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DYV3-07 - Dock Work

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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. Dyv3-07 Dock Work A One Round D&D L IVING GREYHAWK ® Dyvers Regional Adventure by Matt Maddy Triad Edit: Phil Thompson Circle Edit: David Christ The sounds of construction are everywhere in the city, but nowhere are they more deafening than the dock district. Still, it is an awesome sight to behold a construction job this large. With all the populace united in this work effort, what could possibly go wrong? An adventure for characters level 1-12.
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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.

Dyv3-07

Dock Work

A One Round D&D LIVING GREYHAWK®

Dyvers Regional Adventure by Matt Maddy Triad Edit: Phil Thompson

Circle Edit: David Christ The sounds of construction are everywhere in the city, but nowhere are they more deafening than the dock district. Still, it is an awesome sight to behold a construction job this large. With all the populace united in this work effort, what could possibly go wrong? An adventure for characters level 1-12.

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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 Player’s Handbook, the Dungeon Master’s 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 player’s name at the bottom, and the character’s 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 Master’s Guide when confronted with a trap or hazard, or the Monster Manual when confronted with a monster.

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. It’s 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 adventure’s 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 paladin’s mounts, etc) use the sidebar chart to determine the number of levels you add to the sum above. Add each character’s 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.

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# of Animals Mundane Animals Effect

on 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

of A

nim

al

7 7 9 10 11

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.

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.

Living Greyhawk Levels of Play Because players bring their own characters to LIVING GREYHAWK games, this adventure’s 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.

2. 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 paladin’s mounts, etc) use the following chart to determine the number of levels you add to the sum above. Add each character’s animals separately. A single PC may only bring four or fewer animals of this type,

and animals with different CRs are added separately

3. Sum the results of 1 and 2, and divide by the number of characters playing in the adventure – round up.

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

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.

Time Units and Upkeep This is a standard 1-round Regional adventure, set in Dyvers. Characters native to Dyvers pay one Time Unit per round, all others pay two Time Units per round. Adventurer’s Standard Upkeep costs 12gp per round. Rich Upkeep costs 50gp per round. Luxury Upkeep costs 100gp per round.

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The Current Effect 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 rebuild 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 begun to rise. (Any item purchased in this scenario is 30% above normal value.) The poor are present almost everywhere (Use Optional Encounter #1: Displaced People) except the Gentry District, and will possibly ask the PCs for aid. Use this to add flavor during the adventure, but don’t 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 will be belligerent with anyone refusing to aid the homeless. They are also desperate enough to mob anyone who seems to be extravagant in their donation.

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.

Adventure Summary and Background

As the PCs are admiring the dock construction effort, a nearby dock begins to collapse. The PC’s have the opportunity to help save several victims of the accident, and possibly prevent the collapse. Afterwards, the foreman for the section thanks the PCs and curses the pier, stating that they have had repeated problems like this. If the PCs take the time to inspect the pier, they find evidence of foul play, as the wood has been cut so as to weaken it.

The foreman will attempt to enlist the PC’s help with night guard duty to prevent further sabotage. He then asks the PCs to take one of the victims to the cathedral of Xerbo. On the way to the church, a mob of dissidents will create a scene by arguing with the PC’s. After dealing with the mob, they may then reach the cathedral of Xerbo, who will surprisingly offer to do divinations the next day, and in the meantime will aid the PC’s by offering to cast water breathing on them when they are guarding the piers. If the PC’s attempt to keep watch at night over the area, they will be attacked by one or several crocodiles that try to attack the pier. The next day, the temple of Xerbo reveals that the threat to the piers is coming from a sunken island not far off the coast. The PC’s may then travel to the island in an attempt to defeat the source, but instead only find elemental minions and a lair marked with the holy symbol of Xerbo. Afterwards, the PC’s are thanked by the church of Xerbo, who asks that the matter be kept quiet, due to the threat having links to their church. Should the PCs agree to keep quiet, the church rewards them. If the PCs choose to publicize the matter, the church harbors a dislike for them. Introduction: The PC’s are at the dock district, either because their guild has sent them to witness the construction, or they may merely be sightseeing.

Encounter 1: The pier begins to collapse, and the PCs have the opportunity to save the workers, and perhaps the pier.

Encounter 2: The foreman mentions the collapse is suspect, and the PC’s find clues to support foul play. The foreman will attempt to recruit the PC’s to help, and send them to the church of Xerbo to start.

Encounter 3: The PC’s are accosted by a mob of homeless commoners.

Encounter 4: The PC’s receive an overwhelming amount of support from the church of Xerbo.

Encounter 5: The PC’s search the water, and find nothing until the night, when several creatures are summoned and attack the PC’s and the pier.

Encounter 6: The cathedral of Xerbo tells the PC’s where the source of the attacks is.

Encounter 7: The PC’s assault the cave that served as home to the source of the attacks.

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Introduction The city of Dyvers has been through a tremendous change recently. Only a year ago, the city was the site of a disastrous fire that left nothing more than a charred ruin of the busiest piers, the port authority, and nearly the entire poor district of the city. For months thereafter, the city cleared away the ruined buildings and piers. Rebuilding slowly started, and construction has steadily increased since then. In the last week, the construction effort has reached its peak, and the noise of hammers and saws echoes across the city from dawn until the early night. Carpenters work in packs repairing the buildings that can be salvaged, and constructing new buildings to replace the ones that had to be demolished. Meanwhile, the streets are clogged with hundreds of carts full of wood. The heavy carts crawl slowly through the mobs of dislocated citizens, bringing the necessary supplies for the rebuilding effort. However, on this fine morning your eyes are taking in the busiest part of the rebuilding effort. As you stand on Dock street, you can see the swarm of carpenters, sailors, and laborers as they work with diligence to repair the main pier. You see a massive crane in operation, swinging huge, heavy timbers off of barges and out over the water. As the timbers are brought above the end of the pier, men on rafts help guide them into the water, where swimmers further guide them to the sea’s bottom to replace the old support posts. You also see a man walking on the water, seemingly helping to supervise the effort. As the crossbeams are lain, and the planks are placed atop to create the piers, laborers work both on top and underneath to secure the wood, working with intense diligence. Already the rebuilt main pier reaches out at least 400 feet over the Nyr Dyv. Beyond the construction, you see numerous trade ships waiting to dock at the smaller piers. Allow the players to introduce themselves, and make any casual observations they wish. Let them talk to the laborers and walk on the pier itself, either to help or to observe. As soon as anyone begins to leave the docks, or a player goes 200 feet out onto the pier, proceed to Encounter One.

Encounter One: Dock Collapse! Suddenly, there is a thunderous crack of wood breaking, as a large portion of the main pier, several hundred feet out, begins to buckle! Have the PCs to roll initiative. They only have two rounds to react, however, since the pier collapses at the end of the second round. The collapsing section of pier is 40 feet by 20 feet, and is 200 feet out from the shore. The pier is 10 feet above the water level, the water is 10 feet deep at the edge of the docks, and the water gets 5 feet deeper every 10 feet from shore. The water depth levels out once it reaches 70 feet. (The middle of the collapsing section is over 70-feet deep water.) Reference Judge’s Map #2 for a side view of the Pier. Allow the PCs to make a spot check on their turn. They can get the following information, based on their check: DC 5:

• There are people on the pier that are falling in the water.

DC 10:

• There are 5 people on the pier that are falling in the water.

• There is someone walking on the water near the collapse.

DC 15:

• There are 5 people on the pier that are falling in the water.

• There are people underneath the pier that are going to be caught by the collapse.

• There is someone walking on the water near the collapse.

DC 20:

• There are 5 people on the pier that are falling in the water.

• There are 3 people underneath the pier that are going to be caught by the collapse.

• There is someone walking on the water near the collapse. He seems to be heading towards the workers under the pier.

At the end of the first round, the cleric walking on the water runs underneath the pier. One of the supports buckles and collapses. The sections of pier on either side of this support lean into the water, but are still attached to the other support, which leans dangerously. Several laborers atop the pier escape the leaning sections, and several Laborers underneath the pier are trapped underneath the sections.

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At the end of the second round, just before the dock collapses, the cleric walking on the water climbs to the trapped workers and casts water breathing on them. Then, (assuming the PCs don’t prevent the collapse,) the section of the pier collapses. The laborers take damage, but the Cleric is killed. (the effects of his water walking cause him to be crushed atop the water, rather than merely being thrust underwater.)

Asalin: male human Clr5 of Xerbo: hp 23 Laborers: male human Com1: hp ; See Appendix One.

All APL’s (EL 3)

Collapsing Pier Trap: CR 3; mechanical; timed trigger; no reset; Atk +10 melee (3d6); Search (DC 17); Disable Device (DC 22). Once the dock section has collapsed, proceed to encounter two.

Encounter Two: A Closer Inspection

If any PCs help rescue the endangered laborers, the laborers will be extremely thankful, showering the character in compliments. The laborers were either working on the cross-beams underneath, or on top of the planks above. They didn’t see anything out of the ordinary, and the supports for that section were lain over a week ago. If the PCs swim underwater and clear the wreckage to look at the support timber, allow them to make a Spot check (DC 10+APL) to find evidence that the timber was deliberately sabotaged, as a section of it is cleanly cut. If they find a way to show the section to one of the carpenters or the foreman, they will spot the sabotage right away. If the PCs talk to the foreman for the pier construction, he immediately shows concern for the safety of all the laborers. Once all the laborers are safe, he will notice the cleric is missing as well, and start searching for him. Once the laborers and the cleric are accounted for, he will be amenable to talk about other subjects. He curses the accident, and exclaims, “if these accidents keep happening, we’ll never get finished!” If the PCs ask what he means by “these accidents” he explains that they have had two collapses, a shark attack, and a broken crane in the last week. The foreman believes the accidents to be the result of the breakneck pace of the construction.

However, he is starting to get much more suspicious. He tells the PCs that he doesn’t think anyone on the working crew could have sabotaged anything during the day, as the site is too busy for them not to have been noticed. However, he may need to increase the number of guards watching the pier at night. If the PCs helped rescue the laborers, he will offer to hire them as night guards. He will offer them (20 x APL) gp, but it can be negotiated up to (50 x APL) gp. He will pay the sum the morning after the PCs work as night guards. If the PCs accept his offer, he will ask the PCs to report to him at this pier by dusk this evening. He will recommend they sleep for the rest of the day to be prepared. (There is about 8 hours before dusk.) If the pier collapsed, then either the PCs or the sailors will recover the body of the man who was water walking. He is a cleric of Xerbo who was helping to supervise and keep an eye on the aquatic animals in the area. The sailors will call his death a bad omen, fearing the wrath of the Sea god Xerbo. The foreman worries that the Cleric’s death will dishearten the workers, and will seek people to carry the cleric’s body to his cathedral. If the PCs helped rescue the laborers, he will ask them to carry the body to the cathedral of Xerbo. Otherwise, he will ask sailors to take the body, but they will steadfastly refuse, creating a scene and saying, “Ah don’t want to be the bearer of bad news to Xerbo’s Yacht, especially if the bad news is the dead body of one of their clergy!” Eventually, if the PCs make themselves known to the foreman, the foreman will ask the PCs to carry the body. If the PCs ask to be paid to carry the body to the Cathedral of Xerbo, he will refuse to pay them any money for the task. He will claim it to be a moral outrage to extort money from him for performing a moral service. In reality, he doesn’t want to upset the sailors by paying someone to take the body (they might think he is merely paying someone to dispose of the corpse dishonestly.) He will, however, offer to pay them to be night guards at the above-mentioned rate. If the PCs offer to carry the corpse of the cleric to the Cathedral of Xerbo, ask them how they intend to carry a dead body through the streets of Dyvers. Then continue to Encounter three: A Man and his Mob. If the PCs do not carry the corpse of the cleric to the Cathedral of Xerbo, but accept the job as night guards, allow them to rest or make whatever preparations they wish. They have eight hours before dusk. After eight hours, assuming they report to the pier for guard duty, continue to Encounter Five: Dock Guard Duty.

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If the PCs somehow managed to save the cleric from being killed, he will be very shaken, and will ask them to accompany him to the cathedral of Xerbo to report to his superiors about the accident.

Encounter Three: A Man and his Mob

As you travel through the clogged streets of Dyvers to the Cathedral of Xerbo, you pass by one end of the busy marketplace. Merchants desperately hawk their wares, and the streets become more and more crowded. As you shoulder your way through the throng of people, suddenly a man points your way and shouts “STOP! You are a perfect example of what is wrong with this city!” He then begins working through the crowd to reach you. The man’s name is Karne. He is an unhappy citizen that has taken up with a group of people, called the Chaos League, who protest against the government. He has spotted the party as something to create a scene about for one of the following reasons:

• They’re carrying a dead body. This makes them appear to be adventurers and troublemakers. They might even be cutthroats that feel confident enough to walk the streets with their prey.

• They look like adventurers (fighting gear, etc.) Adventurers create more problems than they solve, and worry storeowners and clergy with the trouble that follows them around. It’s a common occurrence that a citizen of Dyvers can’t get clerical aid because some group of adventurers already used up the church’s abilities.

• They’re just poor souls that Karne is going to make examples of. He will ask what good they have done for the common folk, and if they don’t come up with anything, he will argue that that is what is wrong with the city.

• If the PCs are members of a branch of the Dvyers government, he will demand to know what they are doing as their civil duty to help with the homeless and jobless in the city.

After Karne has argued with the PCs for awhile, or he isn’t making any progress, he will claim that one of the

PCs said “Let the poor take care of themselves.” Several of his friends in the crowd will confirm having heard this, and this will start the mob into violence. The citizens will be upset, but only Karne and the other dissidents of the Chaos League will actually attack the party. If Karne thinks the party is too much for him to handle, he will use his Quaal’s Feather Token (whip) on the party and run away. The peasant and merchants in the marketplace will scatter and hide once combat breaks out. APL 2 (EL 4)

Karne: male human Rog2: hp 14; See Appendix One. Dissidents: male humans Rog1 (3); hp 8, 8, 8; See

Appendix One. APL 4 (EL 6)

Karne: male human Rog3: hp 20; See Appendix One. Dissidents: male humans Rog2 (3); hp 14, 14, 14; See

Appendix One. APL 6 (EL 8)

Karne: male human Rog5: hp 36; See Appendix One. Dissidents: male humans Rog4 (3); hp 34, 34, 34; See

Appendix One. APL 8 (EL 10)

Karne: male human Rog7: hp 44; See Appendix One. Dissidents: male humans Rog5 (4); hp 37, 37, 37, 37;

See Appendix One. APL 10 (EL 12)

Karne: male human Rog9: hp 56; See Appendix One. Dissidents: male humans Rog7 (4); hp 52, 52, 52, 52;

See Appendix One. APL 12 (EL 14)

Karne: male human Rog11: hp 68; See Appendix One. Dissidents: male humans Rog9 (4); hp 68, 68, 68, 68;

See Appendix One. Treasure: APL 2: L: 37 gp; C: 25 gp; M: Everburning Torch (Value 7 gp per character); Quaal’s Feather Token (Whip) (Value 41 gp per character); Potion of Glibness (Value 41 gp per character). APL 4: L: 37 gp; C: 25 gp; M: Everburning Torch (Value 7 gp per character); Quaal’s Feather Token (Whip) (Value 41 gp per character); Potion of Glibness (Value 41 gp per character); Mithral Chain Shirt (Value 91 gp per character). APL 6: L: 37 gp; C: 25 gp; M: Everburning Torch (Value 7 gp per character); Quaal’s Feather Token (Whip)

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(Value 41 gp per character); Potion of Glibness (Value 41 gp per character); Mithral Chain Shirt (Value 91 gp per character). APL 8: L: 18 gp; C: 30 gp; M: Everburning Torch (Value 7 gp per character); Quaal’s Feather Token (Whip) (Value 41 gp per character); +1 Sap (Value 191 gp per character); Potion of Glibness (Value 41 gp per character); Mithral Chain Shirt (Value 91 gp per character). APL 10: L: 18 gp; C: 30 gp; M: Everburning Torch (Value 7 gp per character); Quaal’s Feather Token (Whip) (Value 41 gp per character); +1 Merciful Sap (Value 691 gp per character); Potion of Glibness (Value 41 gp per character); Mithral Chain Shirt (Value 91 gp per character). APL 12: L: 18 gp; C: 30 gp; M: Everburning Torch (Value 7 gp per character); Quaal’s Feather Token (Whip) (Value 41 gp per character); +1 Merciful Sap (Value 691 gp per character); Potion of Glibness (Value 41 gp per character); Mithral Chain Shirt (Value 91 gp per character). Development: If the PCs defeat the rogues, then they can turn in the prisoners and/or bodies to the constabulary. As long as the PCs did not initiate the combat, there will be plenty of witnesses in the marketplace to clear their names. If the PCs did initiate combat, and there are any dead rogues, then the PCs will be scrutinized by the constabulary. If the PCs are unable to use Diplomacy (DC 10+APL) to convince the guards, they may use any favors or influence that might be appropriate to help clear them of the crime. The chaos league is an outlaw organization, and therefore guards will not view this as a very serious crime.

Encounter Four: Help from the Cathedral of Xerbo

Ahead, docked at the edge of the street is a huge sailing vessel. It stretches over 100 feet in length, and has an ornately carved dragon turtle on its bow. There is a crowd of disheveled-looking paupers sitting and milling around nearby. In the waters surrounding the vessel are innumerable skiffs, rafts, and small boats that are tied to it. As you move past through the dingy crowd, you see several gangplanks that lead onto the ship. This is the cathedral of Xerbo. As the PCs walk across the gangplanks, an acolyte will work his way across the crowded deck of the ship to greet them.

If the PCs are carrying the body of the cleric of Xerbo, he will show extreme worry and call for help from several large sailors. He will direct the sailors to carry the body below decks, and ask the PCs what happened. Once the PCs have given an explanation of what has happened, he will ask them if they can wait while he gets an “old hand”. If the PCs are not carrying the cleric’s body, and the cleric is alive, he will ask the PCs to wait and he will go below decks to get an “old hand”. If the PCs are not carrying the body of the cleric, and the cleric is not with them, then they can explain the situation to the acolyte, who will go below decks to get an “old hand”. After a few minutes a new cleric will show up. Any PCs that visited the Cathedral of Xerbo while playing DYV2-6 A Crime of Faith will recognize him.

Salinae Mastspinner: male human Clr14; hp 112. Salinae will greet any PCs he has met before, and then ask the PCs to explain what happened at the pier to him. He will seem intensely interested, and will thank the PCs for bringing the matter to the attention of the church. He will offer to have the PCs put under the effects of a water breathing spell if they work as night guards and watch the pier tonight. He also asks the PCs to visit the cathedral tomorrow. With that, he will go below decks. If the PCs ask for non-healing spells to be cast on them, Salinae will sadly refuse to help them. He will point out the numerous poor along the pier, and state that all clerical aid possible must be directed towards the needy. He will state that the only reason he can offer water breathing is that it is one of Xerbo’s special blessings. (Water breathing is a domain spell for many of the priests of Xerbo, and thus they can’t replace it with other spells.) If the PCs managed to save the cleric of Xerbo from being killed in the pier collapse, he will vigorously thank the PCs and wish them luck. He won’t cast any spells on the PCs, however, as the homeless are nearby and in great need.

Encounter Five: Dock Guard Duty

Sunset is about ten hours after the pier collapse. Therefore the PCs should have had enough time to rest

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during the day so they will not be exhausted in the morning. If they went to the cathedral of Xerbo and reported the accident, then they can visit the cathedral shortly before sunset and get water breathing (as a 6th-level caster, lasting 12 hours) cast on them before they report to the docks. At sunset, some carpenters are still trying to get a little more work done, but most are packing up tools and supplies. The foreman will greet the PCs, and thank them for their help earlier. He will then walk with the PCs from one end of the pier to the other, explaining where the pier is finished and where it is still unstable. He will remind the PCs that the nearest constable station is quite some ways away, and they should be very careful. Then he will bid them good evening and make his way home. About four hours after sunset, the crocodile(s) will begin to swim up to the pier. They will start attacking the pier about midway from shore, right where the earlier collapse was. APL 2 (EL 2)

Crocodile: hp 27 ; see Monster Manual. APL 4 (EL 4)

Giant Crocodile: hp 66; see Monster Manual. APL 6 (EL 6)

Giant crocodiles (2) : hp 66, 64; see Monster Manual. APL 8 (EL 8)

Advanced giant crocodiles (14HD) (2): hp 129, 125; See Appendix One. APL 10 (EL 9)

Advanced giant crocodile (14HD) [3]: hp 129, 128, 130; See Appendix One. APL 12 (EL 10)

Advanced giant crocodiles (14HD) (4): hp 129, 127, 125, 124; See Appendix One. After the crocodiles are defeated, the rest of the night passes uneventfully. In the morning the foreman arrives and pays the PCs for their work. He will be shocked at the crocodile attack, and recommend the PCs visit the Cathedral of Xerbo and ask their advice. If the PCs ask to work as night guards again, the foreman will refuse them, stating that he is now sufficiently worried enough to request the military for help.

When the PCs go to the Cathedral of Xerbo, continue to Encounter six.

Encounter Six: Divine Direction If the PCs arrive at night, an acolyte will meet the PCs. The acolyte will not awaken Salinae, since Salinae needs his rest to have the spells he wishes to cast the next day. The PCs may receive healing spells from the priests that are awake at night, however. In the morning, Salinae will anxiously meet the PCs. When he first awoke, he cast Commune, and has a possible lead on the saboteur. “In the toothy waters near a sunken shell rests the head of your worries.” He believes this refers to a small island amidst some coastal reefs. He will ask the PCs to go to the island and look for more clues, and possibly the saboteur. If the PCs do not have a boat of their own, Salinae will offer to find a small boat with a crew to take the PCs to the coastal reefs. The reefs are a dangerous place to sail, and he does not recommend anyone try to sail a boat if they aren’t skilled professionals (meaning they have ranks in Profession: Sailor.)

Encounter Seven: The Island If the PCs choose to sail on their own, they will need to make a Knowledge (geography), Profession (sailor), or Profession (navigator) check (DC 10+APL) to navigate to the island. They will also need to make three Profession (sailor) checks (DC 13+APL) to prevent from wrecking on the reefs. If no PCs has Profession (sailor), then have the person guiding the vessel make three Dexterity checks (DC 20+APL) to prevent from wrecking on the reefs. Once the PCs have found the island, they find it is a very small (roughly 50 feet in diameter) and has nothing on it. A successful search check (DC 10+APL) will reveal an underwater cave entrance amidst the reef, however. The water is only 20 feet deep around the entrance. The entrance leads into a tunnel that is roughly 10 feet in diameter. 20 feet inside the cave entrance, the cave tunnel slopes up and emerges into an air pocket under the island. Within the next 20 feet, the tunnel rises high enough that the water is only 1 foot deep. The tunnel winds for about 50 feet after that, and then opens up into a large cavern that is 50 feet in diameter. The entrance to the cavern has 3 five-foot wide steps leading down, and then the water is 30 feet deep. On the far side of the cavern is a small 10-foot by 5-foot ledge

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with what appears to be a stone font upon it. There is also a symbol of a dragon turtle on the stone font. The PCs may notice the symbol with a successful Spot check (DC 15+APL), and recognize it fairly easily as a symbol of Xerbo, which they have seen recently at the Cathedral of Xerbo. As soon as any of the PCs enter the room, the water elementals guarding the room attack them. APL 2 (EL 3)

Small Water Elementals (2): hp 15,13; see Monster Manual. APL 4 (EL 5)

Medium Water Elementals (2): hp 35,33; see Monster Manual. APL 6 (EL 7)

Large Water Elementals (2): hp 75,70; see Monster Manual. APL 8 (EL 9)

Huge Water Elementals (2): hp 158,152; see Monster Manual. APL 10 (EL 11)

Greater Water Elemental: hp 213; see Monster Manual.

Huge Water Elementals (2): hp 158,152; see Monster Manual. APL 12 (EL 12)

Elder Water Elemental: hp 243; see Monster Manual. Greater Water Elemental: hp 213; see Monster

Manual. After the PCs have defeated the Water elementals, they can search the cavern for clues to its inhabitant. The symbol of Xerbo is obvious, but the PCs may also find some treasure if they search in the cloudy water of the water font (Search DC 15+APL). Inside the water font are several scrolls sealed in wax, a potion, a wand, and perhaps a few other things (see treasure summary below.) If the PCs choose to wait and see if the resident of the cave returns, allow them to wait as long as they want, but no one comes. If the PCs have not wrecked their boat, they easily travel back to the city of Dyvers. If they did wreck their boat, they will have to repair it, which will take a few days. If you have time, feel free to draw out this point, and make them feel stranded to some extent. If the PCs choose to swim to land and walk to Dyvers, they meet up with a wagon after a day, and can be in Dyvers the next day if

they pay (5xAPL) gp to the wagon owner. Otherwise, it will take them 3 days to walk to Dyvers. Treasure: APL 2: L: 0 gp; C: 0 gp; M: Potion of Water Breathing (Value 62 gp per character); Wand of Cure Light Wounds (Value 62 gp per character); Divine Scroll of Obscuring Mist (Value 2 gp per character); Divine Scroll of Summon Monster I (Value 2 gp per character); Divine Scroll of Calm Animals (Value 2 gp per character); Divine Scroll of Endure Elements (cold) (Value 2 gp per character); Divine Scroll of Sanctuary (Value 2 gp per character). APL 4: L: 0 gp; C: 0 gp; M: Potion of Water Breathing (Value 62 gp per character); Wand of Cure Light Wounds (Value 62 gp per character); Divine Scroll of Obscuring Mist (Value 2 gp per character); Divine Scroll of Summon Monster I (Value 2 gp per character); Divine Scroll of Calm Animals (Value 2 gp per character); Divine Scroll of Endure Elements (cold) (Value 2 gp per character); Divine Scroll of Sanctuary (Value 2 gp per character); Dvine Scroll of Fog Cloud (Value 12 gp per character). APL 6: L: 0 gp; C: 0 gp; M: Potion of Water Breathing (Value 62 gp per character); Wand of Cure Light Wounds (Value 62 gp per character); Divine Scroll of Obscuring Mist (Value 2 gp per character); Divine Scroll of Summon Monster I (Value 2 gp per character); Divine Scroll of Calm Animals (Value 2 gp per character); Divine Scroll of Endure Elements (cold) (Value 2 gp per character); Divine Scroll of Sanctuary (Value 2 gp per character); Dvine Scroll of Fog Cloud (Value 12 gp per character); Divine Scroll of Bestow Curse (Value 31 gp per character); Divine Scroll of Water Breathing (Value 31 gp per character); Quaal’s Feather Token (Swan Boat) (Value 37 gp per character). APL 8: L: 0 gp; C: 0 gp; M: Potion of Water Breathing (Value 62 gp per character); Wand of Cure Light Wounds (Value 62 gp per character); Divine Scroll of Obscuring Mist (Value 2 gp per character); Divine Scroll of Summon Monster I (Value 2 gp per character); Divine Scroll of Calm Animals (Value 2 gp per character); Divine Scroll of Endure Elements (cold) (Value 2 gp per character); Divine Scroll of Sanctuary (Value 2 gp per character); Dvine Scroll of Fog Cloud (Value 12 gp per character); Divine Scroll of Bestow Curse (Value 31 gp per character); Divine Scroll of Water Breathing (Value 31 gp per character); Quaal’s Feather Token (Swan Boat) (Value 37 gp per character); Divine Scroll of Control Water (Value 58 gp per character); Divine Scroll of Summon Monster IV (Value 58 gp per character); Divine Scroll of Spell Immunity (Value 58 gp per character). APL 10: L: 0 gp; C: 0 gp; M: Potion of Water Breathing (Value 62 gp per character); Wand of Cure Light Wounds (Value 62 gp per character); Divine Scroll

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of Obscuring Mist (Value 2 gp per character); Divine Scroll of Summon Monster I (Value 2 gp per character); Divine Scroll of Calm Animals (Value 2 gp per character); Divine Scroll of Endure Elements (cold) (Value 2 gp per character); Divine Scroll of Sanctuary (Value 2 gp per character); Dvine Scroll of Fog Cloud (Value 12 gp per character); Divine Scroll of Bestow Curse (Value 31 gp per character); Divine Scroll of Water Breathing (Value 31 gp per character); Quaal’s Feather Token (Swan Boat) (Value 37 gp per character); Divine Scroll of Control Water (Value 58 gp per character); Divine Scroll of Summon Monster IV (Value 58 gp per character); Divine Scroll of Spell Immunity (Value 58 gp per character); Ring of Sustenance (Value 208 gp per character). APL 12: L: 0 gp; C: 0 gp; M: Potion of Water Breathing (Value 62 gp per character); Wand of Cure Light Wounds (Value 62 gp per character); Divine Scroll of Obscuring Mist (Value 2 gp per character); Divine Scroll of Summon Monster I (Value 2 gp per character); Divine Scroll of Calm Animals (Value 2 gp per character); Divine Scroll of Endure Elements (cold) (Value 2 gp per character); Divine Scroll of Sanctuary (Value 2 gp per character); Dvine Scroll of Fog Cloud (Value 12 gp per character); Divine Scroll of Bestow Curse (Value 31 gp per character); Divine Scroll of Water Breathing (Value 31 gp per character); Quaal’s Feather Token (Swan Boat) (Value 37 gp per character); Divine Scroll of Control Water (Value 58 gp per character); Divine Scroll of Summon Monster IV (Value 58 gp per character); Divine Scroll of Spell Immunity (Value 58 gp per character); Ring of Sustenance (Value 208 gp per character); Stone of Good Luck (Value 833 gp per character).

Conclusion If the PCs go to the The Cathedral of Xerbo, Salinae will be very worried about the symbol of Xerbo in the underwater cavern. Salinae will speak to several other priests about it, and will ask the party to meet him in a room below decks of the Cathedral. “Friends, I thank you for lookin’ in on this matter. We find ourselves in a gruff place just now. Until we find out just why the cavern was marked with the turtle, I’d like to ask ya to keep this quiet. If you can keep this between us, I’ll offer Xerbo’s favor, and I’d even be willin’ ta cut ya a deal on some of our trades. Would you be willing to do me this favor?” If the PCs ask for money, Salinae will tell the PCs that the gold he could offer pales in comparison to the trading discount he could offer instead.

If any of the PCs tell another organization or person that the saboteur’s cave had a symbol of Xerbo on it, the rumor will spread and the Cathedral of Xerbo will revoke their offered discount on trading. Note to Judges: Marking the adventure cert If ANY of the PCs tells anyone outside the party or the cathedral of Xerbo about the markings of Xerbo in the cave, then all the PCs get the enmity of Xerbo. If the PCs do not tell anyone about the markings of Xerbo in the cave, then the PCs receive the trade pact with the Cathedral of Xerbo. If the PCs combat the Karne and his mob, they receive the enmity of the Chaos League.

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 One: Dock Collapse Rescue the Laborers and avoid being hurt All APLs 90 xp Encounter Three: A Man and his Mob Defeating, calming, or escaping the mob. APL 2 120 xp APL 4 180 xp APL 6 240 xp APL 8 300 xp APL 10 360 xp APL 12 420 xp Encounter Five: Dock Guard Duty Defeating the crocodiles attacking the dock. APL 2 60 xp APL 4 120 xp APL 6 180 xp APL 8 240 xp APL 10 270 xp APL 12 300 xp Encounter Seven: The Island Defeating the elementals in the cave. APL 2 90 xp APL 4 150 xp

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APL 6 210 xp APL 8 270 xp APL 10 330 xp APL 12 360 xp Role-Playing experience APL 2 90 xp APL 4 135 xp APL 6 180 xp APL 8 225 xp APL 10 270 xp APL 12 315 xp Total possible experience APL 2 450 xp APL 4 675 xp APL 6 900 xp APL 8 1,125 xp APL 10 1,320 xp APL 12 1,485 xp

Treasure Summary During an adventure, characters encounter treasure, usually finding it in the possession of their foes. Every encounter that features treasure has a “treasure” section within the encounter description, giving information about the loot, coins, and magic items that make up the encounter’s treasure. The loot total is the number of gold pieces each character gains if the foes are plundered of all their earthly possessions. Looting the bodies takes at least 10 minutes per every 5 enemies, and if the characters cannot take the time to loot the bodies, they do not gain this gold. If you feel it is reasonable that characters can go back to loot the bodies, and those bodies are there (i.e., not carted off by dungeon scavengers, removed from the scene by the local watch, and so on), characters may return to retrieve loot. If the characters do not loot the body, the gold piece value for the loot is subtracted from the encounter totals given below. The coin total is the number of gold pieces each character gains if they take the coin available. A normal adventuring party can usually gather this wealth in a round or so. If for some reason, they pass up this treasure, the coin total is subtracted from the encounter totals given below. Next, the magic items are listed. Magic item treasure is the hardest to adjudicate, because they are varied and because characters may want to use them during the adventure. Many times characters must cast identify, analyze dweomer or similar spell to determine what the item does and how to activate it. Other times they may attempt to use the item blindly. If the magic item is consumable (a potion, scroll, magic bolts, etc.) and the item is used before

the end of the adventure, its total is subtracted from the adventure totals below. Once you have subtracted the value for unclaimed treasure from each encounter add it up and that is the number of gold pieces a characters total and coin value increase at the end of the adventure. Write the total in the GP Gained field of the adventure certificate. 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.

Treasure Key: L = Looted gear from the enemy; C = Coin, Gems, Jewelry, and other valuables; M = Magic Items. Encounter 3: A Man and his Mob Defeat the mob. APL 2: L: 37 gp; C: 25 gp; M: Everburning Torch (Value 7 gp per character); Quaal’s Feather Token (Whip) (Value 41 gp per character); Potion of Glibness (Value 41 gp per character). APL 4: L: 37 gp; C: 25 gp; M: Everburning Torch (Value 7 gp per character); Quaal’s Feather Token (Whip) (Value 41 gp per character); Potion of Glibness (Value 41 gp per character); Mithral Chain Shirt (Value 91 gp per character). APL 6: L: 37 gp; C: 25 gp; M: Everburning Torch (Value 7 gp per character); Quaal’s Feather Token (Whip) (Value 41 gp per character); Potion of Glibness (Value 41 gp per character); Mithral Chain Shirt (Value 91 gp per character). APL 8: L: 18 gp; C: 30 gp; M: Everburning Torch (Value 7 gp per character); Quaal’s Feather Token (Whip) (Value 41 gp per character); +1 Sap (Value 191 gp per character); Potion of Glibness (Value 41 gp per character); Mithral Chain Shirt (Value 91 gp per character). APL 10: L: 18 gp; C: 30 gp; M: Everburning Torch (Value 7 gp per character); Quaal’s Feather Token (Whip) (Value 41 gp per character); +1 Merciful Sap (Value 691 gp per character); Potion of Glibness (Value 41 gp per character); Mithral Chain Shirt (Value 91 gp per character). APL 12: L: 18 gp; C: 30 gp; M: Everburning Torch (Value 7 gp per character); Quaal’s Feather Token (Whip) (Value 41 gp per character); +1 Merciful Sap (Value 691 gp per character); Potion of Glibness (Value 41 gp per character); Mithral Chain Shirt (Value 91 gp per character). Encounter 5: Dock Guard Duty Getting paid to work as night guards on the docks. APL 2: C: 100 gp

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APL 4: C: 200 gp APL 6: C: 300 gp APL 8: C: 400 gp APL 10: C: 500 gp APL 12: C: 600 gp Encounter 7: The Sunken Island Searching the cave. APL 2: L: 0 gp; C: 0 gp; M: Potion of Water Breathing (Value 62 gp per character); Wand of Cure Light Wounds (Value 62 gp per character); Divine Scroll of Obscuring Mist (Value 2 gp per character); Divine Scroll of Summon Monster I (Value 2 gp per character); Divine Scroll of Calm Animals (Value 2 gp per character); Divine Scroll of Endure Elements (cold) (Value 2 gp per character); Divine Scroll of Sanctuary (Value 2 gp per character). APL 4: L: 0 gp; C: 0 gp; M: Potion of Water Breathing (Value 62 gp per character); Wand of Cure Light Wounds (Value 62 gp per character); Divine Scroll of Obscuring Mist (Value 2 gp per character); Divine Scroll of Summon Monster I (Value 2 gp per character); Divine Scroll of Calm Animals (Value 2 gp per character); Divine Scroll of Endure Elements (cold) (Value 2 gp per character); Divine Scroll of Sanctuary (Value 2 gp per character); Dvine Scroll of Fog Cloud (Value 12 gp per character). APL 6: L: 0 gp; C: 0 gp; M: Potion of Water Breathing (Value 62 gp per character); Wand of Cure Light Wounds (Value 62 gp per character); Divine Scroll of Obscuring Mist (Value 2 gp per character); Divine Scroll of Summon Monster I (Value 2 gp per character); Divine Scroll of Calm Animals (Value 2 gp per character); Divine Scroll of Endure Elements (cold) (Value 2 gp per character); Divine Scroll of Sanctuary (Value 2 gp per character); Dvine Scroll of Fog Cloud (Value 12 gp per character); Divine Scroll of Bestow Curse (Value 31 gp per character); Divine Scroll of Water Breathing (Value 31 gp per character); Quaal’s Feather Token (Swan Boat) (Value 37 gp per character). APL 8: L: 0 gp; C: 0 gp; M: Potion of Water Breathing (Value 62 gp per character); Wand of Cure Light Wounds (Value 62 gp per character); Divine Scroll of Obscuring Mist (Value 2 gp per character); Divine Scroll of Summon Monster I (Value 2 gp per character); Divine Scroll of Calm Animals (Value 2 gp per character); Divine Scroll of Endure Elements (cold) (Value 2 gp per character); Divine Scroll of Sanctuary (Value 2 gp per character); Dvine Scroll of Fog Cloud (Value 12 gp per character); Divine Scroll of Bestow Curse (Value 31 gp per character); Divine Scroll of Water Breathing (Value 31 gp per character); Quaal’s Feather Token (Swan Boat) (Value 37 gp per character); Divine Scroll of Control Water (Value 58 gp per character); Divine Scroll of Summon Monster IV (Value 58 gp per character); Divine Scroll of Spell Immunity (Value 58 gp per character).

APL 10: L: 0 gp; C: 0 gp; M: Potion of Water Breathing (Value 62 gp per character); Wand of Cure Light Wounds (Value 62 gp per character); Divine Scroll of Obscuring Mist (Value 2 gp per character); Divine Scroll of Summon Monster I (Value 2 gp per character); Divine Scroll of Calm Animals (Value 2 gp per character); Divine Scroll of Endure Elements (cold) (Value 2 gp per character); Divine Scroll of Sanctuary (Value 2 gp per character); Dvine Scroll of Fog Cloud (Value 12 gp per character); Divine Scroll of Bestow Curse (Value 31 gp per character); Divine Scroll of Water Breathing (Value 31 gp per character); Quaal’s Feather Token (Swan Boat) (Value 37 gp per character); Divine Scroll of Control Water (Value 58 gp per character); Divine Scroll of Summon Monster IV (Value 58 gp per character); Divine Scroll of Spell Immunity (Value 58 gp per character); Ring of Sustenance (Value 208 gp per character). APL 12: L: 0 gp; C: 0 gp; M: Potion of Water Breathing (Value 62 gp per character); Wand of Cure Light Wounds (Value 62 gp per character); Divine Scroll of Obscuring Mist (Value 2 gp per character); Divine Scroll of Summon Monster I (Value 2 gp per character); Divine Scroll of Calm Animals (Value 2 gp per character); Divine Scroll of Endure Elements (cold) (Value 2 gp per character); Divine Scroll of Sanctuary (Value 2 gp per character); Dvine Scroll of Fog Cloud (Value 12 gp per character); Divine Scroll of Bestow Curse (Value 31 gp per character); Divine Scroll of Water Breathing (Value 31 gp per character); Quaal’s Feather Token (Swan Boat) (Value 37 gp per character); Divine Scroll of Control Water (Value 58 gp per character); Divine Scroll of Summon Monster IV (Value 58 gp per character); Divine Scroll of Spell Immunity (Value 58 gp per character); Ring of Sustenance (Value 208 gp per character); Stone of Good Luck (Value 833 gp per character). Total Possible Treasure APL 2 396 gp APL 4 599 gp APL 6 798 gp APL 8 1250 gp APL 10 2058 gp APL 12 2991 gp

Adventure Cert Information Trade pact with the Cathedral of Xerbo: You have agreed to secrecy involving the markings of Xerbo in the cave. As a result, the Cathedral of Xerbo has promised to sell you the following items: Pearl of Power (1st-level spells), Pearl of Power (2nd-level spells), Pearl of Power (3rd-level spells), Folding Boat, Necklace of Prayer Beads (Blessing), Ring of Swimming, Potion of Unerring

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Direction, Potion of Cure Light Wounds, Plate Armor of the Deep. If you ever tell anyone outside of the cathedral about the markings, this pact is voided, and you instead receive the enmity of the Cathedral of Xerbo. (Frequency: Regional). Enmity of the Dyvers Cathedral of Xerbo: You have spread word that the threat to the docks is linked to followers of Xerbo. As a result, all clerics affiliated with the Cathedral of Xerbo in Dyvers are upset with you. You may not receive any healing from them, and they will refuse to trade with you. You also suffer a –4 circumstance penalty to all diplomacy checks made with clerics in the Dyvers cathedral of Xerbo. Enmity of the Chaos League: You have made a stand against a gang of troublemakers from this organization. You cannot join this organization, and its members will consider you their enemy. This enmity may be cancelled out by using a favor of the Chaos League.

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Appendix One: NPCS Encounter One: Dock Collapse!

Laborers, male human Com1: CR ½; Medium-size humanoid (human); HD 1d4 + 2; hp 6; Init +0; Spd 30 ft; AC 10; Atk +3 melee (1d3 +3 subdual, unarmed); AL N; SV Fort +1, Ref +0, Will –1; Str 16, Dex 10, Con 14, Int 8, Wis 9, Cha 8. Skills and Feats: Climb +7, Swim +4; Endurance. Possessions: Peasant’s Outfit, waterskin, hammer, nails. Encounter Three: A Man and his Mob APL 2 (EL 4)

Karne, male human Rog2: CR 2; medium-size humanoid (human); HD 2d6+4; hp 14; Init +6; Spd 30 ft.; AC 14 (+2 dex, +2 armor); Atk +3 melee (1d6+1 subdual, masterwork sap) or +3 ranged (1d6, shortbow); SA: Sneak Attack +1d6; SQ: Evasion; AL CN; SV Fort +2, Ref +5, Will -1; Str 12, Dex 15, Con 14, Int 10, Wis 8, Cha 15. Skills and Feats: Bluff +9, Diplomacy +11, Gather Information +7, Innuendo +6, Intimidate +11, Read Lips +5, Sense Motive +4, Spot +4, Tumble +7; Improved Initiative, Persuasive. Possessions: 10gp, Shortbow, 60 arrows, masterwork sap, leather armor, Everburning Torch, Quaal’s Feather Token (whip), Potion of Glibness.

Dissident, male human Rog1: CR 1; medium-size humanoid (human); HD 1d6+2; hp 8; Init +7; Spd 30 ft.; AC 16 (+3 dex, +3 armor); Atk +2 melee (1d6+2, short sword) or +3 ranged (1d6, shortbow); SA Sneak Attack +1d6; AL CN; SV Fort +2, Ref +5, Will –1; Str 15, Dex 16, Con 15, Int 10, Wis 8, Cha 8. Skills and Feats: Bluff +3, Climb +5, Disguise +3, Escape Artist +7, Hide +7, Innuendo +3, Jump +5, Move Silently +7, Tumble +7; Dodge, Improved Initiative. Possessions: 4gp, Shortbow, 60 arrows, short sword, studded leather armor. APL 4 (EL 6)

Karne, male human Rog3: CR 3; medium-size humanoid (human); HD 3d6+6; hp 20; Init +6; Spd 30 ft.; AC 16 (+2 dex, +4 armor); Atk +4 melee (1d6+1 subdual, masterwork sap) or +4 ranged (1d6, shortbow); SA: Sneak Attack +2d6; SQ: Evasion, Uncanny Dodge (Dex Bonus to AC); AL CN; SV Fort +3, Ref +5, Will +0; Str 12, Dex 15, Con 14, Int 10, Wis 8, Cha 15.

Skills and Feats: Bluff +10, Diplomacy +14, Gather Information +10, Innuendo +7, Intimidate +12, Read Lips +6, Sense Motive +5, Spot +5, Tumble +8; Improved Initiative, Persuasive, Trustworthy. Possessions: Shortbow, 60 arrows, masterwork sap, mithral chain shirt, Everburning Torch, Quaal’s Feather Token (whip), Potion of Glibness.

Dissident, male human Rog2: CR 2; medium-size humanoid (human); HD 2d6+4; hp 14; Init +7; Spd 30 ft.; AC 16 (+3 dex, +3 armor); Atk +3 melee (1d6+2, short sword) or +4 ranged (1d6, shortbow); SA Sneak Attack +1d6; SQ: Evasion; AL CN; SV Fort +2, Ref +6, Will –1; Str 15, Dex 16, Con 15, Int 10, Wis 8, Cha 8. Skills and Feats: Bluff +4, Climb +6, Diplomacy +1, Disguise +6, Escape Artist +8, Hide +8, Innuendo +4, Jump +8, Move Silently +8, Tumble +10; Dodge, Improved Initiative. Possessions: 4gp, Shortbow, 60 arrows, short sword, studded leather armor. APL 6 (EL 8)

Karne, male human Rog5: CR 5; medium-size humanoid (human); HD 5d6+10; hp 36; Init +6; Spd 30 ft.; AC 16 (+2 dex, +4 armor); Atk +5 melee (1d6+1 subdual, masterwork sap) or +5 ranged (1d6, shortbow); SA: Sneak Attack +3d6; SQ: Evasion, Uncanny Dodge (Dex Bonus to AC); AL CN; SV Fort +3, Ref +6, Will +0. Str 12, Dex 15, Con 14, Int 10, Wis 8, Cha 16. Skills and Feats: Bluff +13, Diplomacy +17, Gather Information +13, Innuendo +9, Intimidate +15, Read Lips +8, Sense Motive +7, Spot +7, Tumble +10; Improved Initiative, Persuasive, Trustworthy. Possessions: 10 gp, Shortbow, 60 arrows, masterwork sap, Mithral chain shirt, Everburning Torch, Quaal’s Feather Token (whip), Potion of Glibness.

Dissident, male human Rog4: CR 4; medium-size humanoid (human); HD 4d6+12; hp 34; Init +7; Spd 30 ft.; AC 16 (+3 dex, +3 armor); Atk +5 melee (1d6+2, short sword) or +6 ranged (1d6, shortbow); SA Sneak Attack +2d6; SQ: Evasion, Uncanny Dodge (dex bonus to AC); AL CN; SV Fort +4, Ref +7, Will +0; Str 15, Dex 16, Con 16, Int 10, Wis 8, Cha 8. Skills and Feats: Bluff +6, Climb +8, Diplomacy +1, Disguise +8, Escape Artist +10, Hide +10, Innuendo +6, Jump +10, Move Silently +10, Tumble +12; Dodge, Improved Initiative, Mobility. Possessions: 4gp, Shortbow, 60 arrows, short sword, studded leather armor.

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APL 8 (EL 10) Karne, male human Rog7: CR 7; medium-size

humanoid (human); HD 7d6+14; hp 44; Init +6; Spd 30 ft.; AC 16 (+2 dex, +4 armor); Atk +7 melee (1d6+2 subdual, +1 sap) or +7 ranged (1d6, shortbow); SA: Sneak Attack +4d6; SQ: Evasion, Uncanny Dodge (Dex Bonus to AC, can’t be flanked); AL CN; SV Fort +4, Ref +7, Will +1. Str 12, Dex 15, Con 14, Int 10, Wis 8, Cha 16. Skills and Feats: Bluff +15, Diplomacy +19, Gather Information +15, Innuendo +11, Intimidate +17, Read Lips +10, Sense Motive +9, Spot +9, Tumble +12; Improved Initiative, Leadership, Persuasive, Trustworthy. Possessions: 10 gp, Shortbow, 60 arrows, +1 sap, Mithral chain shirt, Everburning Torch, Quaal’s Feather Token (whip), Potion of Glibness.

Dissident, male human Rog5: CR 5; medium-size humanoid (human); HD 5d6+15; hp 37; Init +7; Spd 30 ft.; AC 16 (+3 dex, +3 armor); Atk +5 melee (1d6+2, short sword) or +6 ranged (1d6, shortbow); SA Sneak Attack +3d6; SQ: Evasion, Uncanny Dodge (dex bonus to AC); AL CN; SV Fort +4, Ref +7, Will +0; Str 15, Dex 16, Con 16, Int 10, Wis 8, Cha 8. Skills and Feats: Bluff +7, Climb +9, Diplomacy +1, Disguise +9, Escape Artist +11, Hide +11, Innuendo +7, Jump +11, Move Silently +11, Tumble +13; Dodge, Improved Initiative, Mobility. Possessions: 4gp, Shortbow, 60 arrows, short sword, studded leather armor. APL 10 (EL 12)

Karne, male human Rog9: CR 9; medium-size humanoid (human); HD 9d6+18; hp 56; Init +7; Spd 30 ft.; AC 17 (+3 dex, +4 armor); Atks +8/+3 melee (2d6+2 subdual, +1 merciful sap) or +9 ranged (1d6, shortbow); SA: Hamstring, Sneak Attack +5d6; SQ: Evasion, Uncanny Dodge (Dex Bonus to AC, can’t be flanked); AL CN; SV Fort +5, Ref +9, Will +2. Str 12, Dex 16, Con 14, Int 10, Wis 8, Cha 16. Skills and Feats: Bluff +17, Diplomacy +21, Gather Information +17, Innuendo +13, Intimidate +19, Read Lips +12, Sense Motive +11, Spot +11, Tumble +15; Hamstring, Improved Initiative, Leadership, Persuasive, Trustworthy. Possessions: 10 gp, Shortbow, 60 arrows, +1 merciful sap, Mithral chain shirt, Everburning Torch, Quaal’s Feather Token (whip), Potion of Glibness.

Dissident, male human Rog7: CR 7; medium-size humanoid (human); HD 7d6+21; hp 52; Init +7; Spd 30

ft.; AC 16 (+3 dex, +3 armor); Atk +7 melee (1d6+2, short sword) or +8 ranged (1d6, shortbow); SA Sneak Attack +4d6; SQ: Evasion, Uncanny Dodge (dex bonus to AC, can’t be flanked); AL CN; SV Fort +5, Ref +8, Will +1; Str 15, Dex 16, Con 16, Int 10, Wis 8, Cha 8. Skills and Feats: Bluff +9, Climb +11, Diplomacy +1, Disguise +11, Escape Artist +13, Hide +13, Innuendo +9, Jump +13, Move Silently +13, Tumble +15; Dodge, Improved Initiative, Mobility, Spring Attack. Possessions: 4gp, Shortbow, 60 arrows, short sword, studded leather armor. APL 12 (EL 14)

Karne, male human Rog11: CR 11; medium-size humanoid (human); HD 11d6+22; hp 68; Init +7; Spd 30 ft.; AC 17 (+3 dex, +4 armor); Atks +10/+5 melee (2d6+2 subdual, +1 merciful sap) or +11 ranged (1d6, shortbow); SA: Hamstring, Sneak Attack +6d6; SQ: Evasion, Slippery Mind, Uncanny Dodge (Dex Bonus to AC, can’t be flanked, +1 against traps); AL CN; SV Fort +5, Ref +10, Will +2. Str 12, Dex 16, Con 14, Int 10, Wis 8, Cha 16. Skills and Feats: Bluff +19, Diplomacy +23, Gather Information +19, Innuendo +15, Intimidate +21, Read Lips +14, Sense Motive +13, Spot +13, Tumble +17; Hamstring, Improved Initiative, Leadership, Persuasive, Trustworthy. Possessions: 10 gp, Shortbow, 60 arrows, +1 merciful sap, Mithral chain shirt, Everburning Torch, Quaal’s Feather Token (whip), Potion of Glibness.

Dissident, male human Rog9: CR 9; medium-size humanoid (human); HD 9d6+27; hp 68; Init +7; Spd 30 ft.; AC 16 (+3 dex, +3 armor); Atk +9/+4 melee (1d6+3, short sword) or +9/+4 ranged (1d6, shortbow); SA Sneak Attack +5d6; SQ: Evasion, Uncanny Dodge (dex bonus to AC, can’t be flanked); AL CN; SV Fort +6, Ref +9, Will +2; Str 16, Dex 16, Con 16, Int 10, Wis 8, Cha 8. Skills and Feats: Bluff +11, Climb +13, Diplomacy +1, Disguise +13, Escape Artist +15, Hide +15, Innuendo +11, Jump +15, Move Silently +15, Tumble +17; Combat Reflexes, Dodge, Improved Initiative, Mobility, Spring Attack. Possessions: 4gp, Shortbow, 60 arrows, short sword, studded leather armor. Encounter Five: Dock Guard Duty

Advanced giant crocodile: CR 6; Huge Animal; HD 14d8 + 56; hp 118; Init +1 (+1 Dex); Spd 20 ft., swim 30 ft.; AC 16 (-2 size, +1 Dex, +7 natural); Atk +16 melee (2d8+12, bite), or +16 melee (1d12+12, tail slap); 10 ft. by 20 ft./10ft.; SA Improved Grab; AL N; SV Fort +13,

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Ref +10, Will +5; Str 27, Dex 12, Con 19, Int 1, Wis 12, Cha 2. Skills: Hide +2*, Listen +5, Spot +5. Improved Grab (Ex): To use this ability, the giant crocodile must hit a Large or smaller size opponent with its bite attack. If it gets a hold, the crocodile grabs the opponent with its mouth and drags it into deep water, attempting to pin it to the bottom. The crocodile automatically deals bite damage each round it maintains the pin. Skills: *A crocodile gains a +12 racial bonus to hide checks when submerged.

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Appendix Two: Builder book feats and Prestige Classes Feats: Hamstring: (from p.39 of Song & Silence) “If you hit with a sneak attack, you may choose to forgo +2d6 of your sneak attack damage to reduce your opponent’s land speed by half. Other forms of movement (fly, burrow, and so forth) aren’t affected. The speed reduction ends when the target receives healing (a successful Heal check, any cure spell, or other magical healing) or after 24 hours, whichever comes first. A hamstring attack does not slow creatures that are immune to sneak attack damage or those that have either no legs at all or more than four legs. It takes two successful hamstring attacks to affect a quadruped. Persuasive: (from p. 40 of Song & Silence) “You gain a +2 bonus on all Bluff and Intimidate checks.” Trustworthy: (from p. 40 of Song & Silence) ”You gain a +2 bonus on all Diplomacy and Gather Information checks.”

Magic Items: Merciful weapon enhancement: (from p. 76 of Sword & Fist) “the weapon deals +1d6 points of damage, and all damage it deals is subdual damage. On command, the weapon suppresses this ability until commanded to resume it. Bows crossbows and slings so enchanted estow the merciful effect upon their ammunition.

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Judge’s Map #1: The Free and Independent City of Dyvers

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Judge’s Handout #2: Side view of the Pier

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Judge’s Map #3: The Cavern


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