TEXT:  
  VTF3-02 
   
   
   
   
   
   
   
   
   
   
   
   
  Undertow 
   
  A One-Round D&D Living Greyhawk  
  Tuflik, Fals and Velverdyva Trade Route Metaregional 
  Adventure 
   
   
   
   
   
   
   
   
   
  By Phil Thompson 
  Metaregional Plot Coordination: Chris Chesher 
  Editing by: Chris Chesher 
  Circle Edit: David Christ 
  Playtested by: Kevin Elmore, Ken Ferguson, and Andy McCullough, David Rudaitis, Joe Selby,  Laurie Sheinholtz 
   
   
  Inflation soars, bandits prowl the streets in search of the unwary, the homeless ever increase in number and people 
  “disappear” on occasion.  If ever the city was in need of heroes it’s now. Can you help stop the city’s downward spiral 
  into chaos? An adventure for APLs 6-12. Part Two of the ‘Three us the Evilest Number’ Series 
    
   
   
   
   
  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. 
  
  Undertow 
   
  Page 2 
  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 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. 
   
  Scoring 
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  DM score the game. The RPGA has three ways to score its 
  games. Consult your convention coordinator to determine 
  which method to use for this scenario: 
  1. 
  No-vote scoring: The players write their names and 
  RPGA numbers on the scoring packet grid. You fill in 
  the top of the grid. That is all. No one is rated. This 
  method is used for people who are just playing for fun. 
  2. 
  Partial scoring: The players rate the game master and 
  the scenario on their player voting sheet, and provide 
  personal information, but don’t vote for other players. 
  The game master rates the scenario and completes 
  personal and event information, but does not rate the 
  players as a team or vote for players. This method is 
  used when there is no competition, but the event 
  coordinator wants information on how the game 
  masters are performing, or the game master wants 
  feedback on his or her own performance. 
  3. 
  Voting: Players and game masters complete the entire 
  packet, including voting for best player. If this method 
  is used, be sure to allow about 15-20 minutes for the 
  players to briefly describe their characters to the other 
  players, and about 5-10 minutes for voting. This 
  method is used when the players want to know who 
  played the “best” amongst the group, or when the 
  adventure is run in tournament format with winners 
  and prizes.  
   
  When using voting, rank the players in order of your 
  voting choice while they are completing their forms, so 
  that you are not influenced by their comments on your 
  abilities. It’s a good idea to have the players vote while you 
  determine treasure and experience awards for the scenario.  
   
  After voting, give the Scoring Packet to your event 
  coordinator.  
   
  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. 
  
  Undertow 
   
  Page 3 
  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. 
  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. 
   
  CR 
  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 
   
   
  7 
  7 
  9 
  10 
  11 
   
  3. 
  Sum the results of 1 and 2, and divide by the 
  number of characters playing in the adventure.  
  Round to the nearest whole number. 
  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. 
   
  Note: LIVING GREYHAWK adventures are designed for 
  APL 2 and higher. Three or four, or sometimes even five 
  1
  st-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. 
  1. 
  Attempt to create a table of six 1
  st-level 
  characters, 
  or 
  try 
  to 
  enlist 
  higher-level 
  characters to play at that table. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them, and fight for them. All riding 
  dogs are considered trained to attack. PCs who 
  want their dogs to attack must succeed at a 
  Handle Animal or Charisma check (DC 10). 
  Failure indicates that the animal will not attack 
  that round. This is a free action (spoken 
  command) that may be attempted each round. If 
  an animal loses half or more hp in a single 
  round it flees, unless another check is 
  successful. 
   
  Time Units and Upkeep 
  This is a standard one-round Metaregional adventure, set 
  in the City of Dyvers. Characters native to the Tulifk, Fals 
  and Velverdyva Trade Route (Verbobonc, Dyvers, Ket, 
  Veluna, Ekbir and Tusmit) pay one Time Unit; all others 
  pay two Time Units. Adventurer’s Standard Upkeep costs 
  12 gp per TU spent. Rich Upkeep costs 50 gp per TU 
  spent. Luxury Upkeep costs 100 gp per TU spent. 
   
   
  The Dyvers Region 
   
  For judges not familiar with the Dyvers region two 
  appendixes are included to answer some of the questions 
  that may arise during the event. Appendix #2 is a brief 
  write-up of the Dyvers region. Appendix #3 covers Crime 
  and Punishment: Basic Dyvers Law. 
   
  
  Undertow 
   
  Page 4 
  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 reel from the massive fire in the 
  dock district. Although the Magister and Gentry have 
  tried their best to aid the displaced and shore up the 
  economy, prices have begun to rise (Any item purchased 
  in this scenario is 40% above normal value. The poor are 
  present almost everywhere, except in the Gentry District, 
  and ask the PCs for aid. Use Optional Encounter #1: 
  Displaced People 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 the poor and gentry unless they have 
  aided the poor (Donated at least 3 GP per APL each) in 
  Dyvers hour of need. 
   
  The newly created homeless have started to become 
  unruly and angry with their situation, but at this point 
  only attack if provoked. 
   
  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 when 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 casing divination spells when 
  more useful ones could be cast to benefit the common 
  soul. 
   
  Slavery vs. Indentured 
  Servants 
   
  Slavery is illegal in the Dyvers region. Indentured 
  Servitude, however, isn’t. Thus, there are those that sell 
  themselves into indentured servitude for a period of 
  time, either to pay off a debt or to get a grubstake. There 
  is, of course, witnessed paperwork to be signed. The 
  choice to enter indentured servitude is one of the factors 
  that mark the difference between it and slavery. In a 
  perfect world, the line between slavery and indentured 
  servitude would be clear. However, life in the Dyvers 
  region is often less than perfect, and some poor souls 
  claim they were forced into indentured service. 
  Unfortunately, if there is a valid contract, the burden of 
  proof is on them. In some cases there have been 
  numerous complaints, and the constabulary takes a 
  deeper look into the matter. 
   
  What Has Gone Before (The 
  Meta-region plot thus far) 
   
   
  After the fall of the Temple of Elemental Evil, the 
  surviving minions fled elsewhere to regroup under the 
  influence of some other power. Recently, a faction was 
  defeated at Crystal Falls (VTF3-01). Currently, splinters of 
  the water cult have fled to the region of Dyvers. 
   
  The Alliance 
   
  The Alliance is a semi-secret organization that pulls 
  strings behind the scenes to further their goals. Having 
  their fingers in almost all the city’s sources of revenue 
  (both legal and illegal), they view the Circle of Crimson 
  Stone’s use of slaves potentially dangerous to the slave 
  trade, and want this part of CoCS activity stopped. 
  Preferably, adventurers can be used to fight the good 
  fight. This allows the Alliance to stay behind the scene, 
  and not incite tensions between its factions. 
   
  The Alliance will not help PCs cover up crimes, and 
  are completely in covert mode in this module. It is their 
  goal to set the PCs on a course of action and then recede 
  into the shadows unseen to reap the benefit.   
   
  Adventure Summary and 
  Background 
   
  Introduction: PCs from each of the regions in Meta-
  Region 2 has a reason for being in the Free and 
  Independent City of Dyvers. Other PCs playing the 
  module can use Player handout #1. 
   
  Encounter #1: A Night on the Town-The PCs arrive in 
  the Free and Independent City of Dyvers, and happen 
  upon a Circle of Crimson Stone event. 
   
  Encounter #1A: Thrillseekers-An additional hook to get 
  the PCs into the module. 
   
  Encounter #2: Welcome to the Circle of Crimson 
  Stone-The PCs find the Circle of Crimson Stone match, 
  and one of them has the opportunity to fight in the 
  second event of the night. 
   
  Encounter #2A: The Main Event-The Circle of Crimson 
  Stone’s fight card concludes with the Main Event. A 
  
  Undertow 
   
  Page 5 
  minotaur vs. a lightly armored human, and the minotaur 
  breaks free. 
   
  Encounter #3: Startling Revelations-The PCs should 
  find out the surviving slaves were originally to be 
  smuggled out of Dyvers via Makilon Island, but were sold 
  to the Circle of Crimson Stone instead.  
   
  Encounter #3A: A Midnight Cruise-A member of the 
  alliance tries to steer the PCs toward accomplishing his 
  goals. 
   
  Encounter #3B: Getting Out of the City-Use this 
  encounter if the PCs try to get the slaves out of the city 
  by means other than by boat. 
   
  Encounter #3C: Better Things to Do-If the PCs don’t 
  want to help the slaves escape the city, minions of 
  Markessa the Red find them, and use information 
  gathered from one of the former slaves to get a 
  circumstance bonus against the PCs later in the module. 
   
  Encounter #3D: If the PCs Don’t Save Corgin and 
  Can’t Find Humbert-Should the PCs not rescue the 
  former slaves, they are challenged by members of the 
  constabulary arriving on the scene. 
   
  Encounter #4A: The Zief Merchant-This encounter is 
  with Rashod Yaaseen (a Zief merchant), whose son 
  (Wajiid) is missing. The boy was last seen at a 3-day 
  festival on Makilon island  
   
  Encounter #4B: The Constabulary-If the PCs desire, 
  they can report what happened to the local constabulary. 
  From here, they can find out more about Circle of 
  Crimson Stone and slaver activity. 
   
  Encounter #4C: The Pit Fighter’s Guild-If the PCs 
  follow the Circle of Crimson Stone’s trail, they might try 
  to find information here.  
   
  Encounter #4D: The Dyvers Anti-Slavery League-If 
  the PCs wait to travel to Makilon Island, they meet a 
  member of the Dyvers Anti-Slavery League whom 
  appreciated their efforts earlier in the module. 
   
  Encounter #4E: Choices-Should the PCs wish to go to 
  Makilon Island, there are several ways to get there. 
   
  Encounter #4F: Setting Sail-If the PCs leave for 
  Makilon Island directly, use this encounter. 
   
  Encounter #4G: Waiting to Set Sail-If the PCs do not 
  leave directly to Makilon Island, but travel by ship later 
  in the module, use this encounter. 
   
  Encounter #5: On Behalf of the Viscount-Parties 
  having PCs with Verbobonc as a home region should 
  wish to travel to Makilon Island on behalf of the 
  Viscount. The PCs have a writ to verify they are here on 
  the Viscount’s behalf. 
   
  Encounter #5A: Reception of Diplomats-PCs coming 
  to the Shadowind monastery on the behalf of the 
  Viscount of Verbobonc are allowed time to refresh 
  themselves, and are granted an audience with Mater 
  T’Quan.  
   
  Encounter #5B: Makilon Island-The PCs search should 
  lead here. By diplomatic and investigative means, the PCs 
  meet Master T’Quan (the leader of the order), find out 
  about cargo being dumped into the Nyr Dyv, and 
  possibly meet Jasmine (a pseudodragon). The PCs should 
  end up at the ruins on the island. 
   
  Encounter #5C: Arriving by Stealth to the North or 
  South Side of the Island-Should the PCs try to fly, 
  swim, or get to Makilon island by any other means 
  besides the normal boat traffic, and wish to arrive from 
  the North or South, use this encounter. 
   
  Encounter #5D: Arriving on the Island from the 
  West-Should the PCs try to swim, fly, or get to Makilon 
  island by any other means besides boat traffic, and wish 
  to arrive from the West, use this encounter. 
   
  Encounter #5E: Spending the Night at the Monastery-
  Should the PCs spend the night, they are approached by 
  the head of the monastery to ask them if they will 
  investigate a problem for the monastery. 
   
  Encounter #5F: Jasmine-If the PCs take this path, they 
  have a chance to acquire a mushroom from the 
  monastery’s garden, and meet Jasmine the pseudodragon. 
   
  Encounter #6: The Crypt-The investigative path leads 
  here. 
   
  Encounter#6A:The Island’s Secret-By searching the 
  island, the PCs find a secret cave entrance to a Kuo-Toan 
  lair. 
   
  Encounter #7: Steading the Kuo-Toans - By descending 
  into the depths of the island, the PCs have the chance to 
  recover slaves slated to be food for the beasts, fight the 
  
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  Page 6 
  menace of the Kuo-Toans, and encounter their portal to a 
  water node. 
   
  Encounter #7A: Thank You!-Any slaves rescued by the 
  PCs are extremely grateful, and can tell them some 
  information about the Kuo-Toa. 
   
  Encounter #7B: The Portal-Should the PCs explore the 
  underwater portal entrance, they may swim down to the 
  glowing magical disk. Currently the portal is closed. PCs 
  touching it receive the mark of Olhydra. 
   
  Encounter #8 Repercussions and Endings-As the PCs 
  leave the Kuo-Toan island, they encounter minions of 
  Markessa the Red delivering slaves. If they defeat 
  Markessa’s minions, they can return to Makilon island to 
  tell the tale.  Master T’Quan commends them, and upon 
  their return to the Free and Independent City of Dyvers, 
  they receive congratulations from the constabulary.  
   
  Optional Encounter #1: Displaced People-The dock 
  district of the Free and Independent City of Dyvers has 
  suffered a massive fire in CY592. This has caused a 
  substantial amount of people to be displaced. Thus, there 
  are more homeless in the city than usual. Use this 
  encounter to add flavor, but don’t let it bog down the 
  module. 
   
  Appendix #1: Stats for all of the combats in this module 
   
  Appendix #2: Information on the Dyvers Region 
   
  Appendix #3: Crime and Punishment: Dyvers Law 
   
  Appendix #4: Builder Book Information 
   
  Judge’s Map #1: Map of the Free and Independent City 
  of Dyvers 
   
  Judge’s Map #2: The area chosen for the evening’s Circle 
  of Crimson Stone event. 
   
  Judge’s Map #3: Location of the Constabulary watch 
  station. 
   
  Judge’s Map #4: Location of the Pit Fighter’s Guild 
  office. 
   
  Judge’s Map #5: The Kuo-Toan’s lair 
   
  Player Handout #1: The General PC Introduction 
   
  Player Handouts #2A-F: Introduction for Dyvers PCs 
  and PCs in Dyvers Meta-orgs--These PCs have various 
  reasons for being in the module 
   
  Player Handout #3: Introduction for Ekbir PCs – The 
  PCs from Ekbir are sent to escort a caravan to further 
  open diplomatic relations with the Dyvers region. This is 
  a different caravan than the one Ket PCs arrive with. 
   
  Player Handout #4: Ket PCs-The PCs from Ket are on 
  leave from protecting a caravan, and are appalled at the 
  rumors of non-honorable slavery. This is a different 
  caravan than PCs from Ekbir arrive with. 
   
  Player Handout #5: Tusmit PCs-The PCs from Tusmit 
  are contacted to deliver a message from Lakt’ai Khaset 
  (the high priest of Boccob) be to the High priest of 
  Boccob in Dyvers They travel via a barge under the 
  protection of the Water Watchers.    
   
  Player Handout #6: Veluna PCs-The PCs from Veluna 
  are asked 
  to investigate the High Roads Trading 
  Company operations. 
   
  Player handout #7: Verbobonc PCs-The PCs from 
  Verbobonc are here to pay a visit to the Shadowind 
  monastery, and then send a report to the Viscount. These 
  PCs are given a writ to verify they are in Dyvers on the 
  behalf of the Viscount 
   
  Player Handout #8: Extended Veluna PC intro-This is 
  for PCs that agree to check on the High Roads Trading 
  Company. 
   
  Player Handout #9: The tattoo each of the Shadowind 
  Monastery’s members have on their chest 
   
  Player Handout #10: The Shadowind Monastery’s 
  Building 
   
   
  Encounter #1: A Night on the 
  Town 
   
  Evening finds you on the edge of ruins that were 
  once part of the dock district, but are now mere 
  corpses of enterprise. Hope has not completely left 
  the area though, as new buildings have begun to 
  replace the old. The rebuild has to wait for another 
  day though and as it is getting late, the carpenters, 
  masons, and other craftsmen have left for the 
  evening. As you take in the night you find not 
  
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  Page 7 
  everyone has gone home. Up ahead light shines from 
  behind a building, and shadows dart across its path.  
   
  Give the PCs a moment to decide what to do, and to 
  introduce themselves. Ideally, they investigate the light 
  source. After a giving them a couple of minutes to take in 
  the situation go to Encounter #1A: Thrillseekers.  
   
   
   
  Encounter #1A: Thrillseekers 
   
   
  While the PCs take in their surroundings, a Flannish 
  couple walks towards them. The PCs are between the 
  couple and the light. As they approach, the PCs can hear 
  them speak. They are both slightly intoxicated. 
   
  “This is ridiculous! How much further do we 
  have to go?” The Flannish man speaks. 
   
  His companion, apparently slightly annoyed cuts 
  in, “Honestly I should have left you at home and went 
  with you sister! From the directions given to me we’re 
  almost there. Now quit your whining before those 
  people ahead of us (the PCs) hear you.” 
   
  As the couple walk closer to the PCs, one of them 
  speaks. 
   
  “Hello, I’m Kayesha Rowan (She is 32 years old, has 
  amber eyes, light coppery skin and shoulder length wavy 
  brown hair. Her clothes, while not luxurious, are 
  definitely off the rack.) and this is my husband 
  Turlough (He is 35 years old, has dark brown eyes, deep 
  brown skin, and short curly hair. He is dressed 
  moderately, but wears silver rings on each of his fingers). 
  We’re heading to the Circle of Crimson Stone match. 
    Are you going? My sister-in-law Viara went to the 
  last one and talked about it for weeks!”  
   
  As she pauses, her husband speaks. “We’ve been 
  out celebrating Wenta’s bounty. Would you care for a 
  blessing?” He holds out a half-full bottle of ale to you. 
   
  Allow the PCs time to take a drink if they wish. After 
  that the Flannish couple is ready to continue their trek. 
  The PCs may go with them, or proceed on their own. 
  Go to Encounter #2: Welcome to the Circle of Crimson 
  Stone! 
   
   
  Encounter #2: Welcome to the 
  Circle of Crimson Stone! 
   
  When the PCs approach, read the following. 
   
  “As you approach, you see a crowd of at least 
  Forty people gathered together in a crude circle (Use 
  Judge’s Map #2.). Slowly making your way forward, 
  you can see what all the excitement is about. In the 
  center of a makeshift ring, two burly shirtless men 
  chained together at the wrist are circling each other. 
  Suddenly, one of them lets out a cry of rage and leaps 
  at his foe. His opponent deftly sidesteps him, pulls 
  the chain taunt, and drives the face of his foe into the 
  street. As the man lays unmoving,  most of the crowd 
  cheers, while others curse in disgust. 
   
  In short order, two robed figures come out to 
  unlock the chain and carry the fallen man out of the 
  ring. The victor, after waving to the crowd, exits also. 
  Then, a Rhennee man steps forward to address the 
  crowd. 
   
  “I, Drago of the river, am in search of a worthy 
  foe! (He has olive skin,  close-cropped, dark brown, curly 
  hair and hazel eyes. He looks at one of the PCs if any of 
  them are obvious fighter or rogue types) Do any of you 
  have the courage to face me in unarmed combat 
  without embarrassing yourself?” 
   
  If no PC steps forward, a man of no discernible 
  origin steps forward and gives Drago the thrashing of a 
  lifetime. 
   
  If a PC steps forward, Drago speaks: 
   
  “Excellent! At least one of you has spirit. Prepare 
  to receive your lesson.” As Drago begins to stretch 
  and prepare for the match the crowd builds in frenzy 
  with more than a few raising a bottle to the night. 
  Quickly though the noise dies down to a dull roar as 
  all are intent on the match. 
   
   
  Circle of Crimson Stone Event Rules 
   
  • 
  Combatants are responsible for their own recovery 
  (This is for healing and spells to bring the combatant 
  above 1 HP. Unless interrupted by the constabulary 
  or other entity that would try and detain CoCS 
  members, they will stop combatants from bleeding 
  to death and bring them to at least 1 HP). 
  • 
  The Circle of Crimson Stone is not responsible for 
  collecting any bets made on matches 
  • 
  Unless promoted as such, all matches are non-lethal 
  (Drago’s challenge is to non-lethal combat and the 
  crowd knows him as such a fighter).  
   
  During the fight with Drago, the PCs can find out the 
  following with a successful Gather Information (DC 8 + 
  APL). 
  • 
  The Circle of Crimson Stone matches are held 
  irregularly to avoid unwanted attention. 
  • 
  Usually, there are one or two warm-up matches 
  before the main event. 
  • 
  Sometimes people die due to injuries sustained in 
  Circle of Crimson Stone matches 
  
  Undertow 
   
  Page 8 
  • 
  The circle often has combatants from the Pit 
  Fighters’ Guild in its events, and sometimes 
  adventurers participate. 
  • 
  The match after Drago’s is a lethal combat 
   
  Drago the Braggart (For all APLs. Combat is unarmed 
  subdual only) 
   
  All APLS (EL 7) 
  �Drago: Male Human (Rhennee) Ftr7, see Appendix #1 
  for complete stats 
   
  Once the Fight is done go to Encounter #2A: The Main 
  Event! 
   
   
  Encounter #2A: The Main Event! 
   
  Drago is either cheered as he walks off the field, or 
  carried off and the crowd falls silent, sensing the main 
  event is about to happen. 
   
  Read the following: 
   
  “The crowd parts on the east and west side of the 
  circle, as robed figures with their hoods pulled down 
  over their eyes push a large crate, and a man-sized 
  crate into the arena. The crowd gasps, as they’re 
  opened and the contents are revealed. To the east, is a 
  Suelish man chained to a stone block holds a 
  longsword. To the west, a minotaur lies upon the floor 
  of the crate. It is also chained to a stone block, but 
  appears to be sleeping. Then one of the robed figures 
  tosses the contents of a flask on the creature’s face.  
  For a moment the minotaur tosses and turns in its 
  sleep, as if dreaming. Then with a snarl, it rises and 
  glares at the crowd with baleful eyes as it grips its 
  greataxe. 
    
  The PCs have two rounds to intervene before the 
  minotaur attacks and slays his intended victim. The 
  minotaur then breaks free. Once this happens and/or 
  the PCs intervene, the crowd panics and flees. The 
  robed humans take advantage of this by quickly 
  taking off their robes and mingling with the fleeing 
  crowd.  
   
   
  A successful Sense Motive check (DC 5) reveals the 
  Suelish man is terrified. 
   
  Use Judge’s Map #2 for the arena. The stats for the 
  Combatants are in Appendix #1 
   
  �Corgan Alcuin: male human (Suel) Ftr2; see Appendix 
  #1 for complete stats 
   
  APL6 (EL7) 
  �Minotaur: Bbn3; hp 77; See Appendix #1 
   
  APL8 (EL9) 
  �Minotaur: Bbn5; hp 96; See Appendix #1 
   
  APL10 (EL11) 
  �Minotaur: Bbn7; hp 113; See Appendix #1 
   
  APL12 (EL13) 
  �Minotaur: Bbn9; hp 145; See Appendix #1 
   
  Should the PCs save Corgin read the following… 
   
   
  “Praise Lydia! I thought I was a goner. This has 
  been a horrible turn of events. One minute I was on 
  Makilon Island waiting to be sent to live life as a free 
  man and the next slavers sold me to these foul people. 
  Thank you. THANK YOU for sparing my life!” 
    
  Go to Encounter #3: Startling Revelations 
   
  Treasure: 
  APL 6: L: 2 gp; C: 0 gp; M:  0 gp 
  APL 8: L: 2 gp; C: 0 gp; M:  0 gp 
  APL 10: L: 2 gp; C: 0 gp; M:  0 gp 
  APL 12: L: 2 gp; C: 0 gp; M:  0 gp  
   
   
  Encounter #3: Startling 
  Revelations 
   
   
  If the PCs rescued Corgan Alcuin, they found he was 
  once a slave on his way to freedom. He had been taken to 
  Makilon island (home of the Shadowind monastic order) 
  to catch a ship to freedom, along with several liberated 
  slaves. Unfortunately, he and some of the others were 
  betrayed and sold back into slavery to the Circle of 
  Crimson Stone, to fight for their lives in the ring. Should 
  the PCs search the buildings where the crates for the 
  main event came from, they find another crate with a 
  slave (An Oeridian man by the name of Humbert Shapur. 
  He has gray eyes, brown skin, short coal-black hair and is 
  dressed in worn commoner’s clothing.) chained up 
  similarly to how Corgan was.  
   
  Both men fear being recaptured, do not want to be 
  handed over to the authorities, and don’t want to stay in 
  the city. They would prefer to be put on a ship going 
  anywhere where they can be free. If there are Shadowind 
  PCs in the party that aren’t trying to conceal their shadow 
  dragon tattoo, both Corgan and Humbert are visibly 
  shaken but don’t run, as they feel it will be futile. 
  
  Undertow 
   
  Page 9 
  Shadowind Monastery PCs 
   
  It may be possible that one or more of the PCs are 
  members of the Shadowind Monastery. Should this be 
  the case, they do not recognize Corgan or Shapur, as the 
  former slaves were taken to Makilon island while the PCs 
  were away.  Ask the PCs if they openly show off their 
  shadow dragon tattoo. If they keep it hidden normally 
  the former slaves are not alarmed by seeing them. If 
  Corgan and/or Shapur recognize any of the PCs as 
  Shadowind monks they do not run and simply resign 
  themselves to having been recaptured. 
   
  If the PCs try to get the former slaves passage, go to 
  Encounter #3A: A Midnight Cruise 
   
  If the PCs try to get the former slaves smuggled out of 
  the city, go to Encounter #3B: Getting Out of the City 
   
  If the PCs let the former slaves fend for themselves, go to 
  Encounter #3C: Better Things to do. 
   
  If Corgan died, and Humbert wasn’t found, go to 
  Encounter #3D: If the PCs Don’t Save Corgin and Can’t 
  Find Humbert 
   
   
  Encounter #3A: A Midnight 
  Cruise 
   
  Should the PCs try to find passage for the former slaves, 
  they are met by an elderly, sea-worn man standing on the 
  dock, wrapped in an old cloak to protect him against the 
  wind (the PCs can see he has gray eyes and weathered tan 
  skin). After pausing for a moment to give the PCs a 
  somber look, he takes a puff on his pipe and speaks. 
   
  G’ (day, evening night. Whichever is appropriate). 
  What brings you here today? 
   
  The old man is known to the locals only as “the 
  Captain”. He is a member of the Alliance (a secretive 
  organization in Dyvers with their hand in almost 
  everything in the city). The Alliance is VERY concerned 
  with the recent turn in increased slaver activity. Left 
  unchecked, this could pose a problem to other Alliance 
  activity. The “Captain” recognizes the slaves if they are 
  with the PCs, and if asked, can steer the PCs towards safe 
  passage to Makilon Island.  
   
  He can tell the PCs the following. 
  • 
  He knows of a ship (The “Top Line”) leaving within 
  the hour for Makilon Island, and then Radigast City. 
  Those that played DYV 1-10 “The Power of Gold” 
  sailed on this ship, and know Captain Esgrock (The 
  ship’s captain and owner). 
  • 
  Right now, they’re short handed and wouldn’t ask 
  questions if able bodied souls showed up to help. 
  Corgan and Humbert can work in the hold while the 
  ship docks on Makilon island. 
  • 
  The next ship to leave port isn’t scheduled to leave 
  until tomorrow. 
  • 
  Recently, A Zief merchant (Rashodd Yaaseen) 
  reported his son (Wajiid) is missing. The boy was last 
  reported as being on Makilon island attending a 3-
  day festival there. If the Captain is asked why he 
  knows about this he simply shrugs and says “People 
  tell me things”. 
   
  The PCs have several options from here. 
   
   
  If they wish to report the incident, or check with the 
  local authorities, then go to Encounter #4B: The 
  Constabulary. 
   
   
  If they wish to investigate related entertainment 
  (fighting for sport), then go to Encounter #4C: The Pit 
  Fighter’s Guild 
   
   
  If they wish to get passage to Makilon Island, then 
  go to Encounter #4D: Setting Sail 
   
   
  If the PCs spend more than one day in the city, go to 
  Encounter #4F: The Dyvers Anti-Slavery League 
   
   
  Should the PCs wait for the later ship, go to 
  Encounter #4F: Waiting to Set Sail 
   
   
  Encounter #3B: Getting Out of 
  the City 
   
  Should the PCs try to get the former slaves out of the 
  Free and Independent City of Dyvers they don’t have a 
  problem doing so, as long as they maintain a bit of 
  discretion about it (the city is a large one after all). 
   
   
  Encounter #3C: Better Things to 
  Do 
   
  If the PCs don’t wish to help Corgan and Humbert, the 
  former slaves are disappointed, but are grateful for being 
  set free. They thank the PCs for what they have done, and 
  are on their way. This sets up a later circumstance bonus 
  for the minions of Markessa the Red in Encounter #8: 
  
  Undertow 
   
  Page 10 
  Repercussions, as the slavers gain information they 
  would not normally have when they recapture Humbert. 
   
  The PCs have several options from here. 
   
  Should the PCs stay in Dyvers until the morning, 
  they run into Rashodd Yaaseen (A merchant from Zief), 
  then go to Encounter #4A: The Zief Merchant. 
   
   
  If they wish to report the incident, or check with the 
  local authorities, then go to Encounter #4B: The 
  Constabulary. 
   
   
  If they wish to investigate related entertainment 
  (fighting for sport), then go to Encounter #4C: The pit 
  Fighter’s Guild. 
   
   
  If they wish to get passage to Makilon Island, then 
  go to Encounter #4D: Setting Sail. 
   
   
  If the PCs spend more than one day in the city, go to 
  Encounter #4E: The Dyvers Anti-Slavery League. 
   
   
  Encounter #3D: If the PCs Don’t 
  Save Corgan and Can’t Find 
  Humbert 
   
  If Corgan isn’t saved, and the PCs don’t find Humbert, all 
  is not lost. As they leave the match area, they see (on a 
  successful Spot Check [DC 2 + APL]) several people 
  approaching quickly. They are members of the 
  constabulary. The leader of the group is a Flannish 
  woman by the name of Fieona Moriah. She has deep 
  brown skin, amber eyes and wavy shoulder length brown 
  hair and questions the PCs but does not recognize them 
  as the people she is looking for. To be safe, she tells the 
  PCs that their commander (Colonel Tohmas Dolarrak) 
  has questions for them, but after that they are free to go.  
   
  Any PCs that are members of the Dyvers 
  constabulary are recognized by the patrol and they forgo 
  asking the rest of the PCs questions if the constabulary 
  member PC can vouch for them. They still need to go see 
  Col Dolarrak though. 
   
  Questions 
  • 
  Why were you in the dock district? 
  • 
  What do you plan to do in the city? 
  • 
  Whom (if anyone) are you affiliated with. 
   
   
  After the questions are answered go to Encounter 
  #4B: The Constabulary 
   
  Encounter #4A: The Zief 
  Merchant 
   
  If the PCs stay in the Free and Independent City of 
  Dyvers for more than 12 hours, they run into Rashodd 
  Yaaseen (A Zief Merchant he is a Baklunish man with 
  golden skin, shoulder length, bluish black fine-textured 
  hair and gray –green eyes. He dresses moderately but 
  none of his clothes appear to be overly worn.). He is very 
  distraught because his son Wajiid is missing, and thus far 
  he feels the constabulary has done little to find him. 
  Wajiid was last seen on Makilon Island, attending a 
  three-day festival.  Should the PCs be interested in 
  finding his son, Yaaseen tells the PC that Wajjid favors 
  him and gives them a description. He would greatly 
  appreciate it if the PCs can return the boy to him of 
  course but has spent all his available funds trying to 
  locate him.  
   
  The Three Day Festival  
   
  Should the PCs ask about the 3-day festival, Rashodd 
  Yaaseen tells them a year ago the monastery delivered a 
  pictorial history of the city. The festival was the first of 
  it’s kind for the monastery, as they celebrated their 
  odyssey to Makilon Island, and their thanks for help 
  received from the people of Dyvers. 
   
   
  Encounter #4B: The Constabulary 
   
  Should the PCs wish to report the Circle of Crimson 
  Stone bloodsport activity to the local authorities, they can 
  find the local Constabulary office (see Judge’s Map #3) 
  with either a successful Knowledge: Dyvers or a 
  successful Gather Information check (DC 5). 
   
  Upon reporting to the constabulary, the PCs are 
  directed to go to the constabulary headquarters, where 
  they are ushered into Colonel Tohmas Dolarrak’s office, 
  where they see Dolarrak going over several reports of 
  Circle of Crimson Stone activity, and behind his desk is a 
  map of the city with several marks on it. 
   
  Read the following. 
   
  Before you sits a very busy soul. Being at least 
  slightly courteous he straightens up as you enter. 
  With the calculating eye of a seasoned lawman he 
  looks you over.  
   
  “Ah, adventurers. For what reason do I have this 
  pleasure?” 
   
  Colonel Dolarrak tells the PCs the following: 
  • 
  He appreciates their help in the matter 
  
  Undertow 
   
  Page 11 
  • 
  There have been several leads connecting the Circle 
  of Crimson Stone with the Pit Fighter’s Guild, but 
  none have proven substantial 
  • 
  The CoCS matches have taken a turn for the worse 
  lately, as there have been more reports of both lethal 
  matches and lopsided events involving the slaughter 
  of ill-matched opponents.  Recently, the bodies of 
  former slaves have been found in the aftermath of 
  CoCS matches. 
   
  Colonel Dolarrak is very interested in what the PCs 
  might find out, and wants them to report back to him if 
  they find anything more. He would like someone other 
  than his full time constabulary members to pay a visit to 
  Makilon Island. There have been rumors of former slaves 
  taken to the island, and being sold back into slavery. He’d 
  send one of his regulars, but currently is shorthanded 
  due to the imprisonment of Szepkurva “Sepp” Daminov.  
  She has been held in solitary confinement in a “safe 
  house” to lessen the chance of rescue or escape. Currently 
  they’ve been trying to get information on “Markessa the 
  Red” from her but have had little luck. 
  IF the PCs appear to be competent Col Dollarak offers 
  them the opportunity to investigate the CoCS on the 
  Constabulary’s behalf. As minor deputies they do not 
  have the power to procure a Writ of Search (search 
  warrant). Should the PCs accept and/or at least one of the 
  PCs is a member of the Dyvers Constabulary read the 
  following. 
   
  “Thank you. I thought I saw good character 
  within you. As you search for Circle of Crimson Stone 
  activity be very cautious. Minions of “Markessa the 
  Red” lurk within the city in hopes of freeing her 
  captured lieutenant. She’s in a safe place but I only 
  felt it fair to warn you of the danger.”  
   
   
  Encounter #4C: The Pit Fighter’s 
  Guild 
   
  Should the PCs wish to go to the Pit Fighter’s Guild office 
  (see Judge’s Map #4), they can find it by either asking 
  Colonel Thomas Dolarrak for directions, making 
  Knowledge: Dyvers or a Gather Information check (DC 
  10). The office is open from 9am to 5pm. There are no 
  matches scheduled for the next 10 days. Currently, the 
  secretary (Jenna Desmanta-a 22 year old Flannish woman. 
  She has wavy shoulder length hair, dark skin and brown 
  eyes) and the promotion manager (Erardin Lull-a 28 year 
  old Oeridian man. He has tan skin, honey colored short 
  hair and brown eyes) are the only employees at the office 
  for the next week, as several employees are out of the 
  office on holiday. Both Jenna and Eraric are not part of 
  the Pit Fighter’s Guild/Circle of Crimson Stone 
  connection, although they’ve heard rumors of the 
  connection.  
   
  Jenna and Eraric can tell and or do the following for the 
  PCs 
  • 
  Buy a ticket to the next weeks match (Standing room 
  costs 1 CP, general admission seats cost 1 Wheel 
  (SP), ring seats cost 1 Wheatsheaf (GP), and balcony 
  seats cost 12 Wheatsheafs (GP) 
  • 
  There are 2 members of the Pit Fighters’ Guild 
  management that are on leave. They may have left 
  the city, as they haven’t been seen for a couple of 
  days. (They were running the Circle of Crimson 
  Stone match.) Neither Jenna nor Eraric gives out 
  home addresses or names of the management on 
  leave without a writ from the constabulary 
  requesting it (The constabulary does not give one of 
  these out, even if the PCs ask them in this scenario). 
   
  Should the PCs persist in asking about the management 
  on leave, they are told by the management that the Pit 
  Fighter’s Guild values the privacy of it’s employees, and if 
  the PCs aren’t interested in buying event tickets, they 
  should leave. 
   
   
  Encounter #4D: The Dyvers Anti-
  Slavery League 
   
  Should the PC wait to leave for Makilon Island until the 
  next day, they are approached by a solemn woman 
  wearing the holy symbol of Trithereon whom goes by the 
  name of Satara Misrok. She asks them if they heard about 
  the disturbance in the dock district on the night of the 
  Circle of Crimson Stone match. Satara was also at the 
  match, and was there to try and covertly free the slaves. 
  This proved impossible, so she was very glad the PCs 
  interceded (Providing they were able to free the slaves. If 
  the PCs failed to free the slaves she is here because they 
  tried.). Contact with Satara should be noted on the 
  Adventure Record. This may qualify a PC for 
  advancement in the Dyvers Anti-Slavery League. 
   
  Read the following. 
   
  “Greetings brave souls. I am Satara Misrok. It is 
  rare to find those that have the courage to right 
  wrongs. Your deeds were not unnoticed. While there 
  are those who seek to buy and sell their fellow man. 
  There are quite a few others in the city that wish to 
  see all people free.  Although I have pressing business 
  elsewhere I felt the need to congratulate you on your 
  heroics. Good day. We may meet again. 
  
  Undertow 
   
  Page 12 
   
  Encounter #4E: Choices 
   
  Should any of the PCs wish to investigate Makilon 
  Island, ask them how they plan on getting there. 
   
   
   
  If they plan on seeking normal passage, go to 
  Encounter #4F: Setting Sail. 
   
   
   
  If the PCs wait until the next morning to leave for 
  Makilon Island, go to Encounter #4G: Waiting to Set Sail. 
   
   
  If they plan on arriving by stealth (not traveling by boat), 
  ask them which side of the island they’d like to approach, 
  North, West or South. If they arrive from the East, then 
  the monks waiting for ships to approach/depart spot 
  them. 
   
   
  If the PCs plan on arriving from the north or south, 
  go to Encounter #5C: Arriving by Stealth to the North or 
  South Side of the Island. 
   
   
  If the PCs plan on arriving from the west, go to 
  Encounter #5D: Arriving on the Island by Stealth from 
  the West. 
   
   
  Should the PCs wish to arrive on the East Side, they 
  see activity on this side of the island, and allow them to 
  approach from a different direction if they still wish to 
  arrive stealthily. 
   
   
  Encounter #4F: Setting Sail 
   
  Docked and waiting to embark is the “Top Line” 
  (introduced in DYV1-10 The Power of Gold). Any PC that 
  played the module is known by Captain Esgrock and his 
  crew. The captain is a 6-ft tall human, who is 36 years old. 
  He has graying brown hair, green eyes and ruddy skin. 
  His great grandfather was an orc. Captain Esgrock does 
  NOT talk about this although his heritage shows when 
  he is angry. Captain Esgrock has had trouble finding 
  locals to flesh out his crew and would be VERY happy to 
  take on the freed slaves, no questions asked (The Alliance 
  has used their connections to keep potential crew 
  members from signing on with Captain Esgrock in order 
  to make it more probable the PCs sign on). For helping as 
  crewmembers, Captain Esgrock will take the PCs to 
  Makilon Island free of charge. If the PCs don’t wish to 
  work as part of the ship’s crew, they are charged 6 
  Wheatsheafs (GP), as Captain Esgrock walks off 
  muttering about people being “too good to do honest 
  work”. Mark the appropriate spot on the Adventure 
  Record for each PC that refuses to work. 
   
  Encounter #4G: Waiting to Set 
  Sail 
   
  Should the PCs wait to leave for Makilon Island, they can 
  find passage the next day in the morning. However, this 
  allows the slavers in Encounter #8: Repercussions and 
  Endings, to know that someone is onto their operations, 
  and gives them a circumstance bonus to initiative in the 
  encounter. 
   
  If the PCs miss the morning ship, they can still catch 
  one to Makilon Island. Ships usually leave each day at 
  9am and 4pm. 
   
  The fare for the passage is 6 Wheatsheafs (GP). The 
  PCs can also work aboard the ship instead of paying 
  passage. 
   
   
  Encounter #5: On Behalf of the 
  Viscount 
   
  PCs from Verbobonc have a specific reason for speaking 
  with Master T’Quan. Arzach Mirvon has petitioned the 
  Viscount to allow him to start a monastery in Verbobonc 
  with the support of the Shadowind Monastery. Although 
  Arzach has proven himself worthy of notice by 
  championing Verbobonc causes, and helping clear the 
  Temple of Elemental Evil, the Viscount wishes to hear a 
  report of the Verbobonc’s delegation findings about the 
  worthiness of Arzach’s home monastery. 
   
  Because of this, Verbobonc PCs should be loath to 
  arrive on the monastery by any other than honorable 
  means. Master T’Quan has arranged for their passage to 
  Makilon Island.  
   
  Should Verbobonc PCs arrive to Makilon island via 
  transportation arranged for them, read the following. 
   
  As you near the island, the first mate in the 
  crow’s nest splits the serenity of the Nyr Dyv by a 
  long and a short blast on a horn. Quickly, several 
  monks assemble as your ship docks. Once it is safe to 
  disembark, one of the monks introduces himself as 
  Master Kashond.  Solemnly, he approaches and 
  speaks. 
   
  “Greetings travelers, are we so honored as to have 
  the Viscount’s delegation among us?” 
   
   
  Give the PCs a chance to respond. The monks have a 
  visible tattoo on their chest (see Player’s Handout #9). 
   
   
  If they acknowledge they are from Verbobonc go to 
  Encounter #5A: Reception of Diplomats 
   
  
  Undertow 
   
  Page 13 
   
  If the PCs do not tell Master Kashond they are the 
  Verbobonc diplomats (they must have a writ from the 
  Viscount to be believed), go to Encounter #5B 
   
   
  Encounter #5A: Reception of 
  Diplomats 
   
  Tables with PCs identifying themselves as being here on 
  the behalf of the Viscount (Only PCs from Verbobonc 
  will be able to produce such identification as they were 
  given it in the introduction.), are shown to their rooms to 
  freshen up, and allowed two hours to settle from their 
  travels. After two hours have passed, they are taken to an 
  audience with Master T’Quan. In assembly are Master 
  T’Quan (the leader of the monastery), Master Kashond 
  and Master Lyara. After introductions are done, Master 
  T’Quan rises and speaks.  
   
  “Today, we are blessed to have the Viscount 
  consider Arzach’s request to establish a monastery in 
  your lands. We hope you find our hospitality to be 
  satisfactory, and in the morning plan to give you a 
  tour of our home. Has the Viscount sent any 
  questions he wishes us to answer?” 
   
  Player Handout #2: Verbobonc PCs has three questions 
  for the delegation to ask. They are listed below with the 
  answers. 
   
  Q: What will the proposed monastery bring to our lands? 
  A: Our members are adept at calligraphy, and have used 
  this skill to chronicle the history of several places.  He 
  mentions that in the morning, the PCs will be shown a 
  large pictorial history of Dyvers. Members of our order 
  till the land and harvest the Nyr Dyv. We have honed our 
  bodies to be instruments of discipline, and outsiders are 
  often amazed at what a Shadowind monk can accomplish 
  if their mind is set upon it. 
   
  Q: In the past we have been plagued by souls of weak 
  moral character wreaking havoc. What assurances do we 
  have that the proposed monastery won’t pose similar 
  problems. 
  A: We have risen from being shipwrecked upon this 
  island to a position of respect in the Free and 
  Independent City of Dyvers. This was accomplished 
  because of our people’s moral steadfastness and internal 
  fortitude. It is our wish to help others, now that we our 
  reaping the bounty of our efforts. 
   
  Q: Dyvers is a diverse land that allows a vast freedom of 
  beliefs. There are concerns that allowing this monastery 
  to be established may lead to internal strife in our lands 
  when peoples of differing religious climates meet. 
  A: The role of the Shadowind Monastery is to help 
  individuals 
  achieve 
  personal 
  perfection 
  through 
  discipline and hard work. It is not our goal to promote 
  any religious beliefs, as that is the choice of the 
  worshipper. Thus, we would presume members admitted 
  to the new monastery would be those that worship the 
  religions common in your land. 
   
  After polite conversation, the evening winds down 
  and Master T’Quan excuses himself for the night. You 
  are escorted to your rooms and asked if you require 
  anything before turning in. 
   
   
  Go to Encounter #5E: Spending the Night at the 
  Monastery. 
   
   
  Encounter #5B: Makilon Island 
   
  If the PCs make it to the island by any means noticeable 
  by the monks several members of the monastery greet 
  them. The monks have a visible tattoo on their chest (see 
  Player’s Handout #9). If they traveled on a ship normally 
  headed there (Such as captain Esgrock’s) other members 
  of the monastery board ship to return to the city. 
   
  The monks ask the PCs what their business is on the 
  island, and offer an audience with the monastery’s leader, 
  Master T’Quan. As the PCs travel across Makilon island 
  they see it is full of life. Upon arriving at the monastery 
  they see the monks live in a bizarre home (Give out 
  Player Handout #10 to the players. The outside walls of 
  the building have been crafted to look like fish scales and 
  reflects light like the inside of a seashell. The walkway 
  around the building bears the likeness of a giant squid. 
  Where the squid touches the corners of the building 
  stone tentacles rise along it’s entwine themselves in pairs 
  and wrap themselves around the building as if they were 
  trying to pull it into the earth. 
   
  The monks tell the PCs that this building was here 
  when they arrived and they’ve restored it. The door to the 
  monastery opens as one of the monks makes a deft 
  motion in front of it. On the walls of the hallway are 
  frescoes of strange amphibious humanoids (Kuo-Toans) 
  being driven into the Nyr Dyv by humans with spears. 
   
  The PCs are told the monks historians and 
  calligraphers by trade. They run the scribe’s guild and 
  have a calligraphy studio on the second floor. On the top 
  floor is an assembly hall, which bears two stained glass 
  images of shadow dragons (one in spring and one in 
  winter). 
   
  After the PCs are given a brief tour of the monastery 
  they are granted an audience with Master T’Quan (He is 
  
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  Page 14 
  65 years old. Is bald, has gray eyes and tan skin). The aged 
  mentor is polite to the PCs, but wants to know why they 
  are there. It is common for the monastery to allow 
  visitors to stay there for the night, and the PCs will be 
  given rooms should they wish. Otherwise, the PCs are 
  told they are expected to sail from the island at the 
  earliest opportunity. 
   
  Should the PCs spend the night and/or speak with 
  members of the monastery of the slaves encountered at 
  Encounters #2A: The Main Event! and/or Encounter #3: 
  Startling Revelations, go to Encounter  #5E Spending the 
  Night at the Monastery. 
   
  Otherwise, the PCs are engaged in polite conversation for 
  20-30 minutes, and then told  
   
  “Master T’Quan must be about his business as the 
  monastery is currently short handed, but you are 
  welcome to stay the evening.” 
   
   
  Encounter #5C: Arriving by 
  Stealth to the North or South 
  Side of the Island 
   
  It may be the case that the PCs get to Makilon 
  undetected. Should this happen, they see a Suelish 
  woman standing near the water’s edge. It is apparent she 
  is doing some sort of exercise or warm up stretching. For 
  a moment she stops, looks around, and then motions to 
  the PCs. Her name is Lorelei Calthar. Part of a tattoo is 
  visible on her chest. (see Player’s handout #9). If they 
  speak with her, she knows the following. 
  • 
  She’s been looking for her boyfriend. His name is 
  Balthasan Largoros. She’ll give the PCs a description 
  of her boyfriend. 
  • 
  Balthasan assisted the monastery’s operation on the 
  far side of the island. He usually isn’t gone for more 
  than two days, but hasn’t been back for over a week. 
  • 
  Earlier last week, she saw a ship drop cargo crates 
  into the Nyr Dyv. She could have sworn she saw fish 
  or some other large creature swarm the drop site as 
  the ship left. 
   
  Should the PCs approach Lorelei in a non-threatening 
  manner (or takes a less threatening posture when trying 
  to talk with her) read the following. 
   
  “My word! It is not every day one sees such 
  strange fish (If the PCs flew change this to bird flying 
  across the Nyr Dyv.) rise up from the Nyr Dyv. Why 
  have you blessed me so with your presence?” 
   
  Surprisingly Lorelei doesn’t ask the PCs why they 
  came to the island the way they did. If the PCs don’t 
  make a big deal about how they got there, she doesn’t ask 
  them. She’s hoping they might be able to help her find 
  Balthasan.  Her fellow monastery members haven’t had 
  much luck up to this point. 
   
   
  Encounter #5D: Arriving on the 
  Island by Stealth from the West 
   
  Should the PCs decide to enter the island from the west 
  side, they find that surprisingly there are no guards or 
  monks out and about. From the beach, there are two 
  natural paths (left and right). PCs that played DYV1-10: 
  The Power of Gold will know where they are. 
   
    
  If the PCs go to the left, go to Encounter #5F: 
  Jasmine 
   
   
  If the PCs go to the right, go to Encounter #6: The 
  Crypt 
   
   
  Encounter #5E: Spending the 
  Night at the Monastery 
   
  Should the PCs decide to spend the night at the 
  Shadowind monastery, they are fed and shown their 
  rooms as the monastery shuts down for the night at 
  10pm. Only a few of the monks keep watch at night. One 
  of their primary concerns, however, are their guests so 
  should the PCs wish to explore the monastery at night, 
  they are greeted by a pair of monks within 30 minutes. 
  The monks politely ask the PCs what they need, and 
  escort them to their rooms.   
   
  If the PCs stay in their rooms for more than 15 
  minutes when the monastery shuts down, they have a 
  special guest, as master T’Quan knocks on their door. 
  Should they decide to answer, he asks for their pardon 
  for disturbing them. If the PCs let him in to talk he asks 
  them of their travels. If any of the PCs talk about heroic 
  or selfless deeds they’ve done, he asks to speak privately 
  with those PCs. If they agree to talk with him privately, 
  read the following (If there are Verbobonc PCs in the 
  party, he seems more distraught as he knows they are 
  here to evaluate the monastery’s request to place a 
  monastery in Verbobonc). He only tells PCs the box text 
  below if they agree to keep what he says to themselves. 
  Should the PCs not agree to do this, he excuses himself 
  and leaves. He returns if the PCs reconsider. 
   
  “ I was correct in my prior evaluation of your 
  moral stature. My friends, something does not sit well 
  with me. For some time now, our monastery has 
  helped those whom have been made slaves find 
  
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  freedom. Up until recently, our plan of sending 
  former slaves to Makilon’s sister island has worked 
  well. Now, although I can’t be sure, I feel something 
  is not right. Unfortunately, as we are so short handed 
  here, I cannot spare the people to check upon my 
  fears. If you would be so kind, I would appreciate 
  your using the underground tunnel at the far end of 
  the island to see what transpires upon the other 
  island”. 
   
  If questioned further, Master T’Quan says the following: 
  • 
  Balthasan Largoros (the monk in charge of 
  transporting former slaves off the island) has been 
  missing for over a week. It is possible he is involved 
  in skullduggery, but most likely he has been 
  captured by slavers. 
  • 
  Typically, the monastery receives some sort of 
  message to verify their freedom. A lot fewer 
  messages have been received as of late. While on 
  occasion a former slave doesn’t care to send word, 
  this has happened far too many times to ignore. 
   
   
  The PCs are given directions to navigate the tunnel 
  to the other island. The tunnel is located on the far side of 
  the island in a former crypt the monastery has been 
  converting for their use. There are two paths the PCs can 
  take to get there. The path to the left runs through a 
  cultivated area of the island (there is a walkway the PCs 
  can travel through without disturbing the area). Master 
  T’Quan has no preference as to which path the PCs take. 
   
  Should the PCs take the left path go to Encounter #5F: 
  Jasmine. 
   
  Should the PCs take the right path go to Encounter #6: 
  The Crypt.  
   
   
  Encounter #5F: Jasmine 
   
  Background 
  If any of the PCs have the Pasha the Pseudodragon cert 
  (from DYV1-10 The Power of Gold) they are met by Pasha 
  after they leave the monastery. The he is very happy to 
  see them, wishes to hear about what they’ve been doing 
  since they were last on the island. If allowed the 
  Pseudodragon accompanies the PC that has the cert (if 
  more than one PC has this cert he tries to spend equal 
  time with them. Pasha will not go with the PCs if they go 
  into the crypt. Pasha is a friends of Jasmine 
   
  Arriving at the Encounter 
  The PCs should arrive at this encounter by taking the left 
  path from Encounters#5D and/or #5E. By taking the left 
  path they arrive in a cultivated area of the island. PCs that 
  played DYV1-10: The Power of Gold recognize the area if 
  they have ether the ‘Magic Mushroom’  cert (or record 
  they used or sold it on their logsheet/adventure cert) 
  and/or the ‘Pasha the Pseudodragon’ cert. To the right of 
  the cultivated area is a cave (this is where Pasha was 
  found). The cultivated area appears to be a garden (PCs 
  that were here before know this garden is where the 
  magic mushrooms come from.). There is one mushroom 
  ready to be cultivated.  
   
  If the PCs go into the cave, they hear a feral high-
  pitched growl comes from the back (the cave is roughly 
  20 feet in diameter, with a 10-foot ceiling). This cave is 
  where Pasha came from. On a ledge in the back of the 
  cave is Jasmine the Pseudo-Dragon. She has come here to 
  look for Pasha.  
   
  Should the PCs enter the cave read the following… 
   
  “Ahem! Polite souls would ASK before barging 
  into one’s home. However since you’re here and may 
  be able to shed light on what I’m looking for you may 
  stay. AH! Your bad manners are starting to be 
  contagious! Please allow me to introduce myself. I am 
  Jasmine” Upon Jasmine saying her name the PCs notice 
  where Jasmine is. 
   
  • 
  If Pasha is with the PCs, both Pasha and Jasmine are 
  overjoyed and converse in Draconic for several 
  minutes and are oblivious to the PCs. 
  • 
  If Pasha is not with them, Jasmine is very wary of 
  the PCs but will calm down enough to talk with 
  them. She has seen the cargo dumped into the Nyr 
  Dyv and also seen man-sized fish men come to carry 
  them off. 
  • 
  She is NOT interested in becoming anyone’s 
  familiar. Thanks for asking though. 
   
   
  Encounter #6: The Crypt 
   
  Both the right and left path from the monastery leads to 
  the crypt. The crypt is the site of Halston Jevin’s ill-fated 
  excavation. PCs that have played DYV1-10 The Power 
  Gold know of Jevin, the expedition, and where the crypt 
  is. Those that played the second round of the module 
  know the crypt leads to an underground passage, which 
  leads to a nearby island. PCs that haven’t played DYV1-10 
  can easily traverse the crypt, as it has been cleared out. 
  Tracking/Wilderness Lore checks reveal the most 
  traveled path is the one that leads to the underground 
  
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  Page 16 
  passage. If the PCs got directions from the monastery 
  they know which way to go. 
   
   
  Encounter #6A: The Island’s 
  Secret 
   
  By traveling through the underground tunnel or across 
  the Nyr Dyv, the PCs can reach the monastery’s 
  unofficially controlled island. It is a small piece of land 
  with few trees, and the only features of interest are the 
  cave the PCs exit the tunnel from and a cave on the 
  opposite side of the island. A Spot Check(DC 4 + APL) 
  reveals that heavy things have been dragged across the 
  sand. Should the PCs explore this they find another  cave 
  and evidence of past campfires. Should the PCs travel to 
  the end of the cave, they find a tunnel entrance (See 
  Judge’s Map #5.  The tunnel leads to the lair of the Kuo-
  Toa (Encounter #7). 
   
   
  Encounter #7: Steading the Kuo-
  Toa 
   
  By descending into the depths of the island, the PCs have 
  the chance to recover slaves slated to be food for the 
  beasts when they are no longer able to work. The PCs 
  then fight the menace of the Kuo-Toa, and encounter the 
  damaged portal to a water node. 
   
  The What’s Going On 
   
  With the fall of the Temple of Elemental Evil, the 
  escaped minions have made new alliances. Part of their 
  local plans is to increase access from their new HQ to the 
  Free and Independent City of Dyvers. An ancient sealed 
  portal exists, but it is damaged and possibly unstable. To 
  open the portal, amphibious Kuo-Toans serving the 
  Water Cult have entered into a tenacious but useful 
  relationship with minions of “Markessa the Red”. The 
  pirates have received orders to assist the Kuo-Toans and 
  to take payment form treasure brought up from the 
  depths of the Nyr Dyv. They have no knowledge of the 
  involvement of the Water Cult, but wouldn’t care that 
  much if they did. The Kuo-Toans have been receiving 
  slaves from the pirates in order to excavate the portal. 
  Slaves are needed due to the risk of dimensional 
  explosion from the damaged portal. This is exhausting 
  work as the slaves have to swim down to the portal and 
  roll the rocks out through the underwater entrance to the 
  Nyr Dyv then surface for air. Thus more than one slave 
  has perished due to the experience. As the PCs enter the 
  encounter, the Kuo-toans are waiting for Markessa’s 
  agents, whom are two hours late. Suspecting treachery, 
  the Kuo-Toa are on alert (+4 circumstance bonus to Spot 
  Checks and Initiative), and in higher APLs the whips 
  have cast preparatory spells. 
   
  Markessa’s agents having been alerted to the PCs 
  movements, and are waiting offshore in hopes the PCs 
  weaken or destroy the Kuo-Toa. Should the PCs defeat 
  the Kuo-Toa or leave the cave, they find Markessa’s 
  agents waiting for them on the beach. 
   
  The Kuo-Toans have been using slaves to clear debris 
  from the damaged portal in the bottom of the pool. 
  Currently, the slaves are exhausted and lying facedown 
  on the northernmost island. As parts of the islands are 
  underwater, it is either through sheer luck or a weary will 
  to live that the slaves’ heads are above water. The Zief 
  merchant’s son is among the slaves. 
   
  Tactics 
   
  As the encounter starts, the Kuo-Toa are totally 
  submerged (This gives them a +2 circumstance bonus to 
  their hide checks). They do not attack until either the 
  PCs enter the water, take an obvious offensive action, or 
  attempt to check on/retrieve the slaves. The slaves are 
  exhausted, and will neither call out to the PCs or fight. 
  The best they can accomplish is a slight whimper. 
  When combat ensues, the Kuo-Toan fighters throw their 
  beads of force (where applicable) at any PCs that look 
  either like armored fighter types or arcane spellcasters 
  (yep they might accidentally target a monk with good 
  saves but them's the breaks) while the whips target the 
  PCs with the largest of the sonic balls from their 
  necklace. Whip “C” & “D” move to the nearest sandy area 
  and begin to cast spells. Fighters “A” & “B” stay in the 
  water to attack any PCs trying to cross to the whips or the 
  slaves. However if the PCs do not enter the water and 
  instead wait to cast spells the kuo-toan fighters close to 
  attack on the second round. Remember they have reach 
  weapons. The Water Elemental Lesser Planer Ally stays 
  submerged to defend the whips. Should the PCs stay on 
  the sand area to cast spells or use missile weapons the 
  Elemental rises from the water to attack them. 
   
  Terrain Modifiers 
   
  30’ into the cave the PCs notice the sandy floor has gotten 
  decidedly more damp. This translates into a –1 
  circumstance penalty to Attack Rolls, Reflex Saves and 
  Armor Class. Movement is also slowed by 25%. The Kuo-
  Toans are used to such an environment and suffer no 
  penalty. 
   
  Due to the humidity here fire based spells suffer a –1 
  circumstance penalty per die.  
  
  Undertow 
   
  Page 17 
   
  The walls by water are slick and offer little in the 
  way of handholds. This translates to a –4 penalty to climb 
  checks. 
    
  About Judge’s Map #6 
   
  The ceiling of the tunnel to the Kuo-Toan lair and the lair 
  itself is roughly 10 feet high. The water level in the lair 
  and the Nyr Dyv level are the same. The air in the lair is 
  very humid. 
   
  The Portal 
   
   
  The portal on Judge’s map #2 is a circle of red coral 
  5ft in radius. The plane of the portal is solid bluish green 
  light. Several chunks of coral are smashed away and 
  missing. Every few minutes, the color of the light turns 
  dark red, then back to normal. The portal needs repair 
  work before it will function.  
   
  Should any PCs touch the portal (by searching or by 
  simply making contact) they take 2+APL*d6 worth of 
  sonic damage (Reflex Save of DC= 10+APL for half 
  damage) and in addition, they receive the Mark of 
  Olhydra.  
   
  The portal radiates strong enchantment/ conjuration 
  magic as well it radiates strong evil. The portal can not be 
  dispelled.  
   
  The slaves have touched the portal during their time 
  clearing it. They do not know about the effect of the 
  mark. The Kuo-Toans only spoke common in the slaves 
  presence. 
   
  Introduction to Combat  
   
   
  Once combat starts and when the Kuo-Toans act 
  read the following. 
   
  With steady determination what can only be a 
  nightmarish marriage of men and a horrid creature 
  form the sea rises. For a moment it’s large eyes 
  quickly grow accustomed to the light as its scaly 
  green hide seems to grow darker in color until the 
  beast is nearly dark red. As it transforms you see scars 
  of old battles mark the creature. With an air of 
  authority it barks a strange tongue to its comrades 
  and then bears it’s hateful gaze upon you and with 
  great effort speaks the common tongue. 
    
  “You are not who was supposed to arrive. There is 
  treachery here. Although I had my doubts we 
  honored our bargain with the men of “The Red 
  Pirate”.  This is how they repay us! The Kuo-Toans are 
  no one’s fool, especially not the fool of surface 
  dwellers. You will not live to see the sun again.” The 
  Kuo-Toan motions to his comrades. “SLAY the 
  infidels!”.  
  The Kuo-Toans  
   
  APL6 (EL10) 
  �Kuo-Toan Whips (2): Clr3; hp 33, hp 33; See 
  Appendix 1 
  �Kuo-Toan Bodyguards (4): Ftr1; hp 32, hp 32, hp 32, 
  hp 32; See Appendix 1 
   
  APL8 (EL12) 
  �Kuo-Toan Half-Dragon (Black) Whips (2): Clr3; hp 
  44, hp 44; See Appendix 1 
  �Kuo-Toan Half-Dragon (Black) Bodyguards (2): Ftr3; 
  hp 52, hp 52; See Appendix 1 
   
  APL10 (EL14) 
  �Kuo-Toan Half-Dragon (Black) Whips (2): Clr5; hp 
  67, hp 67; See Appendix 1 
  �Kuo-Toan Half-Dragon (Black) Bodyguards (2): Ftr5; 
  hp 72, hp 72; See Appendix 1 
   
  APL12 (EL16) 
  �Kuo-Toan Half-Dragon (Black) Whips (2): Clr7; hp 
  102, hp 102; See Appendix 1 
  �Water Elemental, Large: 68hp (Lesser Planer Ally) 
  See Monster Manual 
  �Water Elemental, Large: 68hp (Lesser Planer Ally) 
  See Monster Manual 
  �Kuo-Toan Half-Dragon (Black) Bodyguards (2): Ftr7; 
  hp 100, hp 100; See Appendix 1 
   
  The Kuo-Toan slaves (ALL APLs) 
   
  �Wajiid Yaaseen: male Baklunish Com4; hp 21 
  �Amand Cowell: male Suel Com4; hp 21 
  �Remin Silma: Suel males) Com4; hp 21 
   
  Treasure 
   
  APL 6: L: 28 gp; C: 0 gp; M: Necklace of Sonicballs 
  Type I [2] (138 gp per character/per necklace); +1 Pincer 
  Staff [4] (204 gp per character/per staff) 
   
  APL 8: L: 28 gp; C: 0 gp; M: Necklace of Sonicballs 
  Type I (138 gp per character/per necklace); +1 Pincer 
  Staff [2] (204 gp per character/per staff) 
   
  APL 10: L: 28 gp; C: 0 gp; M: Necklace of Sonicballs 
  Type I [2] (138 gp per character/per necklace); +1 Pincer 
  Staff [2] (204 gp per character/per staff); Bead of Force [2] 
  (167 gp per character/per bead) 
   
  APL 12: L: 28 gp; C: 0 gp; M: Necklace of Sonicballs 
  Type I [2] (138 gp per character/per necklace); +1 Pincer 
  Staff [2] (204 gp per character/per staff); Bead of Force [2] 
  (167 gp per character/per bead) 
   
  
  Undertow 
   
  Page 18 
  If the PCs survive and rescue any of the slaves go to 
  Encounter #7A: Thank You! then go to Encounter #8 
  Repercussions and Endings. Should no slaves be rescued 
  and/or the PCs flee go to Encounter #8: Repercussions 
  and Endings. 
   
   
  Encounter #7A: Thank You! 
   
   
  Should the PCs rescue any of the slaves, they find 
  them extremely exhausted (they must be assisted in 
  walking, and cannot swim). One of them is the Zief 
  Merchant’s son 
   
  They know the following 
  • 
  They were betrayed by Balthasan Largoros (A 
  Shadowind monk), whom sold them back into 
  slavery to pirates The pirates gave them to the Kuo-
  Toans in exchange for treasure brought up from the 
  Nyr Dyv’s depths. 
  • 
  They were forced to swim underwater to help clear 
  debris away from a glowing disk beneath the water. 
  • 
  The Kuo-Toan priests pushed them to the brink of 
  exhaustion. Two days ago one of the slaves died and 
  was taken out into the Nyr Dyv to feed the fishes 
  (This slave is lost). 
  • 
  The Zief merchant’s son tells the PCs his father 
  would be very appreciative if they returned him to 
  his father. 
   
   
  Encounter #8:Reprecusions 
  and Endings 
   
   
  This encounter happens when the PCs leave the cave 
  entrance to the Kuo-Toan’s lair after they fight the Kuo-
  Toans. Ideally, the Barls and Timlack flank the cave 
  entrance, and Elgir has a readied action to step out into 
  the gap to attack and block the escape route. .  
   
  It may be the case that some of the PCs don’t go into 
  the cave, and thus are outside when Markessa’s agents 
  approach. These PCs get a spot check to detect their 
  approach.  Markessa’s minions do not come ashore unless 
  the PCs have been gone for 20 minutes. They try to travel 
  stealthily. 
   
  Logistics 
   
   
  All listen checks suffer a –2 penalty due to the noise 
  of the surf. If the PCs did not rescue Humbert Shapur 
  (Encounter: Startling Revelations) the slavers in this 
  encounter receive a +4 circumstance bonus to spot/listen 
  due to their knowing someone is on to their operation 
  due to Shapur being sighted and have decided to stake 
  out the island. 
   
  APL6 (EL7) 
  �Barls: Ftr4/Rog1; hp 37; See Appendix 1 
  �Timlack: Ftr4/Rog1; hp 37; See Appendix 1 
  �Elgir: Bbn5; hp50; See Appendix 1 
   
  APL8 (EL9) 
  �Barls: Ftr4/Rog3; hp 47; See Appendix 1 
  �Timlack: Ftr4/Rog3; hp 47; See Appendix 1 
  �Elgir: Bbn7; hp 68; See Appendix 1 
   
  APL10 (EL11) 
  �Barls: Ftr4/Rog5; hp 57; See Appendix 1 
  �Timlack: Ftr4/Rog5; hp 57; See Appendix 1 
  �Elgir: Bbn9; hp 86; See Appendix 1 
   
   
  APL12 (EL13) 
  �Barls: Ftr4/Rog7; hp 67; See Appendix 1 
  �Timlack: Ftr4/Rog7; hp 67; See Appendix 1 
  �Elgir: Bbn11; hp 104; See Appendix 1 
   
  Treasure 
  APL 6: L: 28 gp; C: 0 gp; M: +1 Greataxe (193 gp per 
  character); +1 Chainmail (108 gp per character) 
  APL 8: 28 gp; C: 0 gp; M: +1 Greataxe (193 gp per 
  character); +1 Chainmail (108 gp per character) 
  APL 10: 28 gp; C: 0 gp; M: +2 Greataxe (693 gp per 
  character); +1 Chainmail (108 gp per character) 
  APL 12: 28 gp; C: 0 gp; M: +3 Greataxe (1,527 gp per 
  character); +1 Chainmail (108 gp per character) 
   
  Before combat starts read the following as Barls speaks. 
   
  “Thank you for taking care of the gill-heads for 
  us. As a token of appreciation we’ll make sure you’re 
  sold to good home after we rough you up a bit.” 
   
   
  Aftermath 
  Since Markessa’s agents are slavers they view any PC 
  downed as sellable goods and thus will not coup de grace 
  PCs. When running combat with them roll their attacks 
  separately and resolve each damage roll before rolling the 
  next attack. If a PC is dropped below zero apply the other 
  attacks to a different opponent if possible. Death of 
  course happens but if reasonably possible the slavers 
  prefer the PCs alive to sell.  
    
   
  
  Undertow 
   
  Page 19 
  If the PCs Are Victorious 
   
  If any of the slavers are captured they spill their guts 
  as they fear for their lives. Read the following.. 
   
   
  “Now there’s no reason to be hasty about this. 
  Our mate Szepkurva was taken by the city’s 
  constabulary on a raid. We were delivering “goods” 
  (slaves) to the gill-pusses for plunder they brought up 
  from the deep. If all went well we’d have enough to 
  grease the wheels of justice enough to free her. 
  “Sepp” was Markessa’s lieutenant. Markessa ordered 
  us to work with the gill-pusses. She’s got powerful 
  friends to make arrangements like this. Heh now, I’m 
  not a bad guy, I just fell in with the wrong crowd. 
  Puhl-eh-Ease! Don’t kill me”.  
   
  At this point the speaking slaver is sobbing. Any 
  other conscious surviving slavers look away in disgust.  
   
  If the PCs are defeated 
   
  Should the PCs fall to Markessa’s minions they loose 
  4 Time Units. This time represents both the time spent in 
  slavery and effort taken to get free once again. The PCs 
  must decide at the table if they wish to be free once more. 
  Mark this time off on the Adventure Record. They also 
  lose all positions but may invoke the ‘Charity of Friends’ 
  clause from the LGCS.  
   
  Optional Encounter #1: 
  Displaced People 
   
   
  Use this encounter for flavor purposes if you have 
  time, but don’t let it bog down the event. It can happen 
  anywhere in the city except for the Gentry district. 
   
   
  As the PCs travel the streets a fruit rind hits one of 
  them in the face (Roll randomly). 
   
  Read the following 
   
  “A fie on your lot! Half the city’s in poverty and 
  you’re out and about lording your good fortune as if 
  it’s your Osprem given right to do so!”. 
   
  Looking about the PCs see a fishwife dressed in near 
  rags. Apparently she’s been rooting around in a pile of 
  garbage looking for something near edible. Because of 
  her lot in life she is in a VERY foul mood. If the PCs treat 
  her decently she speaks with them.  
   
  She tells the PCs the following. 
  • 
  Her son was on the ship that the Dragon Turtle 
  stomped on when it came into the bay during the 
  dock fire.  
  • 
  She lost her home in the fire 
  • 
  Last week as she was about to get enough to rent a 
  room she was accosted by ruffians whom stole all she 
  had. She feels lucky to have escaped with a beating. 
   
  Should the PCs offer her money she refuses the first 
  attempt (She does have some pride left).  If the PCs do 
  not offer again she spits on the ground and says the 
  following. 
  “Feh! I should have known ye weren’t serious. 
  GO! Find amusement with someone else. I’ve enough 
  problems.” 
  If the PCs offer again she takes the money, bites 
  down on one coin and thanks them. 
   
  Teyacapan (Teya) Citlali (Olman Female) COM 1: CR 
  1, HD 1d4+2; HP 6; Init +2; Spd 30 ft.; AC 13 (+2 Dex, 
  Dodge), Atks +4 melee (1d3+2[x2] subdual, unarmed 
  strike), or +4 ranged (Whatever is available); AL N; SV 
  Fort +2, Ref +2, Will +2. 
     Str 14, Dex 14, Con 14, Int 10, Wis 10, Cha 14 
     Skills and Feats: Profession: Net Maker +6, Swim + 6, 
  Dodge, Iron Will 
     Description :Teyacapan has reddish brown skin, dirty 
  straight black hair and dark eyes 
     Equipment: None 
   
  The End 
   
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  discretionary 
  roleplaying 
  experience 
  award. 
  The 
  roleplaying award should be given for consistent 
  character portrayal and contribution to the fun of the 
  game. You can award different roleplaying amounts to 
  different characters. 
   
  Award the total value (objectives plus roleplaying) to 
  each character. 
   
  Encounter #2A: The Main Event 
     Defeating the minotaur 
   APL6:            210 xp 
   APL8:            270 xp 
      APL10:          330 xp 
   APL12:          390 xp  
       
  Encounter #2A: The Main Event 
     Saving the slaves 
   APL6:             45 xp per slave (90 xp total)  
   APL8:             60 xp per slave (120 xp total)  
   APL10:          75 xp per slave (150 xp total)  
   APL12:          90 xp per slave (180 xp total) 
    
  
  Undertow 
   
  Page 20 
  Encounter #7: Steading the Kuo-Toa 
  Defeat the Kuo-Toa’s    
   APL6:             300 xp 
   APL8:             360 xp 
      APL10:           420 xp 
   APL12:           480 xp 
   
  Encounter #7: Rescuing the slaves  
  Saving the slaves 
   
   APL6:             18 xp per slave (90 xp total) 
     APL8:             21 xp per slave (105 xp total) 
   APL10:          24 xp per slave (120 xp total) 
   APL12:          27 xp per slave (135 xp total) 
    
     Encounter #8: Repercussions and Endings 
   Defeat Markessa’s Agents 
   APL6:            210 xp 
   APL8:            270 xp  
      APL10:          330 xp 
   APL12:          390 xp 
      
  Total possible experience 
   APL6:            900 xp 
   APL8:            1,125 xp 
   APL10:          1,350 xp 
   APL12:          1,575 xp  
               
  Treasure Summary 
  Player characters may keep items from the scenario that 
  are listed on the treasure list below or which meet the 
  following conditions:  
   
  1. 
  The item must be non-magical and specifically listed 
  in the text of the adventure (e.g armor on foes). If it 
  is not listed in the text, the characters cannot keep it. 
  Items of this nature can be sold for 50% of book 
  value, or recorded on a log sheet.  
  2. 
  Animals, followers, monsters, henchmen, and so 
  forth (any living being, basically) may not be kept 
  from a scenario for any reason unless the treasure 
  summary lists the being specifically. It is okay for 
  the player characters to form relationships with 
  NPCs, but these will not be certed and cannot bring 
  material benefit to the character. Contacts (sources 
  of extra information) must be specifically certed. 
  3. 
  Theft is against the law, but may be practiced by 
  some player characters. Items which are worth more 
  than [insert campaign value] that are of personal 
  significance to the owner (including family 
  heirlooms), and all magical items, will be discovered 
  in the possession of the character by one means or 
  another. The character must return the item and pay 
  a fine equal to three times the value of the item 
  stolen. In addition, the PC caught receives 
  campaign-decided penalties for being known as a 
  thief, such as Infamy. For other stolen items which 
  meet the criteria in #1 above, use your judgment and 
  the circumstances within the game to determine 
  whether a PC thief gets away with the theft or not.  
   
  Any item retained according to these rules, which does 
  not have a certificate, will not ever have a certificate 
  issued for it.  
   
   The campaign staff reserves the right to take away 
  any item or gold acquired for things which it later finds 
  unreasonable but which were allowed at the time. 
   
  Encounter #2A: The Main Event! 
  Defeat and loot the Minotaur 
  APL 6: L: 2 gp; C: 0 gp; M:  0 gp 
  APL 8: L: 2 gp; C: 0 gp; M:  0 gp 
  APL 10: L: 2 gp; C: 0 gp; M:  0 gp 
  APL 12: L: 2 gp; C: 0 gp; M:  0 gp  
   
  Encounter #7: Steading the Kuo-Toa 
  Defeat and loot the Kuo-Toan’s 
   
  APL 6: L: 28 gp; C: 0 gp; M: Necklace of Sonicballs 
  Type I [2] (138 gp per character/per necklace); +1 Pincer 
  Staff [4] (204 gp per character/per staff) 
   
  APL 8: L: 28 gp; C: 0 gp; M: Necklace of Sonicballs 
  Type I (138 gp per character/per necklace); +1 Pincer 
  Staff [2] (204 gp per character/per staff) 
   
  APL 10: L: 28 gp; C: 0 gp; M: Necklace of Sonicballs 
  Type I [2] (138 gp per character/per necklace); +1 Pincer 
  Staff [2] (204 gp per character/per staff); Bead of Force [2] 
  (167 gp per character/per bead) 
   
  APL 12: L: 28 gp; C: 0 gp; M: Necklace of Sonicballs 
  Type I [2] (138 gp per character/per necklace); +1 Pincer 
  Staff [2] (204 gp per character/per staff); Bead of Force [2] 
  (167 gp per character/per bead) 
   
   
  Encounter #8: Repercussions and Endings  
  Defeat and loot Markessa’s agents 
  APL 6: L: 28 gp; C: 0 gp; M: +1 Greataxe (193 gp per 
  character); +1 Chainmail (108 gp per character) 
  APL 8: 28 gp; C: 0 gp; M: +1 Greataxe (193 gp per 
  character); +1 Chainmail (108 gp per character) 
  APL 10: 28 gp; C: 0 gp; M: +2 Greataxe (693 gp per 
  character); +1 Chainmail (108 gp per character) 
  APL 12: 28 gp; C: 0 gp; M: +3 Greataxe (1,527 gp per 
  character); +1 Chainmail (108 gp per character) 
   
  Adventure Treasure Totals 
  APL 6:     800 gp 
  APL 8:     905 gp 
  APL 10:   1,877 gp 
  APL 12:   2,711 gp 
  
  Undertow 
   
  Page 21 
  Appendix #1: The Combatants 
   
   
  Encounter #2: Welcome to the Circle of 
  Crimson Stone! 
   
  All APL’s (EL 7) 
  �Male Human (Rhennee) Ftr 7, CR 7: Medium 
  Humanoid; HD 7d10 + 14; HP 60; Init +2; Spd 30; AC 
  12 (flat-footed 10, touch 12); Atk +10/+5 Melee (1d3+3, 
  unarmed strike, subdual); Ranged: +9/+4 (Whatever is 
  available although ranged weapons should not be 
  needed in this combat AND Drago would not 
  embarrass himself by being the first one to throw 
  something in the match); AL N; SV Fort +7, Ref +4, 
  Will +2; Str 17, Dex 14, Con 14, Int 10, Wis 10, Cha 14 
     Skills and Feats: Intimidate +12, Jump +13, Combat 
  Reflexes, Dodge, Expertise, Improved Bull Rush, 
  Improved Unarmed Strike, Mobility, Power Attack . 
    Equipment: None. 
   
  Encounter #2A: The Main Event The 
  Victim 
   
  �Corgan Alcuin: male human (Suelish, Male) Ftr 2: 
  CR 2; Medium Humanoid; HD 2d10 + 4; HP 22; Init 
  +2; Spd 30; AC 18 (flat-footed 16, touch 12), Atk +5 
  melee, unarmed strike, subdual); or +4 ranged 
  (Whatever is available); AL N; SV Fort +4, Ref +0, Will 
  +0; Str 16, Dex 14, Con 14, Int 10, Wis 10, Cha 10 
    Skills and Feats: Handle Animal + 5, Swim +7   Blind-
  Fight, Cleave, Dodge, Power Attack.  
    Equipment: Longsword, Chain Shirt, Large Wooden 
  Shield. 
    Description: Corgan has fair skin, pale blue eyes and 
  wiry shoulder length blonde hair.  
   
  APL 6 (EL 7) 
  �Minotaur: male minotaur Bbn3; CR 7; Large 
  Monstrous Humanoid; HD 6d8+12 + 3d12+6; HP 77; 
  Init +4; Spd 40; AC 14 (flat-footed 14, touch 9); Atk 
  +12/+8 melee (2d8+6, huge greataxe[x3]) and +7 melee 
  (1d8+4, gore); or +8/+3 ranged (Whatever is available); 
  SA: Rage 1/day, Charge 4d6+6; SQ: Fast Movement, 
  Natural Cunning, Scent, Uncanny Dodge; AL N; SV 
  Fort +10, Ref +6, Will +6; Str 19, Dex 10, Con 15, Int 7, 
  Wis 10, Cha 8. 
     Skills and Feats: Intimidate +11, Jump +12, Listen +9, 
  Search +6, Spot +8, Cleave, Great Fortitude, Improved 
  Initiative, Power Attack. 
     Charge (Ex): A minotaur can make a charge that, in 
  addition to the normal benefits of charging, allows 
  them to make a single gore attack that deals 4d6+6 
  points of damage. 
     Natural Cunning(Ex): Minotaurs are immune to 
  maze spells, never become lost, and can track enemies. 
   Further, they are never caught flat-footed. 
     Equipment: Huge Greataxe. 
    
  APL 8 (EL 9) 
  �Minotaur: male minotaur Bbn5 CR 9; HD 6d8+12 + 
  5d12+10; HP 96; Init +4; Spd 40; AC 14 (flat-footed 14, 
  touch 9); Atk +14/+9 melee (2d8+7, huge greataxe [x3]) 
  and +10 (1d8+2, gore); or +10/+5 ranged (Whatever is 
  available); SA: Charge 4d6+6, Rage 1/day; SQ: Fast 
  Movement, Natural Cunning, Scent, Uncanny Dodge; 
  AL N; SV Fort +10, Ref +6, Will +6; Str 20, Dex 10, Con 
  15, Int 7, Wis 10, Cha 8. 
     Skills and Feats: Intimidate +11, Jump +12, Listen 
  +10, Search +8, Spot +9, Cleave, Great Fortitude, 
  Improved Initiative, Power Attack. 
     Charge (Ex): A minotaur can make a charge that, in 
  addition to the normal benefits of charging, allows 
  them to make a single gore attack that deals 4d6+6 
  points of damage. 
     Natural Cunning(Ex): Minotaurs are immune to 
  maze spells, never become lost, and can track enemies. 
   Further, they are never caught flat-footed. 
     Equipment: Huge Greataxe. 
   
  APL 10 (EL 11) 
  �Minotaur: male minotaur Bbn7 CR 11; HD 6d8+12 
  + 7d12+14; HP 113; Init +4; Spd 40; AC 14 (flat-footed 
  14, touch 9); Atk +17/+12/+7 melee (2d8+7, huge 
  greataxe [x3]) and +12 (1d8+2, gore); or +10/+5 ranged 
  (Whatever is available); SA: Charge 4d6+6, Rage 1/day; 
  SQ: Fast Movement, Natural Cunning, Scent, Uncanny 
  Dodge; AL N; SV Fort +11, Ref +7, Will +7; Str 20, Dex 
  10, Con 15, Int 7, Wis 10, Cha 8. 
     Skills and Feats: Intimidate +11, Jump +12, Listen 
  +10, Search +7, Spot +10, Cleave, Great Fortitude, 
  Improved Initiative, Power Attack, Weapon Focus 
  (Greataxe). 
     Charge (Ex): A minotaur can make a charge that, in 
  addition to the normal benefits of charging, allows 
  them to make a single gore attack that deals 4d6+6 
  points of damage. 
     Natural Cunning(Ex): Minotaurs are immune to 
  maze spells, never become lost, and can track enemies. 
   Further, they are never caught flat-footed. 
     Equipment: Huge Greataxe. 
   
  APL 12 (EL 13) 
  �Minotaur: male minotaur Bbn9 CR 12; HD 6d8+18 
  + 9d12+26; HP 145; Init +4; Spd 40; AC 14 (flat-footed 
  
  Undertow 
   
  Page 22 
  14, touch 9); Atk +19/+14/+9 melee (2d8+7, huge 
  greataxe [x3]) and +14 melee (1d8+2, gore); or 
  +12/+7/+2 ranged (Whatever is available); SA: Charge 
  4d6+6, Rage 1/day; SQ: Fast Movement, Natural 
  Cunning, Scent, Uncanny Dodge; AL N; SV Fort +13, 
  Ref +8, Will +8; Str 20, Dex 10, Con 16, Int 7, Wis 10, 
  Cha 8. 
     Skills and Feats: Intimidate +11, Jump +12, Listen 
  +10, Search +9, Spot +12, Cleave, Great Fortitude, 
  Improved Initiative, Power Attack, Weapon Focus 
  (Greataxe). 
     Charge (Ex): A minotaur can make a charge that, in 
  addition to the normal benefits of charging, allows 
  them to make a single gore attack that deals 4d6+6 
  points of damage. 
     Natural Cunning(Ex): Minotaurs are immune to 
  maze spells, never become lost, and can track enemies. 
   Further, they are never caught flat-footed. 
     Equipment: Huge Greataxe. 
   
   
  Encounter #7: Steading the Kuo-Toa 
   
  �Wajiid Yaaseen: (Baklunish male), Amand Cowell 
  and Remin Silma (Seulish males) Com 4: CR 2, HD 
  4d4+8; HP 21; Init +2; Spd 30 ft.; AC 12 (flat-footed 10, 
  touch 12); Atk +4 melee (1d3+2, subdual, unarmed 
  strike), or +4 ranged (Whatever is available); AL N; SV 
  Fort +3, Ref +1, Will +1; Str 14, Dex 14, Con 14, Int 10, 
  Wis 10, Cha 14 
     Skills and Feats: Ride + 9, Spot +7, Dodge, Run. 
     Equipment: None 
   
  Description: All three of the slaves have the mark 
  of Olhydra (they do not know it’s properties as the 
  Kuo-Toans mainly use threatening gestures to get the 
  slaves to do what they want) and are dressed in rags. 
  Wajiid Yaaseen is a Baklunish man with golden skin, 
  shoulder length, bluish black fine-textured hair and 
  gray –green eyes. He was captured during the 3-day 
  ceremony on Makilon Island when he happened upon 
  Balthasan Largoros at the wrong time.  Amand Cowell 
  has fair skin, violet eyes and short kinky yellow hair. 
  Remin Silma has fair skin, curly short red hair and gray 
  eyes. Both Amand and Remin were slaves that had 
  thought they were on the way to freedom but instead 
  ended up here.  
   
  APL 6 (EL 10) 
  �Biblop and Loplip (Kuo-Toan Whips) (2) (C & D 
  on Judge’s Map #2): Male Medium-Size Humanoid 
  (Aquatic) Clr3 (Elder Elemental Eye): CR 5, HD 5d8 + 
  5; hp 33; Init +4; Spd 20 ft., swim 50ft.; AC 18 (22) (flat-
  footed 18 (22), touch 10); Atk +5 melee (1d8+1, 
  Shortspear [x3]) and +0 melee (1d4, bite); or +4 ranged 
  (1d8, Shortspear [x3]); SA: Destruction Domain, 
  Lightning Bolt, Necklace of Sonicballs; SQ: Keen 
  Sight, Slippery, Adhesive, Immunities, Electricity 
  Resistance 30, Light Blindness, Amphibious; AL NE; 
  SV Fort +6, Ref +4, Will +8; Str 13, Dex 10, Con 13, Int 
  13, Wis 15, Cha 8 
     Skills and Feats: Concentration +9, Escape Artist +18, 
  Knowledge: Nyr Dyv +6, Listen +9, Move Silently +3, 
  Search +10, Spellcraft +9, Spot +10, Speaks Common in 
  addition to the normal languages known, Alertness, 
  Great Fortitude, Improved Initiative, Combat Casting. 
   
  Spells (4/4/3, base DC 12 + spell level): 0- Detect 
  Magic, Guidance, Resistance, Virtue; 1
  st- Command, 
  Doom, Shield of Faith, Inflict Light Wounds*l 2
  nd- 
  Cure Moderate Wounds, Sound Burst, Shatter*; 
       *Domain spell 
  Domains: Destruction (supernatural ability, once a 
  day,  to make a single smiting melee attack with a +4 
  attack bonus and a damage bonus equal to cleric level, 
  declared before making the attack);  
  Evil (Evil spells cast at +1 caster level)]. 
   
  Lightning Bolt (Su): Two or more kuo-toa clerics 
  (known as “whips”) operating together can generate a 
  stroke of lightning every 1d4 rounds. The whips must 
  join hands to launch the bolt but need merely remain 
  within 30 feet of one another while it builds. The 
  lightning bolt deals 1d6 points of damage per whip, but 
  a successful Reflex save halves this amount (save DC 13 
  + number of whips) 
        Pincer Staff: Many kuo-toa fighters and all whips 
  above 6
  th level carry this Large exotic weapon. A pincer 
  staff deals 1d10 points of bludgeoning damage, 
  threatens a critical hit on a 20, and deals double 
  damage on a critical hit. It has a 10-foot reach and 
  cannot be used against an adjacent opponent. A 
  wielder that hits an opponent of at least Small but no 
  larger than Large size attempts to start a grapple as a 
  free action without provoking an attack of opportunity. 
  If the wielder gets a hold, the staff grabs the opponent 
  and deals 1d10 points of damage each round the hold is 
  maintained.  
   
  Keen Sight (Ex): Kuo-toas have excellent vision 
  thanks to their two independently focusing eyes. Their 
  eyesight is so keen that they can spot a moving object 
  or creature even if it is invisible, ethereal, or astral. 
  Only by remaining perfectly still can such objects or 
  creatures avoid their notice.  
   
  Slippery (Ex): All kuo-taos secrete an oily film 
  that makes them difficult to grapple or snare. Webs, 
  magic or otherwise, don’t affect kuo-toas and they 
  usually can wiggle free from most other forms of 
  confinement.  
  
  Undertow 
   
  Page 23 
   
  Adhesive (Ex): Kuo-toas use their own body oil 
  and other materials to give their shields a finish almost 
  like flypaper, holding fast any creatures or items touch 
  them. Anyone who makes an unsuccessful melee 
  attack against a kuo-toa must succeed a Reflex save (DC 
  14), or the attacker’s weapon sticks to the shield and is 
  yanked out of the wielder’s grip. Creatures using a 
  natural weapon are automatically grappled if they get 
  stuck.  
   
  Immunities (Ex): Kuo-toas are immune to poison 
  and paralysis. The various hold spells also have no 
  effect on them, and their keen sight automatically 
  detects figments for what they are. 
   
  Light Blindness (Ex): Abrupt exposure to bright 
  light (such as sunlight or a daylight spell) blinds kuo-
  toas for 1 round. In addition, they suffer a -1 
  circumstance penalty to all attacks rolls, saves, and 
  checks while operating in bright light. 
   
  Amphibious (Ex): Although kuo-toas breathe by 
  means of gills, they can survive indefinitely on land.  
   
  Equipment: Necklace of Sonicballs Type I (Same 
  as Necklace of Fireballs Type I but Energy substituted 
  with sonic energy), Potion of Mage Armor (Made at 5
  th 
  level and taken 2 hours ago), Large Wooden Shield,  
  Pincher Staff. 
   
  �Kuo-Toans (2) (A & B on Judge’s Map #2): Male 
  Medium-Size Humanoid (Aquatic) Ftr1; CR 3; HD 
  2d8+4 + 1d10+2; HP 25; Init +0; Spd 20 ft., swim 50ft.; 
  AC 18 (22) (flat-footed 18 (22), touch 10); Atk +6 melee 
  (1d10+4, +1 Pincer Staff) and -1 melee (1d4+1, bite); or 
  +3 ranged (1d8, Shortspear [x3]); SA: Pincer Staff; SQ: 
  Keen 
  Sight, 
  Slippery, 
  Adhesive, 
  Immunities, 
  Electricity 
  Resistance 
  30, 
  Light 
  Blindness, 
  Amphibious; AL NE; SV Fort +6, Ref +3, Will +5; Str 
  14, Dex 10, Con 14, Int 13, Wis 15, Cha 8 
     Skills and Feats: Climb +5, Escape Artist +18, 
  Knowledge: Nyr Dyv +6 Listen +9, Move Silently +3, 
  Search +10, Spot +9, Speaks Common in addition to 
  the normal languages known, Alertness, Great 
  Fortitude, Exotic Weapon Proficiency (Pincer Staff). 
   
  Pincer Staff: Many kuo-toa fighters and all whips 
  above 6
  th level carry this Large exotic weapon. A pincer 
  staff deals 1d10 points of bludgeoning damage, 
  threatens a critical hit on a 20, and deals double 
  damage on a critical hit. It has a 10-foot reach and 
  cannot be used against an adjacent opponent. A 
  wielder that hits an opponent of at least Small but no 
  larger than Large size attempts to start a grapple as a 
  free action without provoking an attack of opportunity. 
  If the wielder gets a hold, the staff grabs the opponent 
  and deals 1d10 points of damage each round the hold is 
  maintained.  
   
  Keen Sight (Ex): Kuo-toas have excellent vision 
  thanks to their two independently focusing eyes. Their 
  eyesight is so keen that they can spot a moving object 
  or creature even if it is invisible, ethereal, or astral. 
  Only by remaining perfectly still can such objects or 
  creatures avoid their notice.  
   
  Slippery (Ex): All kuo-taos secrete an oily film 
  that makes them difficult to grapple or snare. Webs, 
  magic or otherwise, don’t affect kuo-toas and they 
  usually can wiggle free from most other forms of 
  confinement.  
   
  Adhesive (Ex): Kuo-toas use their own body oil 
  and other materials to give their shields a finish almost 
  like flypaper, holding fast any creatures or items touch 
  them. Anyone who makes an unsuccessful melee 
  attack against a kuo-toa must succeed a Reflex save (DC 
  14), or the attacker’s weapon sticks to the shield and is 
  yanked out of the wielder’s grip. Creatures using a 
  natural weapon are automatically grappled if they get 
  stuck.  
   
  Immunities (Ex): Kuo-toas are immune to poison 
  and paralysis. The various hold spells also have no 
  effect on them, and their keen sight automatically 
  detects figments for what they are. 
   
  Light Blindness (Ex): Abrupt exposure to bright 
  light (such as sunlight or a daylight spell) blinds kuo-
  toas for 1 round. In addition, they suffer a -1 
  circumstance penalty to all attacks rolls, saves, and 
  checks while operating in bright light. 
   
  Amphibious (Ex): Although kuo-toas breathe by 
  means of gills, they can survive indefinitely on land.  
   
  Equipment: +1 Pincer Staff, Large Wooden Shield, 
  Shortspear. 
   
  APL 8 (EL 12) 
  �Blibplop (Kuo-Toan) Whip (D on Judge’s Map 
  #2): Male Medium-Size Dragon; Half Black Dragon 
  (Dragon) Half Kuo-Toan (Aquatic) Clr3 (Elder 
  Elemental Eye): CR7, HD 5d10 + 10; HP 44; Init +4; 
  Spd 20 ft., swim 50ft.; AC 22 (26) (flat-footed 22 (26), 
  touch 10); Atk +9 melee (1d10+5, Pincher Staff) and +4 
  melee (1d6+5, bite);  or +4 ranged (1d8, Shortspear 
  [x3]); SA: Breath Weapon (Line of Acid 1TD, 6d4 line, 
  DC17), 
  Darkvision 
  60ft, 
  Destruction 
  Domain, 
  Lightning Bolt, Low Light Vision, Necklace of 
  Sonicballs; SQ: Keen Sight, Slippery, Adhesive, 
  Immunities, Electricity Resistance 30, Light Blindness, 
  Amphibious; Immune to Paralysis, Immune to Sleep; 
  AL NE; SV Fort +7, Ref +4, Will +8; Str 21, Dex 10, Con 
  15, Int 15, Wis 15, Cha 10 
     Skills and Feats: Concentration +16, Escape Artist 
  +18, Knowledge: Nyr Dyv +11, Listen +9, Move 
  Silently +8, Search +15, Spellcraft +12, Spot +15, Speaks 
  
  Undertow 
   
  Page 24 
  Common in addition to the normal languages known, 
  Alertness, Great Fortitude, Improved Initiative, 
  Combat Casting. 
   
  Spells (4/4/3, base DC 12 + spell level): 0- Detect 
  Magic, Guidance, Resistance,  
  Virtue, 1st Command, Doom, Shield of Faith, Inflict 
  Light Wounds*, 2
  nd- Cure Moderate Wounds, Sound 
  Burst, Shatter*. 
       *Domain spell 
  Domains: Destruction (supernatural ability, once a 
  day,  to make a single smiting melee attack with a +4 
  attack bonus and a damage bonus equal to cleric level, 
  declared before making the attack);  
  Evil (Evil spells cast at +1 caster level)]. 
   
  Lightning Bolt (Su): Two or more kuo-toa clerics 
  (known as “whips”) operating together can generate a 
  stroke of lightning every 1d4 rounds. The whips must 
  join hands to launch the bolt but need merely remain 
  within 30 feet of one another while it builds. The 
  lightning bolt deals 1d6 points of damage per whip, but 
  a successful Reflex save halves this amount (save DC 13 
  + number of whips) 
        Pincer Staff: Many kuo-toa fighters and all whips 
  above 6
  th level carry this Large exotic weapon. A pincer 
  staff deals 1d10 points of bludgeoning damage, 
  threatens a critical hit on a 20, and deals double 
  damage on a critical hit. It has a 10-foot reach and 
  cannot be used against an adjacent opponent. A 
  wielder that hits an opponent of at least Small but no 
  larger than Large size attempts to start a grapple as a 
  free action without provoking an attack of opportunity. 
  If the wielder gets a hold, the staff grabs the opponent 
  and deals 1d10 points of damage each round the hold is 
  maintained.  
   
  Keen Sight (Ex): Kuo-toas have excellent vision 
  thanks to their two independently focusing eyes. Their 
  eyesight is so keen that they can spot a moving object 
  or creature even if it is invisible, ethereal, or astral. 
  Only by remaining perfectly still can such objects or 
  creatures avoid their notice.  
   
  Slippery (Ex): All kuo-taos secrete an oily film 
  that makes them difficult to grapple or snare. Webs, 
  magic or otherwise, don’t affect kuo-toas and they 
  usually can wiggle free from most other forms of 
  confinement.  
   
  Adhesive (Ex): Kuo-toas use their own body oil 
  and other materials to give their shields a finish almost 
  like flypaper, holding fast any creatures or items touch 
  them. Anyone who makes an unsuccessful melee 
  attack against a kuo-toa must succeed a Reflex save (DC 
  14), or the attacker’s weapon sticks to the shield and is 
  yanked out of the wielder’s grip. Creatures using a 
  natural weapon are automatically grappled if they get 
  stuck.  
   
  Immunities (Ex): Kuo-toas are immune to poison 
  and paralysis. The various hold spells also have no 
  effect on them, and their keen sight automatically 
  detects figments for what they are. 
   
  Light Blindness (Ex): Abrupt exposure to bright 
  light (such as sunlight or a daylight spell) blinds kuo-
  toas for 1 round. In addition, they suffer a -1 
  circumstance penalty to all attacks rolls, saves, and 
  checks while operating in bright light. 
   
  Amphibious (Ex): Although kuo-toas breathe by 
  means of gills, they can survive indefinitely on land.  
   
  Equipment: Necklace of Sonicballs Type I (Same 
  as Necklace of Fireballs Type I but Energy substituted 
  with sonic energy), Potion of Mage Armor (Made at 5
  th 
  level and taken 2 hours ago), Large Wooden Shield, 
  Pincher Staff. 
   
  �Loplip (Kuo-Toan Whip) (C on Judge’s Map #2): 
  Male Medium-Size Dragon; Half Black Dragon 
  (Dragon) Half Kuo-Toan (Aquatic) Clr3 (Elder 
  Elemental Eye): CR 7, HD 5d10 + 10; HP 44; Init +4; 
  Spd 20 ft., swim 50ft.; AC 22 (26) (flat-footed 22 (26), 
  touch 10); Atk +9 melee (1d10+5, Pincher Staff) and +4 
  melee (1d6+5[x2], bite); or +4 ranged (1d8, Shortspear 
  [x3]); SA: Breath Weapon (Line of Acid 1TD, 6d4 line, 
  DC17), 
  Darkvision 
  60ft, 
  Destruction 
  Domain, 
  Lightning Bolt, Low Light Vision, Necklace of 
  Sonicballs; SQ: Keen Sight, Slippery, Adhesive, 
  Immunities, Electricity Resistance 30, Light Blindness, 
  Amphibious; Immune to Paralysis, Immune to Sleep; 
  AL NE; SV Fort +7, Ref +4, Will +8; Str 21, Dex 10, Con 
  15, Int 15, Wis 15, Cha 10 
     Skills and Feats: Concentration +16, Escape Artist 
  +18, Knowledge: Nyr Dyv +11, Listen +9, Move 
  Silently +8, Search +15, Spellcraft +12, Spot +15, Speaks 
  Common in addition to the normal languages known, 
  Alertness, Great Fortitude, Improved Initiative, 
  Combat Casting. 
   
  Spells (4/4/3, base DC 12 + spell level): 0-: Detect 
  Magic, Guidance, Resistance, Virtue; 1
  st-: Command, 
  Doom, Shield of Faith, Inflict Light Wounds*, 2
  nd- Cure 
  Moderate Wounds, Sound Burst, Shatter*. 
       *Domain spell 
  Domains: Destruction (supernatural ability, once a 
  day,  to make a single smiting melee attack with a +4 
  attack bonus and a damage bonus equal to cleric level, 
  declared before making the attack);  
  Evil (Evil spells cast at +1 caster level)]. 
   
  Lightning Bolt (Su): Two or more kuo-toa clerics 
  (known as “whips”) operating together can generate a 
  stroke of lightning every 1d4 rounds. The whips must 
  join hands to launch the bolt but need merely remain 
  within 30 feet of one another while it builds. The 
  lightning bolt deals 1d6 points of damage per whip, but 
  
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  Page 25 
  a successful Reflex save halves this amount (save DC 13 
  + number of whips) 
        Pincer Staff: Many kuo-toa fighters and all whips 
  above 6
  th level carry this Large exotic weapon. A pincer 
  staff deals 1d10 points of bludgeoning damage, 
  threatens a critical hit on a 20, and deals double 
  damage on a critical hit. It has a 10-foot reach and 
  cannot be used against an adjacent opponent. A 
  wielder that hits an opponent of at least Small but no 
  larger than Large size attempts to start a grapple as a 
  free action without provoking an attack of opportunity. 
  If the wielder gets a hold, the staff grabs the opponent 
  and deals 1d10 points of damage each round the hold is 
  maintained.  
   
  Keen Sight (Ex): Kuo-toas have excellent vision 
  thanks to their two independently focusing eyes. Their 
  eyesight is so keen that they can spot a moving object 
  or creature even if it is invisible, ethereal, or astral. 
  Only by remaining perfectly still can such objects or 
  creatures avoid their notice.  
   
  Slippery (Ex): All kuo-taos secrete an oily film 
  that makes them difficult to grapple or snare. Webs, 
  magic or otherwise, don’t affect kuo-toas and they 
  usually can wiggle free from most other forms of 
  confinement.  
   
  Adhesive (Ex): Kuo-toas use their own body oil 
  and other materials to give their shields a finish almost 
  like flypaper, holding fast any creatures or items touch 
  them. Anyone who makes an unsuccessful melee 
  attack against a kuo-toa must succeed a Reflex save (DC 
  14), or the attacker’s weapon sticks to the shield and is 
  yanked out of the wielder’s grip. Creatures using a 
  natural weapon are automatically grappled if they get 
  stuck.  
   
  Immunities (Ex): Kuo-toas are immune to poison 
  and paralysis. The various hold spells also have no 
  effect on them, and their keen sight automatically 
  detects figments for what they are. 
   
  Light Blindness (Ex): Abrupt exposure to bright 
  light (such as sunlight or a daylight spell) blinds kuo-
  toas for 1 round. In addition, they suffer a -1 
  circumstance penalty to all attacks rolls, saves, and 
  checks while operating in bright light. 
   
  Amphibious (Ex): Although kuo-toas breathe by 
  means of gills, they can survive indefinitely on land.  
   
  Equipment: Large Wooden Shield, Potion of 
  Mage Armor (Made at 5
  th level and taken 2 hours ago), 
  Pincher Staff. 
   
  �Kuo-Toans (2) (A & B on Judge’s Map #2): Male 
  Medium-Size Humanoid Half Black Dragon (Dragon) 
  Ftr3 CR7, HD 2d10 + 3d12 + 15; HP 52; Init +0; Spd 20 
  ft., swim 50ft.; AC 22 (flat-footed 22, touch 10); Atk +13 
  melee (1d10+8, +1 Pincer Staff) and +5 melee (1d6+7, 
  bite); or +5 ranged (1d8, Shortspear [x3]); SA: Breath 
  Weapon (Line of Acid 1TD, 6d4 line, DC17), Pincer 
  Staff; SQ: Darkvision 60ft, Keen Sight, Low-Light 
  Vision, 
  Slippery, 
  Adhesive, 
  Immunities, 
  Acid, 
  Electricity, Resistance 30, Immune to Paralysis, 
  Immune to Sleep, Light Blindness, Amphibious; AL 
  NE; SV Fort +8, Ref +3, Will +5; Str 22, Dex 10, Con 16, 
  Int 15, Wis 15, Cha 10 
     Skills and Feats: Climb +13, Escape Artist +18, 
  Handle Animal +7, Intimidate +7, Knowledge: Nyr 
  Dyv +8, Listen +9, Move Silently +3, Search +10, Spot 
  +11, Speaks Common in addition to the normal 
  languages known Alertness, Great Fortitude, Exotic 
  Weapon Proficiency (Pincer Staff)., Weapon Focus 
  (Pincher Staff) 
   
  Pincer Staff: Many kuo-toa fighters and all whips 
  above 6
  th level carry this Large exotic weapon. A pincer 
  staff deals 1d10 points of bludgeoning damage, 
  threatens a critical hit on a 20, and deals double 
  damage on a critical hit. It has a 10-foot reach and 
  cannot be used against an adjacent opponent. A 
  wielder that hits an opponent of at least Small but no 
  larger than Large size attempts to start a grapple as a 
  free action without provoking an attack of opportunity. 
  If the wielder gets a hold, the staff grabs the opponent 
  and deals 1d10 points of damage each round the hold is 
  maintained.  
   
  Keen Sight (Ex): Kuo-toas have excellent vision 
  thanks to their two independently focusing eyes. Their 
  eyesight is so keen that they can spot a moving object 
  or creature even if it is invisible, ethereal, or astral. 
  Only by remaining perfectly still can such objects or 
  creatures avoid their notice.  
   
  Slippery (Ex): All kuo-taos secrete an oily film 
  that makes them difficult to grapple or snare. Webs, 
  magic or otherwise, don’t affect kuo-toas and they 
  usually can wiggle free from most other forms of 
  confinement.  
   
  Adhesive (Ex): Kuo-toas use their own body oil 
  and other materials to give their shields a finish almost 
  like flypaper, holding fast any creatures or items touch 
  them. Anyone who makes an unsuccessful melee 
  attack against a kuo-toa must succeed a Reflex save (DC 
  14), or the attacker’s weapon sticks to the shield and is 
  yanked out of the wielder’s grip. Creatures using a 
  natural weapon are automatically grappled if they get 
  stuck.  
   
  Immunities (Ex): Kuo-toas are immune to poison 
  and paralysis. The various hold spells also have no 
  effect on them, and their keen sight automatically 
  detects figments for what they are. 
   
  Light Blindness (Ex): Abrupt exposure to bright 
  light (such as sunlight or a daylight spell) blinds kuo-
  toas for 1 round. In addition, they suffer a -1 
  
  Undertow 
   
  Page 26 
  circumstance penalty to all attacks rolls, saves, and 
  checks while operating in bright light. 
   
  Amphibious (Ex): Although kuo-toas breathe by 
  means of gills, they can survive indefinitely on land.  
   
  Equipment: +1 Pincer Staff, Bead of Force, 
  Shortspear, Large Wooden Shield. 
   
  APL 10 (EL 14) 
  �Blibplop and Loplip (Kuo-Toan Whips) (2) (C & 
  D on Judge’s Map #2): Male Medium-Size Dragon; 
  Half Black Dragon (Dragon) Half Kuo-Toan (Aquatic) 
  Clr5 (Elder Elemental Eye): CR9, HD 7d10 + 21; HP 
  67; Init +4; Spd 20 ft., swim 50ft.; AC 22 (26) (flat-
  footed 22 (26), touch 10); Atk +10 melee (1d10+5, 
  Pincher Staff) and +5 melee (1d6+5, bite); or +5 ranged 
  (1d8, Shortspear [x3]); SA: Breath Weapon (Line of 
  Acid 1TD, 6d4 line, DC17), Darkvision 60ft, 
  Destruction Domain, Lightning Bolt, Low Light 
  Vision, Necklace of Sonicballs; SQ: Keen Sight, 
  Slippery, Adhesive, Immunities, Electricity Resistance 
  30, Light Blindness, Amphibious; Immune to Paralysis, 
  Immune to Sleep; AL NE; SV Fort +7, Ref +6, Will +11; 
  Str 21, Dex 10, Con 16, Int 15, Wis 15, Cha 10 
     Skills and Feats: Concentration +18, Escape Artist 
  +20, Knowledge: Nyr Dyv +13, Listen +12, Move 
  Silently +10, Search +17, Spellcraft +14, Spot +15, 
  Speaks Common in addition to the normal languages 
  known, 
  Alertness, 
  Great 
  Fortitude, 
  Improved 
  Initiative, Combat Casting, Lightning Reflexes. 
   
  Spells (5/5/4/3, base DC 12 + spell level): 0- Detect 
  Magic, Guidance, Inflict Minor Wounds, Resistance, 
  Virtue; 1
  st- Bless, Command, Doom, Entropic Shield, 
  Shield of Faith, Inflict Light Wounds*; 2
  nd- Cure 
  Moderate Wounds, Sound Burst [2], Shatter*; 3
  rd – 
  Dispel Magic,  Cure Serious Wounds, Magic Circle vs. 
  Good* 
   
  *Domain spell 
  Domains: Destruction (supernatural ability, once a 
  day,  to make a single smiting melee attack with a +4 
  attack bonus and a damage bonus equal to cleric level, 
  declared before making the attack);  
  Evil (Evil spells cast at +1 caster level)]. 
   
  Lightning Bolt (Su): Two or more kuo-toa clerics 
  (known as “whips”) operating together can generate a 
  stroke of lightning every 1d4 rounds. The whips must 
  join hands to launch the bolt but need merely remain 
  within 30 feet of one another while it builds. The 
  lightning bolt deals 1d6 points of damage per whip, but 
  a successful Reflex save halves this amount (save DC 13 
  + number of whips) 
        Pincer Staff: Many kuo-toa fighters and all whips 
  above 6
  th level carry this Large exotic weapon. A pincer 
  staff deals 1d10 points of bludgeoning damage, 
  threatens a critical hit on a 20, and deals double 
  damage on a critical hit. It has a 10-foot reach and 
  cannot be used against an adjacent opponent. A 
  wielder that hits an opponent of at least Small but no 
  larger than Large size attempts to start a grapple as a 
  free action without provoking an attack of opportunity. 
  If the wielder gets a hold, the staff grabs the opponent 
  and deals 1d10 points of damage each round the hold is 
  maintained.  
   
  Keen Sight (Ex): Kuo-toas have excellent vision 
  thanks to their two independently focusing eyes. Their 
  eyesight is so keen that they can spot a moving object 
  or creature even if it is invisible, ethereal, or astral. 
  Only by remaining perfectly still can such objects or 
  creatures avoid their notice.  
   
  Slippery (Ex): All kuo-taos secrete an oily film 
  that makes them difficult to grapple or snare. Webs, 
  magic or otherwise, don’t affect kuo-toas and they 
  usually can wiggle free from most other forms of 
  confinement.  
   
  Adhesive (Ex): Kuo-toas use their own body oil 
  and other materials to give their shields a finish almost 
  like flypaper, holding fast any creatures or items touch 
  them. Anyone who makes an unsuccessful melee 
  attack against a kuo-toa must succeed a Reflex save (DC 
  14), or the attacker’s weapon sticks to the shield and is 
  yanked out of the wielder’s grip. Creatures using a 
  natural weapon are automatically grappled if they get 
  stuck.  
   
  Immunities (Ex): Kuo-toas are immune to poison 
  and paralysis. The various hold spells also have no 
  effect on them, and their keen sight automatically 
  detects figments for what they are. 
   
  Light Blindness (Ex): Abrupt exposure to bright 
  light (such as sunlight or a daylight spell) blinds kuo-
  toas for 1 round. In addition, they suffer a -1 
  circumstance penalty to all attacks rolls, saves, and 
  checks while operating in bright light. 
   
  Amphibious (Ex): Although kuo-toas breathe by 
  means of gills, they can survive indefinitely on land.  
   
  Equipment: Necklace of Sonicballs Type I (Same 
  as Necklace of Fireballs Type I but Energy substituted 
  with sonic energy), Potion of Mage Armor (Made at 5
  th 
  level and taken 2 hours ago), Large Wooden Shield, 
  Pincher Staff. 
   
   
         
  �Kuo-Toans (2) (A & B on Judge’s Map #2): Male 
  Medium-Size Dragon; Half Black Dragon (Dragon) 
  Half Kuo-Toan (Aquatic); Ftr5 CR9, HD 2d10 + 5d12 + 
  21; HP 72; Init +0; Spd 20 ft., swim 50ft.; AC 22 (flat-
  footed 22, touch 10); Atk +15 melee (1d10+8, +1 Pincer 
  Staff) and +5 melee (1d6+7[x2], bite); or +5 ranged (1d8, 
  Shortspear [x3]); SA: Breath Weapon (Line of Acid 
  1TD, 6d4 line, DC17), Pincer Staff; SQ: Darkvision 60ft, 
  
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  Page 27 
  Keen Sight, Low-Light Vision, Slippery, Adhesive, 
  Immunities, Acid, Electricity, Resistance 30, Immune 
  to Paralysis, Immune to Sleep, Light Blindness, 
  Amphibious; AL NE; SV Fort +9, Ref +4, Will +4; Str 
  22, Dex 10, Con 16, Int 15, Wis 15, Cha 10 
     Skills and Feats: Climb +15, Escape Artist +20, 
  Handle Animal +9, Intimidate +9, Knowledge: Nyr 
  Dyv +10, Listen +9, Move Silently +3, Search +12, Spot 
  +13, Speaks Common in addition to the normal 
  languages known Alertness, Great Fortitude, Exotic 
  Weapon Proficiency (Pincer Staff), Weapon Focus 
  (Pincher Staff), Dodge. 
   
  Pincer Staff: Many kuo-toa fighters and all whips 
  above 6
  th level carry this Large exotic weapon. A pincer 
  staff deals 1d10 points of bludgeoning damage, 
  threatens a critical hit on a 20, and deals double 
  damage on a critical hit. It has a 10-foot reach and 
  cannot be used against an adjacent opponent. A 
  wielder that hits an opponent of at least Small but no 
  larger than Large size attempts to start a grapple as a 
  free action without provoking an attack of opportunity. 
  If the wielder gets a hold, the staff grabs the opponent 
  and deals 1d10 points of damage each round the hold is 
  maintained.  
   
  Keen Sight (Ex): Kuo-toas have excellent vision 
  thanks to their two independently focusing eyes. Their 
  eyesight is so keen that they can spot a moving object 
  or creature even if it is invisible, ethereal, or astral. 
  Only by remaining perfectly still can such objects or 
  creatures avoid their notice.  
   
  Slippery (Ex): All kuo-taos secrete an oily film 
  that makes them difficult to grapple or snare. Webs, 
  magic or otherwise, don’t affect kuo-toas and they 
  usually can wiggle free from most other forms of 
  confinement.  
   
  Adhesive (Ex): Kuo-toas use their own body oil 
  and other materials to give their shields a finish almost 
  like flypaper, holding fast any creatures or items touch 
  them. Anyone who makes an unsuccessful melee 
  attack against a kuo-toa must succeed a Reflex save (DC 
  14), or the attacker’s weapon sticks to the shield and is 
  yanked out of the wielder’s grip. Creatures using a 
  natural weapon are automatically grappled if they get 
  stuck.  
   
  Immunities (Ex): Kuo-toas are immune to poison 
  and paralysis. The various hold spells also have no 
  effect on them, and their keen sight automatically 
  detects figments for what they are. 
   
  Light Blindness (Ex): Abrupt exposure to bright 
  light (such as sunlight or a daylight spell) blinds kuo-
  toas for 1 round. In addition, they suffer a -1 
  circumstance penalty to all attacks rolls, saves, and 
  checks while operating in bright light. 
   
  Amphibious (Ex): Although kuo-toas breathe by 
  means of gills, they can survive indefinitely on land.  
   
  Equipment: +1 Pincer Staff, Bead of Force, 
  Shortspear, Large Wooden Shield. 
   
  APL 12 (EL 16) 
  �Blibplop and Loplip (Kuo-Toan Whips) (2) (C & 
  D on Judge’s Map #2 Male Medium-Size Dragon; Half 
  Black Dragon (Dragon) Half Kuo-Toan (Aquatic) Clr7 
  (Elder Elemental Eye): CR 13, HD 9d10 + 45; HP 102; 
  Init +4; Spd 20 ft., swim 50ft.; AC 22 (26) (flat-footed 22 
  (26), touch 10); Atk +11 melee (1d10+5, Pincher Staff) 
  and +6 melee (1d6+5, bite); or +6 ranged (1d8, 
  Shortspear [x3]); SA: Breath Weapon (Line of Acid 
  1TD, 6d4 line, DC17), Darkvision 60ft, Destruction 
  Domain, Lightning Bolt, Low Light Vision; SQ: Keen 
  Sight, Slippery, Adhesive, Immunities, Electricity 
  Resistance 30, Light Blindness, Amphibious; Immune 
  to Paralysis, Immune to Sleep; AL NE; SV Fort +10, Ref 
  +5, Will +12; Str 21, Dex 10, Con 16 (20), Int 15, Wis 15, 
  Cha 10 
     Skills and Feats: Concentration +20, Escape Artist 
  +22, Knowledge: Nyr Dyv +15, Listen +14, Move 
  Silently +12, Search +19, Spellcraft +16, Spot +17, 
  Speaks Common in addition to the normal languages 
  known, 
  Alertness, 
  Great 
  Fortitude, 
  Improved 
  Initiative, Combat Casting, Lightning Reflexes. 
   
  Spells (6/6/5/4/3, base DC 12 + spell level): Level 
  0: Cure Minor Wounds, Detect Magic, Guidance, 
  Inflict Minor Wounds, Resistance, Virtue; 1
  st - Bless, 
  Command, Doom, Entropic Shield, Shield of Faith, 
  Inflict Light Wound*;, 2
  nd - Cure Moderate Wounds, 
  Endurance (pre-cast an hour ago for 4 points of 
  Constitution), Endurance (pre-cast on the Kuo-Toan 
  fighters an hour ago for 4 points of Constitution), 
  Sound Burst, Shatter*; 3
  rd - Bestow Curse, Dispel Magic, 
  Invisibility Purge, Contagin*, Level 4: Dismissal, Lesser 
  Planar Ally (Pre-cast a half hour ago. A 8 HD Water 
  Elemental agreed to defend the Kuo-Toans if 
  attacked.), Inflict Critical Wounds* 
  *Domain spell 
  Domains: Destruction (supernatural ability, once a 
  day,  to make a single smiting melee attack with a +4 
  attack bonus and a damage bonus equal to cleric level, 
  declared before making the attack);  
  Evil (Evil spells cast at +1 caster level)]. 
   
  Lightning Bolt (Su): Two or more kuo-toa clerics 
  (known as “whips”) operating together can generate a 
  stroke of lightning every 1d4 rounds. The whips must 
  join hands to launch the bolt but need merely remain 
  within 30 feet of one another while it builds. The 
  lightning bolt deals 1d6 points of damage per whip, but 
  
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  Page 28 
  a successful Reflex save halves this amount (save DC 13 
  + number of whips) 
        Pincer Staff: Many kuo-toa fighters and all whips 
  above 6
  th level carry this Large exotic weapon. A pincer 
  staff deals 1d10 points of bludgeoning damage, 
  threatens a critical hit on a 20, and deals double 
  damage on a critical hit. It has a 10-foot reach and 
  cannot be used against an adjacent opponent. A 
  wielder that hits an opponent of at least Small but no 
  larger than Large size attempts to start a grapple as a 
  free action without provoking an attack of opportunity. 
  If the wielder gets a hold, the staff grabs the opponent 
  and deals 1d10 points of damage each round the hold is 
  maintained.  
   
  Keen Sight (Ex): Kuo-toas have excellent vision 
  thanks to their two independently focusing eyes. Their 
  eyesight is so keen that they can spot a moving object 
  or creature even if it is invisible, ethereal, or astral. 
  Only by remaining perfectly still can such objects or 
  creatures avoid their notice.  
   
  Slippery (Ex): All kuo-taos secrete an oily film 
  that makes them difficult to grapple or snare. Webs, 
  magic or otherwise, don’t affect kuo-toas and they 
  usually can wiggle free from most other forms of 
  confinement.  
   
  Adhesive (Ex): Kuo-toas use their own body oil 
  and other materials to give their shields a finish almost 
  like flypaper, holding fast any creatures or items touch 
  them. Anyone who makes an unsuccessful melee 
  attack against a kuo-toa must succeed a Reflex save (DC 
  14), or the attacker’s weapon sticks to the shield and is 
  yanked out of the wielder’s grip. Creatures using a 
  natural weapon are automatically grappled if they get 
  stuck.  
   
  Immunities (Ex): Kuo-toas are immune to poison 
  and paralysis. The various hold spells also have no 
  effect on them, and their keen sight automatically 
  detects figments for what they are. 
   
  Light Blindness (Ex): Abrupt exposure to bright 
  light (such as sunlight or a daylight spell) blinds kuo-
  toas for 1 round. In addition, they suffer a -1 
  circumstance penalty to all attacks rolls, saves, and 
  checks while operating in bright light. 
   
  Amphibious (Ex): Although kuo-toas breathe by 
  means of gills, they can survive indefinitely on land.  
       Equipment: Necklace of Sonicballs (Type I), Potion 
  of Mage Armor (Made at 5
  th level and taken 2 hours 
  ago), Large Wooden Shield, Pincher Staff. 
   
  �Kuo-Toans (2) (A & B on Judge’s Map #2): Male 
  Medium-Size Dragon; Half Black Dragon (Dragon) 
  Half Kuo-Toan (Aquatic); Ftr7: CR 11, HD 2d10 + 7d12 
  + 45; HP 100; Init +0; Spd 20 ft., swim 50ft.; AC 22 (flat-
  footed 22, touch 10); Atk +17/+12 melee (1d10+8, +1 
  Pincer Staff) and +7 melee (1d6+7, bite); or +7 ranged 
  (1d8, Shortspear [x3]); SA: Breath Weapon (Line of 
  Acid 1TD, 6d4 line, DC17), Pincer Staff; SQ: 
  Darkvision 60ft, Keen Sight, Low-Light Vision, 
  Slippery, Adhesive, Immunities, Acid, Electricity, 
  Resistance 30, Immune to Paralysis, Immune to Sleep, 
  Light Blindness, Amphibious; AL NE; SV Fort +10, Ref 
  +6, Will +7; Str 22, Dex 10, Con 16 (20), Int 15, Wis 16, 
  Cha 10 
     Skills and Feats: Climb +17, Escape Artist +22, 
  Handle Animal +11, Intimidate +11, Knowledge: Nyr 
  Dyv +12, Listen +9, Move Silently +3, Search +14, Spot 
  +15, Speaks Common in addition to the normal 
  languages known Alertness, Great Fortitude, Exotic 
  Weapon 
  Proficiency 
  (Pincer 
  Staff),Iron 
  Will, 
  Lightning Reflexes, Weapon Focus (Pincher Staff), 
  Weapon Specialization (Pincher Staff) Dodge. 
   
  Pincer Staff: Many kuo-toa fighters and all whips 
  above 6
  th level carry this Large exotic weapon. A pincer 
  staff deals 1d10 points of bludgeoning damage, 
  threatens a critical hit on a 20, and deals double 
  damage on a critical hit. It has a 10-foot reach and 
  cannot be used against an adjacent opponent. A 
  wielder that hits an opponent of at least Small but no 
  larger than Large size attempts to start a grapple as a 
  free action without provoking an attack of opportunity. 
  If the wielder gets a hold, the staff grabs the opponent 
  and deals 1d10 points of damage each round the hold is 
  maintained.  
   
  Keen Sight (Ex): Kuo-toas have excellent vision 
  thanks to their two independently focusing eyes. Their 
  eyesight is so keen that they can spot a moving object 
  or creature even if it is invisible, ethereal, or astral. 
  Only by remaining perfectly still can such objects or 
  creatures avoid their notice.  
   
  Slippery (Ex): All kuo-taos secrete an oily film 
  that makes them difficult to grapple or snare. Webs, 
  magic or otherwise, don’t affect kuo-toas and they 
  usually can wiggle free from most other forms of 
  confinement.  
   
  Adhesive (Ex): Kuo-toas use their own body oil 
  and other materials to give their shields a finish almost 
  like flypaper, holding fast any creatures or items touch 
  them. Anyone who makes an unsuccessful melee 
  attack against a kuo-toa must succeed a Reflex save (DC 
  14), or the attacker’s weapon sticks to the shield and is 
  yanked out of the wielder’s grip. Creatures using a 
  natural weapon are automatically grappled if they get 
  stuck.  
   
  Immunities (Ex): Kuo-toas are immune to poison 
  and paralysis. The various hold spells also have no 
  effect on them, and their keen sight automatically 
  detects figments for what they are. 
  
  Undertow 
   
  Page 29 
   
  Light Blindness (Ex): Abrupt exposure to bright 
  light (such as sunlight or a daylight spell) blinds kuo-
  toas for 1 round. In addition, they suffer a -1 
  circumstance penalty to all attacks rolls, saves, and 
  checks while operating in bright light. 
   
  Amphibious (Ex): Although kuo-toas breathe by 
  means of gills, they can survive indefinitely on land.  
   
  Equipment: +1 Pincer Staff, Bead of Force, 
  Shortspear, Large Wooden Shield. 
   
  Encounter #8: Repercussions and Endings 
   
  APL 6 (EL 8) 
  �Barls and Timlack (2): Male Humans Ftr4/Rog1; 
  CR 5, HD 4d10 + 1d6 + 5; HP 37; Init +8; Spd 30; AC 20 
  (flat-footed 16, touch 14); Atk +9 (1d6+3, Rapier [18-
  20]); or +8 ranged (1d8, Light Crossbow [19-20]); SA: 
  Dual Strike, Sneak Attack +1d6; AL LE; SV Fort +5, Ref 
  +7 Will +3; 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, Dodge, Dual Strike, Improved 
  Initiative, Weapon Finesse (Rapier), Weapon Focus 
  (Rapier), Weapon Specialization (Rapier). 
     Equipment: Chain Shirt, Rapier, Large Wooden 
  Shield. 
     Background: Barls and Timlack have been working 
  together for some time. Recently the needed a bit of 
  muscle and duped the barbarian Elgir into entering a 
  rigged drinking contest with Barl (Elgir’s drinks were 
  slightly drugged). After Barls won the match, he 
  successfully struck up a friendship with the barbarian 
  and added him to their group. Barls and Timlack have 
  each other’s back in an emergency, but neither would 
  shed a tear if Elgir was lost, although it would be a pain 
  to have to find more muscle. 
   
  �Elgir: Male Human Bbn5; CR 5, HD 5d12 + 10; HP 
  50; Init +2; Spd 30; AC  18 (flat-footed 16, touch 12); 
  Atk +10 melee (1d12+5, Greataxe [x3]); or +7 ranged 
  (1d8, Longbow [x3]); SA: Rage 2/day, SQ: Fast 
  Movement, Uncanny Dodge; AL CN; SV Fort +6, Ref 
  +3, Will +1; Str 17 , Dex 14 , Con 14 , Int 10,  Wis 10, 
  Cha 10. 
     Skills and Feats: Climb +8, Handle Animal +8, 
  Intimidate +8, Intuit Direction +6, Listen +5, Swim +7, 
  Wilderness Lore +4, Cleave, Power Attack, Weapon 
  Focus (Greataxe). 
     Equipment: +1 Greataxe, +1 Chainmail, Longbow, 
  Quiver w/20 arrows. 
     Background: Elgir once lost a drinking contest to 
  Barls, and has had respect for the man ever since. A 
  recent addition to the forces of Markessa the Red, he 
  trusts only Barls with his life. If needed he’ll defend 
  Timlack, but he does not like being in his company, 
  and would not be upset if Timlack has an “accident”. 
   
  APL 8 (EL 10) 
  �Barls and Timlack (2): Male Humans Ftr4/Rog3;CR 
  9, HD 4d10 + 3d6 + 7; HP 47; Init +8; Spd 30; AC 20 
  (flat-footed 16, touch 14); Atk +11/+6 (1d6+3, Rapier 
  [18-20]), or +10/+5 (1d8, Light Crossbow [19-20]); SA: 
  Dual Strike, Sneak Attack +1d6;  SQ: Evasion, Uncanny 
  Dodge; AL LE; SV Fort +6, Ref +8 Will +4; Str 13, Dex 
  18 , Con 13, Int 10, Wis 14, Cha 10. 
     Skills and Feats: Appraise +2, Balance +5, Climb +5, 
  Escape Artist +5, Gather Information +1, Hide +13, 
  Jump +6, Read Lips +3, Ride +9, Search +2, Spot +10, 
  Swim +8, Combat Reflexes, Dodge, Dual Strike, 
  Improved 
  Initiative, 
  Weapon 
  Finesse 
  (Rapier), 
  Weapon Focus (Rapier), Weapon Specialization 
  (Rapier). 
     Equipment: Chain Shirt, Rapier, Large Wooden 
  Shield. 
     Background: Barls and Timlack have been working 
  together for some time. Recently the needed a bit of 
  muscle and duped the barbarian Elgir into entering a 
  rigged drinking contest with Barl (Elgir’s drinks were 
  slightly drugged). After Barls won the match, he 
  successfully struck up a friendship with the barbarian 
  and added him to their group. Barls and Timlack have 
  each other’s back in an emergency, but neither would 
  shed a tear if Elgir was lost, although it would be a pain 
  to have to find more muscle. 
   
  �Elgir: Male Human Bbn 7; CR 7, HD   7d12+14; HP 
  68; Init +2; Spd 30; AC 18 (flat-footed 16, touch 12); Atk 
  +12/+7 (1d12+5, Greataxe [x3]), or +9/+4 ranged (1d8, 
  Longbow [x3]); SA: Rage 2/day, SQ: Fast Movement, 
  Uncanny Dodge; AL CN; SV Fort +7, Ref +4, Will +2; 
  Str 17 , Dex 14 , Con 14 , Int 10,  Wis 10, Cha 10. 
     Skills and Feats: Climb +10, Handle Animal +10, 
  Intimidate +9, Intuit Direction +10, Listen +6, Swim 
  +7, Wilderness Lore +4, Cleave, Combat Reflexes, 
  Power Attack, Weapon Focus (Greataxe). 
     Equipment: +1 Greataxe, +1 Chainmail, Longbow, 
  Quiver w/20 arrows. 
     Background: Elgir once lost a drinking contest to 
  Barls, and has had respect for the man ever since. A 
  recent addition to the forces of Markessa the Red, he 
  trusts only Barls with his life. If needed he’ll defend 
  Timlack, but he does not like being in his company, 
  and would not be upset if Timlack has an “accident”. 
   
   
   
  
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  Page 30 
  APL 10 (EL 12) 
  �Barls and Timlack (2): Male Humans, Ftr4/Rog5; 
  CR 11, HD 4d10 + 5d6 +9; HP 57; Init +8; Spd 30; AC 
  20 (flat-footed 16, touch 14); Atk +12/+7 (1d6+4, Rapier 
  [18-20]); or +11/+6 ranged (1d8, Light Crossbow [19-
  20]); SA: Dual Strike, Sneak Attack +3d6  SQ: Evasion, 
  Uncanny Dodge; AL LE; SV Fort +6, Ref +9, Will +6; 
  Str 14, Dex 18 , Con 13, Int 10, Wis 14, Cha 10. 
   
  Skills and Feats: Appraise +3, Balance +7, Climb 
  +6, Escape Artist +6, Gather Information +4, Hide +16, 
  Jump +7, Read Lips +4, Ride +11, Search +5, Spot +11, 
  Swim +9, Combat Reflexes, Dodge, Dual Strike, 
  Improved Initiative, Iron Will, Weapon Finesse 
  (Rapier), 
  Weapon 
  Focus 
  (Rapier), 
  Weapon 
  Specialization (Rapier).  
     Equipment: Chain Shirt, Rapier, Large Wooden 
  Shield. 
     Background: Barls and Timlack have been working 
  together for some time. Recently the needed a bit of 
  muscle and duped the barbarian Elgir into entering a 
  rigged drinking contest with Barl (Elgir’s drinks were 
  slightly drugged). After Barls won the match, he 
  successfully struck up a friendship with the barbarian 
  and added him to their group. Barls and Timlack have 
  each other’s back in an emergency, but neither would 
  shed a tear if Elgir was lost, although it would be a pain 
  to have to find more muscle. 
   
  �Elgir: Male Human Bbn 9; CR 9, HD  9d12 + 18; HP 
  86; Init +6; Spd 30; AC  18 (flat-footed 16, touch 12); 
  Atk +16/+11 (1d12+7, Greataxe [x3]); or +11/+6 ranged 
  (1d8, Longbow [x3]); SA: Rage 3/day, SQ: Fast 
  Movement, Uncanny Dodge; AL CN; SV Fort +8, Ref 
  +5, Will +3; Str 18 , Dex 14 , Con 14 , Int 10,  Wis 10, 
  Cha 10. 
     Skills and Feats: Climb +10, Handle Animal +10, 
  Intimidate +13, Intuit Direction +12, Listen +14, Swim 
  +7, Wilderness Lore +4, Cleave, Combat Reflexes, 
  Improved Initiative, Power Attack, Weapon Focus 
  (Greataxe). 
     Equipment: +2 Greataxe, +1 Chainmail, Longbow, 
  Quiver w/20 arrows. 
     Background: Elgir once lost a drinking contest to 
  Barls, and has had respect for the man ever since. A 
  recent addition to the forces of Markessa the Red, he 
  trusts only Barls with his life. If needed he’ll defend 
  Timlack, but he does not like being in his company, 
  and would not be upset if Timlack has an “accident”. 
   
  APL 12 (EL 14) 
  �Barls and Timlack (2): Male Humans Ftr4/Rog7; 
  CR 13, HD 4d10 + 7d6 +11; HP 67; Init +8; Spd 30; AC 
  20 (flat-footed 16, touch 14); Atk +14/+9 melee (1d6+4, 
  Rapier [19-20]); or +13/+8 ranged (1d8, Light Crossbow 
  [19-20]); SA: Dual Strike, Sneak Attack +4d6  SQ: 
  Evasion, Uncanny Dodge; AL LE; SV Fort +7, Ref +10 
  Will +7; Str 14, Dex 18 , Con 13, Int 10, Wis 14, Cha 10. 
   
  Skills and Feats: Appraise +5, Balance +9, Climb 
  +6, Escape Artist +12, Gather Information +6, Hide +18, 
  Jump +7, Read Lips + 6, Ride +11, Search +7, Spot +11, 
  Swim +9, Combat Reflexes, Dodge, Dual Strike, 
  Improved Initiative, Iron Will, Weapon Finesse 
  (Rapier), 
  Weapon 
  Focus 
  (Rapier), 
  Weapon 
  Specialization (Rapier). 
     Equipment: Chain Shirt, Rapier, Large Wooden 
  Shield. 
     Background: Barls and Timlack have been working 
  together for some time. Recently the needed a bit of 
  muscle and duped the barbarian Elgir into entering a 
  rigged drinking contest with Barl (Elgir’s drinks were 
  slightly drugged). After Barls won the match, he 
  successfully struck up a friendship with the barbarian 
  and added him to their group. Barls and Timlack have 
  each other’s back in an emergency, but neither would 
  shed a tear if Elgir was lost, although it would be a pain 
  to have to find more muscle. 
   
  �Elgir, Male Human, Bbn11: CR 11, HD 11d12 + 22; 
  HP 104; Init +6; Spd 30; AC 18 (flat-footed 16, touch 
  12); Atk +19/+14/+9 melee (1d12+8, greataxe [x3]); or 
  +13/+8/+3 ranged (1d8, Longbow [x3]); SA: Rage 3/day, 
  SQ: Damage Reduction +1/-, Fast Movement, Uncanny 
  Dodge; AL CN; SV Fort +9, Ref +5, Will +3; Str 18 , Dex 
  14 , Con 14 , Int 10,  Wis 10, Cha 10 
     Skills and Feats: Climb +10, Handle Animal +10, 
  Intimidate +13, Intuit Direction +12, Listen +14, Swim 
  +7, Wilderness Lore +10. Cleave, Combat Reflexes, 
  Improved Initiative, Power Attack, Weapon Focus 
  (Greataxe). 
     Equipment: +3 Greataxe, +1 Chainmail, Longbow, 
  Quiver w/20 arrows 
     Background: Elgir once lost a drinking contest to 
  Barls, and has had respect for the man ever since. A 
  recent addition to the forces of Markessa the Red, he 
  trusts only Barls with his life. If needed he’ll defend 
  Timlack, but he does not like being in his company, 
  and would not be upset if Timlack has an “accident”. 
  
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  Page 31 
  Appendix #2: Introduction to the Dyvers 
  Region 
   
  Welcome to Dyvers! 
   
  Welcome to Dyvers! Olidammara must be smiling 
  upon you by sending you to our region. Here one can 
  find both adventure and intrigue. So enjoy yourself but 
  beware, as not all our citizens are as nice as they appear 
  to be.    
   
  How Dyvers came to be independent 
   
  Long ago the city of Dyvers was the capitol of 
  Furyondy. For over 150 years our city enjoyed 
  unparalleled prosperity and prestige. Then in CY 288 
  King Thrommel I, throwing tradition to the wind and 
  desiring a more prestigious capitol had the plans drawn 
  up for a new capitol, Chendl. This set the stage for 
  Dyvers’ eventual independence. 
  Once Dyvers was out of the spotlight the city 
  slid further from the affairs of the central Furyondy as 
  the centuries passed and tottered on the brink of 
  recession.  The construction of Willip drew trade away 
  from the city and added further to Dyvers financial 
  woes. When Landgraf of Selintan pursued his 
  expansion plans for Greyhawk Dyvers fell into an 
  economic slump. The direct competition between 
  Dyvers and Greyhawk caused a bitter rivalry to develop 
  as our city fought for it’s economic life. Steadily Dyvers 
  influence was sapped by the economic invader whom 
  was brash enough to take the title “Gem of the Flanaess 
  without bothering to confer with the Gentry. Although 
  times have gotten considerably better for our city the 
  rivalry with Greyhawk is still evident today. 
  Meanwhile Furyondy’s relationship with  
  Veluna led to many of the crown’s cities to establish a 
  code of “canon law” replete with church courts steeped 
  in Raoan doctrine and Cuthbertine punishment. 
  Having had enough the Gentry informed the crown 
  that they intended to split from Furyondy in CY 526. 
  Whether it was due to Furyondy needing an ally in the 
  region because it feared Greyhawk’s growing power or 
  reasons unknown Thrommel II allowed the secession 
  to pass unchallenged. We were free at last! 
   
  Geography 
   
  Unbeknownst to some, the Dyvers region consists of 
  more than the Free and Independent City of Dyvers 
  (Pop. 52,000). In truth nothing could be further form 
  the fact. The Dyvers region covers 2,000 square miles 
  of the southern bank of the Velverdyva, reaches into 
  the Gnarley forest and holds the northwestern most tip 
  of the Kron Hills. To the east on the road to Greyhawk 
  is the town of Maraven (Pop. 530). Caltaran (Pop. 870) 
  is nestled at the point where the Velverdyva and 
  Serrault rivers meet. Banebridge (Pop. 650) Halfling 
  96%, Human 2%, Elf 1%, Other Races 1%, a 
  predominately halfling village is to the south of the 
  Free and Independent City of Dyvers. 
   
  Banebridge: A relatively small village catering to the 
  needs of the Darkleaf halfling clan, halflings and the 
  many travelers along the Gnarley Road.  The village sits 
  on the bank of Flint Creek and has a bridge crossing it. 
  The fortified Bane Bridge was the site of a battle long 
  ago. The dead from that battle were buried on the bank 
  opposite the village. The population is Halfling, but the 
  village can accommodate those that are taller. The 
  community is also where the clan’s farming help goes 
  to relax after a long day of tending the fields. Half-orcs 
  are typically treated with suspicion until they prove 
  they have business in town, and their stopovers are 
  accepted/tolerated. Good company is also taken into 
  account. Both the faiths of Zilchus and Yondalla are 
  represented in the village. 
   
  Caltaran: This fortified town is the seat of The Right 
  Honorable Lord Klebert Grandhearth, Lord Mayor of 
  Caltaran, Protector of the West Lands.  Its small size 
  belies its importance as a crossroads for overland travel 
  and as Dyvers’ primary source of wood for our 
  renowned shipyards.  Just half a day’s ride to the east 
  lays our fair city of Dyvers.  If you see a rider galloping 
  from Caltaran toward Dyvers, it’s probably a messenger 
  with urgent news about a trade caravan that will arrive 
  in the City tomorrow.  In the cutthroat markets of 
  Dyvers, information is power.  Four day’s ride west 
  along the River Trail, which passes Westguard and 
  follows the beautiful forested Velverdyva River Valley, 
  brings you to the Free City of Verbobonc.  The path 
  from Westguard to Verbobonc has not been improved 
  for wheeled travel.  The Low Road is a smoother but 
  one day longer route to Verbobonc.  It has been the 
  preferred caravan route for centuries, starting in 
  Dyvers, crossing the bridge into Caltaran, and then 
  taking you southwest along the Serault River, winding 
  up into the deep-forested hills and valleys of the 
  western Gnarley Forest.  It passes through Hommlet, 
  and then curves north to the City of Verbobonc, and all 
  the way up to Veluna City.  The whole trip from 
  Dyvers to Veluna City takes ten days mounted, thirty 
  days by cart and wagon.  The Caltaran-Dianrift ferry is 
  the first Velverdyva crossing west of the Nyr Dyv, and 
  the only land traffic link to our motherland, Furyondy, 
  for the next one hundred miles.  The mighty 
  
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  Page 32 
  Velverdyva River is 3 ¾ miles across at this point, and 
  dotted with semi-permanent sandbars.  For most of the 
  trip, the ferrymen employ 15’ poles, but oars must be 
  used to cross several deep channels.   
   
  Small river barges are poled upstream on the 
  Serault River as far as Sobanwych.  Along the way, they 
  must dodge huge log rafts traveling downstream from 
  the woodcutters of the Gnarley to the lumber mill in 
  Caltaran.  On the north side of town are the docks, 
  which serve the ferry, barges, and even merchant ships 
  sailing far up the navigable channels of the Velverdyva. 
   Many caravans and pilgrims pass through Caltaran, 
  but rarely stay more than a single night.  The travelers 
  usually set up camp outside of town along the bank of 
  the Serault, so there aren’t as many inns and hostels as 
  you’d expect for a crossroads.  What rooms there are, 
  however, are expensive and in high demand.  Nightly 
  entertainment and good local food can be had at any of 
  a dozen taverns, inside and outside of the town walls.    
   
  Adventurers may find employ guarding caravans 
  leaving for the Far West on the Low Road.  The Low 
  Road is notorious for bandits who display disturbingly 
  organized and planned ambushes.  Rewards for their 
  capture are often posted in public places, as are the 
  raven adorned skeletons of those brought to justice.   
  But be careful, the Lord Grandhearth makes sure that 
  Caltaran is known for its strict laws and merciless 
  punishments.  And the Sheriff seems to be even more 
  intolerant and ruthless than his liege.  Pentar Kayim of 
  the Dyvers Adventurers Guild owns a hostel there.  
  Drop by if you need help or information.   
   
  Demographics 
   
  In general the citizens of the Free and Independent 
  City of Dyvers are mercantile-minded people that will 
  cut corners to make a profit. However one can find a 
  wide variety of souls ranging from farmers working the 
  land to affluent cosmopolitan socialites.  While 
  predominately human (79% Osfbr) there are a good 
  number of gnomes (8%) and halflings (6% lightfoot) 
  that call our largest city in the region home. Elves (3% 
  High and Sylvan equally), half-elves (1%), dwarves (2% 
  hill) and half-orcs (1%) also frequent our home. Having 
  the most lucrative trading nexus in the Flanaess tends 
  to draw people to it. 
   
  Unlike most regions we offer great religious 
  freedom. Within the Free and Independent City of 
  Dyvers one can find places of worship for possibly the 
  widest selection of deities in the Flanaess. While not 
  polytheistic by nature the citizens of Dyvers do not 
  wish to incur the wrath of anyone needlessly. It’s just 
  not good business. Thus if one looks hard enough it 
  may well be possible to find places of worship for the 
  most obscure deity or a place to lay a peace offering to 
  an infernal being to placate them and stay its wrath. 
   
  What Thieves Guild? 
   
  Unfortunately a side effect of being a  
  prosperous trading region is that one attracts their fair 
  share of undesirables. As the teeming Free and 
  Independent City of Dyvers has gained the reputation 
  of being a good place to get lost in some people with 
  clouded morals have taken to preying on others. While 
  an occasional gang of thugs may form there is hardly 
  any chance that something so formal as an alliance of 
  thieves could happen without the authorities catching 
  wind of it. 
   
  Government 
   
  Typically the Magister (the head of the Dyvers 
  Government) is elected by the Gentry of Dyvers for an 
  undefined term. Larissa Hunter, the current Magister, 
  was elected after the former Magister, Margus lost 
  favor in the wake of his failure to adequately handle 
  the annexation comments made by Furyondy’s 
  Knights of the Heart. Since her election the fiery, 
  strong-willed former army commander has captured 
  the hearts of her people. She is patriotic to the core and 
  has caused foreign tempers to flare on more than one 
  occasion by taking the opportunity to rub the noses of 
  Greyhawk and Furyondy in minor trade victories. 
   
  Skullduggery 
   
  In CY590 tragedy befell Larissa Hunter as her husband 
  Rashaman of Safeton disappeared when two of the 
  Free Marines ships turned up missing. Despite 
  attempts to locate him, his whereabouts are still 
  unknown at this time. Popular opinion is that pirates 
  were involved.   
   
  Locally it appears that some of the evil souls 
  that fled when the Horde of Elemental Evil was put to 
  route have settled in our region. Their nefarious 
  influence has been felt as the Dyvers criminal element 
  becomes bolder. In light of this, along with the threat 
  of invasion by Turrosh Mak’s Pomarj Empire, the 
  Gentry of Dyvers has charted out evacuation plans for 
  the city. Adding to the tension is the advent of the 
  criminal front known only as the Kalmach. 
   
  The Rhennee 
   
  Strangers in a strange land the Rhennee  
  view our region through gray, blue, hazel and on rare 
  occasion green eyes. These secretive and oft mistrusted 
  
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  Page 33 
  folk find themselves most at home on the waterways of 
  the Flanaess. Ranging from olive to tan complexion 
  these masters of inland sailing and navigation are loyal 
  to their own kind but view outsiders (even the rare 
  land-dwelling Rhennee-referred  to derrogatoritivly by 
  the folk as Attloi) as fair game. 
   
  Relatively unknown to our region until 
  around CY141 the Rhennee have learned to use what 
  life has dealt them to their advantage. They make a 
  living by ferrying good and passengers, fish, hunting, 
  selling crafts and illegal means (theft and smuggling). 
  Currently the bargefolk inhabit the four islands of the 
  city’s river quarter. As the Rhennee live on the 
  waterways it is possible that they know the 
  whereabouts of Larissa Hunter’s husband. If they do 
  however they have remained silent thus far. 
   
   
   
   
  Cut from modest stock the average male Rhennee 
  is about 5’ 6’’ tall and usually become warriors to 
  protect the tribe. The women while smaller are the 
  only members of their folk to become spell casters by 
  learning the ways of magic through their “wise 
  Women” mentors. Both genders typically dress in 
  muted colors in a simple, functional clothing style. 
   
   
   
  
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  Page 34 
  Appendix #3: Crime and Punishment-
  Dyvers Law 
   
  How 
  Fines 
  and 
  Punishment 
  Work- If found guilty, a PC pays the fine listed by 
  the offense and the fine and the penalties (If any) are 
  recorded on the adventure cert. The penalties listed are 
  doubled for repeat offenders.   
   
  If after a PCs gold has been depleted to pay a fine 
  the PCs items are sold off.  If there is a choice on what 
  to sell the player makes it. 
   
  If a PC is guilty of a crime send the player’s name, 
  RPGA#, PC name and offense to jcts@iland.net 
   
  Lawyers-For non-murder cases that do not involve a 
  Guildmaster, a noble or a member of the Gentry a 
  lawyer may be obtained to absolve the PC of guilt. The 
  cost for such assistance is 150% of the fine and 1 TU for 
  in region PCs. The cost of out of region PCs is 200% of 
  the fine and 2 TUs. 
   
  Frivolous Lawsuits-Having better things to do with 
  their time. Most NPCs do not bother pursuing 
  frivolous lawsuits. PCs that are found to be the 
  instigator of a frivolous lawsuit face the same penalty as 
  Unlawful Imprisonment. 
   
  Imprisonment-If your PC is imprisoned they must 
  pay 10GP per TU imprisoned. If a PC cannot pay the 
  full gold piece penalty for their incarceration then they 
  die in prison (As per item #12 of RUP-3). The prisons 
  in the Flanaess are dangerous places. 
   
  Assault-5 GP Fine Plus if weapons where used then 
  confiscation of the weapons.  
   
  Bards-No its not Illegal to be a Bard, but to perform 
  inside of a building without a license is, Fine 10 GP for 
  the 1
  st offense,  
   
  Breaking and Entering-If part of the Footpads Guild 
  then 100 GP fine and 1 TU in Jail. If not part of the 
  Footpads Guild then 250 GP fine and 2 TU in jail. 
   
  Destruction of Private Property-150% of the cost of 
  the property as a fine. Optionally one TU per 50 GP 
  value in jail. 
   
  Destruction of Public Property-200% of the cost of 
  the property as a fine. Optionally one TU per 50 GP 
  value in jail. 
   
  Drawing Weapons-Not a lot of people know this but 
  drawing a weapon in the city is against the law, the fine 
  is 2 GP, plus One (1) TU doing Civic Duties. If you can 
  prove that it is self-defense then the fine is 1 GP 
   
  Drunk and Disorderly-Two TU in jail and 1GP fine. 
   
  Endangering Innocents-4 GP 
   
  Endangering the Public or Property by Spell 
  Casting-If the caster is a member of one of the Guilds 
  then the fine is 100 GP per spell level. If the caster is 
  not a member of one of the Guilds then it is 250 GP per 
  spell level. 
   
  Manslaughter (Accidental Death)-Adjudicated by the 
  triad acting as an in character “court”. Outcomes could 
  lead to as many as 208 TUs in prison 
   
  Murder (Intentional Death)-Evil act. Character is 
  taken into custody by the Judge and turned over to the 
  triad. Character is removed form play. This is not to be 
  used in matters of self-defense. 
   
  Operating a Business Without a Permit-500 GP plus 
  the confiscation of the Business.  It will be turned over 
  to the Merchants Guild for their disposal. 
   
  Poaching-100 GP fine and One (1) TU in jail 
   
  Theft-Petty-Up to 100 GP of value. If the accused is a 
  member of the Alliance then it's a 10% fine. If the 
  accused is NOT of the Alliance then the watch gets to 
  have fun, 200% fine and One (1) TU doing Civic 
  Duties. 
   
  Theft-Grand-Over 100 GP of Value. Fine 200% the cost 
  of the item, and One (1) TU per 100 GP value in jail. 
   
  Unlawful Imprisonment-Two TU in jail and 300 GP 
  fine. 
   
  Unlawful Killing of a Gelatinous Cube in the 
  Sewers-500 GP fine, Plus a quest that takes 4 TU to 
  capture a new one. 
   
   
   
   
   
   
   
   
   
  
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  Page 35 
  Appendix #4: Builder Book 
  Material 
   
  Dual Strike- (From the Sword and Fist Page#6) 
  Perquisites: BAB of +3, Combat Reflexes. Benefit If 
  you and an ally both have this feat and are flanking an 
  opponent, you both get a +4 bonus on your attack roll. 
  Normal: The standard flanking attack roll bonus is +2. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Undertow 
   
  Page 36 
  Judge’s Map #1: The Free and Independent City of Dyvers 
  Scale-One square is 200’ 
   
   
  
  Undertow 
   
  Page 37 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Where 
  the 
  Minotaur for the 
  match is kept 
  Where 
  the 
  slaves 
  for 
  the 
  match 
  are kept. 
  Judge’s Map #2: The Circle of Crimson Stone Arena 
  Scale One inch = 20 feet. All the squares on this handout are abandoned, fire damaged  
   
  warehouses. The                  on each building is where the door is. 
      Where the 
        Circle of  
    Crimson Stone 
       fights take  
          place 
   N 
  
  Undertow 
   
  Page 38 
  Judge’s Map #3: The Constabulary Office Map Grid 
  S-16 
  Watch Station 
  Map Square Q-22 and area 
  One square = 200 ft x 200 ft 
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  Page 39 
  Judge’s Map #4: The Pit Fighter’s Guild Map Grid 
  G-11 
  Pit Fighter’s Guild 
  Map square M-30 and area 
  One Square = 200 ft by 200 ft 
   
   
   
   
   
   
   
   
   
  
  Undertow 
   
  Page 40 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
              10’        
            D 
                   C        
                 8’ 
   
   
  B 
        5’                 
                      A 
   
       3’ 
  Legend 
   
     5’       Water Depth 
            
              Water 
   
   
              Semi-Dry 
                   Sand 
   
              Portal 
   
              Underwater  
                  entry point                      to the Nyr Dyv
  A & B Kuo-toan  
            (Standard  
            & Fighters) 
  C & D Kuo-Toan  
              (Whips) 
  Scale: 1 Inch = 10 
  N
  Judge’s Map #5: The Kuo-Toan ‘s Lair
  To the beach 
  
  Undertow 
   
  Page 41 
  Player’s Handout #1: General PC Introduction 
   
   
  Thus far today has been fairly boring.  In the hopes of catching a glimmer of action by traversing the city. 
  Unfortunately this has provided little entertainment. Then later in the evening as you walk through the dock district. 
   
  --------------------------------------------------------------cut------------------------------------------------------------------------- 
   
  Player Handout #2A: Dvyers PC Introduction 
   
   
  Things have changed quite a bit in the city since the dock district fire. It is commonplace now to see the homeless 
  on a daily basis. Prices seemed to rise overnight sparking rumors that the shortages weren’t really that bad and 
  merchants are merely taking advantage of the situation. Still life could be worse and you’ve decided to take in the night 
  air to clear your head of the day’s troubles. Then later in the evening as you walk through the dock district. 
   
  --------------------------------------------------------------cut------------------------------------------------------------------------- 
   
  Player Handout #2B: The Alliance 
   
   
  While the turmoil from the dock district fire has opened new opportunities for the Alliance the Hidden masters 
  are not at all pleased with some of the action going on. The word on the street has it that the Circle of Crimson Stone is 
  using slaves for death matches and not properly disposing of the bodies. Left unchecked this could cause major 
  problems for future “traffic”.  Your contact with the Alliance has “requested” that you find one of the CoCS events (they 
  are not announced publicly) to review the situation. Should you accomplish this write a note of your findings, place the 
  note in a tightly corked bottle and toss it off the easternmost pier. 
   
  For the most part your efforts to look for the CoCS have been fruitless. Then in the evening as you walk across the 
  dock district. 
   
  --------------------------------------------------------------cut------------------------------------------------------------------------- 
   
  Player’s Handout #2C# The Constabulary 
   
   
  For far too long the Circle of Crimson Stone has run amok and flaunted their operation in the face of the 
  constabulary. Now they add to their impudence by forcing slaves to meet their end in their blood sport matches. You 
  are tasked with finding the CoCS. There will be several other constabulary members out on patrol to assist you. Should 
  you make contact with the CoCS do NOT attempt to break up the match by yourself or with civilians. Wait until backup 
  arrives. 
   
  Task in hand you patrol a suspected part of the Dock district. Unfortunately noting seems to be amiss. Then as 
  evening comes while walking across the dock district. 
   
  --------------------------------------------------------------cut------------------------------------------------------------------------- 
   
  Player’s Handout #2D: The Dyvers Anti-Slavery League 
   
   
  For a couple of weeks now your contacts have leaked information to you about a disruption of the freedom route 
  you’ve set up with the Shadowind monastery. Thus far attempts to gain further information have come back empty with 
  the exception of one thing. Apparently a new arrival to the criminal scene known as the “Circle of Crimson Stone” has 
  been rumored to be using slaves in their matches. Normally your organization views the CoCS’s actions as a way to thin 
  out those that shouldn’t reproduce. However that was when all participating were doing so of their free will. If slaves 
  are involved these matches have to stop NOW.  
   
  Not being sure where to start you look for the seedier element of the city. If all goes well you can find a CoCS 
  match and make sure innocents aren’t harmed. If everything is on the up and up and no slaves are involved then you’ll 
  leave them to their own devices. For the most part your search is fruitless. Then in the evening as you walk across the 
  dock district. 
   
  
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  Page 42 
   
  Player’s Handout #2E: The Military 
   
   
  Times have been tough for those in the military. The blasted dock fire has thrown good souls into poverty while 
  the rich make wheatsheafs off it. To make matters worse there’s been rumblings about the military being used to shore 
  up the constabulary’s forces in case of riot. That’s all  you need is to be made to use force against friends. Its just not 
  right. Thinking far too long on this you decide to take a walk. This helps little as you see more signs of the unfortunate. 
  Then in the evening as you walk across the dock district. 
   
  --------------------------------------------------------------cut------------------------------------------------------------------------- 
   
  Player’s Handout #2F: The Shadowind Monastery 
   
   
  Not since the shipwreck on Makilon island has your order faced such a problem. For some time now the monastery 
  has helped those that had fallen into slavery escape to other countries to start life anew. This has made the membership 
  proud to champion freedom. As of late however rumors have been floating back to your order of former slave being sold 
  back into slavery instead of being sent to freedom. The disappearance of brother Balthasan Largoros (the monk that 
  handled the transfer of slaves to freedom) has further complicated the issue. The head of the monastery, Master T’Quan 
  has requested that you travel to the mainland to follow a lead. Apparently an undisciplined groups of chaotic souls 
  known as the Circle of Crimson Stone has begun to sponsor lethal blood sport matches. It is your goal to find one of 
  these matches and see if they are exploiting slaves. If they are OR they are running a lethal match you are to put a stop 
  to it. Otherwise you are to fade into the background and gather information about the CoCS. 
   
  For a while you stalk the streets with little luck. To help conceal your identity you’ve covered your shadow dragon 
  tattoo with you clothing. Then in the evening as you walk across the dock district. 
   
   
  --------------------------------------------------------------cut------------------------------------------------------------------------- 
   
  Player’s Handout #3: Introduction for PCs from Ekbir 
   
   
  Life has been fairly boring as of late. No dragons to slay, evil to vanquish or plots to foil. Thus when you see a 
  posting for a caravan looking to hire on able-bodied souls to guard a diplomatic envoy sponsored by the government of 
  Ekbir you jump at the chance. After further discussion you find the caravan’s destination is the Free and Independent 
  City of Dyvers. Unfortunately the journey is nearly as boring as life has been recently as you finally reach the city. 
  Having fulfilled your obligation to the caravan you explore the city in hopes of finding some sort of excitement. For the 
  most part the city seems obsessed with making a quick buck and boredom returns. Then one evening as you cross the 
  dock district… 
   
  --------------------------------------------------------------cut------------------------------------------------------------------------- 
   
  Player’s Handout #4: Introduction for PCs from Ket 
   
   
  It has been a trying time since you accepted the assignment from a member of the Mouquollad Consortium to 
  travel to this western city and deliver a message. While Dyvers isn’t as a prominent as City of Greyhawk it is in most 
  instances more importance to your people and improved trade relations could open avenues elsewhere. Time and again 
  you’ve been appalled here as some of the locals talk of friends having been abducted late at night to be sold into slavery. 
  At least at home all you had to fear was the government throwing you into the mines until you dropped dead.  
   
  After finishing your mission but before you head for home you happen to cross the dock district late in the 
  evening… 
   
   
   
   
   
  
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  Page 43 
   
   
  Player’s Handout #5: Introduction for PCs from Tusmit 
   
   
  You have been asked by Lakt"ai Khaset (the high priest of the Temple of Boccob in Tusmit) to deliver a package to 
  the temple of Boccob in Dyvers. Passage has been arranged via a barge under the protection of the Water Watchers to 
  transport you to the Free and Independent City of Dyvers. For the most part the journey is uneventful and what does 
  arrive the Water Watchers dispatch quickly. Upon arriving in Dyvers several of locals give you directions to the temple 
  and the delivery goes off without a hitch. With a week to wait before returning home on the next barge you decide to 
  explore the city. One night while traversing the city you happen to cross the dock district late in the evening. 
   
  --------------------------------------------------------------cut------------------------------------------------------------------------- 
  Player’s Handout #6: Introduction for PCs from Veluna 
   
   
  Against the better judgment of some, the High Roads trading company was granted the boon of opening an office 
  in the Free and Independent City of Dyvers. Far too many strange rumors have come back to Veluna of their 
  abandonment of Rao’s ways and the kindness that is usually shown from workers of the High Roads for the decadence 
  and easy life of the wicked. Not wanting to judge without evidence Journeyman Ralish of the High Roads Trading 
  Company has sent you to investigate the matter. The task, should you take it, is to make contact with the Dyvers branch 
  of the company, assess the situation and report back to the home office. Being representatives of Veluna and the High 
  Roads Trading Company you are to be aware of opportunities to show both your country and company in a positive 
  light. 
   
  --------------------------------------------------------------cut------------------------------------------------------------------------- 
  Player’s Handout #7: Introduction for PCs from Verbobonc 
   
   
  You have been chosen by the Viscount to travel to the Free and Independent City of Dyvers to interview it’s leader, 
  Master T’Quan. The Viscount has sent 4 questions to be asked. In the answer section are general answers the Viscount 
  feels would be acceptable. When you meet with Master T’Quan and ask him questions mark the yes/no section 
  depending on if you feel Master T’Quan gave an acceptable answer. If you feel the question was not answered 
  acceptably DO NOT ask the question again nor do you ask other questions. Accept the monastery’s hospitality humbly 
  and as you are a representative of the Viscount conduct yourself as such. As has happened in your own land trouble may 
  arise that needs your help. Should this happen assist as best you can. You are given an official writ to verify you are 
  acting on the Viscount’s behalf. 
   
  Q: What will the proposed monastery bring to our lands? 
  A: If Master T’Quan mentions 2 or more skills the monastery has this will suffice. 
   
  Was this question answered properly (circle one)Yes/ No 
   
  Q: In the past we have been plagued by souls of weak moral character wreaking havoc. What assurances do we have that 
  the proposed monastery won’t pose similar problems. 
  A: If Master T’Quan mentions his people’s moral fortitude and/or wishing to help others the Viscount will be satisfied. 
   
  Was this question answered properly (circle one) Yes/No 
   
  Q: Dyvers is a diverse land that allows a vast freedom of beliefs. There are concerns that allowing this monastery to be 
  established may lead to internal strife in our lands when peoples of differing religious climates meet. 
  A: If Master T’Quan talks of not wishing to change the status quo religiously in the Verbobonc region the Viscount is 
  assured. 
   
  Was this question answered properly (circle one) Yes/No 
   
  Once all questions have been answered and you’ve circled Yes or No for each hand this sheet to the judge 
  
  Undertow 
   
  Page 44 
   
  Player Handout #8: Extended Introduction for PCs from Veluna  
   
   
  After getting an odd look because of your accent you’re given a tour of the High Roads Trading Company’s 
  operations. For the most part things looked on the up and up although the people here tend to live a bit more 
  decadently compared to what you’re used to. But they do have permission to be here and unfortunately when in Dyvers 
  some do as the locals do. Al l in all you don’t have much to report and decide to take in the city. One night while 
  traveling across the dock district. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  Page 45 
   
   
   
  Player Handout #9: The Shadowind Tattoo 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  Player Handout #10: The Shadowind Monastery 
   
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Meta-Region The Velverdyva Trade Route/593/Normal Scenarios/VTF3-02 - Undertow (APL 6-12)/VTF3-02 - Undertow.pdf