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  DYVINTRO6-03 
   
  A SAILOR'S LIFE FOR ME  
  A One-Round Dungeons & Dragons®Living 
  Greyhawk™  
  Dyvers Introductory Adventure 
  By Bob Lauderdale 
  Triad Reviewer: Kevin Elmore 
   
   
  Your teacher has said you are ready.  It's time to make your own way in the world. The sun is shining, 
  and the waters of the Nyr Dyv beckon as the bustle of Dyvers surrounds you. All you need now is a job. 
   A one-round introductory adventure set in Dyvers for first-level characters 
   
  Although the DM will not need a copy of Stormwrack to run this adventure, access to it may make running 
  the adventure easier. 
  
  DyvIntro6-03 A Sailor's Life for Me 
   
  Page 1 
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of 
  an RPGA even from the RPGA website, or you 
  received it from your senior gamemaster. To play 
  this adventure as part of the LIVING GREYHAWK 
  campaign—a worldwide, ongoing D&D® campaign 
  set in the GREYHAWK setting—you must sanction it 
  as part of an RPGA event. This event could be as 
  elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM's house.  
   
  To sanction an RPGA event, you must be at 
  least a HERALD-LEVEL™ gamemaster. The person 
  who sanctions the event is called the senior 
  gamemaster, and is in charge of making sure the 
  event is sanctioned before play, runs smoothly on 
  the date sanctioned, and then reported back to the 
  RPGA in a timely manner. The person who runs 
  the game is called the table Dungeon Master (or 
  usually just DM). Sometimes (and almost all the 
  time in the cases of home events) the senior 
  gamemaster is also the table DM. You don't have 
  to be a HERALD-LEVEL GM to run this adventure if 
  you are not the senior GM.  
   
  By sanctioning and reporting this adventure 
  you accomplish a couple of things. First it is an 
  official game, and you can use the AR to advance 
  your LIVING GREYHAWK character. Second player 
  and DMs gain rewards for sanctioned RPGA play 
  if they are members of the DUNGEONS & DRAGONS 
  REWARDS program. Playing this adventure is worth 
  two (2) points.  
   
  This adventure retires from RPGA-sanctioned 
  play on December 31, 2007.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, 
  visit the RPGA website at www.rpga.com.  
   
  Players Read No Farther 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther 
  than this section, you'll know too much about its 
  challenges, which kills the fun. Also, if you're 
  playing this adventure as part of an RPGA-
  sanctioned event, reading beyond this point 
  makes you ineligible to do so.  
   
  Preparing for Play 
  To get the most out of this adventure, you need 
  copies of the following D&D rule books: Player's 
  Handbook, Dungeon Master's Guide, and the 
  Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase 
  or read aloud when appropriate. Sidebars contain 
  important information for you, including special 
  instruction on running the adventure. Information 
  on nonplayer characters (NPCs) and monsters 
  appear in abbreviated form in the adventure text. 
  Full information on NPCs and monsters are given 
  in Appendix 1. For your convenience, that 
  appendix is split by APL 
   
  Along with this adventure you'll find a RPGA 
  Session Tracking sheet. If you're playing this 
  adventure as part of an RPGA-sanctioned event, 
  complete and turn in this sheet to your senior GM 
  directly after play. You'll also find a LIVING 
  GREYHAWK Adventure Record (AR).  
   
   LIVING GREYHAWK LEVELS 
  OF PLAY 
   Because players bring their own characters to 
  LIVING 
  GREYHAWK 
  games, 
  this 
  adventure's 
  challenges are proportionate to the modified 
  average character level of the PCs participating in 
  the adventure. To determine this modified Average 
  Party Level (APL) follow the steps below: 
  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 dogs trained for war), 
  other than those brought by virtue of a class 
  ability (such as animal companions, familiars 
  paladin's mounts) or the warhorse of a 
  character with the Mounted Combat feat, use 
  the sidebar chart to determine the number of 
  levels you add to the sum of step one. 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.  
  
  DyvIntro6-03 A Sailor's Life for Me 
   
  Page 2 
  3.  
  Mundane 
  Animals Effect 
  on APL 
  # of Animals 
  1 
  2 
  3 
  4 
  CR of Animal 
  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 
  4. Sum the results of step 1 and 2, and divide by 
  the number of characters playing in the 
  adventure. Round up to the nearest whole 
  number. 
  5. 
  If you are running a table of six PCs, add one 
  to that average. 
   
  Throughout this adventure, APLs categorize the 
  level of challenge the PCs 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 
  and gold a PC can gain at the end of the 
  adventure. If a player character is three character 
  levels or more either higher or lower than the APL 
  at which this adventure is being played, that 
  character receives only one-half of the experience 
  points and gold for the adventure. This simulates 
  the fact that either the PC was not challenged as 
  much as normal or relied on help by higher-level 
  characters to reach the objectives. 
   
  Furthermore, a PC who is four or more levels 
  higher than the highest APL supported by the 
  adventure may not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for 
  APL 2 and higher. Four or five 1st-level characters 
  may find the challenge of an APL 2 adventure 
  difficult. Suggest the following to these groups to 
  help increase their chances of success:  
  1. Enlist a sixth player. 
  2. Advise characters to buy riding dogs to 
  help protect them and fight for them. 
  6.  
  TIME UNITS AND UPKEEP 
  This is a standard one round Regional adventure, 
  set in Dyvers. Characters native to Dyvers pay 
  one Time Unit per round, all others pay two Time 
  Units per round. 
   
  Adventurer's Standard Upkeep costs 12 gp 
  per Time Unit. Rich Upkeep costs 50 gp per Time 
  Unit. Luxury Upkeep costs 100 gp per Time Unit. 
  Characters that fail to pay at least Standard 
  Upkeep will retain temporary ability damage until 
  the 
  next 
  adventure, 
  must 
  buy 
  new 
  spell 
  component pouches and healer's kits, and may 
  suffer other in-game penalties (or possibly gain in-
  game benefits) as may be detailed in this 
  adventure. 
   
  A character that does not pay for at least 
  Standard Upkeep may also avoid the above-
  described penalties by living off the wild. If the 
  character possesses four or more ranks in the 
  Survival skill and succeeds at a DC 20 Survival 
  check, the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, 
  may refill spell component pouches and healer's 
  kits, and may restock up to 20 arrows or bolts if 
  the character has at least four ranks in Craft 
  (bowmaking). The player is allowed to Take 10 on 
  this roll. 
   
  More information about Lifestyle and Upkeep 
  can be found in the "Lifestyle and Upkeep" section 
  of Chapter 3 of the Living Greyhawk Campaign 
  Sourcebook. 
  ADVENTURE BACKGROUND 
  Between the efforts of the Dyvers Anti-Slavery 
  League and the machinations of the Alliance, 
  independent slavers in Dyvers have little room to 
  operate.  Thus, they are forced to be innovative in 
  finding their victims.  One group of slavers has hit 
  upon the scheme of taking people from Dyvers 
  and selling them far down the Nyr Dyv, reasoning 
  that in such a large and bustling city the loss of a 
  few individuals at a time would go unnoticed and 
  unremarked. 
   
  Their 
  method 
  of 
  operation 
  is 
  to 
  hire 
  themselves out as sailors on small craft, then find 
  a means to steer the craft into the path of a waiting 
  slave ship.  They then join with the slavers in 
  overpowering the crew.  In this fashion, they profit 
  not only from the slaves but also from the value of 
  the captured craft. 
   
  One such slaver has succeeded in hiring 
  himself out to a small group of Dyvers Navy sailors 
  about to take possession of their converted 
  Rhenee slave barge, war booty from the Battle of 
  Admundfort.  If the opportunity presents itself, he 
  
  DyvIntro6-03 A Sailor's Life for Me 
   
  Page 3 
  steers the barge to his waiting compatriots.  The 
  best-laid plans, however…. 
   
  ADVENTURE SUMMARY 
   
  Encounter 1: Out Of The Mouths Of Babes 
  The PCs are lured to the Jolly Tar Tavern, a 
  somewhat rough bar in the Docks area, by a false 
  offer of employment.  
   
  Encounter 2: What Do You Do With A Drunken 
  Sailor?  
  The PCs encounter a group of sailors on leave.  
  They chat up the PCs and buy a round of drinks, 
  celebrating their spoils from the Battle of 
  Admunfort. 
   
  Encounter 3: Send in the Marines!   
  A group of drunken Free Marines comes to the 
  Jolly Tar looking for a fight.  They settle on the 
  sailors and the PCs. 
   
  Encounter 4: The Fake By The Lake  
  The PCs meet with Captain Finch, a slaver 
  associate who specializes in captaining craft into 
  the path of slaver ships. While his disguise holds 
  up, he pilots the barge to Drown Town. 
   
  Encounter  5: At Drown Town   
  The PCs are invited to a party, where they can 
  mingle and have a fun time. 
   
  Encounter 6: I Think I've Got A Bite  
  This encounter happens if Captain Finch's 
  disguise has not been penetrated.  The ship is cut 
  loose and is attacked by Anguillians on the open 
  lake.   
   
  Encounter 7: They're Still Biting 
  This encounter happens if the PCs see through 
  Captain Finch's disguise.  They are either tied up 
  in the ballast and are thankfully overlooked by the 
  ravaging Anguillians, or they are attacked by 
  Anguillians at Drown Town. 
   
  Encounter 8: Aaarrrrgh Ye Ready?   
  At some point the next day the slavers' barge 
  rendezvous with the PCs craft, and a fight ensues. 
   
   
  PREPARATION FOR PLAY 
   
  Make sure each player reads The Laws of Dyvers 
  prior to starting the adventure. 
   
  INTRODUCTION 
   
  It's a beautiful day in Dyvers.   The sun is 
  shining, the day is warm, and the breeze off 
  the Nyr Dyv is cool and refreshing. Even with 
  the windows open, the cheap and nameless 
  boarding house that has been your residence 
  seems stuffy and cramped.  Perhaps today is 
  the day you earn enough money for better 
  lodgings. 
   
  ENCOUNTER 1: OUT OF THE 
  MOUTHS OF BABES… 
   
  You have just finished your breakfast when a 
  young girl runs up to you and hands you a 
  note.  She stares at you expectantly. 
   
  Give the players Handout 2. 
   
  The message is a fake.  The owner of the 
  Jolly Tar, a retired rogue called Johnni Nines, is 
  working a scam with the aid of the messenger girl, 
  who calls herself Larissa (her real name is Lily, but 
  she is known to her contacts as Nancy). Larissa 
  delivers fake messages to lure unsuspecting 
  characters to the inn (and collects healthy tips), 
  and Jonni insists that they eat and drink or get out. 
   Gullible characters have even been known to 
  come back the next day to try and contact the non-
  existent Mr. Dotog. 
   
  If any PC asks how she knew how to identify 
  him/her, Larissa has a little speech memorized 
  about how "the man who gave her the note" gave 
  her a complete description of the PC and where to 
  find him/her. 
   
  Larissa, Female Human Expert Shill 1: CR 1; 
  Medium Humanoid; HD 1d6(Expert); hp 6;  (See 
  Appendix 2) 
   
   
  Any character making a successful Sense 
  Motive check against her bluff realizes her primary 
  motivation is to secure a good tip. 
   
  If the PCs fail to go to the Jolly Tar, the 
  adventure is over. 
   
  PCs now have several hours to kill before the 
  meeting.  Some or all may wish to make Gather 
  Information checks.  The information received 
  depends on the check: 
  DC 5: Dyvers is a good place to be robbed or 
  swindled.  Keep a good grip on your purse. 
  
  DyvIntro6-03 A Sailor's Life for Me 
   
  Page 4 
  DC 7: Strange things are happening in the 
  Gnarley Forest.  Waves of humanoids are 
  attacking the Dyvers Free Army. 
  DC 10: Many speculate that Greyhawk is 
  secretly encouraging the humanoid attacks in 
  order 
  to 
  weaken 
  Dyvers 
  militarily 
  and 
  economically. 
  DC 12: Dyvers Navy anti-slavery operations 
  are ongoing. 
  DC 15:  The Dyvers Navy is gearing up for 
  naval exercises in the next few days.   
  DC 17:  The Dyvers Anti-Slavery League is 
  offering rewards for the capture of slavers. 
  DC 20:  Other young adventurers have 
  received similar notes from Cetbek Dotog in 
  the past few months.  
   
  ENCOUNTER 2: WHAT DO 
  YOU DO WITH A DRUNKEN 
  SAILOR? 
   
  When the PCs proceed to their "meeting", read the 
  following to the first PC to arrive: 
   
  Following the instructions in the note, you 
  locate the Jolly Tar Tavern. It is a rough-
  looking place directly on the waterfront. The 
  picture on the signboard over the door is 
  either a sailor doing a jig or a man with a bad 
  flea infestation in his clothing. The tavern 
  inside is decorated in Early Salvage style, with 
  a wide array of tables and chairs of varying 
  styles and materials. 
   
  If any PC asks for Dotog, the bartender tells him 
  he should sit at Mr. Dotog's table and points to a 
  large circular table in the rear of the common 
  room. 
   
  Modify 
  the 
  description 
  for 
  subsequently 
  arriving PCs to describe the other PC(s) now 
  seated at the table.  This is where the PCs get to 
  introduce themselves to each other. 
   
  As soon as each PC is seated, a waitress 
  arrives to take their orders.  Any PC attempting to 
  decline food or drink has his attention directed to a 
  large sign over the bar.  The sign reads in bold 
  letters:  "NO LOITERING! EAT, DRINK, OR GET 
  OUT!" 
   
  The tavern sells fairly decent beer, bad ale, 
  good rum, and terrible wine.  Today's menu is fish 
  chowder, "beef" (actually dog) stew, bread, boiled 
  cabbage, boiled potatoes, boiled clams, and salt 
  pork. 
   
  The waitress is very attentive to refilling drink 
  orders, etc.  PCs should feel a little pressure to 
  keep ordering. 
   
  After two hours or so, or when the PCs are 
  getting ready to give up and leave, bring in the 
  sailors. 
   
  The door flies open, and four sailors in Dyvers 
  Navy uniforms come reeling in.  It is clear from 
  their gait and demeanor this is not the first 
  tavern they have visited today.  They take a 
  table adjacent to yours and loudly order drinks 
  for the house.  It is impossible not to hear their 
  conversation, which seems to be a recounting 
  of their roles in the Battle of Admunfort. 
   
  While other patrons come and go, the sailors may 
  attract the attention of the PCs.  The sailors are on 
  a final binge before reporting for duty in the 
  morning for the naval exercises.  They are drunk, 
  happy, and eager for an audience to tell of their 
  exploits. 
  They 
  immediately 
  strike 
  up 
  a 
  conversation with the PCs. 
   
  Sailors (4) (Bill, Davey, Jon, and Waldo): male 
  human rogue 1/fighter 1; hp 15, 15, 15, 15; see 
  Appendix 2. 
   
   
  Use this encounter to pass along whatever 
  recent history you feel the sailors would know, 
  keeping in mind that the glorious victory at 
  Admunfort is their primary interest at present.   
   
  ENCOUNTER 3: SEND IN THE 
  MARINES! 
   
  Suddenly, the tavern door again bursts open, 
  this time to reveal a half dozen Dyvers 
  Marines.  They are obviously in the mood for 
  some recreational brawling, and when they see 
  the sailors (and you), they make a beeline for 
  your table.  The sailors jump up, and the few 
  other patrons in the bar take cover. 
   
  The Marines, like the sailors, are carousing before 
  reporting for duty.  Since this is a recreational 
  fight, the military types deal only nonlethal damage 
  with fists, saps, beer mugs, pitchers, and other 
  improvised weapons. If a PC does lethal damage, 
  the sailors don't cover for him; he is arrested by 
  the constabulary, and the adventure is over for 
  that character.  Impose the appropriate TU and 
  GP penalty on the AR. 
  
  DyvIntro6-03 A Sailor's Life for Me 
   
  Page 5 
   
  Four Marines square off against the sailors, 
  while the two remaining Marines advance on the 
  PCs. 
   
  APL 2 (EL 4) 
  Marines (4) (Homer, Jethro, Benny, and Clyde): 
  male human fighter 2; hp 20, 20, 20, 20; see 
  Appendix 1. 
   
  Tactics: The Marines' first actions are to move 
  and grab improvised weapons.  All improvised 
  weapons do 1d4 nonlethal damage, plus strength 
  bonuses, Power Attack, etc. 
   
  The sailors draw their saps and attempt to 
  take flanking positions to inflict sneak attack 
  damage. 
   
   
  Due to prolonged drinking, both sailors and 
  Marines are considered sickened for the duration 
  of this fight. If any PC has been drinking heavily (3 
  rum, or 6 beer, wine, or ale, or an appropriate 
  combination), have that PC make a Fortitude Save 
  (DC 15) to avoid the same effect.  Sickened 
  characters suffer a -2 penalty to attack rolls, 
  weapon damage, saving throws, skill checks, and 
  ability checks. The stat block numbers do not 
  reflect the sickened penalty. 
   
  The Dyvers Constabulary prudently waits for 
  the noise to die down before making an 
  appearance.  Because the fleet is sailing soon, the 
  Constabulary is under orders to turn over all 
  sailors with current ship assignments and Marines 
  to their commanding officers, and thus can't be 
  bribed to let the sailors and Marines go. On 
  learning this, the sailors bribe the constables to let 
  them have a few moments to talk to the PCs 
  before being taken away. 
  Note: This is just a friendly bar fight, so the sailors 
  object to any PCs attempting to loot the Marines 
  (or sailors).  Anyone caught stealing is arrested, 
  and the adventure is over for him. 
   
  HAVE I GOT A JOB FOR YOU! 
   
  Choose one sailor to speak for the rest, and read 
  the following: 
   
  "We brought back a Rhenee slave barge from 
  the Battle of Admundfort. We've had her in dry-
  dock for modification, and we were supposed 
  to pick her up this afternoon and sail her out to 
  her berth at Drown Town. We even hired an 
  expert barge sailor to skipper her out there. 
   
  "Now it looks like we won't be able to go 
  get her, and the shipyard storage fees are 
  steep. We'll pay your constabulary fines now 
  and pay each of you 50 gold pieces to crew her 
  out to Drown Town and wait there for a week 
  until we get shore leave again.  She's fully 
  provisioned and ready to go, so it'll be easy 
  money, and all you have to do is follow the 
  skipper's instructions.  We'll pay you 10 gp 
  now, and the rest when we come to take 
  possession.  What do you say?" 
   
   
  If any PC declines the offer, the sailor asks 
  him to reconsider, pointing out that the PC must 
  either pay his own fine or go to the constabulary 
  lockup.  If a PC still refuses the offer, the 
  adventure is over for that PC.   Note on the AR 
  any fines and/or time unit loss as a result of the 
  fight. 
   
  When the PCs accept the offer, the sailor 
  continues: "Good!  Let me write you a note of 
  introduction.  Oh, it would be a good idea to 
  swing by a butcher shop and pick up a bone 
  for the Admiral." 
   
  If any PC asks for an explanation, the sailor 
  explains that the Admiral is the barge's watchdog. 
   
  SORRY, BUT WE'RE WAITING FOR A 
  BIGGER JOB 
   
  If the PCs wish to decline the sailors' offer 
  because they intend to meet with Dotog, the 
  sailors laugh and say, "Is Jonni still tricking 
  landlubbers into buying his cheap swill with 
  the fake message gag?  Come with us, and 
  we'll give you some real pay." 
   
  Some PCs may try to reclaim the gold from 
  Jonni, but they did pay for legitimate service.  
  Since Jonni is current on his taxes (bribes), the 
  PCs have no legal recourse against him; Jonni's 
  Spot check is only +6, if the PCs wish to take 
  illegal recourse against him. 
   
  ENCOUNTER 4: THE FAKE BY 
  THE LAKE 
   
  PCs accepting the offer are directed by the sailors 
  to the Maltrus shipyards. When they arrive, read 
  the following: 
   
  The Maltrus shipyards are busy, reflecting the 
  economic good times currently enjoyed by 
  Dyvers.  Your ears are filled with the sounds of 
  hammers and saws at work, punctuated by the 
  occasional workman's oath.  A harried clerk in 
  the shipyard office directs you to a wharf on 
  
  DyvIntro6-03 A Sailor's Life for Me 
   
  Page 6 
  the perimeter of the yard.  There, a large craft 
  strains at her moorings, as though eager to be 
  off. 
   
  The fresh coat of white paint gleams in the 
  sun, and her reddish sails are furled on the 
  yardarms of her two masts.  Her brightwork is 
  polished, her ropes are new, and the waves lap 
  steadily at the stern, where the name "Battle of 
  Admundfort" is handsomely lettered.  The flag 
  of Dyvers flaps loudly on the mainmast.  
  Clearly, you have found your destination.  As 
  you approach, a large wolfish-looking dog 
  rushes to the edge of the barge and barks 
  furiously at you. 
   
  A man lounges on a coil of rope on the 
  main deck.  He looks every bit the grizzled 
  seadog. He wears leather armor and carries a 
  dagger and club.  A light crossbow and a 
  quiver of bolts lie within arm's reach. He raises 
  a hand as you approach. "Ahoy, can I help 
  ye?" 
   
  This is "Captain" Jared Finch, the slaver agent 
  described above.  He was expecting the four 
  sailors, but after some initial suspicion and 
  examining the note, decides a slave is a slave and 
  allows the PCs to board.  
   
  Winning over the Admiral is easy—anyone 
  who feeds him is a friend for life.  In addition, PCs 
  may befriend the dog with appropriate skills and 
  feats. 
   
  "The Admiral": male wolf/dog hybrid: hp 15, use 
  wolf stats from Monster Manual, page 283. 
   
   
  The Admiral is the offspring of a deceased 
  adventurer's riding dog father and a Gnarley 
  Forest wolf mother.  After the mother was killed by 
  loggers, a Druid located the den.  She determined 
  that the pups were crossbreeds and therefore not 
  a part of the natural order of the forest, so she 
  took them to Dyvers and gave them into the care 
  of a trainer of guard dogs. 
   
  If PCs indicate a desire to Sense Motive, any 
  PC making a check of 23 senses that Captain 
  Finch has some sort of ulterior motive. 
   
  The PC with the highest skill modifier in 
  Profession: Sailor is appointed lookout and 
  stationed in the bow.  Four PCs are assigned as 
  rowers and Finch takes the wheel.  If there are 
  only four PCs in the party, the lookout position is 
  left unmanned. 
   
  Finch affects the manner of a hard-bitten old 
  seadog in order to discourage conversation. He 
  disparages the PCs' seamanship skills, makes 
  sour remarks about their intelligence, threatens to 
  ask the barge owner's for more money for being 
  stuck with such a sorry lot of lubbers, and in 
  general acts as unpleasant as necessary. 
  Note:  Barges of this size normally require a crew 
  of 40 rowers to move at a normal speed of 1/2 
  mile per hour.  With just four rowers, the barge 
  moves at 5 feet per round.   It is the PCs' job here 
  to move the barge far enough out into the Nyr Dyv 
  to have room to maneuver while under sail.   It 
  takes a full minute of rowing to get the barge up to 
  speed under the current circumstances.  The DM 
  may wish to emphasize the effort involved and the 
  sluggish nature of the barge. 
   
  After ten minutes or so of rowing, Captain 
  Finch orders the mainsail to be set with a cry of 
  "Hoist the yardarm."  This can be done by two PCs 
  with one rank or more each in Profession: Sailor. If 
  there aren't two PCs that meet this requirement, 
  Finch turns the wheel over to a PC with a growled 
  instruction to "Steer straight," and assists in setting 
  the sail. 
   
  With a sharp "crack!" the breeze fills the sail. 
  Slowly, the nose of the barge turns eastward. 
  The late afternoon sun begins to slip behind a 
  bank 
  of 
  clouds, 
  and 
  the 
  air 
  becomes 
  noticeably cooler.  The waves slapping 
  rhythmically against the hull and the cries of 
  the wheeling gulls form a kind of wild music, 
  the music of wind and water.  If only all jobs 
  were this pleasant! 
   
  ENCOUNTER 5: AT DROWN 
  TOWN: 
   
  After a pleasant journey under thickening 
  clouds, you arrive at the small sheltered bay 
  that is the site of Drown Town. The clouds 
  have thickened, and the sky is overcast and 
  gloomy. Drown Town consists of a scattering 
  of cottages at the head of the bay, and perhaps 
  a dozen ships and barges moored in the 
  harbor.  Most seem deserted, but on one black-
  hulled barge there seems to be a party 
  happening.  The barge is festooned with 
  lanterns, kegs have been set up on deck, 
  music is playing, and people seem to be 
  having a great time.  In the light from the 
  lanterns you can just make out large, untidy 
  letters painted on the stern—Meroc's Barge. 
   
  A tall, lean, half-orc at the party notices 
  your arrival.  Cupping his hands around his 
  
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  Page 7 
  mouth, he bellows "Welcome!  Come join the 
  party!" 
   
  The captain orders you to drop sail and run 
  out the oars. As you do so, a rowboat with four 
  rowers and a coxswain (pronounced cox'sun) 
  pulls away from shore and comes out to meet 
  you.  The coxswain turns out to be the 
  harbormaster, and his boat leads you to your 
  assigned berth.  This turns out to be a pair of 
  mooring buoys.  His rowers assist you in 
  securing mooring lines fore and aft on the 
  barge, then row quickly in the direction of the 
  party barge. 
   
  The captain orders watch lamps to be lit 
  bow and stern, and the larger of the ship's 
  boats deployed.  It's party time! 
    
    The beer, wine, ale, and rum are all first 
  rate, the food is excellent, the musician's 
  talented, and the night is filled with stories so 
  outrageous they must be exaggerations.   
   
  This is an all-night party.  When it begins to rain 
  about midnight, the party moves below decks to 
  the cargo hold. 
   
    The DM may use this encounter to pace the 
  playing time for the module.  If the DM is pressed 
  for time, the encounter may be skimmed over 
  quickly.  Otherwise, the DM may run the encounter 
  with appropriate NPCs used as flavor. 
   
  The clouds and cooler weather are indicators 
  of a few days of rainstorms of increasing intensity. 
   Captain Finch waits two days, and then, during a 
  rainstorm, attempts to follow his original plan of 
  surreptitiously casting sleep (Listen check of DC 0, 
  modified by distance, walls, and distractions) on 
  the late watch and letting the barge drift out into 
  the Nyr Dyv, to be carried downlake to the waiting 
  slave ship.  He plans on claiming that he too was 
  bespelled and then casting sleep on the entire 
  party when the slavers show up. 
   
  Finch's tactics: He positions himself on the 
  quarterdeck after ordering any PCs standing 
  watch to positions in the bow and amidships.  He 
  then casts change self and, using the darkness 
  and sounds of the storm to his advantage (+4 
  circumstance bonus to Hide and Move Silently), 
  he attempts to subdue the PC amidships with his 
  sleep spell or a sneak attack, as appropriate.  He 
  then attempts to do the same to the PC on bow 
  watch, then bind, gag, and inflict subdual damage 
  sufficient to keep them unconscious for several 
  hours. He then inflicts visible subdual damage to 
  himself (bloody noise, bruise over an eye, etc.). 
   
  After a few hours, when the barge is well out 
  on the Nyr Dyv, he rouses everyone with a tale of 
  being attacked and overwhelmed by three figures, 
  one of whom cast silence on him (Sense Motive 
  check DC 24 to figure out he's lying). To bolster 
  his 
  tale 
  of 
  thieves, 
  he 
  has 
  relieved 
  the 
  unconscious PCs of their funds and emptied his 
  own purse, hiding all the money in the bottom of a 
  keg of flour in the galley (Search check DC 25; 
  must search the galley specifically). 
   
  Note that the dog did nothing in the nighttime. 
  Give the PC a +2 bonus to the Sense Motive 
  check above if this is pointed out. If a PC raises 
  this issue with Finch, he claims that the dog was 
  sheltering below decks to avoid the storm. A 
  speak with animal spell can convince the Admiral 
  to tell the truth about the "trustworthy" human. 
   
  If he is successful in his initial efforts, the 
  Anguillians attack under the cover of darkness and 
  the storm (see Encounter 6). Regardless of the 
  outcome of fighting between Anguillians and the 
  PCs, Captain Finch is speared, bitten, and 
  dragged overboard to his death. 
   
  If the PCs foil the captain's efforts at Drown 
  Town, he attempts to escape over the side of the 
  barge and swim to the island.  If he is successful 
  in his initial attacks, but the PCs succeed in the 
  Sense Motive check above, he sticks to his story, 
  protesting his innocence and asserting his 
  authority as Captain.  He does not resist if taken 
  into custody, as he plans to try to escape when the 
  barge returns to shore.  In this case he becomes 
  Anguillian food in the next encounter (see 
  Encounter 7). 
   
   In either case the Anguillian attacks still occur 
  later, as described below. 
   
  APL 2 (EL 4) 
  Jared Finch: male human rogue 3/sorcerer 1; hp 
  19; see Appendix 1. 
   
  ENCOUNTER 6: I THINK I'VE 
  GOT A BITE 
   
  If the PCs have been successfully deceived by 
  Captain Finch, run this version of the encounter. If 
  the PCs have fought Captain Finch, skip to 
  Encounter 7. 
   
  You awaken to the heavy rolling of the barge. 
  Rain pours down in a steady drumbeat and 
  whitecaps rock the barge as she floats in the 
  inky darkness.  You hear the voice of Captain 
  Finch bellow "All hands on deck!"  When you 
  reach the main deck you see by the light of the 
  stern watchlamp the captain wrestling the 
  
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  Page 8 
  wheel back and forth, trying to keep the barge 
  headed downwind, running before the storm.   
   
  He shouts instructions to you, but the 
  content of his words is drowned out over by 
  the wind and the sound of the rain pounding 
  the deck.  Suddenly his voice rises in a shriek. 
   You can see in the light of the watch lantern 
  the upper portion of a huge eel, its jaws closed 
  on the Captain's right shoulder as its body 
  squirms for purchase on the stern.   
   
  Before you can react, another creature 
  climbs over the stern and stands on the 
  quarterdeck.  It resembles a cross between a 
  humanoid and an eel.  It has two fleshy upper 
  appendages tipped with bony pincers, two 
  stubby hind legs, and a hideous circular mouth 
  filled with rings of teeth. 
   
  This Anguillian team consists of three Anguillians 
  and a dire eel (not included in this combat). The 
  Anguillian on the quarterdeck takes advantage of 
  the eel's grapple on the Captain to initiate its 
  bite/blood drain attack.  On the following round, 
  eel, Anguillian, and Captain disappear over the 
  stern and underwater. 
   
  In 
  the 
  meantime, 
  the 
  remaining 
  two 
  Anguillians have climbed the side of the barge and 
  are coming aboard amidships.  A DC 15 Spot 
  check by a PC with lowlight vision sees them as 
  they climb over the gunwale. A PC with Darkvision 
  may also make this check when within range for 
  his Darkvision 
   
  The Admiral follows the PCs up to the main 
  deck.  In order to lessen the difficulty of this 
  encounter, if no PC spots the Anguillians boarding, 
  the dog gives warning.  In combat, The Admiral's 
  wolfish heritage asserts itself and he attacks from 
  a flanking position (if possible) and attempts to 
  drag down an enemy with his Trip feat. 
   
  Difficult Terrain: Although the barge is stable 
  when berthed at Drown Town, when on the lake in 
  the storm she rolls heavily.  Movement modifiers 
  from Stormwrack, page 20, are as follows: 
   
  The barge rolls in a cycle, with the high and 
  low sides of the barge reversing, with an 
  intermittent round when the deck is level.  
  Characters moving uphill must spend two squares 
  of movement to travel one square.  Characters 
  running or charging downhill must succeed on a 
  DC 10 balance check.  Failure to do so causes the 
  character to stumble to a halt 1D2x5 feet later.  
  Failure by 5 or more means the character falls 
  prone in the square where he stops.  All Tumble 
  checks when the ship is not level have their 
  difficulty increased by 2. 
   
  If the PCs survive this encounter, go to 
  Encounter 7. 
   
  APL 2 (CR 4) 
  Anguillian (2): male medium aberration (Aquatic); 
  hp 28; 28. See Appendix 3. 
   
  ENCOUNTER 7: THEY'RE 
  STILL BITING 
   
  BOUND AND GAGGED 
  Run this version of the encounter if the PCs have 
  seen through the Captain's deception and have 
  fought him and lost.  They are manacled, with their 
  feet tied together in the lower cargo hold and the 
  barge is drifting in the storm, rolling heavily.  
  Under these circumstances, read the following, 
  otherwise skip to Without a Captain. 
   
  You regain consciousness in total darkness. 
  The clink of metal and the weight on your 
  wrists tells you that you have been manacled.  
  Your feet are also immobilized, probably tied 
  together with rope.  The layer of rocks on 
  which you lie tells you that you are in the 
  barge's ballast hold. The barge rolls heavily 
  from side to side, and you can hear the waves, 
  wind and rain pounding on the deck and hull.  
  From the warmth of bodies surrounding you 
  and a few faint groans, you guess all of your 
  party are in a similar predicament. 
   
  Then, faintly, you hear a scream and 
  wolfish snarling.  After a few minutes you hear 
  footsteps and a dragging sound on the deck 
  above your head, accompanied by an alien 
  language that seems composed of hums, 
  buzzes, clicks, and whistling noises. After a 
  few minutes the footsteps recede, then cease. 
   
  The Anguillians have killed the captain and The 
  Admiral, and make a cursory search of the mid-
  deck and cargo deck looking for additional victims. 
  The dragging sound is the Anguillians' tails 
  scraping on the deck as they walk. 
   
  Once the Anguillians have departed, the PCs 
  are able to free themselves from their leg ropes 
  with an Escape Artist check DC 25 or a Break DC 
  of 23, and from the manacles with an Escape 
  Artist check of 30 or a Break DC of 26. 
  Alternatively, the PCs may climb out of the ballast 
  hold and cut or abrade their legs ropes against a 
  solid surface (doing 1 hit point of damage plus 
  strength bonus per round to the 2 hit point ropes), 
  then locating the keys to the manacles in the 
  
  DyvIntro6-03 A Sailor's Life for Me 
   
  Page 9 
  Captain's cabin (Search check DC 15) or using the 
  tools on the barge to cut the manacles free. 
   
  If they PC are unable to free themselves, they 
  are captured by the slavers the next day. 
   
  The barge drifts throughout the night, the storm 
  blows out, and the slavers' ship shows up the next 
  day. Go to Encounter 8. 
   
  WITHOUT A CAPTAIN 
   
  This version of the encounter assumes that the 
  PCs saw through the Captain's deception and 
  defeated him. If the barge is still anchored in 
  Drown Town it does not roll in this sheltered 
  anchorage, but the storm effects and darkness still 
  apply. If the barge is out on the Lake, then the 
  difficult terrain modifiers in Encounter 6 apply 
  here. 
   
  Two Anguillians attempt to slip aboard the 
  barge and attack the PCs on watch.  Due to their 
  good Hide scores and darkness, it is more likely 
  that the PCs hear them than see them (although 
  PCs with darkvision or lowlight are better able to 
  spot the boarders).  In this version of the 
  encounter the Anguillians are actively hiding as 
  they board, so the spot DC is 24 and the Listen 
  DC is 16 (these numbers include the storm 
  modifiers). When the Anguillians come within 30 
  feet of a watchlamp, the spot DC drops to 15. 
   
  In order to lessen the difficulty of this 
  encounter, if no PC spots the Anguillians boarding, 
  the dog gives warning.  In combat, the Admiral's 
  wolfish heritage asserts itself and he attacks from 
  a flanking position (if possible) and attempt to drag 
  down an enemy with his Trip feat. 
   
  If the PCs find out Captain Finch's plan and 
  are skilled enough to sail the barge away from 
  Drown Town into the slaver trap, then they have 
  the option of Encounter 8.  Otherwise, skip to 
  Conclusion. 
   
  ENCOUNTER 8: ARRRGH YE 
  READY? 
   
  This encounter normally occurs at midmorning, 
  the day after the battle against the Anguillians in 
  Encounter 6. If the party is down on hit points to a 
  moderate or greater degree, extend the storm for 
  another day, having it end just after sunset and 
  run the encounter at midmorning of the next day. 
   
  Unless the PCs subdued and interrogated 
  Captain Finch, the party has no way of knowing 
  that a slaver ship is looking for them. The slavers 
  are expecting to see a barge with sails furled and 
  Captain Finch waving to them. When they see the 
  barge under sail, they know that he has failed, but 
  try to bluff the PCs until they can attack them. 
   
  Do not suggest Sense Motive checks to the 
  players but if a player desires to make such a 
  check, they may do so when coming face to face 
  with Iris Flamehair (she does all the talking in the 
  encounter).  The DC for this check is 12.  Since 
  the slavers were expecting to take only four 
  prisoners plus Finch onboard, a pinnace was 
  dispatched from the main slaver ship. 
   
  From Stormwrack:  A pinnace is a small, two-
  masted sailing vessel.  It's sturdy enough to 
  undertake long open-water voyages and handy 
  enough to use close to shore.  A pinnace is fully 
  decked, but its sterncastle is hardly worthy of the 
  name; it's little more than a cramped cabin. A 
  pinnace carries a maximum of 15 people. 
   
  A pinnace is 30 feet long and 10 feet wide and 
  draws five feet of water.  The deck of the pinnace 
  is five feet above the waterline, so due to the 
  relative motion of the two vessels, anyone on the 
  pinnance must make a DC 10 climb check to 
  transfer to the barge. Anyone on the barge may 
  easily jump down to the pinnace. 
  Tactics:  The pinnace comes alongside the barge, 
  hails the PCs, and asks if assistance is required.  
  If the PCs agree, Iris offers to bring her 
  navigational equipment and charts aboard to show 
  the PCs their current location.  Two of her warriors 
  climb up onto the barge and then assist her up. 
   
  She shows the PCs the location as promised, 
  while the two warriors casually assume good 
  attack positions.  At her signal, the two warriors 
  attack while the remaining warrior boards the 
  barge.  While her warriors are attempting to 
  appear unruffled, they are a little nervous at 
  attacking a larger party.  On Iris's signal, allow the 
  PCs a DC 12 Spot check to notice hands reaching 
  for swords, hostile body language, and the like.  
  PCs making the check may act on the surprise 
  round.  She uses her scroll of magic missile at the 
  first opportunity to do so. 
   
  APL 2 (EL 4) 
  Bob, Ted, and Alex, Warriors (3); hp 13, 13, 13, 
  see Appendix 1. 
  Iris Flamehair; hp 6, see Appendix 1. 
   
  When the fight is over, the PCs discover four 
  prisoners below decks on the pinnace.  These are 
  four fishermen, brothers who fell victim to a 
  scheme similar to Finch's and were picked up by 
  the pinnace the evening before, just after the 
  storm abated. 
  
  DyvIntro6-03 A Sailor's Life for Me 
   
  Page 10 
   
  Joe, Michael, Kevin, and Igor. Fishermen (4): 
  male human expert 1 (Profession [Sailor] +7). 
   
  CONCLUSION 
  SUCCESS 
  If the PCs defeated Captain Finch and/or the 
  slavers and took them alive, read the following 
  conclusion: 
   
  When you turn over the slavers (and Captain 
  Finch) to the authorities and tell your story, the 
  officer in charge asks you to wait.  He leaves 
  the room, only to return shortly with a sealed 
  scroll tube.  He hands it to you with 
  instructions to deliver it to the headquarters of 
  the Dyvers Anti-Slavery Guild. 
   
  At the DASL headquarters, you hand over 
  the scroll tube.  The person speaking to you, 
  who calls himself Atticus Sparrow, opens the 
  tube and reads the sheet of parchment therein. 
   A broad smile crosses his face as he looks up 
  at you. "Excellent work!  Wait here while I get 
  the reward money." 
   
  He departs briefly, returning with a small 
  chest and a ledger book. He opens the ledger, 
  and requests each of you to sign a page 
  headed "Rewards Paid." When you do so, he 
  gives each of you a bag containing 300 gold 
  pieces. 
   
  "Keep up the good work", he says, "We're 
  always happy to pay for the capture of 
  slavers." 
  The End 
   
  CAPTURED! 
  If the PCs are captured by the slavers, read the 
  following conclusion: 
   
   
  It's been nearly two months since you were 
  captured by the slavers.  After a few days in 
  the pinnace with other slaves, you were 
  transferred to the hold of this larger ship in the 
  dead of night. Two months in chains.  Two 
  months with the reek of unwashed bodies 
  around you.  Two months wallowing in your 
  own filth, watching weaker individuals around 
  lose the will to live. 
   
  Suddenly an alarm is raised on deck.  
  There is the sound of running feet, then 
  explosions, loud poundings, shouts, and 
  screams.  The ship shudders as something 
  scraps along the outer hull inches from your 
  head.  Faintly you here a voice shout "Marines 
  commence boarding!" 
   
  For what seems like an eternity the sounds 
  of combat rage on.  Metal clangs on metal, 
  arcane words are intoned, and bodies thud as 
  they fall to the deck above you.  Finally, there 
  is silence. 
   
  All at once sunlight pours in to the hold as 
  the hatch cover is ripped away.  Figures 
  wearing the uniform of the Dyvers Free 
  Marines are backlit by the sun as they move 
  through the hold, fitting keys to manacles and 
  freeing prisoners. 
   
  As you stare through eyes made blurry by 
  the bright light, a figure stops over you, then 
  does a doubletake as he stares at your face. 
  "Well", he laughs, "I guess you won't be 
  getting into any more bar fights for a while."  
  You recognize your rescuer as one of the 
  Marines you battled in the Jolly Tar so long 
  ago." 
   
  The PCs' nonmagical equipment is stored aboard, 
  and the freed captives are allowed to find and 
  claim their belongings.  Any magical equipment 
  has already been used or sold by the slavers. 
   
  You are assisted aboard the Dyvers Navy 
  vessel Slavers' Bane, where food and rest are 
  provided.  A few days later you are stumbling 
  down the gangway onto the docks of Dyvers, 
  still gaunt and hollow-eyed.  Will your further 
  adventures have a happier ending?  Will you 
  ever get your chance for revenge against the 
  slavers still roaming the Nyr Dyv?  And more 
  importantly, where's the nearest tavern? 
  The End 
   
  Assess a cost of 8 time units on the AR if this is 
  how the module ends. 
  
  DyvIntro6-03 A Sailor's Life for Me 
   
  Page 11 
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up 
  the values for the objectives accomplished. Then 
  assign the experience award.  Award the total 
  value (objectives plus roleplaying) to each 
  character. 
   
  Encounter 3 
  Overcoming the Marines 
  APL 2  
  120 XP 
   
  Encounter 4  
  Defeating Captain Finch 
  APL 2  
  120 XP 
   
  Encounter 6 or 7  
  Defeating the Anguillians 
  APL 2  
  120 XP 
   
  Encounter 8  
  Defeating the slavers 
  APL 2  
  120 XP 
   
  Story award  
  Not losing the barge 
  APL 2  
  90 XP 
   
  Note that the total XP award could exceed 450.  In 
  this case, congratulate the players on a job well 
  done and award the maximum. 
   
   
  TREASURE SUMMARY 
  During 
  an 
  adventure, 
  characters 
  encounter 
  treasure, usually finding it in the possession of 
  their foes.  Every encounter that features treasure 
  has a "treasure" section within the encounter 
  description, giving information about the loot, 
  coins, and magic items that make up the 
  encounter's treasure. 
   
  The loot total is the number of gold pieces 
  each character gains if the foes are plundered of 
  all their earthly possessions.  Looting the bodies 
  takes at least 10 minutes per every 5 enemies, 
  and if the characters cannot take the time to loot 
  the bodies, they do not gain this gold.  If you feel it 
  is reasonable that characters can go back to loot 
  the bodies, and those bodies are there (i.e., not 
  carted off by dungeon scavengers, removed from 
  the scene by the local watch, and so on), 
  characters may return to retrieve loot.  If the 
  characters do not loot the body, the gold piece 
  value for the loot is subtracted from the encounter 
  totals given below. 
   
  The coin total is the number of gold pieces 
  each character gains if they take the coin 
  available.  A normal adventuring party can usually 
  gather this wealth in a round or so.  If for some 
  reason, they pass up this treasure, the coin total is 
  subtracted from the encounter totals given below. 
   
  Next, the magic items are listed.  Magic item 
  treasure is the hardest to adjudicate, because they 
  are varied and because characters may want to 
  use them during the adventure.  Many times 
  characters must cast identify, analyze dweomer or 
  similar spell to determine what the item does and 
  how to activate it.  Other times they may attempt 
  to use the item blindly.  If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) 
  and the item is used before the end of the 
  adventure, its total is subtracted from the 
  adventure totals below. 
   
  Once you have subtracted the value for 
  unclaimed treasure from each encounter add it up 
  and that is the number of gold pieces a characters 
  total and coin value increase at the end of the 
  adventure.  Write the total in the GP Gained field 
  of the adventure certificate.   
   
  Loot = Looted gear from enemy; Coin = Coin, 
  Gems, Jewelry, and other valuables; Magic = 
  Magic Items. 
   
  Encounter 2 
  APL 2: Loot: 0 gp; Coin: 50 gp; Magic: 0 gp 
   
  Encounter 3 
  APL 2: Loot: 1 gp; Coin: 12 gp; Magic: 0 gp 
   
  Encounter 4 
  APL 2: Loot: 6 gp; Coin: 42 gp; Magic: 0 gp 
   
  Encounter 6 or 7 
  APL 2: Loot: 2 gp; Coin: 0 gp; Magic: 0 gp 
   
  Encounter 8 
  APL 2: Loot: 500 gp; Coin: 120 gp; Magic: scroll of 
  magic missile (4 gp each) 
   
  Conclusion 
  APL 2: Loot: 0 gp; Coin: 300 gp; Magic: 0 gp 
   
  Total Possible Treasure 
  APL 2: Loot: 509 gp; Coin: 524 gp; Magic: 4 gp; 
  Total: 1037 gp (only possible if the PCs loot the 
  Marines without getting caught, defeated Finch, 
  and can sail the barge away from Drown Town). 
    
  
  DyvIntro6-03 A Sailor's Life for Me 
   
  Page 12 
    
   
  ITEMS FOR THE ADVENTURE 
  RECORD 
   
  Influence point with the Dyvers Anti-Slavery 
  League (cross out if the PCs did not earn the 
  DASL reward money). 
    
  
  DyvIntro6-03 A Sailor's Life for Me 
   
  Page 13 
  APPENDIX 1: APL 2 FOES
  ENCOUNTER 3: 
  Benny and Clyde, Marines (2): male human 
  fighter 2; CR 2 Medium humanoid (human); 
  HD 2d10+4; hp 20; Init +2; Spd 30 ft.; AC 12, 
  touch 12, flat-footed 10; Base Atk +2; Grp +5; Atk 
  +1 melee (1d4+3, beer stein) or +5 melee (1d3+3 
  nonlethal, unarmed); AL N; SV Fort +5, Ref +2, 
  Will +0; Str 16, Dex 14, Con 14, Int 10, Wis 10, 
  Cha 10. 
   
  Skills and Feats: Climb +8, Jump +8, 
  Swim +8; Cleave, Dodge, Power Attack, Weapon 
  Focus (longsword). 
   
  Languages: Common. 
   
  Possessions:  Dagger, 12 gold. 
   
  ENCOUNTER 5: 
  Jared Finch: male human rogue 3/sorcerer 1; CR 
  4; Medium humanoid (human); HD 3d6+3 plus 
  1d4+1; hp 19; Init +7; Spd 30 ft.; AC 15, touch 13, 
  flat-footed 15; Base Atk +2; Grp +3; Atk +3 melee 
  (1d6+1, club) or +5 melee (1d4+1/19-20, dagger) 
  or +3 melee (1d4, sap) or +1 ranged (1d8, 
  crossbow); SA spells (10% ACF), sneak attack 
  (2d6); SQ uncanny dodge; AL N; SV Fort +2, Ref 
  +6, Will +3; Str 12, Dex 16, Con 12, Int 10, Wis 10, 
  Cha 14. 
   
  Skills and Feats: Bluff +9, Climb +6, Hide +9, 
  Jump +5, Move Silently +6, Profession (Sailor) +9, 
  Sense Motive +7, Spot +7, Tumble +9, Use Rope 
  +10; Dodge, Improved Initiative, Skill Focus: 
  Profession (Sailor). 
   
  Languages: Common. 
   
  Spells Known (5/4; base DC = 12 + spell 
  level): 0— daze, detect magic, light, mage hand; 
  1st— change self, sleep. 
   
  Possessions: 
  dagger; 
  light 
  crossbow, 
  20 crossbow bolts, club, leather armor, 6 sets 
  manacles (hidden below decks), 250 gp. 
   
  ENCOUNTER 8: 
  Bob, Ted, and Alex, Warriors (3): male human 
  warrior 1; CR 1 medium humanoid (human); HD 
  1d8+2; hp 13; Init +1; Spd 30 ft.; AC 14, touch 11, 
  flat-footed 13; Base Atk +1; Grp +3; Atk +4 melee, 
  (1d6+2 nonlethal, sap) or +3 (1d8+2, mace, 
  heavy) or +2 (1d8, crossbow); AL NE; SV Fort +4, 
  Ref +1, Will +0; Str 14, Dex 12, Con 14, Int 10, 
  Wis 10, Cha 10. 
   
  Skills and Feats: Climb +4, Escape Artist +2, 
  Intimidate +2, Profession (Sailor) +1, Swim +4, 
  Use Rope +2; Toughness, Weapon Focus: Sap. 
   
  Languages: Common. 
   
  Possessions: sap, dagger, heavy mace, light 
  crossbow, 20 crossbow bolts, leather armor, 
  buckler, 13 gp. 
   
  Iris Flamehair: female human wizard 1; CR 1 
  medium humanoid (human); HD 1d4+2; hp 6; Init 
  +2; Spd 30 ft.; AC 12, touch 12, flat-footed 10; 
  Base Atk +0; Grp +0; Atk +0 melee (1d6, 
  quarterstaff) or +2 ranged (1d4/19-20, dagger); SA 
  spells; AL NE; SV Fort +2, Ref +2, Will +2; Str 10, 
  Dex 14, Con 14, Int 16, Wis 10, Cha 10. 
   
  Skills and Feats: Climb +1, Concentration +6, 
  Craft (Shipmaking) +2, Knowledge (Arcana) +4, 
  Knowledge (VTF) +7, Knowledge (Navigation) +7, 
  Profession (Sailor) +4, Spellcraft +7; Combat 
  Casting, Dodge. 
   
  Languages: Common, Orc, Goblin, Draconic. 
   
  Spells Prepared (3/2; base DC = 13 + spell 
  level): 0— daze x2, detect magic; 1st— color 
  spray, obscuring mist. 
   
  Possessions: scroll of magic missile (1st-level 
  caster), dagger, quarterstaff, 80 gp. 
   
  
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  APPENDIX 2: APL 2 NPCS
   
  APPENDIX 2: NPCS 
  ENCOUNTER 1 
  Larissa, female human expert 1: CR 1 Medium 
  humanoid (human); HD 1d6; hp 6; Init +2; Spd 30 
  ft.; AC 12, touch 12, flat-footed, 10; Base Atk +0; 
  Grp -1; Atk -1 melee or +2 ranged (1d4-1/19-20, 
  dagger); AL N; SV Fort +0, Ref +2, Will +3; Str 8, 
  Dex 14, Con 10, Int 14, Wis 12, Cha 16. 
   
  Skills and Feats: Bluff +7, Disguise +7, 
  Perform +5, Search +4, Sense Motive +3, Sleight 
  of Hand +4, Spot +3, Tumble +4, Use Rope +4; 
  Skill Focus: Bluff, Skill Focus: Disguise. 
   
  Languages:  Common, Halfling, Dwarven 
   
  Possessions:  Dagger   
    
  Larissa is 15 years old, but small for her age.  She 
  uses her Disguise skill to make herself appear a 
  few years younger.  She carries a small dagger 
  hidden in her clothing, but she only uses it to bluff 
  her way out of tight situations. 
   
  ENCOUNTER 2: 
  Sailors (Bill, Davey, Jon and Waldo) (4), male 
  human rogue 1/fighter 1; CR 2 Medium humanoid 
  (human); HD 1d6+1 plus 1d10+1; hp 15; Init +3; 
  Spd 30 ft.; AC 13, touch 13, flat-footed 10; Base 
  Atk +1; Grp +3; Atk +3 melee (1d6+2, Sap); or +3 
  ranged (1d4+2, Dagger); AL N; SV Fort +3, Ref 
  +5, Will +1; Str 14, Dex 16, Con 12, Int 10, Wis 12, 
  Cha 10. 
   
  Skills and Feats: Balance +10, Climb +9, 
  Jump +9, Profession (Sailor) +6, Spot +5, 
  Swim +7, Tumble +10, Use Rope +8; Dodge, 
  Point Blank Shot, Skill Focus: Climb. 
   
  Languages:  Common. 
  
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  APPENDIX 3: APL 2 NEW RULES ITEMS
  ANGUILLIAN (MONSTER) 
  Anguillian (2): [male] Medium Aberration 
  (Aquatic)]; HD 3D8+6 , HP 28; 28 Init +6; Spd 20 
  ft, Swim 40 ft;  
  AC 16 (+2 Dex, + 4 natural), touch 12, flat-
  footed 14  
  Base Atk +2; Grapple +4; Atk +4 melee (pincer 
  1D4+2) or (spear 1D8+3/x3) Full Attack 2 
  pincers and bite +2(1D4+1) or spear and bite.   
  Special Attack:  Attach and blood drain.  
  Special Qualities: Darkvision 90 ft, landwalking, 
  light blindness, speak with eels, vulnerability to 
  fire. 
  Alignment; LE 
   Saves: Fort ++5, Ref +3, Will +3 
  Abilities: Str 15, Dex 14, Con 15, Int 10, Wis 
  14, Cha 6.  
  Skills: Hide +10 (+14 in coral, rock, or kelp), 
  Listen +2, Spot +10, Survival +6, Swim +10. 
  Feats: Improved initiative, Multiattack  
  Languages Dialect of Sahaugin. 
   
   
   
  
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   APPENDIX 4: THE BATTLE OF ADMUNDFORT 
   
  The Battle of Admundfort is a former Rhenee slaver barge captured at its eponymous 
  event and converted for use as a floating residence. It has a length of 100 feet, a beam 
  of 40 feet, and draws 10 feet of water with a full load.  Currently it is empty of cargo but 
  still draws 10 feet due to the extra ballast carried to improve seaworthiness.    
   
  As a slaver barge, she was made more seaworthy than the standard barge by the 
  addition of extra ballast and the bracing effect of the iron cell bars of the middeck slave 
  cells.  During her most recent conversion, the bars were retained but covered with wall 
  panels to create cabins, portholes were added to her middeck, her weapons were 
  removed, and the sterncastle was converted to a salon, galley, and mess. A sanitary 
  facility, bath, and pantry were added to the middeck, and a large water storage tank was 
  installed at the stern of the cargo deck. 
   
  Due to no longer having the large number of oarsmen (40) required to effectively row 
  the barge long distances, her primary propulsion method is now her two square sails.  
  For very short distances (a few hundred yards at most) she can be moved at a very 
  slow pace (5 feet every round) by as few as four oarsmen or (in shallow waters) 
  polemen.  
   
  Appearance: The Battle of Admundfort is fresh out of drydock and everything about 
  her appears new and shiny.  Her brass is polished to a high shine, she has a fresh coat 
  of white paint, and all of her ropes, lines, oars, ship's boats, watch lamps, and the like 
  are new.  Her new owners were sailors at the battle and chose her from among the 
  sturdiest and best-kept barges in the captured fleet. 
   
  Description by deck:  See Figure 1 for a side profile of the barge.  On all barge 
  illustrations, each square measures 5 feet.  A low (36") wooden railing circles the 
  topside of the barge. 
   
  Topside--Forecastle.  The forecastle occupies the front of the barge.  The top of the 
  forecastle is the foredeck, and contains two mooring points (port and starboard) and the 
  smaller (capacity 8 medium creatures) of the two ship's boats.  The boat is held in an 
  inverted position by deck clamps, and the oars are stored within the boat. A ladder 
  (stairway) provides access to the foredeck on both the port and starboard sides 
   
  Access to the interior of the forecastle is provided by port and starboard doors.  The 
  interior at present is mostly empty space, although the hooks formerly used for crew 
  hammocks remain.  The spare ropes, lines, and chains are stored here, as are heaving 
  lines, life buoys, some fishing nets, spare sails, tarps, and a few buckets.  Headroom is 
  about seven feet. 
   
  Topside--Main Deck.  A ladder (stairway) to the middeck descends from the main deck 
  at the forecastle.   A large cargo hatch with a wooden lattice is positioned between the 
  foremast and mainmast.  When the hatch cover is removed, a permanent ladder 
  
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  attached to the sternward side of the hatch provides access to the middeck and cargo 
  deck.  In stormy weather, the hatch cover is itself covered with a tarp to prevent rain 
  accumulating in the cargo hold. 
   
  To the stern, the ship's bell is attached to the front wall of the sterncastle.  Ladders 
  (stairs) provide port and starboard access to the quarterdeck, and a ladder (stairway) 
  descends to the middeck. 
   
  Topside--Sterncastle.  The roof of the sterncastle is the quarterdeck.  Rhenee barges 
  use a wheel for steering rather than a manual rudder, and the steersman's position is 
  here.  The larger ship's boat (capacity 12 medium creatures) is clamped here in the 
  same manner as the boat on the foredeck.  Similarly, there are port and starboard 
  mooring points. 
   
  The starboard half of the sterncastle is the main salon.  The salon is equipped with a 
  table and eight comfortable chairs, artwork, and a well-supplied liquor cabinet. Built-in 
  cabinets hold chess and checker sets, dice, decks of cards, and other amusements.  A 
  fold-down wall desk contains pens, ink, parchment, sealing wax, and other scribal 
  necessities. Doors provide direct access to the mess and galley. A small wood-burning 
  stove is vented through the wall at the stern.  The ship's steering cables pass downward 
  from the wheel above through a duct built into the wall between the salon and the 
  mess/galley. 
   
  The port half of the sterncastle is divided fore and aft into the mess and the galley.  The 
  mess has a small table, bench seating along its forward, port, and stern walls, and 
  cabinets containing trenchers, mugs, and tableware.  The galley contains a sink with 
  handpump, storage for pots, pans, and kettles, storage cabinets for food, spices, and 
  cooking and cleaning utensils.  A wood-burning cook stove is vented in the same 
  manner as the one in the salon. 
   
  Middeck.  The middeck holds five simply furnished cabins, each containing a bed, 
  desk, chair, wardrobe, swivel-mounted oil lamp, and sea chest. Currently, all cabins are 
  unoccupied and all furnishings empty, but the lamps are fully fueled.  The pantry is fully 
  stocked with preserved foods as well as potatoes, onions, apples, various nuts, and the 
  like. 
   
  The bath contains a tub, a chest of drawers, a supply cabinet with soap, sponges, 
  several pumice stones, and a number of wall pegs.  A wall-mounted hand pump draws 
  water from the tank in the cargo hold.  The bath drains through a pipe extending through 
  the port side of the ship.  The pipe has a shut-off valve both for bathing and to keep 
  heavy seas from flooding the room. 
   
  The head features a commode chair secured to the deck and small pail on a swivel 
  mount.  The pail contains water and a sponge on a stick.  The stern ladder from the 
  main deck descends between the bath and head, and a trap door beneath the ladder 
  gives access to the cargo hold. 
  
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  Amidships, the cargo hatch between the masts provides access to the cargo hold.  
  Forward is the original sail locker, now empty, and the ship's workshop.  The workshop 
  contains all the tools needed to repair and maintain the barge under normal 
  circumstances.  The forward ladder from the main deck descends here, with a trap door 
  beneath it as in the stern. 
   
  In steerage, the cables from the wheel on the quarterdeck run along pulleys on the 
  ceiling and halfway down the sides of the room, then meet at the rudder extension in the 
  center.  Pipes from the water tank in the cargo hold ascend here, with one going 
  through the ceiling to the galley above, and the other running forward to provide water 
  to the pump in the bath chamber. 
   
  Cargo Deck.  The cargo deck is accessed by three ladders, one in the central cargo 
  hatch and shorter ones from the trap doors fore and aft on the middeck.   Currently 
  there is little stored here--40 oars, some timber, a few kegs of nails, some brass 
  sheeting, caulking, tar, firewood, and a few casks of beer.  All cargo is secured to the 
  deck or hull to prevent shifting.  Two trap doors give access to the ballast hold. 
   
  Ballast Hold.  This area has a 5-foot ceiling.  The bottom is filled with ballast blocks--
  basalt cubes two feet on a side one layer deep across the entire area. 
  
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  FIGURE 1--PROFILE 
   
  
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  FIGURE 2--TOP VIEW 
   
  
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  FIGURE 3--MAIN DECK 
   
  
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  FIGURE 4--MIDDECK 
   
  
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  FIGURE 5--CARGO DECK 
   
  
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  DM AID #1 
  RHENNEE SAILING BARGES 
   
  While the standard sailing barge of European origin measured from 60 to about 100 feet 
  in length, with a beam width usually a third to a quarter of its length, Rhenee barges are 
  somewhat different.  In the Greyhawk Player's Guide, they are described as about 60 
  feet long and 15 feet wide, but similar in style to a junk, and sporting one or two masts.  
  See illustrations below.  On the left is a Chinese junk, on the right is a European sailing 
  barge. 
   
   
   
  
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  In both instances the vessels are fully decked, as would be expected for any use other 
  than cargo transfer between ships and shore facilities. 
  For game purposes, it becomes necessary to reconcile the above description with the 
  statistics for barges given in Stormwrack, and the revised stats for the captured Rhenee 
  slaver barges from the siege of Admundfort. 
  Stormwrack barge: Passenger and crew capacity 120, minimum crew requirement 5, 
  rowers required 40.  Speed 1/2 mph (rowed--poor maneuverability), no sail speed, cost 
  6000 gp, size 100 feet x 40 feet, Height 10 feet, Draft 10 feet. Seaworthiness +0, 
  Shiphandling -6.  Hull sections 80 (sink 20), AC 3, hardness 5, cargo 50 tons. 
  Admundfort barge: as above except seaworthiness +2,  shiphandling +2, sailing speed 
  15 feet (poor), cost 10,000 gp. 
  The primary discrepancies between the real world examples and the D&D version are 
  beam width and therefore, draft.  Beam width can be explained as a matter of design 
  preference.   Because the Rhenee live on these barges, they choose a wider hull both 
  for stability and living space. 
  Draft, however, is not so easily explained.  The standard European hull configuration of 
  about 3 to 1 produces a draft of six feet. A broader hull must therefore have a shallower 
  draft.   Rhenee barges must therefore carry far more ballast than other sailing vessels, 
  probably for purposes of lateral stability. 
  Given all of the above, what does an Admundfort barge look like?  Rather than the 
  handheld rudder of the European sailing barge, it probably has a wheel for steering, 
  mounted on an elevated quarterdeck, like a junk. Under the quarterdeck would be two 
  cabins, one for the captain and one for the Rhenee wise woman. A forecastle would 
  probably be present, as much for shedding bow waves as anything else. 
  On the main deck, one would expect at least three entrances to the lower deck--
  probably ladders (stairs) from the forecastle and quarterdeck areas and a cargo hatch 
  amidships.  Below decks, iron bars would have been installed to create cells for holding 
  slaves. Crew cabins and a galley would also be found here. 
  Given the 20-foot distance from main deck to the bottom of the hull, a lower deck is 
  likely--probably used for cargo and additional slave cells.  Indeed, the internal bracing 
  effect of the cell bars may account in part for this barges improved seaworthiness and 
  handling characteristics.  This deck would have relatively low headroom, as the ballast 
  in the bottom of the hull would require a foot or so of depth. 
  Modifying an Admundfort barge into living space could require either little effort or a 
  great deal, depending on the wishes of the new owner.  Some of the cell bars could be 
  left in place, either exposed or paneled over, to improve stability.   Portholes would 
  probably be desired for cabins the middle deck, and a water tank and bathtub would 
  add further refinement. 
  
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   PLAYER HANDOUT 1 
  THE LAWS OF DYVERS 
   
  Below is a list of fines and punishments a DM is most likely to deal with during a Dyversian adventure.   
  All GP fines are assessed as a "tax" and must be paid directly to the arresting constable at the time of 
  apprehension.   
   
  Assault:  The fine is 5 gp.   Also, if weapons 
  were used the weapons are confiscated. 
   
  Breaking and Entering:  The fine is 250 gp and 
  2 TUs in jail. 
   
  Casting Without A Guild License:  The fine is 
  100 gp.  If the spell caused damage, the fine is 
  added to that of other laws broken. 
   
  Destruction of a Gelatinous Cube:   The fine 
  is 100 gp and 2 TUs public service finding a new 
  cube 
   
  Destruction of Private Property:   The fine is 
  150% of the cost of the property.  Optionally, the 
  PC may spend 1 TU in jail per 50 gp of the fine. 
   
  Destruction of Public Property:  The fine is 
  200% of the cost of the property.  Optionally, the 
  PC may spend 1 TU in jail per 50 gp of the fine. 
   
  Drawing Weapons:  The fine is 2 gp, plus 1 TU 
  doing civic duties, which can be completed at 
  the end of the adventure.  If self-defense can be 
  proved, the fine is 1 gp. 
   
  Endangering Innocents:  The fine is 4 gp per 
  innocent endangered.   
   
  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):  This is an evil act. 
   The character should be turned in to the Triad 
  for removal from the campaign. 
   
  Performing In A Tavern Without A Guild 
  License:  The fine is 100 gp. 
   
  Poaching:  The fine is 100 gp and 1 TU in jail. 
   
  Theft--Petty (up to 100 gp value):   The fine is 
  200% of the total value, as well as 2 TUs doing 
  civic duties 
   
  Theft--Grand (over 100 gp value): The fine is 
  200% of the total value, as well as 100 gp of the 
  total value. 
   
  Unlawful Imprisonment:  The fine is 300 gp 
  and 2 TUs in jail. 
  
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  PLAYER HANDOUT 2 
   
    
   
  Word has reached me of your abilities.  I have need of someone with 
  your talents.  Come to the Jolly Tar Tavern in the Docks District at 
  midday.  Sit at the red table.  I will join you there. Please tip the 
  messenger to ensure his or her silence. 
   
   Cetbek Dotog 
  
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