DYV3-06 - One for Those Long Gone

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    Based on the original DUNGEONS & DRAGONS rules created by E. Gary Gygax and Dave Arneson and the new D UNGEONS &

    DRAGONSgame 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 anyform without permission of the author. To learn more about the Open Gaming License and the d20system license, please visit www.wizards.com/d20

    DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of theCoast, 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 theRPGA Network.

    Dyv3-6

    One for Those Long Gone

    A One-Round D&D L

    IVING

    G

    REYHAWK

    DyversRegional 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 infull 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 1

    stto 12

    thlevel characters.

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    One for Those Long Gone Page 2

    Introduction

    This is an RPGA Network scenario for the Dungeons &Dragons game. A four-hour time block has been allocatedfor each round of this scenario, but the actual playing timewill be closer to three and a half hours. The rest of the timeis spent in preparation before game play, and scoring afterthe game. The following guidelines are here to help youwith both the preparation and voting segment of the game.Read this page carefully so that you know and cancommunicate to your players the special aspects of playingan RPGA scenario.

    Preparation

    First you should print this scenario. This scenario wascreated to support double-sided printing, but printing itsingle sided will work as well. There is enough room alongthe 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 specialrules, spells, or equipment presented in the adventure. Itmay help to highlight particularly important passages.When you run an RPGA D&D adventure we assume thatyou have access to the following books: the PlayersHandbook, the Dungeon Masters Guide, and the MonsterManual. We also assume that you have a set of dice (at leastone d4, d6, d8, d10, d12, and d20), some scrap paper, apencil, an RPGA scoring packet, and your sense of fun. It isalso a good idea to have a way to track movement duringcombat. This can be as simple as a pad of graph paper and apencil, as handy as a vinyl grid map and chits, or aselaborate as resin dungeon walls and miniatures.Instruct the players either to prepare their characters now,or wait until you read the introduction, depending on therequirements of the scenario as described in theintroduction.Keep in mind that you must have at least three players (notcounting the DM), for the game session to be a sanctionedRPGA event. As well, you cannot have more than sixplayers participating in the game.Once you are ready to play, it is handy to instruct eachplayer to place a nametag in front of him or her. The tagshould have the players name at the bottom, and thecharacters name, race, and gender at the top. This makes it

    easier for the players (and the DM) to keep track of who isplaying which character.The players are free to use the game rules to learn aboutequipment and weapons their characters are carrying. Thatsaid, you as the DM can bar the use of even core rulebooksduring certain times of play. For example, the players arenot free to consult the Dungeon Masters Guide whenconfronted with a trap or hazard, or the Monster Manualwhen confronted with a monster.

    Some of the text in this scenario is written so that you maypresent it as written to the players, while other text is foryour eyes only. Text for the players will be in gray boxes.Its strongly recommended that you paraphrase the playertext instead of reading it aloud. Some of this text is generaland must be adapted to the specific situation or to actions

    of the player characters.

    Reporting

    After the players have completed the scenario or the timeallotted to run the scenario has run out, the players andDM fill out a reporting form. After the form is filled outit should be given to the senior DM.

    Living Greyhawk

    This is a LIVING GREYHAWK Adventure. As a LIVINGadventure it is expected that players bring their owncharacters with them. If players do not have a LIVING

    GREYHAWK character generated, get a copy of thecurrent LIVING GREYHAWK character generationguidelines, and a character sheet from your conventioncoordinator or the RPGA Web site, ant then have anyplayers without a character create on. Once all playershave a LIVING GREYHAWK character, play can begin.

    Along with the other materials that you are assumed tohave in order to run a D&D game, it is also recommendedthat you have a copy of the LIVING GREYHAWKGazetteer.

    Living Greyhawk Levels of Play

    Because players bring their own characters to LIVINGGREYHAWK games, this adventures challenges areproportioned to the average character level of the PCsparticipating in the adventure. To determine the AverageParty Level (APL):1. Determine the character level for each of the PCs

    participating in the adventure.

    If PCs bring animals that have been trained forcombat (most likely being war horses, dogs trainedfor war), other than those brought by virtue of a classability (i.e. animal companions, familiars paladinsmounts, etc) use the sidebar chart to determine thenumber of levels you add to the sum above. Add eachcharacters animals separately. A single PC may only

    bring four or fewer animals of this type, and animalswith different CRs are added separately.

    Sum the results of 1 and 2, and divide by the numberof characters playing in the adventure. Round to thenearest whole number.

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

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    One for Those Long Gone Page 3

    # of AnimalsMundane

    Animals Effecton APL

    1 2 3 4

    1/4 & 1/6 0 0 0 1

    1/3 & 1/2 0 0 1 1

    1 1 1 2 3

    2 2 3 4 5

    3 3 4 5 6

    4 4 6 7 8

    5 5 7 8 9

    6 6 8 9 10

    CR

    ofAnimal

    7 7 9 10 11

    By following these four steps, you will have determinedthe APL. Throughout this adventure, APLs categorize thelevel of challenge the PCs will face. APLS are given ineven-numbered increments. If the APL of your groupfalls 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 orthe lower adjacent APL.

    APL also affects the amount of experience you may gainat the end of the adventure. If your character is threecharacter levels or more either higher or lower than the

    APL this adventure is being played at, that character willreceive only half of the experience points awarded for theadventure. This simulates the face that either yourcharacter was not as challenged as normal, or relied onhelp 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 five1

    st-level characters may find difficulty with the challenges

    in a LIVING GREYHAWK adventure. If your group isAPL 1 there are three things that you can do to help eventhe score.2. Attempt to create a table of six 1

    st-level characters, or

    try to enlist higher-level characters to play at thattable.

    Advise characters to buy riding dogs to help protectthem, and fight for them. All riding dogs areconsidered trained to attack. PCs who want theirdogs to attack must succeed at a Handle Animal orCharisma check (DC 10). Failure indicates that theanimal will not attack that round. This is a free

    action (spoken command) that may be attemptedeach round. If an animal loses half or more hp in asingle round it flees, unless another check issuccessful.

    Time Units and Upkeep

    This is a standard one-round Regional adventure, set inDyvers. Characters native to Dyverspay one Time Unitper 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 Upkeepcosts 100 gp per round.

    Wheels Within Wheels: Dyvers

    Subplots Affecting This Adventure

    In 592 CY Bronwyn (a worshiper of Vecna) faced amonumental task. Deeply she desired to give Vecnahuman form to walk Oerth again. Although she had an

    inkling of the location of the powerful Eye of Vecna shehad neither the power to get it nor the desire to place itin her head forwhile sheworshipped himshe was selfish

    enough to desireher freedom. Thusshe looked for asuitable dupe forher to work herwiles on so hewould accomplishher goal for her.

    Such a single-minded foolpresented himselfwhen she met

    Velkhar theMystic at theSword and Tankard. While he was a promising wizard ofsuitable power he was far too vulnerable to the wiles of anevil woman and soon fell into Bronwyns trap ofseduction. As time passed he would do anything for hisnew love. Nearly all was as she had hoped for. Therewas one obstacle however, the wizard Ephrus.

    As time went on she learned more about Velkharsfriend and poisoned her lovers mind against Ephrus to

    bend him to her will. When the time was right her pawnenscrolled the unsuspecting Ephrus and transformed

    him into a beast instead of slaying him. While she wasinfuriated when her slave wouldnt follow her whimscompletely, Bronwyn remembered the big picture,calmed herself and talked Velkhar into arranging to havethe transformed Ephrus sent to Radagast city (Ephrusstated his journey to Radagast City in DYV1-10: ThePower of Gold).

    As the transport ship sailed the Nyr Dyv it traveledover elemental forces that would later form a gate to theelemental plane of water (In COR 2-01: As He LayDying). Passing over this caused the magics affecting

    Ephrus to unravel. Bewildered and afraid the beast thatwas the hapless wizard broke free of his bonds and leapedof the ship. For some time he drifted with the current ashis body changed back to its original form. His mindwould be shattered from the ordeal for some timehowever. Finally he washed ashore on the unnamed islewhere ideally the PCs him in Encounter 5B: Ephrus IPresume. His sanity returns a few months before thismodule starts.

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    Ephrus disappearance left a void for some in theFree and Independent City of Dyvers. All however wasnot lost as clues to what had happened begun to surface.In DYV3-2: Out of the Blue, the PCs freed an Alienist bythe name of Havlison whom was looking for his lostfriend in a crypt where Velkhar and Bronwyn laired.

    Further investigation led to the discovery of a diarywhere Velkhar gloated of his enscrolling of his formerfriend. In DYV2-4: The King of Box Town, the PCs meetLord Farren IV who was a friend of Ephrus. The magehad made a secret home for his friend with a hiddenportal to his homeland. Unfortunately Ephrus wasrequired to occasionally renew the magic, which hid theportal. Once he could no longer do this the location ofLord Farren IVs was revealed to his enemies. Only theintervention of heroes saved the day.

    Meanwhile the PCs aided Roegger Kurault (theKurault Gentry house was introduced in DYV 2-4

    Eloped?), by saving his finance Olivia. This happened inDYV2-7: Will You Be Mine?. The reunited couplemarried shortly after the module time wise. The Kuraultfamily took the reuniting of Roegger and Olivia as a signthat their luck would change. They had recently receiveda financial setback from an ill-fated attempt to covertlyaid a relative in the Shield Lands. The dock fire in theFree and Independent City of Dyvers was a repercussionfrom 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 pullingstrings 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 tireas is normal from the strain and asked her husband forone last trip out on the Nyr Dyv before she was too faralong to enjoy such things. Wanting to make her happyRoegger obliged. Being cautious, his manservant Josefasked if this would not be a good time to honor theadventurers who helped the Kuraults in their time ofneed. Roegger agreed and an invitation was sent (one ofthe ways for PCs to get into the module).

    Once safely out in the Nyr Dyv Jasbuhls foul seedcame to term when the evil living in Olivia was revealedas the half-fiends spirit returned to posess Oliviasunborn child. His child was born as the storm raged (inEncounter 3: The Gathering Storm) as Roegger rushedinto 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 dispersedthe dust of the Kuraults bodies to the winds of the storm.Only the shipmate Murgen (and any PCs that happened

    to be there at the time) saw the horror as it unfolded (thePCs can talk to Murgen in Conclusion Encounter 1:Murgen the Mad). The ship was torn asunder in the wakeof the demonic minions and all that survived were castinto the Nyr Dyv. Only the PCs, the first mate andMurgen survived wash ashore.

    Where Jasbuhl and his half-fiend heir went isanybodys 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 Cityof Dyvers continues to reel from the massive fire in thedock district. Although the Magister and Gentry have

    tried their best to aid the displaced and shore up theeconomy, prices have risen significantly. (Any itempurchased in this scenario is 35% above normal value. Thepoor are present everywhere except in the GentryDistrict, and will ask the PCs for aid. Use this to addflavor during the adventure, but dont let it bog down theevent. PCs paying Rich and Luxury lifestyles receivereverse the normal charisma modifiers from both thepoor and the gentry, unless they have aided the poor(Donated at least 3 gp per APL each) in Dyvers hour ofneed.

    The newly created homeless are unruly and angryabout their situation, and are belligerent with anyonerefusing to aid the homeless. They are also desperateenough to mob anyone who seems to be extravagant intheir donation. Rumor on the street has it that HouseKurault is somehow responsible for bringing thecalamity upon the homeless. While most have shruggedthis off as lunacy there are more that have begun to

    believe.

    Using Divination Spells in This

    Module

    Due to the priesthood receiving numerous requestsfor aid from the victims of the Dock District fire, they areunable and unwilling to waste spell slots for divinationspells, since more readily useful ones can be cast. This is

    because they feel the homeless are more worthy of theirefforts, and are to some extent afraid of the negativepublicity coming from helping the Gentry over thecommon 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 Cityof Dyvers for most of the adventure this limits whatmembership and/or influence in/with the Alliance cando for them. Any PCs claiming to have membership inthe Alliance that do not have campaign documentationgain no benefit from undocumented Alliancemembership.

    PCs using membership and/or influence in theAlliance can gain the following information.

    Information has surfaced which links the KuraultGentry House to an unsuccessful attempt to aidsomeone in the Shield Lands.

    Popular opinion among those in the know is that theKuraults meddling drew the wrath of Iuz, andcaused the dock fire.

    There are those that wish to see the Kurault Housesuffer for their faux pas.

    The Kurault family holdings have become lessvaluable since the Shield Lands link became knownin some circles.

    The Assassins Guild has received inquiries abouthiring assassins to kill member(s) of the Kurault

    house.

    At the end of the adventure, the PCs can usemembership in the alliance to get a roster of thecrew of the Long Suffering Matron after theyreturn to the Free and Independent City of Dyversand the location of the easiest to find widow ororphan the crew left behind. This is the WidowHalston. If they use influence with the Allianceinstead of membership there is a cost involved. Thecost is listed in Conclusion Encounter #4: Payment isDue.

    Note to the Judge:

    Grappling rules are used in several encounters for thisadventure. Please refer to the Players Handbook beforerunning these encounters.

    Adventure Summary and

    Background

    The PCs have the chance to accompany members of theKurault house on a Nyr Dyv cruise to celebrate theupcoming birth of Roegger and Olivia Kuraults child.

    While they are out on the water, a storm builds anddemonic forces destroy their ship. After the wreck, thePCs awaken on the shore of an unknown island. Whileexploring 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 iswithout his spellbook or memorized spells. Apparentlystranded, the PCs get unlikely aid from a ship that isactually a ghost ship. The ship takes them close toDyvers before it has a rendezvous with fate, and relivesthe event that caused it to be lost. If handled well, thePCs should not know the ship is a ghost ship until itmeets 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 goon the voyage with Roegger and Olivia Kurult.

    Encounter 1: Josef-Use this encounter if the PCs decideto go to the Kurault Gentry house.

    Encounter 2: Slavers -As the PCs travel to theWavecrest they have the chance to stop slavers andlearn a bit about the precautions some of the Gentry haveto take for safety.

    Encounter 3: The Gathering Storm-Jasbuhl and hisdaughter make their move while the PCs and theKuraults are out on the Nyr Dyv.

    Encounter 4: Adrift in the Nyr Dyv-An interlude whilethe PCs trip drifting in the Nyr Dyv.

    Encounter 5: The Island-Where the action picks up asthe PCs have the chance to battle Giant Crab(s), AssassinVine(s) (in APLs 2-6 only) and possibly find the long lostwizard Ephrus

    Encounter 5A: Dangerous Foliage-This is where thePCs in APLs 2-6 meet the Assassin Vine(s).

    Encounter 5B: Ephrus I Presume-Providing they cansurvive the island, the PCs have the chance to meetEphrus.

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    Encounter 6: Rescued-The PCs have a chance to berescued by a ghost ship, and relive the moment of theships demise.

    Encounter 7: The Kraken-One of the most feareddenizens of the deep attacks the PCs ship! In APLs2-6

    this encounter is box text. In APLs 8 & 10 they fight thebeast.

    Encounter 8: Washed Ashore Again-Providing theysurvive 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 takethe wizard Ephrus back to the Dweomercrafters Guildthey see he has friends that miss him and are grateful tothe PCs who saved him.

    Conclusion Encounter 1: Murgen the Mad-Murgen

    was the only other survivor of the voyage. The experienceand viewing Jasbuhl and his daughter are driving himsteadily mad. He can help the PCs fill in some of themissing pieces on why their ship sunk and whathappened to Roegger and Olivia Kurault.

    Conclusion Encounter 2: The Widow Ralston-If thePCs honor the wishes of the ghost ships crew they havethe chance to speak with the widow of one of the LongSuffering Matrons Crew.

    Conclusion Encounter 3: The Kurault Wake-If the PCsgo to tell House Kurault what happened they meet Halnt

    Kurault (the head of the house) whom goes into shockand blames the PCs, but gathers himself and apologizes.

    Conclusion Encounter 4: Payment is Due-PCs. If thePCs use Alliance Influence to get the information theyneed about the widows and orphans the crew of theLong Suffering Matron left behind they find theircontact wants a little bit extra for their trouble.

    Judges Map 1:Map of the fight scene-for the slaverattack in Encounter 2: Slavers!

    Judges Map 2: The Lost Island-The Island map forEncounter 5: The Island

    Judges Handout 1:The Kraken-This is a scale drawingto represent the Krakens body for use with PlayerHandouts #3A & B to use in Encounter 7: The Kraken.

    Player Handout 1: The Invitation-This is for PCs thatplayed DYV2-7: Will You Be Mine?, and gets them intothe module.

    Player Handout 2: Alternate Plot hook-This is forplayers that havent played DYV2-7: Will You Be Mine?,to get into the module.

    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 inEncounter 3: The Gathering Storm and Encounter 7:

    The Kraken, as the ships are the same size.

    Player Handout 4A-G: Washed Ashore Back in theFree and Independent City of Dyvers -This is how thePCs get back home after they leave the Long SufferingMatron.

    Player Handout 5: The Long Suffering Matron -PCsthat Gather Information successfully find this additionalinformation.

    Introduction

    The PCs come into the module by either a directinvitation from Roegger and Oliva Kurault (for the PCshelp in DYV2-7 Will You Be Mine?) or via a call to hire

    bodyguards. Give Players Handout #1 to any players thatplayed DYV 2-7: Will You be Mine?. If PCs that get thehandout know other PCs at the table, they may invitethem. Otherwise, give Players Handout #2 to all PCs thatare not following the plot hook in Players Handout #1.

    If the PCs go to the Kurault house, go to Encounter1: 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 willbe greeted by Josef, the Chamberlain of the KuraultHouse. He greets the PCs at the door, and asks whattheir 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 themgood day. If asked, Josef gives the PCs a description ofRoegger andOlivia Kurault and directions to their ship ifneeded.

    If the PCs go to the Kuraults ship, go to Encounter 2:Slavers!

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    Encounter Two: Slavers

    This encounter happens as the PCs approach the dockdistrict. 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. PCsthat have played DYV2-8: Will you be mine? Recognizethe couple as Roegger and Oliva Kurault.), have stoppedto speak with some of the less fortunate. Quickly, the

    conversation turns hostile as the couple step back,

    fending off advances from the hom eless.

    Give the PCs a moment to take in the situation thenread 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 tohave a large stomach or to be pregnant) off to get theconstabulary. 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 theencounter. If the slavers are attacked by the PCs theyturn 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

    Treasure from the slavers

    APL 2: L: 9 gp; C: 0 gp; M: 0 gpAPL 4-12: L: 25gp; C: 0 gp; M: 0 gp

    If the PCs defeat Markessas agents, the personimpersonating Olivia returns with the constabulary to

    help the Roegger imposter. They are adept in theirdisguise, but a successful Spot Check (DC 19 + APL)reveals them to be imposters. Also, the doubles will fail torecognize any of the PCs that played DYV2-7: Will YouBe Mine?, which should make PCs suspicious. Theythank the PCs, and ask them to escort them to their ship.

    The constabulary takes the PCs and the Kuraultsstatements. The doubles for Roegger and Olivia vouch forthe PCs if they helped against Markessas agents and allare free to go as the constabulary deals with any fallenand/or captured slavers.

    If captured, the slavers tell the PCs upon a successful

    Intimidate check (DC9+APL) that they planned to holdthe Kuraults hostage to get their Lieutenant SzepkurvaSepp Daminov freed from whatever hellhole theConstabulary 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 takento the Wavecrest (a galley of the Kuraults). As theywalk up the ramp to board ship, the PCs notice several ofthe sailors give the Kuraults the respect due theirstation. In short order, Roegger leads the PCs below

    deck to the Kuraults room. Once inside they see anotherRoegger 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 happen ed.Afterthe 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.

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    After allowing time for the imposters to leave andthe PCs to stow their gear, the real Roegger escorts thePCs 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 wan ted 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 gearif they dont show interest in doing so. He wont beat thepoint to death, however, as the PCs are free souls, afterall.

    Once the PCs are settled into the boat, go toEncounter Three: The Gathering Storm

    Encounter Three: The Gathering

    Storm

    Should the PCs come aboard with metal armor CaptainBernez (a Suelish man with receding short, blonde hair,light blue eyes, fair skin and stands 6ft 1in tall.) stronglysuggests they store it below for their safety. Hes seen fartoo many adventurers sink to the bottom of the Nyr Dyvwearing armor best suited elsewhere. Players that insiston wearing metal armor start Encounter Five: The Islandin fatigued condition. (see Encounter Five for details)

    Captain Bernez, while polite, is a busy man. Shouldthe 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 tanskin, short coal black hair and brown eyes)

    will stow yer

    gear. The best of luck to ya though. I ve got things to

    do before were underway.

    Quickly Captain Bernez sets about barking orders

    while pointing to the west and com plaining 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 stormbrews up. There are eight crewmen, Dagarada the firstmate and Captain Bernez on deck when the storm hits.

    Give the PCs time to take care of their gear, then tellthem 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 th at

    the motion of the sea makes sick

    (Have all the PCsmake 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 tostay 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 succu mbs to th e terrible battering it s

    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 theelements as the storm rages. It is impossible to tellwhether they are adrift for hours or days. Finally, theywash upon the shore of an island. Due to the lack oflandmarks around them, the PCs have no idea wherethey are.

    Go to Encounter Five: The Island

    Encounter Five: The Island

    The PCs begin this encounter with 1d4 + 1 point per APLof subdual damage. PCs that insisted on wearing metalarmor while on ship are fatigued.

    Once the PCs have had a moment to take in the situationread 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.

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    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 thenumber of PCs at the table +1. PCs that carried their gear

    on their person still have it. Those that stowed it awaycan find it after searching the debris for twenty minutes.

    They also find 8 dead (drowned) sailors and the first mateDagarada, who survived the ordeal.

    Allow the PCs time to gather/put on their gear ifthey wish. In addition to their gear, they find ruinedcrates of foodstuffs and a barrel of fresh water (2 daysworth for 6 people). Then read the following.

    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 thesand 40 feet away form the PCs and seek to claimits/their new food. The first crab the PCs attack hasswallowed a partial halfling skeleton. It wears the

    treasure for this encounter

    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 AppendixOne

    APL10 (EL11)

    Giant Crabs (4), hp 77, 77, 77, 77, See Appendix One

    APL12 (EL12)

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

    Treasure:

    From the Crab(s) lairAPL 2: L: 0 gp; C: 0 gp; M: 0 gpAPL 4: L: 0 gp; C: 0 gp; M: 0 gpAPL 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 gpper 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

    The island is roughly mile across (See judges Map2). 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 pathhacked into the brush. It has overgrown a bit, but isusable. The rest of the islands foliage is dense (movementis slowed to half speed).

    If APLs 2-6, parties that take the path go toEncounter 5A: Dangerous Foliage. This encounter onlyhappens once, and does not happen for APLs 8, 10, and12.

    If the PCs go to where Ephrus is, go to Encounter5B: Ephrus I Presume

    If the PCs stay at least 2 nights on the Island, go toEncounter 6: Rescued

    Encounter Five A: Dangerous

    Foliage

    This encounter happens for APLs 2-6 only. If the PCstake the overgrown path through the foliage, theyencounter Assassin vine(s) 30 feet down the path. Bylooking around in the roots of the vines, the PCs can find

    treasure on a successful Search Check (DC10+APL). UseJudges Map 4 for this encounter.

    The Assassin Vine

    APL2 (EL3)

    Assassin Vine :large plant; hp 30; see Monster Manual

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    APL4 (EL5)

    Assassin Vines (2):large plant; hp 30, 31; seeMonsterManual

    APL6 (EL6)

    Assassin Vines (3): large plant; hp 30, 31, 30; see

    MonsterManual

    APL 8, 10 & 12

    No Encounter

    Treasure:

    Found in the roots of the Assassin VinesAPL 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 thewizard 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 yo u vantage point you cant tell if

    something is dw elling inside.

    If the PCs look inside the hut they see an old brokenshort sword with a notched blade. This is what Ephrusused to clear light brush from the path across the islandand to protect him. The PCs startled him and he fled tohis hiding place without it. The PCs can see Ehprus on asuccessful Spot check (DC 4 + APL).

    He is lying on the rock above his hut. Ephrus is a verygaunt human with a long, ragged grayish-brown beardand disheveled long ratty brown hair. Ephrus has been

    surviving by eating any fish and small flying creatureshes been able to catch. Up until recently, his mind has

    been addled by the magics affecting him. Now thattheyve worn off and his mind is clearer, the wizardwonders how hell ever get home. He is out of spells, andhas no spellbook. Due to his former addled state he hasno idea the island is near a shipping lane

    If the wizard is approached in a non-threatening wayhe allows the PCs to come near him. Once he deems thePCs as non-threatening he speaks to them.

    I m not dreaming this. Youre REAL Tell me you

    have a ship. Take m e off this wretched island.

    Ehprus was the victim of Velkhar the mysticsmachinations. It was Velkhars goal to transform Ephrusinto a megaraptor and put him on display in Radagastcity. While en route to his destination, the megaraptorthat was Ephrus broke free and fell into the Nyr Dyv. Fora time, he drifted with the current and washed ashore onthe island. Over time, he broke free of Velkhars spell andslowly regained his sanity. This is his official story,unless presented with evidence otherwise (If the PCsplayed DYV2-3 Out of the Bluethey should know whathappened to Ephrus via Velkhars journal). If confrontedwith knowledge of Velkhar and his journal, Ephrus

    acknowledges what happened and falls weeping into oneof the PCs arms. Read the following.

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

    druid for Boccobs sake Someho w without help,

    without spells (shudders)I survived. Unfortunately,my new friends, wh ile I m elated to have sentient

    companionship, you are stranded here also.

    Ephrus continues to talk with the PCs should theyso 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, arowboat with sailors can be heard on the shore. (The PCscan hear this on a listen check of [2+APL]). The rowboathas 4 humans with excavation tools. Should the PCsapproach them, they are surprised and the sailors askhow they came upon the isle. Should the PCs tell them

    they were shipwrecked (or a similar story) the sailorsoffer to give the stranded souls a lift. The ship theyrefrom is bound for the Free and Independent City ofDyvers. The ride of course is offered after they dig upwhat they came for (a locked strongbox).

    The sailors are from the ghost ship The LongSuffering Matron. The ship was lost 15 years ago when aKraken sunk the vessel after using its Control Weather

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    and Control Winds ability to bring about a storm. Theship is caught in an endless cycle to relive its demisefrom where it detoured from its original course toretrieve buried treasure. This detour allowed the Krakento 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) aKnowledge: (Local - Dyvers) check (DC 25), or a BardicKnowledge 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 theship, they are introduced to the captain, whomintroduces himself as Captain Loghan (a Flannish manwith coppery skin, amber eyes and wavy brown hair. Hestands 5 ft 11in tall). The captain expects the newpassengers to pull their weight. The skies havent beenclear for the last few days and a storm could brew at anymoment.

    Feel free to use Player Handouts 3A & 3B to makethe Long Suffering Matron and have the players placetheir miniatures/markers on the deck.

    If the PCs agree to sail on the Long SufferingMatron go to Encounter 7.

    If the PCs decide not to sail on the Long SufferingMatron, the wizard Ephrus stays with the PCs. One TUlater the PCs are rescued by the merchant ship TheWindfall. Mark the additional TU loss on the Adventurerecord.

    Encounter 7: The Kraken

    This encounter happens one day after the PCs are pickedup. The skies are still blustery and have steadily begun todarken. Feel free to use Judges Handout 1 to representthe Krakens body, and place it centered on the center,right side of the Long Suffering Matron. In APLs 2-8the Krakens beak is attached to the ship as it tries todestroy it quickly. In APLs 10 & 12 the beast surfaces 10

    feet away from the ship to fight combat while being outof reach from some weapons. There are 11 crewmen andCaptain Loghan on deck when the Kraken attacks. Readthe 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.

    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 D yv Quickly h is 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 h is 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 th e Nyr

    Dyv.

    Give the PCs a chance to flee the ship with the

    sailors. Should they try to help the captain, he angrilytells them to save themselves. Two rounds after thesailors flee the vessel they, the captain and the Kraken

    begin to fade. On the next round there is nothing left ofthe 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 D yv Quickly h is 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, seeMonster Manual

    APL12: (EL14)

    Kraken: Gargantuan Magical Beast, Advanced, 439hp,See Appendix 1

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    Tactics for APL 8

    Round

    1. On the first round of combat the Kraken attackspeople on the deck of the ship at random. Because itseyes are still submerged and it cant see the deck it

    has a miss chance (50%) for anything it targets. Thefirst victim it targets will always be an NPC sailor.

    2. The Kraken surfaces, bites the ship to try andquicken its destruction. It makes a grapple attemptagainst anyone it successfully hit. Those that failtake automatic damage from the tentacle on thefollowing round and are lifted off the ship and awayfrom melee weapons. Anyone failing a grapple checkmay only attack with hand held weapons. Anyonethat dies is dropped at the end of the round.

    3.

    The Kraken does automatic tentacle damage to thosethat failed the grapple check. Any free tentacles stillattack at random

    4. The Kraken attacks anyone that does more than 20points of damage to it in a round. If necessary itdrops a random grappled opponent before dealingtentacle damage if it has no free tentacles to attackwith.

    5. Repeat Kraken tactics until the Kraken or the PCsand NPCs are beaten.

    PC Tactics

    Unless the PCs hold action to attack a tentacle they mustposition 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 aBalance Check [DC15] to avoid falling in the Nyr Dyv.

    Tactics for APLs 10 & 12

    Round

    1. On the first round of combat the Kraken attackspeople on the deck of the ship at random. Because its

    eyes are still submerged and it cant see the deck ithas a miss chance (50%) for anything it targets. Thefirst victim is always a sailor.

    2. The Kraken surfaces 10 feet away from the ship. Itmakes a grapple attempt against anyone itsuccessfully hit. Those that fail take automaticdamage from the tentacle on the following roundand are lifted off the ship and away from meleeweapons. Anyone failing a grapple check may only

    attack with hand held weapons. Anyone that dies isdropped at the end of the round.

    3. The Kraken does automatic tentacle damage to thosethat failed the grapple check. One grappled person atrandom is thrown into the Krakens maw and

    attacked by the bite attack. Unless this person doesnot get a Dexterity bonus to their AC. Any freetentacles attack those that are viewed by the beast asthe greatest threat to it. It determines threats in thefollowing way.

    Anyone that has done the most damage to thebeast is the primary threat.

    Anyone that did 10 or more points of damage inthe 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 morethan one of the above requirements. If this is thecase that PC is the Krakens first target.

    Note 2:It is very possible for the Kraken to target allof the above. It only makes multiple attacks against asingle opponent if it misses on the prior attack. Ifnecessary it drops a random grappled opponent

    before dealing tentacle damage if it has no freetentacles to attack those that it deems a threat with.

    Repeat Kraken tactics until it or the PCs and NPCs arebeaten.

    PC Tactics

    Unless the PCs hold action to attack a tentacle, they mustposition themselves to attack the Krakens body. Usually,unless they use a reach weapon or have the appropriatefeats, this draws an attack of opportunity. The beast mayonly make one attack of opportunity a round. Duringcombat, a PC may wish to try and stand on the beasts

    body to attack. To do this they must make a BalanceCheck (DC 10+APL)

    Once the Kraken has been defeated read thefollowing.

    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

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    rats fleeing form a doomed ship the sailors make their

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

    Give the PCs a chance to flee the ship with thesailors. Should they try to help the captain he angrily tellsthem 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, itscrew or the Kraken.

    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 theshore (give Player Handouts 2A-G to the players). Allowthe 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 som e

    sort of symbol on his tabard (A Knowledge (Local Dyvers) check DC 5 reveals the approaching humanoidto be a Constabulary member).After getting closer shespeaks

    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 contactingthe Constabulary. By making a Search check (DC 20) thePCs can retrieve the rest of their belongings from thechildren on the beach. Depending on how much time isleft in the round, role-play the children as eitherawestruck by the PCs or as not wanting to give away theirnewfound prizes. If the latter is chosen, the children givethe 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 cityterrifies him, but he realizes it is a fear that must beconquered.

    If the PCs agree go to Encounter Nine: The Charityof Friends.

    If they decide not to go, Ephrus tries one last time toconvince them to go with him. If they still refuse to gointo the city of Dyvers, the adventure ends.

    Encounter Nine: The Charity of

    Friends

    Should the PCs follow Ephrus to the DweomercraftersGuild, they are greeted by a 5 foot, 8 inch tall Oeridianfemale in a long flowing crimson dress with goldhighlights. Her eye and lip makeup is dark crimson. Shehas reddish brown hair (brown hair with the highlightsdyed red), olive skin and light gray eyes.

    As she opens the door it is apparent shes goingthrough the motions of asking what visitors wish fromthe guild until she sets eyes upon Ephrus. Pausing tocatch a long breath, her eyes light up as she looks at themage.

    EPHRU S Where have you been. Weve missed

    you so. Please come in quickly, your friends would

    surely like to see that youre well.

    Any PCs withEphrus are also asked in.

    Forgive my manners. I am Ava

    Thidela. Please come in

    Ava leads the assembled group through the guild toprivate rooms. Ephrus and the PCs are treated to asoothing bath and given time to freshen up. Afterreceiving the Dweomercrafters Guilds hospitality theyare 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 thickiron bound boo k with silver overlay.

    Clearing his voiceVentril speaks. Ephrus you were missed. Please takethis as a token of friendship by you r 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 Ventrilalso looks at the PCs and hands them small scrolls withthe holy symbol of Boccob drawn upon the back of thescroll.

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    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.

    The PCs may spend the rest of the evening at theDweomercrafters Guild. At the end of the day, Ephrusthanks them and bids them goodbye.

    Treasure: The Gratitude of Ephrus Friends

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

    Conclusion

    [Tie up the loose ends and reward the PCs]

    Conclusion Encounter 1: Murgan

    the Mad

    If the PCs inquire about other survivors of theWavecrest they are told of Murgan, whom washedashore two days ago. After being questioned by the

    constabulary and cared for, hes been allowed to go to theRasher and Gobbet to relax. Unfortunately the toll ofthe experience has proven too much for the man as hissanity 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 herecoils in horror because he remembers them. At thispoint hes not sure whether they are ghosts or not.Having endured far too much bad luck he chooses tospeak with them as to not incur their otherworldly wrath.

    If the PCs as Murgan what happened, or otherwiseinquire about the wreck of the Wavecrest read thefollowing:

    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

    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 NEV ER see such a sight again.

    Conclusion Encounter 2: The

    Widow Ralston

    The PCs can find someone who is a widow or orphan ofthe Long Suffering Matron by doing one or more ofseveral things. The PCs can make a successful DiplomacyCheck DC10+APL. They can have the PC they are havingGather Information take 20 on the check. The PCs canspecifically check with any of the sources below. Foreach cumulative source the PCs check, add a +2circumstance bonus to the Gather Information check.

    Check with the Dyvers Navy. Gather Information[DC10].

    Check with the Dyvers Port Authority. GatherInformation [DC15].

    Go to the Rasher and Gobbet or the Association ofPerforming Artists and try to Gather Information[DC 20]. Player Handout 5: The Long SufferingMatron, was written by an APA member. The authorreceived ridicule for penning a song about the lost

    ship without knowing what really happened to theship.

    They can try to ask the local sailors on the docks orthe Bardic Hegemony. Gather Information [DC 25].Player Handout 5: The Long Suffering Matron, waswritten by an Association of Performing Artsmember. The author received ridicule for penning asong about the lost ship without knowing whatreally happened to the ship.

    Go to the Merchants Consortium GatherInformation [DC30].

    Go to the Dyvers Constabulary. Gather Information[DC35]

    PCs with Knowledge: (Local) can find out theinformation they need on a [DC 15] or better.

    By making any of the above DCs the PCs find aroster of the men that were lost when the Long

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    Suffering Matron went down. They also get a poemwritten by Jarson Dewlider of the Association ofPerforming Artists about the ship. By using this roster,they can locate the Widow Ralston. She is the only crewmembers 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 herhusband turning up missing and losing her home to thedock fire. She has been living with friends since herhome was destroyed. She doesnt know the PCs, and isapprehensive if they approach her at work aboutanything other than business. If the PCs tell her theyhave information about what happened to the LongSuffering Matron she gets very tense, as over the yearsfortune hunters, people with a poor sense of humor, andthe Dyvers Dockett (the citys posted news) haveapproached her about this, and shes got nothing but griefin return.

    She agrees to listen to the PCs if they can make aDiplomacy Check of [DC 8+APL]. Each PC may try thisas she desperately wants to have some sort of closure butafter being treated poorly on the matter for years sheneeds to have her trust won over first.

    If none of the PCs make the Diplomacy check shepolitely asks them what they wish to order and then hasanother waitress deliver it. If the PCs approach herfurther the bouncer (a half-orc by the name of Smudge)throws them out of the bar and tells them to leave thehelp alone.

    If the PCs successfully use Diplomacy to gain theWidow 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 PlayerHandout 5 she REFUSES to tell them to the PCs andthought it was extremely poor taste for it to be writtenand performed in the first place without truly knowingwhat happened to her husbands ship)

    I truly believe

    you and take some amount of relief in knowing my

    husband w asnt 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.

    AnyPCs trying to follow her find that once she goes into the

    back room of the Jolly Ogre the bouncer steps in front ofthe door. He looks at any PCs coming his way and speaks.

    The widow will be better soon but needs to not

    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 theconstabulary that the Wavecrest was reported lost. Ifthe PCs go to the Kurault house they are met by a veryweary Josef. It appears he has not slept for a couple ofdays. He looks at the PCs with both fear and hope. Readthe 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 thefollowing.

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

    for. I must tell Master Kurault. Please come in an d sit.

    He will want to see you .

    If the PCs agree to come in and wait read thefollowing.

    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 theysurvived or that they dies read the following (If the PCstell Halnt what Murgen knows he shrieks the word NOseveral times before speaking).

    WHY Why did you have the nerve to survive

    instead of my family. CURSE YO U 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 theydont leave and arent antagonistic read the following.

    Josef tries his best to console Halnt Kurault and

    slowly the grief-stricken man rises. I, I m sorry. This

    isnt your fault. It s 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.

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    Conclusion Encounter 4:

    Payment is Due

    Use this encounter if the PCs try to use AllianceInfluence to get information on the widows and orphans

    left behind from the wreck of the Wrong SufferingMatron. While influence with the Alliance is usefulnobody gets a free lunch.

    In return for the roster of the crew of the Long SufferingMatron AND the location of where the Widow Ralstonworks the Alliance contact requires either of thefollowing (the PCs choice).

    A bribe of 10 Wheatsheafs (gp) for APL 2, 25Wheatsheafs (gp) for APL 4, 65 Wheatsheafs (gp) for

    APL 6, 100 Wheatsheafs (gp) for APL 8, 150Wheatsheafs (gp) for APL10 and 200 Wheatsheafs

    (gp) for APL12.

    They may spend any other influence point they haveon their behalf. This may be from any region and isused up when spent.

    The End

    Experience Point Summary

    To award experience for this adventure, add up the valuesfor the objectives accomplished. Then assign theexperience award. Award the total value (objectives plus

    roleplaying) to each character.

    Encounter 2: Slavers

    Defeating the Slavers

    APL 2 150 xpAPL 4 210 xpAPL 6 240 xpAPL 8 240 xpAPL 10 240 xpAPL 12 240 xp

    Encounter 5: The Island

    Defeating the crabs.APL 2 120 xpAPL 4 150 xpAPL 6 240 xpAPL 8 300 xpAPL 10 330 xpAPL 12 360 xp

    Encounter 5A: The Foliage

    Defeating the assassin VinesAPL 2 90 xpAPL 4 150 xpAPL 6 180 xp

    Encounter 5B: Rescuing the Wizard Ephrus

    The PCs brought the Wizard Ephrus back toDyvers.

    APL 2 20 xpAPL 4 30 xpAPL 6 40 xpAPL 8 50 xpAPL 10 60 xpAPL 12 70 xp

    Encounter 7: The Kraken

    Defeating the KrakenAPL 8 300 xp

    APL 10 360 xpAPL 12 420 xp

    Conclusion Encounter 3: The Kuraults Wake

    Telling Harnt Kurault about the fate of Roeggerand Olivia.

    APL 2 20 xpAPL 4 30 xpAPL 6 40 xpAPL 8 50 xpAPL 10 60 xpAPL 12 70 xp

    Encounter 9: The Charity of Friends

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

    Role-Playing experience

    APL 2 20 xpAPL 4 25 xp

    APL 6 30 xpAPL 8 35 xpAPL 10 40 xpAPL 12 55 xp

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    Total possible experience

    APL 2 450 xpAPL 4 645 xpAPL 6 840 xpAPL 8 1,065 xpAPL 10 1,200 xp

    APL 12 1,335 xp

    Treasure Summary

    During an adventure, characters encounter treasure,usually finding it in the possession of their foes. Everyencounter that features treasure has a treasure sectionwithin the encounter description, giving informationabout the loot, coins, and magic items that make up theencounters treasure.

    The loot total is the number of gold pieces each charactergains if the foes are plundered of all their earthlypossessions. Looting the bodies takes at least 10 minutes

    per every 5 enemies, and if the characters cannot take thetime to loot the bodies, they do not gain this gold. If youfeel it is reasonable that characters can go back to loot the

    bodies, and those bodies are there (i.e., not carted off bydungeon scavengers, removed from the scene by the localwatch, and so on), characters may return to retrieve loot. Ifthe characters do not loot the body, the gold piece value forthe loot is subtracted from the encounter totals given

    below.The coin total is the number of gold pieces each charactergains if they take the coin available. A normal adventuringparty can usually gather this wealth in a round or so. If forsome 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 thehardest to adjudicate, because they are varied and becausecharacters may want to use them during the adventure.Many times characters must cast identify, analyzedweomeror similar spell to determine what the item doesand how to activate it. Other times they may attempt touse the item blindly. If the magic item is consumable (apotion, scroll, magic bolts, etc.) and the item is used beforethe end of the adventure, its total is subtracted from theadventure totals below.Once you have subtracted the value for unclaimed treasurefrom each encounter add it up and that is the number of

    gold pieces a characters total and coin value increase at theend of the adventure. Write the total in the GP Gainedfield of the adventure certificate. Because this is a Regionalscenario, characters may spend additional Time Units topractice professions or create items immediately after theadventure so this total may be modified by othercircumstances.

    Treasure Key:

    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 gpAPL 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 gpAPL 4: L: 0 gp; C: 0 gp; M: 0 gpAPL 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 (167gp per character).

    APL 4: L: 0 gp; C: 34 gp; M: Boots of Elvenkind (167gp 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 gpAPL 4: L: 0 gp; C: 330 gp; M: 0 gpAPL 6: L: 0 gp; C: 580 gp; M: 0 gpAPL 8: L: 0 gp; C: 700 gp; M: 0 gpAPL 10: L: 0 gp; C: 740 gp; M: 0 gpAPL 12: L: 0 gp; C: 1,640 gp; M: 0 gp

    Adventure Maximums

    APL 2: 389 gpAPL 4: 600 gpAPL 6: 800 gpAPL 8: 1,224 gpAPL 10: 2,098 gpAPL 12: 2,998 gp

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    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 ImprovedInitiative); 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; STR12, 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 boltsBackground: Markessas Minions have been out

    looking for a plump target to kidnap so their mastercan trade them for LT Sepp

    Homeless (5):male humans Com1; CR ; MediumHumanoid; HD 1d4+2 (Commoner); hp 9; Init + 1; Spd30; AC 11 (Flatfooted: 10, Touch: 11); (+1 Dex); Atk +1melee (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, ToughnessEquipment: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, +2Large 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 10Skills: 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, ImprovedInitiative, Mobility, Weapon Finesse (Rapier), WeaponFocus (Rapier), Weapon Specialization (Rapier).

    Equipment: Each of them has a Chain Shirt, a Rapier,Large Wooden Shield. Light Crossbow and a Case w/5

    boltsBackground: Markessas Minions have been out

    looking for a plump target to kidnap so their mastercan trade them for LT Sepp

    Homeless (5):male humans Com1; CR ; MediumHumanoid; HD 1d4+2 (Commoner); hp 9; Init + 1; Spd30; AC 11 (Flatfooted: 10, Touch: 11); (+1 Dex); Atk +1melee (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, GreatFortitude, 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 ImprovedInitiative); 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/10Bolts, Chain Shirt, Large Wooden Shield

    Background: Markessas Minions have been outlooking for a plump target to kidnap so their mastercan trade them for LT Sepp

    Homeless (5):male humans Com1; CR ; MediumHumanoid; HD 1d4+2 (Commoner); hp 9; Init + 1; Spd30; AC 11 (Flatfooted: 10, Touch: 11); (+1 Dex); Atk +1melee (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, GreatFortitude, Toughness

    Equipment:Club, Peasant's outfit.Background: The homeless are merely victims of

    their situation and do not fight

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    Encounter Four: The Island

    APL2: EL4

    Monstrous Crab: advanced vermin (aquatic): CR 4;Large Vermin; HD 4d8+12; 30 hp; Init +0; Spd 30ft.; AC16 (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 itselfin the sand. It takes 2 minutes for a crab to bury itselfin the sand so they may take 20 to do this), Spot +6

    Improved Grab (Ex):To use this ability the crabmust hit with a pincher attack.

    Sidestep (EX):As the Dodge FeatSqueeze (EX):A huge giant crab that has grappled

    an opponent of its size or smaller automatically dealsdamage with both claws as a full attack action. Nograpple check is required

    APL4: EL5

    Monstrous Crab: advanced vermin (aquatic): CR 5;Large Vermin; HD 6d8+18; 45 hp; Init +0; Spd 30ft.; AC19 (touch 10, flat-footed 19) [[1 size, +10 natural]];

    Atk: +9/+9 melee (2d4+6 Pinchers); SA: ImprovedGrab, 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 itselfin the sand. It takes 2 minutes for a crab to bury itselfin the sand so they may take 20 to do this), Spot +7

    Improved Grab (Ex):To use this ability the crabmust hit with a pincher attack.

    Sidestep (EX):As the Dodge FeatSqueeze (EX):A huge giant crab that has grappled

    an opponent of its size or smaller automatically dealsdamage with both claws as a full attack action. Nograpple check is required

    APL6: EL8

    Monstrous Crab: advanced vermin (aquatic): CR 5;Large Vermin; HD 6d8+18; varies; hp; Init +0; Spd30ft.; AC 19 (touch 10, flat-footed 19) [[1 size, +10natural]]; 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 itselfin the sand. It takes 2 minutes for a crab to bury itselfin the sand so they may take 20 to do this), Spot +7

    Improved Grab (Ex):To use this ability the crabmust hit with a pincher attack.

    Sidestep (EX):As the Dodge Feat

    Squeeze (EX):A huge giant crab that has grappledan opponent of its size or smaller automatically dealsdamage with both claws as a full attack action. Nograpple check is required

    APL8: EL10

    Monstrous Crab: advanced vermin (aquatic): CR 5;Large Vermin; HD 6d8+18; 45 hp; Init +0; Spd 30ft.; AC19 (touch 10, flat-footed 19) [[1 size, +10 natural]];

    Atk: +9/+9 melee (2d4+6 Pinchers); SA: ImprovedGrab, 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 itselfin the sand. It takes 2 minutes for a crab to bury itselfin the sand so they may take 20 to do this), Spot +7

    Improved Grab (Ex):To use this ability the crabmust hit with a pincher attack.

    Sidestep (EX):As the Dodge Feat

    Squeeze (EX):A huge giant crab that has grappledan opponent of its size or smaller automatically dealsdamage with both claws as a full attack action. Nograpple check is required

    APL10: EL11

    Monstrous Crabs: advanced vermin (aquatic): CR 7;Huge Vermin; HD 9d8+27; 77 hp; Init +0; Spd 20ft.; AC22 (touch 10, flat-footed 19) [[2 size, +14 natural]];

    Atk: +12/+12 melee (2d6+9 Pinchers); SA: ImprovedGrab, Squeeze; SQ: Vermin, Sidestep; AL N; SV Fort+11, Ref +4, Will +4; Str 21, Dex 10, Con 16, Int -, Wis10, Cha 2.

    Skills and Feats:Hide+13 (+18 when it buries itselfin the sand. It takes 2 minutes for a crab to bury itselfin the sand so they may take 20 to do this), Spot +9

    Improved Grab (Ex):To use this ability the crabmust hit with a pincher attack.

    Sidestep (EX):As the Dodge FeatSqueeze (EX):A huge giant crab that has grappled

    an opponent of its size or smaller automatically dealsdamage with both claws as a full attack action. Nograpple 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: ImprovedGrab, Squeeze; SQ: Vermin, Sidestep; AL N; SV Fort+12, Ref +5, Will +4; Str 21, Dex 10, Con 16, Int -, Wis10, Cha 2.

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    Skills and Feats:Hide+17 (+22 when it buries itselfin the sand. It takes 2 minutes for a crab to bury itselfin the sand so they may take 20 to do this), Spot +14

    Improved Grab (Ex):To use this ability the crabmust hit with a pincher attack.

    Sidestep (EX):As the Dodge Feat

    Squeeze (EX):A huge giant crab that has grappledan opponent of its size or smaller automatically dealsdamage with both claws as a full attack action. Nograpple check is required

    Encounter Seven: The Kraken

    ALL APLS

    The Crew (10):male humans Com1; CR ; MediumHumanoids; 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, 11spBackground: The Long Suffering Matrons financers

    were notorious for hiring the cheapest labor moneycould by and still get the job done.

    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, GreatFortitude, Toughness.

    Equipment: Club, Shortspear, Captains TogsBackground: 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 MagicalBeast (Aquatic); HD 26d10+234 (Magical Beast); hp371; 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

    (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, LightningReflexes, Multiattack, Power Attack, Run, Track

    Improved Grab (Ex): To use this ability, thekraken must hit an opponent of up to Huge size withan arm or tentacle attack. If it gets a hold, in canconstrict.

    Constrict (Ex): A kraken deals automatic arm ortentacle damage with a successful grapple checkagainst Huge or smaller creatures.

    Jet (Ex): A kraken can jet backward once perround as a double move action, at a speed of 280 feet.

    Ink Cloud (Ex):A kraken can emit a cloud of jet-black ink 80 feet high by 90 feet wide by 120 feet long

    once per minute as a free action. The cloud providestotal concealment, which the kraken normally uses toescape a losing fight. Creatures within the cloud sufferthe 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).

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    Judges Map 2: The Lost Island

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    Player Handout 3A

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    Player Handout 3B

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    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 firsttime in what seems to be a millennia you spot several small humanoids coming your direction as someone or somethingstands 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 yourtormentor. A blasted sea bird has taken to pecking at your hair! The slightest motion on your part sends the birdpacking and quickly out of sight. Once the trouble has passed however you notice youre not alone as several humanoidsapproach.

    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 youwonder 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 beenburied in the sand by the surf. How far down is anyones guess. Wait! Your you can move your hands and yes your leftleg is able to move also. Deciding to risk it all you push upward and BREAK FREE of your sandy prison. As you wipethe 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 amonth. At least youve survived. Now maybe if you could find your gear and friends things can get back to normal. Thatis if you knew where you were. Wait! Up ahead you several humanoids are coming your way. Perhaps if theyre nothostile 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 partyou have yet to play in the cosmic play of life. Solemnly you rise from the surf as you shake off the sand and debris totake in the world around you in hopes of finding out where you landed. Off in the distance you see several humanoidsapproaching you.

    Write down what youre doing on the back of this handout and give it to the judge.

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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 thefirst 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 yourdirection and speaks to an associate that runs off quickly.

    --------------------------------------------------------------------------------cut-------------------------------------------------------

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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.