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Dyv3-6

One for Those Long Gone


A One-Round D&D LIVING GREYHAWK
Dyvers Regional Adventure

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.

One for Those Long Gone

Some of the text in this scenario is written so that you may


present it as written to the players, while other text is for
your eyes only. Text for the players will be in gray boxes.
Its strongly recommended that you paraphrase the player
text instead of reading it aloud. Some of this text is general
and must be adapted to the specific situation or to actions
of the player characters.

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.

Living Greyhawk Levels of Play


Because players bring their own characters to LIVING
GREYHAWK games, this adventures challenges are
proportioned to the average character level of the PCs
participating in the adventure. To determine the Average
Party Level (APL):
1. Determine the character level for each of the PCs
participating in the adventure.

If PCs bring animals that have been trained for


combat (most likely being war horses, dogs trained
for war), other than those brought by virtue of a class
ability (i.e. animal companions, familiars paladins
mounts, etc) use the sidebar chart to determine the
number of levels you add to the sum above. Add each
characters animals separately. A single PC may only
bring four or fewer animals of this type, and animals
with different CRs are added separately.

Sum the results of 1 and 2, and divide by the number


of characters playing in the adventure. Round to the
nearest whole number.

If you are running a table of six PCs, add one to that


average.

Page 2

Advise characters to buy riding dogs to help protect


them, and fight for them. All riding dogs are
considered trained to attack. PCs who want their
dogs to attack must succeed at a Handle Animal or
Charisma check (DC 10). Failure indicates that the
animal will not attack that round. This is a free
action (spoken command) that may be attempted
each round. If an animal loses half or more hp in a
single round it flees, unless another check is
successful.

Time Units and Upkeep


This is a standard one-round Regional adventure, set in
Dyvers. Characters native to Dyvers pay one Time Unit
per round, all others pay two Time Units per round.
Adventurers Standard Upkeep costs 12 gp per round.
Rich Upkeep costs 50 gp per round. Luxury Upkeep
costs 100 gp per round.

Wheels Within Wheels: Dyvers


Subplots Affecting This Adventure
In 592 CY Bronwyn (a worshiper of Vecna) faced a
monumental task. Deeply she desired to give Vecna
human form to walk Oerth again. Although she had an

One for Those Long Gone

inkling of the location of the powerful Eye of Vecna she


had neither the power to get it nor the desire to place it
in her head for
while
she
Mundane
worshipped him
# of Animals
Animals Effect
she was selfish
on APL
2
3
1
enough to desire
her freedom. Thus
1/4 & 1/6
0
0
0
she looked for a
1/3 & 1/2
0
0
1
suitable dupe for
her to work her
1
1
1
2
wiles on so he
2
2
3
4
would accomplish
her goal for her.
3
3
4
5
CR of Animal

By following these four steps, you will have determined


the APL. Throughout this adventure, APLs categorize the
level of challenge the PCs will 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 you may gain
at the end of the adventure. If your character is three
character levels or more either higher or lower than the
APL this adventure is being played at, that character will
receive only half of the experience points awarded for the
adventure. This simulates the face that either your
character was not as challenged as normal, or relied on
help by higher-level characters to reach the objectives.
Note: LIVING GREYHAWK adventures are designed for
APL 2 and higher. Three or four, or sometimes even five
1st-level characters may find difficulty with the challenges
in a LIVING GREYHAWK adventure. If your group is
APL 1 there are three things that you can do to help even
the score.
2. Attempt to create a table of six 1st-level characters, or
try to enlist higher-level characters to play at that
table.

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.

As time went on she learned more about Velkhars


friend and poisoned her lovers mind against Ephrus to
bend him to her will. When the time was right her pawn
enscrolled the unsuspecting Ephrus and transformed
him into a beast instead of slaying him. While she was
infuriated when her slave wouldnt follow her whims
completely, Bronwyn remembered the big picture,
calmed herself and talked Velkhar into arranging to have
the transformed Ephrus sent to Radagast city (Ephrus
stated his journey to Radagast City in DYV1-10: The
Power of Gold).
As the transport ship sailed the Nyr Dyv it traveled
over elemental forces that would later form a gate to the
elemental plane of water (In COR 2-01: As He Lay
Dying). Passing over this caused the magics affecting
Ephrus to unravel. Bewildered and afraid the beast that
was the hapless wizard broke free of his bonds and leaped
of the ship. For some time he drifted with the current as
his body changed back to its original form. His mind
would be shattered from the ordeal for some time
however. Finally he washed ashore on the unnamed isle
where ideally the PCs him in Encounter 5B: Ephrus I
Presume. His sanity returns a few months before this
module starts.

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4
1
1
3
5
6
8
9
10
11

Ephrus disappearance left a void for some in the


Free and Independent City of Dyvers. All however was
not lost as clues to what had happened begun to surface.
In DYV3-2: Out of the Blue, the PCs freed an Alienist by
the name of Havlison whom was looking for his lost
friend in a crypt where Velkhar and Bronwyn laired.
Further investigation led to the discovery of a diary
where Velkhar gloated of his enscrolling of his former
friend. In DYV2-4: The King of Box Town, the PCs meet
Lord Farren IV who was a friend of Ephrus. The mage
had made a secret home for his friend with a hidden
portal to his homeland. Unfortunately Ephrus was
required to occasionally renew the magic, which hid the
portal. Once he could no longer do this the location of
Lord Farren IVs was revealed to his enemies. Only the
intervention of heroes saved the day.
Meanwhile the PCs aided Roegger Kurault (the
Kurault Gentry house was introduced in DYV 2-4
Eloped?), by saving his finance Olivia. This happened in
DYV2-7: Will You Be Mine?. The reunited couple
married shortly after the module time wise. The Kurault
family took the reuniting of Roegger and Olivia as a sign
that their luck would change. They had recently received
a financial setback from an ill-fated attempt to covertly
aid a relative in the Shield Lands. The dock fire in the
Free and Independent City of Dyvers was a repercussion
from the Gentry houses meddling in the affairs of Iuz.
Bad luck was not yet done with the Kuraults.
Jasbuhl, the demonic minion of Iuz who was pulling
strings behind the scenes in the DYV2-7: Will You be
Mine? was far from having his plans disrupted.
Unbeknownst to all he had placed his seed within Olivia.
As the burden of carrying a child grew she began to tire
as is normal from the strain and asked her husband for
one last trip out on the Nyr Dyv before she was too far
along to enjoy such things. Wanting to make her happy
Roegger obliged. Being cautious, his manservant Josef
asked if this would not be a good time to honor the
adventurers who helped the Kuraults in their time of
need. Roegger agreed and an invitation was sent (one of
the ways for PCs to get into the module).
Once safely out in the Nyr Dyv Jasbuhls foul seed
came to term when the evil living in Olivia was revealed
as the half-fiends spirit returned to posess Olivias
unborn child. His child was born as the storm raged (in
Encounter 3: The Gathering Storm) as Roegger rushed
into his cabin when he sensed the presence of evil.
Shocked and terrified the Kuraults were unprepared as
Jasbuhl took their life force and his daughter dispersed
the dust of the Kuraults bodies to the winds of the storm.
Only the shipmate Murgen (and any PCs that happened
One for Those Long Gone

to be there at the time) saw the horror as it unfolded (the


PCs can talk to Murgen in Conclusion Encounter 1:
Murgen the Mad). The ship was torn asunder in the wake
of the demonic minions and all that survived were cast
into the Nyr Dyv. Only the PCs, the first mate and
Murgen survived wash ashore.
Where Jasbuhl and his half-fiend heir went is
anybodys guess.

Current Effects of the Dock Fire on


the Populace of the Free and
Independent City of Dyvers
At this point in time, the Free and Independent City
of Dyvers continues to reel from the massive fire in the
dock district. Although the Magister and Gentry have
tried their best to aid the displaced and shore up the
economy, prices have risen significantly. (Any item
purchased in this scenario is 35% above normal value. The
poor are present everywhere except in the Gentry
District, and will ask the PCs for aid. Use this to add
flavor during the adventure, but dont let it bog down the
event. PCs paying Rich and Luxury lifestyles receive
reverse the normal charisma modifiers from both the
poor and the gentry, unless they have aided the poor
(Donated at least 3 gp per APL each) in Dyvers hour of
need.
The newly created homeless are unruly and angry
about their situation, and are belligerent with anyone
refusing to aid the homeless. They are also desperate
enough to mob anyone who seems to be extravagant in
their donation. Rumor on the street has it that House
Kurault is somehow responsible for bringing the
calamity upon the homeless. While most have shrugged
this off as lunacy there are more that have begun to
believe.

Using Divination Spells in This


Module
Due to the priesthood receiving numerous requests
for aid from the victims of the Dock District fire, they are
unable and unwilling to waste spell slots for divination
spells, since more readily useful ones can be cast. This is
because they feel the homeless are more worthy of their
efforts, and are to some extent afraid of the negative
publicity coming from helping the Gentry over the
common soul.

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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.

Information has surfaced which links the Kurault


Gentry House to an unsuccessful attempt to aid
someone in the Shield Lands.

Popular opinion among those in the know is that the


Kuraults meddling drew the wrath of Iuz, and
caused the dock fire.

There are those that wish to see the Kurault House


suffer for their faux pas.

The Kurault family holdings have become less


valuable since the Shield Lands link became known
in some circles.

The Assassins Guild has received inquiries about


hiring assassins to kill member(s) of the Kurault
house.

At the end of the adventure, the PCs can use


membership in the alliance to get a roster of the
crew of the Long Suffering Matron after they
return to the Free and Independent City of Dyvers
and the location of the easiest to find widow or
orphan the crew left behind. This is the Widow
Halston. If they use influence with the Alliance
instead of membership there is a cost involved. The
cost is listed in Conclusion Encounter #4: Payment is
Due.

Note to the Judge:


Grappling rules are used in several encounters for this
adventure. Please refer to the Players Handbook before
running these encounters.

One for Those Long Gone

Adventure Summary and


Background
The PCs have the chance to accompany members of the
Kurault house on a Nyr Dyv cruise to celebrate the
upcoming birth of Roegger and Olivia Kuraults child.
While they are out on the water, a storm builds and
demonic forces destroy their ship. After the wreck, the
PCs awaken on the shore of an unknown island. While
exploring the island, they come across its inhabitants:
a/some Giant Crab(s), possibly a/some Assassin Vine(s)
(in APLs 2-6), and the lost wizard Ephrus whom is
without his spellbook or memorized spells. Apparently
stranded, the PCs get unlikely aid from a ship that is
actually a ghost ship. The ship takes them close to
Dyvers before it has a rendezvous with fate, and relives
the event that caused it to be lost. If handled well, the
PCs should not know the ship is a ghost ship until it
meets its end. From here the PCs wash ashore near the
Free and Independent City of Dyvers.
Introduction-The PCs are given the plot hook(s) to go
on the voyage with Roegger and Olivia Kurult.
Encounter 1: Josef-Use this encounter if the PCs decide
to go to the Kurault Gentry house.
Encounter 2: Slavers!-As the PCs travel to the
Wavecrest they have the chance to stop slavers and
learn a bit about the precautions some of the Gentry have
to take for safety.
Encounter 3: The Gathering Storm-Jasbuhl and his
daughter make their move while the PCs and the
Kuraults are out on the Nyr Dyv.
Encounter 4: Adrift in the Nyr Dyv-An interlude while
the PCs trip drifting in the Nyr Dyv.
Encounter 5: The Island-Where the action picks up as
the PCs have the chance to battle Giant Crab(s), Assassin
Vine(s) (in APLs 2-6 only) and possibly find the long lost
wizard Ephrus
Encounter 5A: Dangerous Foliage-This is where the
PCs in APLs 2-6 meet the Assassin Vine(s).
Encounter 5B: Ephrus I Presume-Providing they can
survive the island, the PCs have the chance to meet
Ephrus.

Page 5

Encounter 6: Rescued-The PCs have a chance to be


rescued by a ghost ship, and relive the moment of the
ships demise.

Player Handout 2: Alternate Plot hook-This is for


players that havent played DYV2-7: Will You Be Mine?,
to get into the module.

Encounter 7: The Kraken-One of the most feared


denizens of the deep attacks the PCs ship! In APLs2-6
this encounter is box text. In APLs 8 & 10 they fight the
beast.

Player Handout 3A and 3B: The Ship-These handouts,


when cut out and placed together, form a scale map of the
Long Suffering Matrons Deck. This is for use in
Encounter 3: The Gathering Storm and Encounter 7:
The Kraken, as the ships are the same size.

Encounter 8: Washed Ashore Again-Providing they


survive this far the PCs eventually wash ashore on the
beach of the Free and Independent City of Dyvers.
Encounter 9: The Charity of Friends-If the PCs take
the wizard Ephrus back to the Dweomercrafters Guild
they see he has friends that miss him and are grateful to
the PCs who saved him.
Conclusion Encounter 1: Murgen the Mad-Murgen
was the only other survivor of the voyage. The experience
and viewing Jasbuhl and his daughter are driving him
steadily mad. He can help the PCs fill in some of the
missing pieces on why their ship sunk and what
happened to Roegger and Olivia Kurault.
Conclusion Encounter 2: The Widow Ralston-If the
PCs honor the wishes of the ghost ships crew they have
the chance to speak with the widow of one of the Long
Suffering Matrons Crew.
Conclusion Encounter 3: The Kurault Wake-If the PCs
go to tell House Kurault what happened they meet Halnt
Kurault (the head of the house) whom goes into shock
and blames the PCs, but gathers himself and apologizes.
Conclusion Encounter 4: Payment is Due-PCs. If the
PCs use Alliance Influence to get the information they
need about the widows and orphans the crew of the
Long Suffering Matron left behind they find their
contact wants a little bit extra for their trouble.
Judges Map 1:Map of the fight scene-for the slaver
attack in Encounter 2: Slavers!
Judges Map 2: The Lost Island-The Island map for
Encounter 5: The Island
Judges Handout 1: The Kraken-This is a scale drawing
to represent the Krakens body for use with Player
Handouts #3A & B to use in Encounter 7: The Kraken.
Player Handout 1: The Invitation-This is for PCs that
played DYV2-7: Will You Be Mine?, and gets them into
the module.
One for Those Long Gone

Player Handout 4A-G: Washed Ashore Back in the


Free and Independent City of Dyvers-This is how the
PCs get back home after they leave the Long Suffering
Matron.
Player Handout 5: The Long Suffering Matron-PCs
that Gather Information successfully find this additional
information.

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!

Encounter One: Josef


Should the PCs wish to go to the Kurault house, they will
be greeted by Josef, the Chamberlain of the Kurault
House. He greets the PCs at the door, and asks what
their business is. He remembers PCs from DYV2-7: Will
You Be Mine? by name, and asks them how theyve been.
After a brief but polite conversation, he tells the PCs he
has house business that needs attended to and bids them
good day. If asked, Josef gives the PCs a description of
Roegger and Olivia Kurault and directions to their ship if
needed.
If the PCs go to the Kuraults ship, go to Encounter 2:
Slavers!

Page 6

Encounter Two: Slavers!


This encounter happens as the PCs approach the dock
district. The stats for the slavers are in Appendix One.

As you head toward the dock district, the


homeless are ever present. Hopefully when the
rebuilding is complete, the city can resume normal
business and they can find aid. Up ahead, you see a
fairly affluent couple (By the cut of their clothing. PCs
that have played DYV2-8: Will you be mine? Recognize
the couple as Roegger and Oliva Kurault.), have stopped
to speak with some of the less fortunate. Quickly, the
conversation turns hostile as the couple step back,
fending off advances from the homeless.
Give the PCs a moment to take in the situation then
read the following:

As you take a closer look the homeless draw


weapons and close in on the affluent couple. One of
them, apparently the leader, speaks in a low menacing
voice Thatll be far enough guvoner. Make this easy
and you and yer wife can walk away when were
done. Seeking to put distance between his wife and
their attackers the couple pulls a crate between them
and their foes. One of them, the female, runs with an
odd gait (a spot check DC 10 + APL reveals this person to
have a large stomach or to be pregnant) off to get the
constabulary. As her companion turns to follow her a
dart hits him in the neck and the man falls. Quickly,
the jackals prepare to close.
Now the PCs can act. Use Judges Map 1 for the
encounter. If the slavers are attacked by the PCs they
turn to fight. There are six homeless people in the area.
They flee as soon as the slavers accost their victims.

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

APL6, 8, 10 & 12 (EL8)


Markessas Agents (2): male human Ftr5/Rog1; hp 44,
44; See Appendix One

One for Those Long Gone

Treasure from the slavers


APL 2: L: 9 gp; C: 0 gp; M: 0 gp
APL 4-12: L: 25gp; C: 0 gp; M: 0 gp
If the PCs defeat Markessas agents, the person
impersonating Olivia returns with the constabulary to
help the Roegger imposter. They are adept in their
disguise, but a successful Spot Check (DC 19 + APL)
reveals them to be imposters. Also, the doubles will fail to
recognize any of the PCs that played DYV2-7: Will You
Be Mine?, which should make PCs suspicious. They
thank the PCs, and ask them to escort them to their ship.
The constabulary takes the PCs and the Kuraults
statements. The doubles for Roegger and Olivia vouch for
the PCs if they helped against Markessas agents and all
are free to go as the constabulary deals with any fallen
and/or captured slavers.
If captured, the slavers tell the PCs upon a successful
Intimidate check (DC9+APL) that they planned to hold
the Kuraults hostage to get their Lieutenant Szepkurva
Sepp Daminov freed from whatever hellhole the
Constabulary has tossed her in.
If the PCs are defeated, they are taken into slavery
(see the Adventure record.)
Should the PCs go with the Kuraults they are taken
to the Wavecrest (a galley of the Kuraults). As they
walk up the ramp to board ship, the PCs notice several of
the sailors give the Kuraults the respect due their
station. In short order, Roegger leads the PCs below
deck to the Kuraults room. Once inside they see another
Roegger and Olivia (these are the real people.)
Read the following:

I see you ran into some difficulty, my apologies.


One of the drawbacks of being part of a Gentry house
is that there are those whom wish to abduct or
assassinate you. Thus, my family and several other
houses have taken to sending out decoys to draw
trouble away from our family. Trouble has intensified
as of late due to the increased number of homeless in
the city and after it became known that we tried to
help a relative in the Shield Lands. There are those
that blame my house for the dock district fire. I hope
you were not too inconvenienced. Roegger then looks
at his imposter. Please tell me what happened. After
the imposter relates his story and what happened, the
real Roegger thanks and dismisses him. Bidding you
good day both imposters go above deck to leave the
ship.

Page 7

After allowing time for the imposters to leave and


the PCs to stow their gear, the real Roegger escorts the
PCs above deck to properly meet the captain. Thank

you for accompanying us. Although it can be


difficult to get away, my wife enjoys traveling the
Nyr Dyv. I wanted to give her one last time out on the
water before the birth of our child. We should be
back in a few days. Please see Captain Bernez so he
can see to it that your gear is stowed away properly.
Roegger recommends the PCs stow their extra gear
if they dont show interest in doing so. He wont beat the
point to death, however, as the PCs are free souls, after
all.
Once the PCs are settled into the boat, go to
Encounter Three: The Gathering Storm

Encounter Three: The Gathering


Storm
Should the PCs come aboard with metal armor Captain
Bernez (a Suelish man with receding short, blonde hair,
light blue eyes, fair skin and stands 6ft 1in tall.) strongly
suggests they store it below for their safety. Hes seen far
too many adventurers sink to the bottom of the Nyr Dyv
wearing armor best suited elsewhere. Players that insist
on wearing metal armor start Encounter Five: The Island
in fatigued condition. (see Encounter Five for details)
Captain Bernez, while polite, is a busy man. Should
the PCs ignore his advice read the following.

Suit yerself, but dont expect me to go divin to


save yer lot once ye see the error of yer ways. Tis the
Nyr Dyv ye tread upon, not some prairie or dank
dungeon. Ye should treat the lady with the respect
shes due.
Should ye come to yer senses, my first mate
Dagarada (he points to a 5ft 10in Oeridian man with tan
skin, short coal black hair and brown eyes) will stow yer
gear. The best of luck to ya though. Ive got things to
do before were underway.
Quickly Captain Bernez sets about barking orders
while pointing to the west and complaining about the
clouds. Like a well-oiled machine, his crew snaps too
and carries out his wishes.
A day and a half after the ship leaves port, a storm
brews up. There are eight crewmen, Dagarada the first
mate and Captain Bernez on deck when the storm hits.

One for Those Long Gone

Give the PCs time to take care of their gear, then tell
them the ship is underway and read the following.

Despite the captains worry, your trip out on the Nyr


Dyv is a pleasant one, with the exception of those that
the motion of the sea makes sick (Have all the PCs
make a Fortitude save with a DC of [5+APL]. Those that
fail are nauseated for 24 hours and are 1 to all skills,
saves, attack rolls, and ability checks.). The weather has

been dry, although the clouds have become thick and


slightly gray. From off in the distance, thunder
rumbles and then the sky bursts open as waves begin
to build.
Seeing the coming storm, Captain Bernez orders all
the spectators off the main deck (the PCs are allowed to
stay above deck if they insist.) Soon, the skies grow
dark and the ship heaves upon the surface of the Nyr
Dyv. For a great time, the ship rolls on the waters,
struck by the seemingly endless waves.
Then, a sickening sound starts in the lower hull
of the ship as it succumbs to the terrible battering its
taken. Suddenly, like an overripe melon, the vessel
bursts and spills all aboard into the raging Nyr Dyv.
Go to Encounter Four: Adrift in the Nyr Dyv

Encounter Four: Adrift in the


Nyr Dyv
At this point, unless the PCs have extraordinary means of
helping themselves out, they are at the mercy of the
elements as the storm rages. It is impossible to tell
whether they are adrift for hours or days. Finally, they
wash upon the shore of an island. Due to the lack of
landmarks around them, the PCs have no idea where
they are.
Go to Encounter Five: The Island

Encounter Five: The Island


The PCs begin this encounter with 1d4 + 1 point per APL
of subdual damage. PCs that insisted on wearing metal
armor while on ship are fatigued.
Once the PCs have had a moment to take in the situation
read the following.

Slowly, once youre sure you really survived the


ordeal, you begin to rise. Scattered across the beach
you see other people strewn amidst the debris.
Page 8

Shrugging off the sand, you reach out to the others


that survived. This sandy atoll may be your home for
some time.
The number of survivors on the beach is equal to the
number of PCs at the table +1. PCs that carried their gear
on their person still have it. Those that stowed it away
can find it after searching the debris for twenty minutes.
They also find 8 dead (drowned) sailors and the first mate
Dagarada, who survived the ordeal.
Allow the PCs time to gather/put on their gear if
they wish. In addition to their gear, they find ruined
crates of foodstuffs and a barrel of fresh water (2 days
worth for 6 people). Then 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 (

333 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
(1,333 gp per character).
APL 12: L: 0 gp; C: 0 gp; M: Periapt of Wisdom +4
(1,333 gp per character).

About the Island


As you take in the situation, the first mate
Dagarada steps forward and speaks while walking
over to the tree line.
We need to find out what if anything our new
home can supply us until we can be rescued.
Obviously we have the wreckage from the ship and
the islands trees to make shelter. Of course theres
fish and AIIEGHHH!
Suddenly Dagaradas voice is cut short as a huge
form rises from the sand. Quickly, a giant pincher
ends the first mates worries forever.
The crab(s) rise from its/their hiding spot(s) in the
sand 40 feet away form the PCs and seek to claim
its/their new food. The first crab the PCs attack has
swallowed a partial halfling skeleton. It wears the
treasure for this encounter

The island is roughly mile across (See judges Map


2). There are no fruit-bearing trees, nor are there any wild
beasts for food. The insects are the only native life on the
island. At one time there appears to have been a path
hacked into the brush. It has overgrown a bit, but is
usable. The rest of the islands foliage is dense (movement
is slowed to half speed).
If APLs 2-6, parties that take the path go to
Encounter 5A: Dangerous Foliage. This encounter only
happens once, and does not happen for APLs 8, 10, and
12.
If the PCs go to where Ephrus is, go to Encounter
5B: Ephrus I Presume
If the PCs stay at least 2 nights on the Island, go to
Encounter 6: Rescued

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)

Encounter Five A: Dangerous


Foliage
This encounter happens for APLs 2-6 only. If the PCs
take the overgrown path through the foliage, they
encounter Assassin vine(s) 30 feet down the path. By
looking around in the roots of the vines, the PCs can find
treasure on a successful Search Check (DC10+APL). Use
Judges Map 4 for this encounter.

The Assassin Vine


APL2 (EL3)
Assassin Vine: large plant; hp 30; see Monster Manual

Giant Crabs (4), hp 117, 119, 121, 115 See Appendix


One

One for Those Long Gone

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).

Encounter Five B: Ephrus I


Presume
Should the PCs travel to the part of the island where the
wizard Ephrus is staying, read the following:

Before you lays an odd pile of debris and dried


seaweed. It might pass for some sort of dwelling. Due
to the freshness of tracks it appears to have been
recently used. From you vantage point you cant tell if
something is dwelling inside.
If the PCs look inside the hut they see an old broken
short sword with a notched blade. This is what Ephrus
used to clear light brush from the path across the island
and to protect him. The PCs startled him and he fled to
his hiding place without it. The PCs can see Ehprus on a
successful Spot check (DC 4 + APL).
He is lying on the rock above his hut. Ephrus is a very
gaunt human with a long, ragged grayish-brown beard
and disheveled long ratty brown hair. Ephrus has been
surviving by eating any fish and small flying creatures
hes been able to catch. Up until recently, his mind has
been addled by the magics affecting him. Now that
theyve worn off and his mind is clearer, the wizard
wonders how hell ever get home. He is out of spells, and
has no spellbook. Due to his former addled state he has
no idea the island is near a shipping lane

One for Those Long Gone

If the wizard is approached in a non-threatening way


he allows the PCs to come near him. Once he deems the
PCs as non-threatening he speaks to them.

Im not dreaming this. Youre REAL! Tell me you


have a ship. Take me off this wretched island.
Ehprus was the victim of Velkhar the mystics
machinations. It was Velkhars goal to transform Ephrus
into a megaraptor and put him on display in Radagast
city. While en route to his destination, the megaraptor
that was Ephrus broke free and fell into the Nyr Dyv. For
a time, he drifted with the current and washed ashore on
the island. Over time, he broke free of Velkhars spell and
slowly regained his sanity. This is his official story,
unless presented with evidence otherwise (If the PCs
played DYV2-3 Out of the Blue they should know what
happened to Ephrus via Velkhars journal). If confronted
with knowledge of Velkhar and his journal, Ephrus
acknowledges what happened and falls weeping into one
of the PCs arms. Read the following.

It was so horrible. I mean Im a wizard not a


druid for Boccobs sake! Somehow without help,
without spells (shudders) I survived. Unfortunately,
my new friends, while Im elated to have sentient
companionship, you are stranded here also.
Ephrus continues to talk with the PCs should they
so desire.
Once the PCs have been on the island for 2 days go
to Encounter Six: Rescued?

Encounter Six: Rescued?


After the PCs have been on the island for two nights, a
rowboat with sailors can be heard on the shore. (The PCs
can hear this on a listen check of [2+APL]). The rowboat
has 4 humans with excavation tools. Should the PCs
approach them, they are surprised and the sailors ask
how they came upon the isle. Should the PCs tell them
they were shipwrecked (or a similar story) the sailors
offer to give the stranded souls a lift. The ship theyre
from is bound for the Free and Independent City of
Dyvers. The ride of course is offered after they dig up
what they came for (a locked strongbox).
The sailors are from the ghost ship The Long
Suffering Matron. The ship was lost 15 years ago when a
Kraken sunk the vessel after using its Control Weather

Page 10

and Control Winds ability to bring about a storm. The


ship is caught in an endless cycle to relive its demise
from where it detoured from its original course to
retrieve buried treasure. This detour allowed the Kraken
to find it. The ship, its crew and the Kraken were lost.
PCs wanting to know more about the ship can make a
Knowledge: (Local -Nyr Dyv) check (DC 20) a
Knowledge: (Local - Dyvers) check (DC 25), or a Bardic
Knowledge check (DC 30) to know that the ship was lost.
Give Players Handout #6 any PC that makes the check.
Should the PCs accept the offer to ride aboard the
ship, they are introduced to the captain, whom
introduces himself as Captain Loghan (a Flannish man
with coppery skin, amber eyes and wavy brown hair. He
stands 5 ft 11in tall). The captain expects the new
passengers to pull their weight. The skies havent been
clear for the last few days and a storm could brew at any
moment.
Feel free to use Player Handouts 3A & 3B to make
the Long Suffering Matron and have the players place
their miniatures/markers on the deck.
If the PCs agree to sail on the Long Suffering
Matron go to Encounter 7.
If the PCs decide not to sail on the Long Suffering
Matron, the wizard Ephrus stays with the PCs. One TU
later the PCs are rescued by the merchant ship The
Windfall. Mark the additional TU loss on the Adventure
record.

Encounter 7: The Kraken


This encounter happens one day after the PCs are picked
up. The skies are still blustery and have steadily begun to
darken. Feel free to use Judges Handout 1 to represent
the Krakens body, and place it centered on the center,
right side of the Long Suffering Matron. In APLs 2-8
the Krakens beak is attached to the ship as it tries to
destroy it quickly. In APLs 10 & 12 the beast surfaces 10
feet away from the ship to fight combat while being out
of reach from some weapons. There are 11 crewmen and
Captain Loghan on deck when the Kraken attacks. Read
the following

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

Again the boat shudders as an enormous rubbery


tentacle flops over the side and grabs a crewman who
screams in terror. Seizing the moment to rally his
crew Captain Loghan bellows. Tis a Kraken ladies!
Have to, and well send this devil to the bottom of the
Nyr Dyv! Quickly his seasoned crew draws their
weapons to attack the beast, as the ship lurches and
slowly sinks into the water. For long moments the
battle rages but the outcome is never in doubt.
Suddenly the ship lurches as the massive beast breaks
it into pieces. Looking at you and his crew the captain
shouts Save yerselves lads! Our ships done for. Tell
them. Tell those we left behind what happened to the
crew of the Long Suffering Matron! Like proverbial
rats fleeing from a doomed ship, the sailors make
their way to the aft of the vessel and leap into the Nyr
Dyv.
Give the PCs a chance to flee the ship with the
sailors. Should they try to help the captain, he angrily
tells them to save themselves. Two rounds after the
sailors flee the vessel they, the captain and the Kraken
begin to fade. On the next round there is nothing left of
the ship, its crew or the Kraken.
Go to Encounter 8: Washed Ashore Again.

For APL8, 10 & 12


For long moments the sea rises to the darkening sky.
In the distance, lightning crackles as the clouds being
to weep. Suddenly the entire ship lurches as if it hit a
reef. Again the boat shudders as an enormous rubbery
tentacle flops over the side and grabs a crewman who
screams in terror. Seizing the moment to rally his
crew Captain Loghan bellows Tis a Kraken ladies!
Have to and well send this devil to the bottom of the
Nyr Dyv! Quickly his seasoned crew draws their
weapons to have at the beast, as the ship lurches and
slowly starts to sink into the water.
Use Judges Map 3 to run the battle.

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

attack with hand held weapons. Anyone that dies is


dropped at the end of the round.

Tactics for APL 8


Round
1.

On the first round of combat the Kraken attacks


people on the deck of the ship at random. Because its
eyes are still submerged and it cant see the deck it
has a miss chance (50%) for anything it targets. The
first victim it targets will always be an NPC sailor.

2.

The Kraken surfaces, bites the ship to try and


quicken its destruction. It makes a grapple attempt
against anyone it successfully hit. Those that fail
take automatic damage from the tentacle on the
following round and are lifted off the ship and away
from melee weapons. Anyone failing a grapple check
may only attack with hand held weapons. Anyone
that dies is dropped at the end of the round.

3.

4.

5.

The Kraken does automatic tentacle damage to those


that failed the grapple check. Any free tentacles still
attack at random
The Kraken attacks anyone that does more than 20
points of damage to it in a round. If necessary it
drops a random grappled opponent before dealing
tentacle damage if it has no free tentacles to attack
with.
Repeat Kraken tactics until the Kraken or the PCs
and NPCs are beaten.

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.

Tactics for APLs 10 & 12


Round
1.

2.

On the first round of combat the Kraken attacks


people on the deck of the ship at random. Because its
eyes are still submerged and it cant see the deck it
has a miss chance (50%) for anything it targets. The
first victim is always a sailor.
The Kraken surfaces 10 feet away from the ship. It
makes a grapple attempt against anyone it
successfully hit. Those that fail take automatic
damage from the tentacle on the following round
and are lifted off the ship and away from melee
weapons. Anyone failing a grapple check may only

One for Those Long Gone

3.

The Kraken does automatic tentacle damage to those


that failed the grapple check. One grappled person at
random is thrown into the Krakens maw and
attacked by the bite attack. Unless this person does
not get a Dexterity bonus to their AC. Any free
tentacles attack those that are viewed by the beast as
the greatest threat to it. It determines threats in the
following way.

Anyone that has done the most damage to the


beast is the primary threat.

Anyone that did 10 or more points of damage in


the previous round is targeted next.

Spellcasters that have cast spells at the Kraken


are the next target.

Note 1: It may be the case that a PC meets more


than one of the above requirements. If this is the
case that PC is the Krakens first target.
Note 2: It is very possible for the Kraken to target all
of the above. It only makes multiple attacks against a
single opponent if it misses on the prior attack. If
necessary it drops a random grappled opponent
before dealing tentacle damage if it has no free
tentacles to attack those that it deems a threat with.
Repeat Kraken tactics until it or the PCs and NPCs are
beaten.
PC Tactics
Unless the PCs hold action to attack a tentacle, they must
position themselves to attack the Krakens body. Usually,
unless they use a reach weapon or have the appropriate
feats, this draws an attack of opportunity. 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 (DC 10+APL)
Once the Kraken has been defeated read the
following. Suddenly the ship lurches as the damage

from storm and the massive beast breaks it into


pieces. Looking at you and his crew, the captain
shouts Save yerselves lads! Our ships done for. Tell
them. Tell those we left behind what happened to the
crew of the Long Suffering Matron! Like proverbial

Page 12

rats fleeing form a doomed ship the sailors make their


way to the aft of the vessel and leap into the Nyr Dyv.

If they decide not to go, Ephrus tries one last time to


convince them to go with him. If they still refuse to go
into the city of Dyvers, the adventure ends.

Give the PCs a chance to flee the ship with the


sailors. Should they try to help the captain he angrily tells
them to save themselves. Two rounds after the sailors flee
the vessel they, the captain and the Kraken begin to fade.
On the next round there is nothing left of the ship, its
crew or the Kraken.

Encounter Nine: The Charity of


Friends

Go to Encounter Eight: Washed Ashore Again.

Encounter Eight: Washed Ashore


Again
The PCs wash ashore near the Free and Independent City
of Dyvers and are found by children playing along the
shore (give Player Handouts 2A-G to the players). Allow
the players time to respond then read the following

After long moments your senses clear as you see


several small humanoids picking things up from the
beach and a few larger ones coming your way. One of
them, possibly the leader, appears to be wearing some
sort of symbol on his tabard (A Knowledge (Local
Dyvers) check DC 5 reveals the approaching humanoid
to be a Constabulary member). After getting closer she
speaks Sweet Istus! Whats happened to you?

Gerung and Medard get over here and help me! In


short order, Dyvers finest help you out of the sand
and ask you to identify some of your belongings.
(These were retrieved by Jestins mother after contacting
the Constabulary. By making a Search check (DC 20) the
PCs can retrieve the rest of their belongings from the
children on the beach. Depending on how much time is
left in the round, role-play the children as either
awestruck by the PCs or as not wanting to give away their
newfound prizes. If the latter is chosen, the children give
the items back after a couple of rounds of negotiation
because their mother is coming.) Once he gathers

himself, the wizard Ephrus asks to be taken to the


Dweomercrafters Guild and wants you to go with
him. The thought of going into a huge crowded city
terrifies him, but he realizes it is a fear that must be
conquered.
If the PCs agree go to Encounter Nine: The Charity
of Friends.

One for Those Long Gone

Should the PCs follow Ephrus to the Dweomercrafters


Guild, they are greeted by a 5 foot, 8 inch tall Oeridian
female in a long flowing crimson dress with gold
highlights. Her eye and lip makeup is dark crimson. She
has reddish brown hair (brown hair with the highlights
dyed red), olive skin and light gray eyes.
As she opens the door it is apparent shes going
through the motions of asking what visitors wish from
the guild until she sets eyes upon Ephrus. Pausing to
catch a long breath, her eyes light up as she looks at the
mage.

EPHRUS! Where have you been. Weve missed


you so. Please come in quickly, your friends would
surely like to see that youre well. Any PCs with
Ephrus are also asked in. Forgive my manners. I am Ava
Thidela. Please come in!
Ava leads the assembled group through the guild to
private rooms. Ephrus and the PCs are treated to a
soothing bath and given time to freshen up. After
receiving the Dweomercrafters Guilds hospitality they
are seated to a well-prepared meal. Read the following.

Time passes and then someone that vaguely


resembles the lost mage you found on the isle returns
as several other robed gentlemen enter the room
carrying arcane items. As Ephrus takes a seat at the
table they lay their gifts before the wayward mage.
Soon a modest pile of scrolls, potions and the
occasional ring lay before the astonished mage. An
aged staff completes the pile. Clearing his voice Janis
Ventril (The Generalist Guildmaster) lays an inch thick
iron bound book with silver overlay. Clearing his voice
Ventril speaks. Ephrus you were missed. Please take
this as a token of friendship by your colleagues.
Fighting back what must be tears of joy Ephrus
struggles to stand as Ava rushes to steady him. Gently
pushing her away he speaks. I am truly blessed by
Boccob to have such wonderful old friends as well as
new ones He points to the PCs. Guildmaster Ventril
also looks at the PCs and hands them small scrolls with
the holy symbol of Boccob drawn upon the back of the
scroll.

Page 13

The Dweomercrafters Guild also appreciates


your aid. Please take this as a token of our gratitude.
He is fortunate to have such friends. The scrolls are a
writ for the reward offered for aiding in Ephrus safe
return.

darkness seep out of the room. Before I lost my senses


I saw a wee thing hovering in the middle of the room
as the Kuraults froze in shock. Quickly the foul thing
drained the very life from them as their bodies turned
to dust. May Xerbo have mercy on their souls and as
long as I live I pray to NEVER see such a sight again.

The PCs may spend the rest of the evening at the


Dweomercrafters Guild. At the end of the day, Ephrus
thanks them and bids them goodbye.

Conclusion Encounter 2: The


Widow Ralston

Treasure: The Gratitude of Ephrus Friends


APL 2: L: 0 gp; C: 180 gp; M: 0 gp
APL 4: L: 0 gp; C: 330 gp; M: 0 gp
APL 6: L: 0 gp; C: 480 gp; M: 0 gp
APL 8: L: 0 gp; C: 720 gp; M: 0 gp
APL 10: L: 0 gp; C: 740 gp; M: 0 gp
APL 12: L: 0 gp; C: 1,640 gp; M: 0 gp

Conclusion

The PCs can find someone who is a widow or orphan of


the Long Suffering Matron by doing one or more of
several things. The PCs can make a successful Diplomacy
Check DC10+APL. They can have the PC they are having
Gather Information take 20 on the check. The PCs can
specifically check with any of the sources below. For
each cumulative source the PCs check, add a +2
circumstance bonus to the Gather Information check.

Check with the Dyvers Navy. Gather Information


[DC10].

Check with the Dyvers Port Authority. Gather


Information [DC15].

Go to the Rasher and Gobbet or the Association of


Performing Artists and try to Gather Information
[DC 20]. Player Handout 5: The Long Suffering
Matron, was written by an APA member. The author
received ridicule for penning a song about the lost
ship without knowing what really happened to the
ship.

They can try to ask the local sailors on the docks or


the Bardic Hegemony. Gather Information [DC 25].
Player Handout 5: The Long Suffering Matron, was
written by an Association of Performing Arts
member. The author received ridicule for penning a
song about the lost ship without knowing what
really happened to the ship.

Go to the Merchants
Information [DC30].

Go to the Dyvers Constabulary. Gather Information


[DC35]

[Tie up the loose ends and reward the PCs]

Conclusion Encounter 1: Murgan


the Mad
If the PCs inquire about other survivors of the
Wavecrest they are told of Murgan, whom washed
ashore two days ago. After being questioned by the
constabulary and cared for, hes been allowed to go to the
Rasher and Gobbet to relax. Unfortunately the toll of
the experience has proven too much for the man as his
sanity has begun to slip as he slides into the bottle.
A successful Gather Information check (DC8+APL)
tells the PCs where Murgan is. When he sees the PCs he
recoils in horror because he remembers them. At this
point hes not sure whether they are ghosts or not.
Having endured far too much bad luck he chooses to
speak with them as to not incur their otherworldly wrath.
If the PCs as Murgan what happened, or otherwise
inquire about the wreck of the Wavecrest read the
following:

I had gone below deck to make sure my gear was


lashed down tight and a howl of pain came from
Olivia and Roegger Kuraults cabin. Looking up I saw
an eerie light coming from under the door, Roegger
flew past me and crashed through the door. I reeled
as the stench of the abyss washed over me, and
One for Those Long Gone

Consortium

Gather

PCs with Knowledge: (Local) can find out the


information they need on a [DC 15] or better.
By making any of the above DCs the PCs find a
roster of the men that were lost when the Long

Page 14

Suffering Matron went down. They also get a poem


written by Jarson Dewlider of the Association of
Performing Artists about the ship. By using this roster,
they can locate the Widow Ralston. She is the only crew
members next of kin living in Dyvers.
The PCs find the Widow Ralston at the Jolly Ogre.
She waits tables there. Times have been tough with her
husband turning up missing and losing her home to the
dock fire. She has been living with friends since her
home was destroyed. She doesnt know the PCs, and is
apprehensive if they approach her at work about
anything other than business. If the PCs tell her they
have information about what happened to the Long
Suffering Matron she gets very tense, as over the years
fortune hunters, people with a poor sense of humor, and
the Dyvers Dockett (the citys posted news) have
approached her about this, and shes got nothing but grief
in return.
She agrees to listen to the PCs if they can make a
Diplomacy Check of [DC 8+APL]. Each PC may try this
as she desperately wants to have some sort of closure but
after being treated poorly on the matter for years she
needs to have her trust won over first.
If none of the PCs make the Diplomacy check she
politely asks them what they wish to order and then has
another waitress deliver it. If the PCs approach her
further the bouncer (a half-orc by the name of Smudge)
throws them out of the bar and tells them to leave the
help alone.
If the PCs successfully use Diplomacy to gain the
Widow Ralstons trust, she speaks with them.
Im sorry about being apprehensive but there
have been so many nosy, inconsiderate people that
Ive had to deal with over the years. Especially that
horrid song! (While she knows the verses of Player
Handout 5 she REFUSES to tell them to the PCs and
thought it was extremely poor taste for it to be written
and performed in the first place without truly knowing
what happened to her husbands ship) I truly believe

you and take some amount of relief in knowing my


husband wasnt taken as a slave for all these years and
can at last finally rest. Thank you for your kindness.
You will always be welcome here. II must go now.
As she leaves you see tears well up in her eyes. Any
PCs trying to follow her find that once she goes into the
back room of the Jolly Ogre the bouncer steps in front of
the door. He looks at any PCs coming his way and speaks.

be bothered now. You stay and drink a round on


Smudge if you want. Leave Miss Ralston alone for
now.

Conclusion Encounter 3: The


Kurault Wake
The Kuraults have been informed by the
constabulary that the Wavecrest was reported lost. If
the PCs go to the Kurault house they are met by a very
weary Josef. It appears he has not slept for a couple of
days. He looks at the PCs with both fear and hope. Read
the following.

Youre here and ALIVE! Tell me, tell me the


Wavecrest didnt sink!
If the PCs tell Josef what happened he goes very
ashen and slumps against the doorframe. Read the
following.

I see. It was perhaps too. much.. to hope


for. I must tell Master Kurault. Please come in and sit.
He will want to see you.
If the PCs agree to come in and wait read the
following.

Quickly Halnt Kurault rushes into the room,


followed by a frantic Josef. As soon as he sees you the
old man looks about the room. Roegger? Son? Olivia?
Where are they?
If the PCs tell Halnt they dont know if they
survived or that they dies read the following (If the PCs
tell Halnt what Murgen knows he shrieks the word NO
several times before speaking).

WHY! Why did you have the nerve to survive


instead of my family. CURSE YOU! Curse all the
souls of adventurers and sell swords. Curse and he
sinks into a chair sobbing.
Ask the PCs what they are doing. As long as they
dont leave and arent antagonistic read the following.

Josef tries his best to console Halnt Kurault and


slowly the grief-stricken man rises. I, Im sorry. This
isnt your fault. Its just the howlings of a wounded,
tired, old man. Please leave me now. I mean you no ill
but am in no mood for company.

The widow will be better soon but needs to not


One for Those Long Gone

Page 15

Encounter 5A: The Foliage

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).

A bribe of 10 Wheatsheafs (gp) for APL 2, 25


Wheatsheafs (gp) for APL 4, 65 Wheatsheafs (gp) for
APL 6, 100 Wheatsheafs (gp) for APL 8, 150
Wheatsheafs (gp) for APL10 and 200 Wheatsheafs
(gp) for APL12.
They may spend any other influence point they have
on their behalf. This may be from any region and is
used up when spent.

The End

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.

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

Encounter 5: The Island


Defeating the crabs.
APL 2
APL 4
APL 6
APL 8
APL 10
APL 12

One for Those Long Gone

120 xp
150 xp
240 xp
300 xp
330 xp
360 xp

Defeating the assassin Vines


APL 2
APL 4
APL 6

90 xp
150 xp
180 xp

Encounter 5B: Rescuing the Wizard Ephrus


The PCs brought the Wizard Ephrus back to
Dyvers.
APL 2
20 xp
APL 4
30 xp
APL 6
40 xp
APL 8
50 xp
APL 10
60 xp
APL 12
70 xp

Encounter 7: The Kraken


Defeating the Kraken
APL 8
APL 10
APL 12

300 xp
360 xp
420 xp

Conclusion Encounter 3: The Kuraults Wake


Telling Harnt Kurault about the fate of Roegger
and Olivia.
APL 2
20 xp
APL 4
30 xp
APL 6
40 xp
APL 8
50 xp
APL 10
60 xp
APL 12
70 xp

Encounter 9: The Charity of Friends


Returning Ephrus to the Dweomercrafters Guild.
APL 2
30 xp
APL 4
50 xp
APL 6
70 xp
APL 8
90 xp
APL 10
110 xp
APL 12
120 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

Total possible experience


APL 2
APL 4
APL 6
APL 8
APL 10
APL 12

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.

One for Those Long Gone

L = Looted gear from the enemy; C = Coin, Gems, Jewelry,


and other valuables; M = Magic Items.

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

Encounter 5: The Island


The Crab(s) Treasure
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 (333

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).

Encounter 5A; Dangerous Foliage


The Assassin Vine(s) Treasure
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).

Encounter 9: The Charity of Friends


The Gratitude of Ephrus Friends
APL 2: L: 0 gp; C: 160 gp; M: 0 gp
APL 4: L: 0 gp; C: 330 gp; M: 0 gp
APL 6: L: 0 gp; C: 580 gp; M: 0 gp
APL 8: L: 0 gp; C: 700 gp; M: 0 gp
APL 10: L: 0 gp; C: 740 gp; M: 0 gp
APL 12: L: 0 gp; C: 1,640 gp; M: 0 gp

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

Appendix One: NPCS


Encounter Two: Slavers
APL2: EL5
Markessas Minions (2): Male Humans Ftr2/Rog1:
CR3; Medium Humanoids; HD 2d10+2 (Fighter),
1d6+1 (Rogue); hp 23; Init +8 (+4 Dex, +4 Improved
Initiative); Spd 30; AC 16 (Flatfooted: 12, Touch: 14);
(+4 Dex, +1 Padded Armor, +1 Small Wooden Shield);
Atk +7 melee (1d6+1, Rapier [18-20x2]), ranged +6
(1d8[19-20x2], Light Crossbow); SA: Dual Strike, Sneak
Attack +1d6; AL NE; SV Fort + 4, Ref + 6, Will + 2; STR
12, DEX 18, CON 13, INT 10, WIS 14, CHA 10.
Skills and Feats: Climb + 5, Hide + 8, Jump + 4, Spot +
6, Swim + 7, Blind-Fight, Dodge, Improved Initiative,
Weapon Finesse: Rapier, Weapon Focus: Rapier.
Equipment: Peasants Outfit, Rapier, Padded Armor,
Small, Wooden Shield, Light Crossbow, Case w/5 bolts
Background: Markessas Minions have been out
looking for a plump target to kidnap so their master
can trade them for LT Sepp
Homeless (5): male humans Com1; CR ; Medium
Humanoid; HD 1d4+2 (Commoner); hp 9; Init + 1; Spd
30; AC 11 (Flatfooted: 10, Touch: 11); (+1 Dex); Atk +1
melee (1d6 + 1, club), or +1 melee (1d3+1 subdual, fist);
AL CN; SV Fort + 4, Ref + 1, Will -2; STR 13, DEX 12,
CON 15, INT 10, WIS 7, CHA 6
Skills and Feats: Hide + 3, Spot + 2, Swim + 5, Great
Fortitude, Toughness
Equipment: Club, Peasant's outfit.
Background: The homeless are merely victims of
their situation and do not fight

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).

One for Those Long Gone

Equipment: Each of them has a Chain Shirt, a Rapier,


Large Wooden Shield. Light Crossbow and a Case w/5
bolts
Background: Markessas Minions have been out
looking for a plump target to kidnap so their master
can trade them for LT Sepp
Homeless (5): male humans Com1; CR ; Medium
Humanoid; HD 1d4+2 (Commoner); hp 9; Init + 1; Spd
30; AC 11 (Flatfooted: 10, Touch: 11); (+1 Dex); Atk +1
melee (1d6 + 1, club), or +1 melee (1d3+1 subdual, fist);
AL CN; SV Fort + 4, Ref + 1, Will -2; STR 13, DEX 12,
CON 15, INT 10, WIS 7, CHA 6
Skills and Feats: Hide + 3, Spot + 2, Swim + 5, Great
Fortitude, Toughness
Equipment: Club, Peasant's outfit.
Background: The homeless are merely victims of
their situation and do not fight

APL6, 8, 10, & 12: EL 8


Markessas Minions (2): Male Humans Ftr5/Rog1:
Medium Humanoid; HD 5d10+5 (Fighter), 1d6+1
(Rogue); hp 44; 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); +5 (1d4, Bolts,
crossbow (5); +5 (1d8, Crossbow, light); +10 (1d6+4,
Rapier); AL NE; SV Fort + 5, Ref + 7, Will + 3; STR 14,
DEX 18, CON 13, INT 10, WIS 14, CHA 10.
Skills and Feats: Climb + 6, Hide + 4, Jump + 6, Spot +
7, Swim + 10, Blind-Fight, Combat Reflexes, Dodge,
Improved Initiative, Mobility, Weapon Finesse:
Rapier, Weapon Specialization: Rapier.
Equipment: Rapier, Light Crossbow, Case w/10
Bolts, Chain Shirt, Large Wooden Shield
Background: Markessas Minions have been out
looking for a plump target to kidnap so their master
can trade them for LT Sepp
Homeless (5): male humans Com1; CR ; Medium
Humanoid; HD 1d4+2 (Commoner); hp 9; Init + 1; Spd
30; AC 11 (Flatfooted: 10, Touch: 11); (+1 Dex); Atk +1
melee (1d6 + 1, club), or +1 melee (1d3+1 subdual, fist);
AL CN; SV Fort + 4, Ref + 1, Will -2; STR 13, DEX 12,
CON 15, INT 10, WIS 7, CHA 6
Skills and Feats: Hide + 3, Spot + 2, Swim + 5, Great
Fortitude, Toughness
Equipment: Club, Peasant's outfit.
Background: The homeless are merely victims of
their situation and do not fight

Page 18

Encounter Four: The Island


APL2: EL4
Monstrous Crab: advanced vermin (aquatic): CR 4;
Large Vermin; HD 4d8+12; 30 hp; Init +0; Spd 30ft.; AC
16 (touch 10, flat-footed 19) [[1 size, +7 natural]]; Atk:
+7/+7 melee (2d4+6 Pinchers); SA Improved Grab,
Squeeze; SQ Vermin, Sidestep; AL N; SV Fort +7, Ref
+1, Will +1; Str 18, Dex 10, Con 16, Int -, Wis 10, Cha 2,
Skills and Feats: Hide+10 (+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 +6
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

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

One for Those Long Gone

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

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

Skills and Feats: Hide+17 (+22 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 +14
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

Encounter Seven: The Kraken


ALL APLS
The Crew (10): male humans Com1; CR ; Medium
Humanoids; HD 1d4+3 (Commoner); hp 10; Init + 1;
Spd 30; AC 11 (Flatfooted: 10, Touch: 11); (+1 Dex); Atk
+2 melee (1d6+2, Club); AL LN; SV Fort + 5, Ref + 1,
Will + 0; STR 14, DEX 13, CON 16, INT 10, WIS 10,
CHA 10.
Skills and Feats: Profession: Sailing +4, Spot +4,
Swim +6; Great Fortitude, Toughness.
Equipment: Peasants outfit, club, 11sp
Background: The Long Suffering Matrons financers
were notorious for hiring the cheapest labor money
could by and still get the job done.

(Ex), Spell-like abilities; SQ: Jet (Ex), Ink cloud (Ex);


AL NE; SV Fort + 26, Ref + 18, Will + 16; Str 34, Dex 10,
Con 29, Int 21, Wis 20, Cha 10.
Skills and Feats: Concentration + 13, Knowledge
(Geography) + 13, Knowledge (nature) + 13, Listen +
16, Search + 17, Spot + 18. Feats: Expertise, Great
Fortitude, Improved Initiative, Iron Will, Lightning
Reflexes, Multiattack, Power Attack, Run, Track
Improved Grab (Ex): To use this ability, the
kraken must hit an opponent of up to Huge size with
an arm or tentacle attack. If it gets a hold, in can
constrict.
Constrict (Ex): A kraken deals automatic arm or
tentacle damage with a successful grapple check
against Huge or smaller creatures.
Jet (Ex): A kraken can jet backward once per
round as a double move action, at a speed of 280 feet.
Ink Cloud (Ex): A kraken can emit a cloud of jetblack ink 80 feet high by 90 feet wide by 120 feet long
once per minute as a free action. The cloud provides
total concealment, which the kraken normally uses to
escape a losing fight. Creatures within the cloud suffer
the effects of total darkness.
Spell-Like Abilities: 1/day control weather,
control winds, dominate animal, and resist elements.
These abilities are as the spell cast by a 9th-level druid
(save DC 15 + spell level).

Captain Loghan: male human EXP5; CR 2;


Medium Humanoid; HD 5d6+10 (Expert); hp 33; Init +
2 (+2 Dex); Spd 30; AC 12 (Flatfooted: 10, Touch: 12);
(+2 Dex); Atk +5 melee (1d8 + 2, shortspear); ranged +5
(whatever is available); AL LN; SV Fort + 5, Ref + 3,
Will + 6; STR 14, DEX 14, CON 14, INT 10, WIS 15,
CHA 12.
Skills and Feats: Climb + 8, Diplomacy + 7,
Knowledge (Nyr Dyv) + 8, Listen + 4, Profession
(Cartographer) +8, Profession (Sailor) + 8, Search + 5,
Sense Motive + 7, Spot + 9, Swim + 7, Alertness, Great
Fortitude, Toughness.
Equipment: Club, Shortspear, Captains Togs
Background: CPT Loghan has worked with less
than stellar crews in order to receive a higher bonus.
He is fair but can pinch a wheatsheaf (gp) enough to
make Zilchus pity it.

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

One for Those Long Gone

Page 20

One for Those Long Gone

Page 21

Judges Map 2: The Lost Island

One for Those Long Gone

Page 22

One for Those Long Gone

Page 23

One for Those Long Gone

Page 24

Player Handout 3A

One for Those Long Gone

Page 25

Player Handout 3B

One for Those Long Gone

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.
--------------------------------------------------------------------------------cut-------------------------------------------------------

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.
--------------------------------------------------------------------------------cut-------------------------------------------------------

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.
--------------------------------------------------------------------------------cut-------------------------------------------------------

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.
--------------------------------------------------------------------------------cut-------------------------------------------------------

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.
--------------------------------------------------------------------------------cut-------------------------------------------------------

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.

One for Those Long Gone

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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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One for Those Long Gone

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Player Handout 5: The Long Suffering Matron


Where went the Long Suffering Matron?
by Written in 586CY by Jarson Dewlider
Originally performed in the Sword and Tankard as part of Dewilders set for the evening

Gone is the Long Suffering Matron


For many a year she sailed the Nyr Dyv blue.
The men who sailed her were tried and true.
Through storm and beast and pirates she prevail.
The sturdy ship, she would never fail.
Then came the day fate would decide.
she could no longer face danger and step aside.
Out on the sea they sailed as before.
But neer again would they reach the shore.
Those they left behind,
had no chance to say farewell.
alas What happened to the proud sailing ship,
the Nyr Dyv would never tell.

One for Those Long Gone

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