PCs are not in the Free and Independent City
of Dyvers for most of the adventure this limits what
membership and/or influence in/with the Alliance can
do for them. Any PCs claiming to have membership in
the Alliance that do not have campaign documentation
gain no benefit from undocumented Alliance
membership.
PCs using membership and/or influence in the
Alliance can gain the following information.
Page 5
Introduction
The PCs come into the module by either a direct
invitation from Roegger and Oliva Kurault (for the PCs
help in DYV2-7 Will You Be Mine?) or via a call to hire
bodyguards. Give Players Handout #1 to any players that
played DYV 2-7: Will You be Mine?. If PCs that get the
handout know other PCs at the table, they may invite
them. Otherwise, give Players Handout #2 to all PCs that
are not following the plot hook in Players Handout #1.
If the PCs go to the Kurault house, go to Encounter
1: Josef.
If the PCs go to the dock district, go to Encounter 2:
Slavers!
Page 6
The Slavers
APL2 (EL5)
Markessas Agents (2): male human Ftr2/Rog1; hp 23,
23; See Appendix One
APL4 (EL7)
Markessas Agents (2): male human Ftr4/Rog1; hp 37,
37; See Appendix One
Page 7
Give the PCs time to take care of their gear, then tell
them the ship is underway and read the following.
Treasure:
From the Crab(s) lair
APL 2: L: 0 gp; C: 0 gp; M: 0 gp
APL 4: L: 0 gp; C: 0 gp; M: 0 gp
APL 6: L: 0 gp; C: 0 gp; M: Periapt of Wisdom +2 (
APL2 (EL4)
Giant Crab, hp 30, See Appendix One
APL4 (EL5)
Giant Crab, hp 45, See Appendix One
APL6 (EL8)
Giant Crabs (3), hp 45, 47, 44, See Appendix One
APL8 (EL10)
Giant Crabs (6), hp 45, 47, 44, 45, 46, 47; See Appendix
One
APL10 (EL11)
Giant Crabs (4), hp 77, 77, 77, 77, See Appendix One
APL12 (EL12)
Page 9
APL4 (EL5)
Assassin Vines (2): large plant; hp 30, 31; see Monster
Manual
APL6 (EL6)
Assassin Vines (3): large plant; hp 30, 31, 30; see
Monster Manual
APL 8, 10 & 12
No Encounter
Treasure:
Found in the roots of the Assassin Vines
APL 2: L: 0 gp; C: 9 gp; M: Boots of Elvenkind (167
gp per character).
APL 4: L: 0 gp; C: 34 gp; M: Boots of Elvenkind (167
gp per character).
APL 6: L: 0 gp; C: 84 gp; M: Boots of Elvenkind (167
gp per character).
Page 10
For APLs2-6
For long moments the sea rises to the darkening sky.
In the distance, lightning crackles as the clouds weep.
Suddenly the entire ship lurches as it if hit a reef.
One for Those Long Gone
APL8 (EL10)
Kraken (Wounded): Gargantuan Magical Beast; hp
175, see Monster Manual
APL10 (EL12)
Kraken: Gargantuan Magical Beast; hp 290, see
Monster Manual
APL12: (EL14)
Kraken: Gargantuan Magical Beast, Advanced, 439hp,
See Appendix 1
Page 11
2.
3.
4.
5.
PC Tactics
Unless the PCs hold action to attack a tentacle they must
position themselves to attack the Krakens body. The
beast may only make one attack of opportunity a round.
During combat a PC may wish to try and stand on the
beasts body to attack. To do this they must make a
Balance Check [DC15] to avoid falling in the Nyr Dyv.
2.
3.
Page 12
Page 13
Conclusion
Go to the Merchants
Information [DC30].
Consortium
Gather
Page 14
Page 15
Conclusion Encounter 4:
Payment is Due
Use this encounter if the PCs try to use Alliance
Influence to get information on the widows and orphans
left behind from the wreck of the Wrong Suffering
Matron. While influence with the Alliance is useful
nobody gets a free lunch.
In return for the roster of the crew of the Long Suffering
Matron AND the location of where the Widow Ralston
works the Alliance contact requires either of the
following (the PCs choice).
The End
Encounter 2: Slavers
Defeating the Slavers
APL 2
APL 4
APL 6
APL 8
APL 10
APL 12
150 xp
210 xp
240 xp
240 xp
240 xp
240 xp
120 xp
150 xp
240 xp
300 xp
330 xp
360 xp
90 xp
150 xp
180 xp
300 xp
360 xp
420 xp
Role-Playing experience
APL 2
APL 4
APL 6
APL 8
APL 10
APL 12
20 xp
25 xp
30 xp
35 xp
40 xp
55 xp
Page 16
Treasure Key:
450 xp
645 xp
840 xp
1,065 xp
1,200 xp
1,335 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
encounters 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. Because this is a Regional
scenario, characters may spend additional Time Units to
practice professions or create items immediately after the
adventure so this total may be modified by other
circumstances.
Encounter 2: Skullduggery
Defeating the Slavers
APL 2: L: 9 gp; C: 0 gp; M: 0 gp
APL 4-12: L: 25 gp; C: 0 gp; M: 0 gp
gp per character).
APL 8: L: 0 gp; C: 0 gp; M: Periapt of Wisdom +2 (333
gp per character), Amulet of Natural Armor +1 (166 gp
per character).
APL 10: L: 0 gp; C: 0 gp; M: Periapt of Wisdom +4
(1333 gp per character).
APL 12: L: 0 gp; C: 0 gp; M: Periapt of Wisdom +4
(1333 gp per character).
Adventure Maximums
APL 2:
APL 4:
APL 6:
APL 8:
APL 10:
APL 12:
389 gp
600 gp
800 gp
1,224 gp
2,098 gp
2,998 gp
Page 17
APL4: EL7
Markessas Minions (2): Male Humans Ftr4/Rog1;
CR 5, 4d10+4 (Fighter), 1d6+1 (Rogue); hp 37; Init +8
(+4 Dex, +4 Improved Initiative); Spd 30; AC 20
(Flatfooted: 16, Touch: 14); (+4 Dex, +4 Chain Shirt, +2
Large Wooden Shield); Atk: +9 melee (1d6+3[18-20x2],
Rapier) or +8 ranged (1d8[19-20x2], Light Crossbow);
SA: Dual Strike, Sneak Attack +1d6; AL LE; SV Fort +5,
Ref +7 Will +3. AL NE; SV Fort + 5, Ref + 7, Will + 3;
STR 12, DEX 18, CON 13, INT 10, WIS 14, CHA 10
Skills: Climb + 4, Hide + 5, Jump + 3, Spot + 6, Swim +
9.
Str 13, Dex 18, Con 13, Int 10, Wis 14, Cha 10.
Skills and Feats: Climb +5, Hide +9, Jump +6, Ride +9,
Spot +6, Swim +8, Blind-Fight, Dodge, Improved
Initiative, Mobility, Weapon Finesse (Rapier), Weapon
Focus (Rapier), Weapon Specialization (Rapier).
Page 18
APL4: EL5
Monstrous Crab: advanced vermin (aquatic): CR 5;
Large Vermin; HD 6d8+18; 45 hp; Init +0; Spd 30ft.; AC
19 (touch 10, flat-footed 19) [[1 size, +10 natural]];
Atk: +9/+9 melee (2d4+6 Pinchers); SA: Improved
Grab, Squeeze; SQ: Vermin, Sidestep; AL N; SV Fort +8,
Ref +2, Will +2; Str 18, Dex 10, Con 16, Int -, Wis 10,
Cha 2,
Skills and Feats: Hide+11 (+15 when it buries itself
in the sand. It takes 2 minutes for a crab to bury itself
in the sand so they may take 20 to do this), Spot +7
Improved Grab (Ex): To use this ability the crab
must hit with a pincher attack.
Sidestep (EX): As the Dodge Feat
Squeeze (EX): A huge giant crab that has grappled
an opponent of its size or smaller automatically deals
damage with both claws as a full attack action. No
grapple check is required
APL6: EL8
Monstrous Crab: advanced vermin (aquatic): CR 5;
Large Vermin; HD 6d8+18; varies; hp; Init +0; Spd
30ft.; AC 19 (touch 10, flat-footed 19) [[1 size, +10
natural]]; Atk: +9/+9 melee (2d4+6 Pinchers); SA:
Improved Grab, Squeeze; SQ: Vermin, Sidestep; AL N;
SV Fort +8, Ref +2, Will +2; Str 18, Dex 10, Con 16, Int , Wis 10, Cha 2,
Skills and Feats: Hide+11 (+15 when it buries itself
in the sand. It takes 2 minutes for a crab to bury itself
in the sand so they may take 20 to do this), Spot +7
Improved Grab (Ex): To use this ability the crab
must hit with a pincher attack.
Sidestep (EX): As the Dodge Feat
APL8: EL10
Monstrous Crab: advanced vermin (aquatic): CR 5;
Large Vermin; HD 6d8+18; 45 hp; Init +0; Spd 30ft.; AC
19 (touch 10, flat-footed 19) [[1 size, +10 natural]];
Atk: +9/+9 melee (2d4+6 Pinchers); SA: Improved
Grab, Squeeze; SQ: Vermin, Sidestep; AL N; SV Fort +8,
Ref +2, Will +2; Str 18, Dex 10, Con 16, Int -, Wis 10,
Cha 2,
Skills and Feats: Hide+11 (+15 when it buries itself
in the sand. It takes 2 minutes for a crab to bury itself
in the sand so they may take 20 to do this), Spot +7
Improved Grab (Ex): To use this ability the crab
must hit with a pincher attack.
Sidestep (EX): As the Dodge Feat
Squeeze (EX): A huge giant crab that has grappled
an opponent of its size or smaller automatically deals
damage with both claws as a full attack action. No
grapple check is required
APL10: EL11
Monstrous Crabs: advanced vermin (aquatic): CR 7;
Huge Vermin; HD 9d8+27; 77 hp; Init +0; Spd 20ft.; AC
22 (touch 10, flat-footed 19) [[2 size, +14 natural]];
Atk: +12/+12 melee (2d6+9 Pinchers); SA: Improved
Grab, Squeeze; SQ: Vermin, Sidestep; AL N; SV Fort
+11, Ref +4, Will +4; Str 21, Dex 10, Con 16, Int -, Wis
10, Cha 2.
Skills and Feats: Hide+13 (+18 when it buries itself
in the sand. It takes 2 minutes for a crab to bury itself
in the sand so they may take 20 to do this), Spot +9
Improved Grab (Ex): To use this ability the crab
must hit with a pincher attack.
Sidestep (EX): As the Dodge Feat
Squeeze (EX): A huge giant crab that has grappled
an opponent of its size or smaller automatically deals
damage with both claws as a full attack action. No
grapple check is required
APL12: EL12
Monstrous Crabs: advanced vermin (aquatic): CR 8;
Huge Vermin; HD 14d8+42; 117 hp; Init +0; Spd 20ft.;
AC 22 (touch 10, flat-footed 19) [[2 size, +14 natural]];
Atk: +17/+17 melee (2d6+9 Pinchers); SA: Improved
Grab, Squeeze; SQ: Vermin, Sidestep; AL N; SV Fort
+12, Ref +5, Will +4; Str 21, Dex 10, Con 16, Int -, Wis
10, Cha 2.
Page 19
APL12: EL14
Kraken, Advanced: CR 14; Gargantuan Magical
Beast (Aquatic); HD 26d10+234 (Magical Beast); hp
371; Init + 4 (Improved Initiative); Spd Swim 20; AC 20
(touch 10, flat-footed 20) [[2 size, +14 natural]]; Atk
+35/+33/+33 melee (2d8+12, 2 Tentacle rake; 1d6+6, 6
Arm; 4d6+6, Bite); SA: Improved grab (Ex), Constrict
Page 20
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Player Handout 3A
Page 25
Player Handout 3B
Page 26
Player Handout 4A
For long moments you lay in the surf not sure of where you are or what shape youre in. Opening your eyes for the first
time in what seems to be a millennia you spot several small humanoids coming your direction as someone or something
stands behind you. Suddenly you feel a deliberate but gentle hand probing your upper back.
Write down what youre doing on the back of this handout and give it to the judge.
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Player Handout 4B
For ages your universe consists of sharp, piercing pain. Then as your senses restore themselves somewhat you see your
tormentor. A blasted sea bird has taken to pecking at your hair! The slightest motion on your part sends the bird
packing and quickly out of sight. Once the trouble has passed however you notice youre not alone as several humanoids
approach.
Write down what youre doing on the back of this handout and give it to the judge.
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Player Handout 4C
Waterlogged, battered and bruised you find yourself in the waking world. Wrapped in water plants and other debris you
wonder where you are. Then you notice out of the corner of your eye that several humanoids approach.
Write down what youre doing on the back of this handout and give it to the judge.
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Player Handout 4D
AIR! You need Air! The world is dark as you open your eyes but see only a gray-black haze. Apparently youve been
buried in the sand by the surf. How far down is anyones guess. Wait! Your you can move your hands and yes your left
leg is able to move also. Deciding to risk it all you push upward and BREAK FREE of your sandy prison. As you wipe
the sand from your eyes you notice that several humanoids are approaching you.
Write down what youre doing on the back of this handout and give it to the judge.
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Player Handout 4E
Sand, SAND everywhere. Itll take forever to get clean. At least you didnt drown. SHEESH! Shipwrecked TWICE in a
month. At least youve survived. Now maybe if you could find your gear and friends things can get back to normal. That
is if you knew where you were. Wait! Up ahead you several humanoids are coming your way. Perhaps if theyre not
hostile they can help.
Write down what youre doing on the back of this handout and give it to the judge.
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Player Handout 2F
Surviving the elements can be a humbling thing. Surviving them twice can leave a person wondering what greater part
you have yet to play in the cosmic play of life. Solemnly you rise from the surf as you shake off the sand and debris to
take in the world around you in hopes of finding out where you landed. Off in the distance you see several humanoids
approaching you.
Write down what youre doing on the back of this handout and give it to the judge.
Page 27
Player Handout 4G
Unable to stop an involuntary muscle spasm you flinch as the stranger recoils. With a shriek you hear it speak for the
first time.
MUMMY, Mummie, mummie! The dead thing moved! HALP! Theres zombies on the beach!
Screaming in terror the small child runs away from you to someone that appears to be its mother. She looks in your
direction and speaks to an associate that runs off quickly.
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