TEXT: 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.
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  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, PLAYER’S HANDBOOK,
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  COINCIDENTAL. © 2005 WIZARDS OF THE COAST, INC.
  Visit the LIVING GREYHAWK website at www.rpga.com.
  ZEFsm6-01
  Sorry to Barge In-(Escape)
  A One-Round Special Mission Dungeons &
  Dragons® Living Greyhawk™
  Sultanate of Zeif Regional Adventure
  Version 1
  by Andreas Zimmermann
  Circle Reviewer: Tim Sech
  Reviewers:
  Playtesters:
  You have found yourself a…guest of the slavers. Now you need to find a way out of the confinement you
  now find yourself in. (APLs 4-12).
  
  ZEFsm6-01 Sorry To Barge In (Escape)
  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.
  # of Animals
  Mundane
  Animals Effect
  on APL
  1
  2
  3
  4
  1/4 & 1/6
  0
  0
  0
  1
  1/3 & 1/2
  0
  0
  1
  1
  1
  1
  1
  2
  3
  2
  2
  3
  4
  5
  3
  3
  4
  5
  6
  4
  4
  6
  7
  8
  5
  5
  7
  8
  9
  6
  6
  8
  9
  10
  CR of Animal
  7
  7
  9
  10
  11
  
  ZEFsm6-01 Sorry To Barge In (Escape)
  Page 2
  3. Sum the results of step 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.
  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.
  TIME UNITS AND UPKEEP
  This is a standard one-round Regional adventure,
  set in the Sultanate of Zeif. PCs native to the
  Sultanate of Zeif 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
  This special mission takes place after ZEF6-08
  That Look, in which characters who have been
  taken prisoner as slaves have the chance to
  escape from their captors, and learn some
  valuable information as well.
  ADVENTURE SUMMARY
  This short mission has the players wake up within
  the bowels of a ship, sailing the Astral Plane. The
  players meet up with another slave on the ship,
  who befriends them and tells the players there is a
  chance to escape if the players are willing to take
  the risk.
  Once the opportunity comes to them, the players
  and their ally run through the streets of a merchant
  town, and rendezvous with other allies that have
  been waiting for this event to happen. The players
  have one chance to complete their escape, or
  forever be captives of their Githyanki oppressors.
  When the time comes, they must get away from
  the guards and run their way through the busy
  streets of the town. If they can meet up with their
  rescuers they are free, however if they cannot they
  are recaptured…forever.
  PREPARATION FOR PLAY
  This mission is designed specifically for people
  who have played ZEF6-08 That Look and now find
  themselves guests of the slavers.
  This mission assumes the slaves are trying to find
  a way to free themselves from their captors, and
  possibly glean some information along the way.
  DM’s should be familiar with the rules for the Astral
  Plane, in particular how the Quickened Spell
  feature works, and healing.
  Players should have given all of their gear to
  Shyanne in That Look, so they will have no gear
  whatsoever when arriving on the ship. Any players
  
  ZEFsm6-01 Sorry To Barge In (Escape)
  Page 3
  wearing the Circlet of the Servant from VTF6-04
  Faire Trade are allowed to keep the item. The
  slavers like this circlet – it heals their charges so
  they can abuse them as they like, and it also
  lowers their Will so they are easier to keep in line.
  INTRODUCTION
  Read the following aloud to begin this mission:
  You wake up with a dull pain in your head, all
  your senses feeling muted. There is sound, but
  it is difficult to make it out. Slowly, the sounds
  begin to coalesce into 
  something 
  more
  understandable, and you realize the final haze
  of the drugs in your system is wearing off.
  Several minutes pass before you open your
  eyes, the time allowing the pounding in your
  skull to diminish.
  You blink feverishly for several moments as
  your eyes adjust to the light. There are voices
  talking here and there, and the sounds of tools
  being worked. You turn at the sound and see a
  number of people repairing different pieces of
  machinery and equipment. Each of them is
  wearing a similar tunic that appears to denote
  slavery.
  With a start you realize you are wearing one as
  well.
  You sit up, your head protesting the movement
  with an increase in pounding. You are in a
  galley of some kind, on a ship, that much is
  certain. Vague images flash in your mind of
  how you got here, but nothing coherent. The
  last 
  real 
  memory 
  you 
  have 
  is 
  strange
  abominations of creatures capturing you.
  “Hi!” The cheerful voice surprises you, and
  you involuntarily jump back a bit. A young boy
  smiles at you.
  “Just in case you are wondering, you are on
  the Carrack Te’alith – and you are one of the
  newest members of the work gang. Welcome
  aboard the merchant ship of the Astral Plane!”
  ENCOUNTER 1: GETTING
  THEIR SEA LEGS
  The players now find themselves in the cargo
  galley of a massive ship. The ship is one of the
  larger ships the Githyanki use for merchant trade
  throughout the Astral Plane, and also with other
  planes on occasion as well. While the players were
  unconscious they were sold transferred to this ship
  to act as manual labour until such a time as they
  are deemed unfit to work, or transferred to another
  assignment, or sold.
  Players examining the small boy in front of them
  will find a youth of about ten or twelve years old,
  always sporting a broad smile. He seems to be
  overly-happy all the time. He has brown hair with
  wisps of white or silver in it, and deep blue eyes.
  He is skinny yet rugged, and has a thick metal
  collar around his neck, attached to thick chains
  which are in turn attached to matching manacles
  around his wrists. Players making a Spot Check
  DC 15 will note that the weight of the chains does
  not seem to burden him at all.
  Allow players to make Knowledge (Planes) checks
  if they wish to learn what they can about the Astral
  Plane. Players making a DC 15 check will know
  the following: The Astral Plane has subjective
  gravity, and is considered by most to be endless.
  A DC 20 check will reveal additional information
  about the Astral Plane: The plane is timeless, and
  as such age, hunger, thirst, poison and natural
  healing do not function in the Astral Plane.
  With a DC 24 check, they will also know that magic
  is enhanced on the Astral Plane, and all spells and
  spell-like abilities may be cast as a quickened
  spell, with the spell cast at their unmodified level.
  Read the following aloud when the players talk to
  the boy:
  The boy sits with you and smiles.
  “Ok. There isn’t much time before the next
  shift starts, so here is the general rules: do
  whatever the Master tells you to do, never talk
  back, and work hard. You keep your nose out
  of trouble and trouble won’t find you.”
  A bell somewhere above you on the boat
  sounds, and the boy leans close. “Listen, keep
  clean today. I can tell you aren’t the average
  slaves who get dropped in here – you have a
  look about you that speaks of adventure. I have
  been around for a while, and I have a plan to
  escape, but I can’t do it alone. We work a 12
  hour shift, no breaks. Once you are done, meet
  me back here, and I will let you know of my
  plan.”
  
  ZEFsm6-01 Sorry To Barge In (Escape)
  Page 4
  The boy bounds away with youthful energy as
  a very large and imposing half-orc steps in the
  galley. He wears impressive armour of a style
  and craftsmanship that is unknown to you, and
  carries an assortment of other gear, all of
  which glows with various magical auras even
  without the aid of a Detect Magic spell.
  The half-orc steps up to your table and glowers
  menacingly down at you. “Make your way to
  the fo’c’sle, lower deck. The cargo bays needs
  cleanin’ and the slave quarters need to be
  washed out. Since you’re new here I’ll let you
  in on the rules. I am the Master, and you do
  what I say. If you don’t, I beat you with this
  until you die, or you follow orders, I don’t care
  which.”
  He holds up a large many-tailed whip, ringed
  with metal barbs and the dried blood of
  previous victims.
  “Now get to work!”
  Ask the players what they do. The players should
  be smart enough to get up and go to work. If not,
  the Master beats them until they do, or they fall
  unconscious. Smart players will simply get to work.
  If players truly wish to fight the Master, the un-
  tiered stats are in the Appendix.
  Any player trying to cast spells here should make a
  Spellcraft Check DC 14. They will know the
  following: Players that use Divine Magic spells of
  levels 3 or higher do not work here. Arcane Magic
  does not appear to work at all. This is because of
  protective and dampening spells in effect on the
  ship.
  Also make sure that any players casting spells
  check the spell description – they have NO
  material components available to them. Clerics
  without their Holy Symbol, for example, are very
  limited in what they can cast.
  The ten hour shift is hard, grueling, back-breaking
  work, and the players make it back to the galley in
  a sorry state of sweat and aching muscles. The
  boy they spoke to earlier has not been seen all
  day, and only now reappears in the galley. The
  players will not be hungry – they are in the Astral
  Plane and suffer no effects from hunger or thirst.
  They can work longer hours without need of rest,
  but they still do tire after a time.
  The boy sits with them and asks them a simple
  question: “So, now we get a four hour break to
  rest, and then we get back to work. One of the
  great aspects of the Astral Plane – no thirst, no
  hunger, no major fatigue, and the Master uses
  it to his greatest advantage. We work in
  rotating shifts. Twelve hours cleaning, four
  hour break, twelve hours manning the oars,
  four hour break. And it continues. Forever.
  Now, do you want to find a way off this boat or
  would you rather work and sweat the rest of
  your lives away for the Master?"
  The boy is being genuine. Anyone making a Sense
  Motive roll will succeed on a DC 5. The boy is not
  lying, and has no reason to. He really does have a
  way to get off the ship and escape, but he does not
  want to do it by himself. This is a time for the
  players to ask questions.
  So what is your great plan for getting off this
  boat? My father is a merchant in one of the
  neighboring towns. He has been trying to find a
  way to rescue me for a long time now, and we now
  have a plan. He was able to get a message to me
  via another slave a couple of port stops back. He
  is going to be in the next port with a guard to help
  us escape! What you need to do is work hard and
  keep your noses clean. If you do so, you will be
  regarded as good workers, and will be lead out the
  gang plank on the docks when we arrive in port.
  You need to be there in order for us to succeed in
  our escape attempt! That’s all I can tell you for
  now.
  Ok, but what is the specific plan? It would be
  better that I don’t tell you all the details now. If you
  were thought to be thinking about escape, they
  might be able to glean information from you about
  the escape attempt – and then we would surely
  fail. I will let you know what to do when we get into
  port.
  Why should we trust you? I have no reason to
  lie, and also no way of paying you for your help in
  this matter, except for buying back your own
  freedom. You simply have to trust me!
  When do we get to the next port? I think it will be
  about 3 days from now – of course time really
  doesn’t mean anything here.
  Who is your father? My father is a powerful
  merchant, but I really can’t say more. Again, if I
  give you too much information the slavers might be
  able to use it against us.
  Why do we need to row oars if there is no
  water in the Astral Plane? The Slave Lords have
  rigged this, and other ships, to respond to the oars.
  The magic of the vessel turns the sweat power into
  
  ZEFsm6-01 Sorry To Barge In (Escape)
  Page 5
  a fuel of sorts that the ship uses to move.
  Ingenious way to travel en masse, actually!
  What is your name, kid? Mithredas, and yours?
  How did you get here? I was sold into slavery
  after the ransom money was paid, instead of being
  set free. As I said, my father is a powerful
  merchant, and my captors felt it was better that I
  be kept hidden and in bondage then to return
  home.
  Why are you wearing the manacles and
  chains? I have tried to escape before, and so
  these magical bonds are in place to make sure I
  do not attempt it again. This is why I need your
  help – I cannot make it alone!
  Ask the players if they are doing anything out of
  the ordinary, or if they simply follow orders. The
  players should again be smart enough to follow
  orders and work hard. Once the players have
  finished all of their questions for the boy, continue
  on with Encounter 2 once the players have asked
  all their questions.
  ENCOUNTER 2: THE
  CHANCE FOR FREEDOM
  The slaves are required to handle all of the cargo
  for the merchants when in port. This means
  loading, offloading, and displaying items for
  interested merchants.
  Read the following aloud when the players arrive in
  this scene:
  The past few days have been brutal to say the
  least, although it has been very difficult to
  mark the passage of time here. There is no
  sun, no moon, no light other than the ever-
  present grey overcast light which filters in
  through the decks and port holes. You have
  not been allowed to leave the lower deck since
  you arrived, so you are really uncertain as to
  what the outside world even looks like.
  Today, rather than going to the oars to row,
  you are called up to go topside. The ship is
  coming into port! Your heart leaps as you
  realize today will be your chance at freedom –
  yet the boy has still told you nothing more of
  the plans he has.
  You are escorted out on deck, and see before
  you a massive ship, standing almost as tall as
  it is long – your guess would be somewhere
  near a hundred feet from aft to stern! What
  catches your eye first is the sea  - there is
  none. No waves, no water at all. Just endless
  grey mist as far as you can see. The Astral
  Plane – an ongoing, and some say infinite,
  realm of nothingness.
  You look to the bow and see the reason why
  there is no need for oars today – the front of
  the ship has been tethered to two very large
  red dragons! Riding them are two powerfully
  built Githyanki soldiers. The dragons pull the
  ship forward, slowly settling it in to the docks
  of a town. You notice, then, that the majority of
  the ship is crewed by Githyanki, and their
  slaves.
  The boy nudges up close to you. “See that
  town? It’s called Tel’ithal Ikar. It was built on
  the remains of a Titan the Githyanki killed
  many, many years ago.”
  He turns to you and gets a serious look in his
  eye. “My dad is there somewhere, and waiting
  for us. When we arrive, you will all be put on
  the dockside and are expected to load and
  unload cargo from the ship. When I tell you
  that it is a very hot day out today, you need to
  drop whatever cargo you are holding – make a
  mess! I need the distraction for just a moment
  or two so I can get part two of the plan into
  action. I know you may get a beating or two for
  doing this, but please trust me! It has to work
  or there will never be another chance again!”
  The boy moves away suddenly as a couple of
  guards step closer to you. They point to you
  and motion you forward. “You there! Come
  with us – we need you on the dock. Move!”
  Any players with Profession (Sailor) will know that
  the ship is of expert craftsmanship and handling,
  and is also the largest ship they have ever seen.
  The players are brought out onto the dock and
  lined up beside the cargo hold. They are chained
  in place and made into a brigade to hand-balm
  boxes and other cargo into, and out of, the hold.
  Merchants come by to look at the wares, and once
  in a while the players can hear them haggling
  prices while pointing at a slave or two instead of
  the merchandise in the hold.
  About an hour of this goes on, until quite suddenly
  the players hear the boy call from just a few paces
  behind them: Boy, it sure is a hot day out here
  today!
  
  ZEFsm6-01 Sorry To Barge In (Escape)
  Page 6
  This is the cue for the players to act. Roll on the
  chart below to find out what each player is
  currently holding in their hands:
  1 – Small box of trinkets: marbles, small jewelry
  boxes, pretty polished stones and gems
  2 – Fish – lots of fish. Oh, and fish eggs, too.
  3 – A box of blue and red wines.
  4 – Cloth and silk bundles
  5 – Rope and twine, and small bundles of corded
  cloth
  6 – A large assortment of coins of various sizes,
  colors and mints
  7 – Glass jars
  8 – Spices – many, many small jars of spices,
  mostly exotic and rare smelling types you have
  never smelled before
  9 – Tea – several boxes of neatly packed teas
  10 – Works of art – several ivory statuettes, a few
  small paintings, some carvings of wood and stone
  Tells the players the description of what they are
  holding in their hands and allow them a moment
  (no more than a minute or so) to decide who is
  going to drop what.
  If all the players drop what they holding it is going
  to look very suspicious. The guards will come over
  with whips and snap them at each player twice,
  delivering 1d3+1d6+1 subdual damage for each
  hit. (Merciful Whips +1) The guards will then
  demand the players clean it all up immediately,
  and will watch as they do so. If any players are
  brought below 0 hit points, they are healed to 1
  point and then told to clean up the mess.
  If only one or two players drop something, it won’t
  look suspicious. Only the players who dropped
  something will be whipped once. (1d3+1d6+1
  subdual damage) The guards will then tell the
  group to clean up the mess, and then wander
  away.
  Also note that the type of item dropped will also
  determine some of what happens. Boxes 1 thru 7
  or box 9 will not change the out come.
  If a player drops box 10, a merchant from the ship
  will come over as well and demand an explanation
  from the slave who dropped it. If the explanation is
  not satisfactory (Bluff or Diplomacy check DC 20)
  the merchant will take up a whip himself and beat
  the person in question into unconsciousness (-5 hp
  subdual).
   If box number 8 drops, the spices will scatter all
  over the dock, and there will be no conversation.
  The 
  player 
  in 
  question 
  is 
  beaten 
  into
  unconsciousness 
  with 
  severe 
  prejudice 
  (-5
  subdual with half of the PC’s hit points being lethal
  damage).
  If any players try to stop a whipping from taking
  place, they will be whipped again (1d3+1d6+1
  subdual) as well, until unconscious or until they
  back away.
  Once the items are dropped, and the whippings
  given, the players will be left alone to clean their
  mess. During the cleaning, the boy will wander
  close to the group, and start fidgeting with the
  chains on their legs and hands. He has used the
  distraction to get a key to the players’ chains. He
  will whisper to the players as he does this:
  Ok, as soon as I am done, we all need to run.
  Do you see the large black domed building a
  few blocks over? That is our target – we must
  get there before the guards recapture us, or all
  is lost. Are you ready?
  If there is any unconscious players in the group,
  they can either be woken up through the use of
  healing spells or they can be carried. In either
  case, there is only a minute or two before the boy
  will be finished unlocking the chains to the players.
  Allow the players a minute to decide what to do.
  When ready the boy yells “NOW!” as he manages
  to unlock the last of the chains. All of the chains
  fall to the ground in a heap.
  Initiative should now be rolled for each player and
  for the NPC guards that give chase to the players
  (based on APL).
  The players will need to run through the very
  crowded docks of this merchant town. They can
  choose to split up or stay together. They need to
  run to the building indicated by the boy, which is a
  total distance of APLx100 feet away. The crowd
  slows them down considerably (half movement),
  unless they can make Tumble (DC 16) or Balance
  (DC 12) checks to make their way through. These
  checks will need to be made each round to
  determine whether the character can make full
  movement or not.
  The area the players are running to is the other
  end of the merchant docks. The ship they arrived
  in landed at one end, and the black domed building
  the boy indicated is at the other end, conveniently
  
  ZEFsm6-01 Sorry To Barge In (Escape)
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  enough. The chase basically takes a straight
  beeline course along the docks.
  The effect of the magic dampening field extends
  50 feet out from the ship. Once the players move
  beyond this range their spellcasting should be
  working normally.
  If players want to try and scan the area they are
  running through for spell components, make-shift
  weapons, or any other useful tools, allow them to
  make a Spot Check. A DC of 20 or more is needed
  for a make-shift weapon (bottle, piece of wood,
  large rock, etc.) and a DC of 25 or higher is
  needed to locate a non-magical spell component
  item (less then 2 gp in value). No weapons are in
  plain view, and holy symbols are non-existent.
  At high enough APL’s, the Githyanki have 3 uses
  of Dimension Door per day. They will use two of
  these uses to keep pace with the players, and
  save the third one to appear on the gang plank to
  block the players from escaping.
  If the players at any time get more than 100 feet
  away from the players (falling behind) advance the
  rounds until the players make it to the ship. When
  the lead player is 50 feet away from the ship, the
  Githyanki will appear before them, blocking the
  gang plank. They have in fact either used their
  Dimension Door ability (if high enough APL) or a
  magic item giving them access to the same spell
  to get ahead of the players.
  When the players are at the ship encountering the
  guards again, move into Encounter 3.
  ENCOUNTER 3: OUR LAST
  STAND
  Read the following aloud when the players arrive in
  this scene:
  You manage to hustle through the crowd, and
  finally see the building in sight directly ahead
  of you. There is a large ship docked opposite
  the building, and Mithredas points to it eagerly.
  “There, we must go to that ship! Quickly!”
  Your resolve withers as you see your possible
  escape quickly slipping away through your
  fingers. Two guards step in front of you, their
  whips snapping, and they demand you stop
  and surrender.
  Mithredas turns to you and pleads with you. “I
  know we are not armed but please, we must
  defeat these guards and get on that ship! It is
  our only hope!”
  This battle will go for two full rounds before
  reinforcements arrive from the ship. If the
  Githyanki guards are attacked by the players, they
  will have considered these slaves to be too much
  trouble for them to hold any restraint on any more,
  and will use their swords instead of their whips.
  They have had enough.
  Two Githzerai monks charge down the gangplank
  at the beginning of round three, and the boy gives
  a shout of joy upon seeing them. It is a Sense
  Motive DC 5 check to see that the two newcomers
  are on the Players side. This should be an
  incentive to the players to fight on until the aid
  arrives.
  The monks enter battle initiative at the beginning
  of round 4. Players can choose to simply ignore
  combat and get onto the boat. At the beginning of
  Round 6, 2 more Githyanki guards appear, first
  attempting to get rid of the monks, and then the
  players. Every 4 rounds after this time, 2 more
  Githyanki guards appear.
  Once all of the players are on the boat, move to
  the Conclusion. Any players that are not on the
  boat read Conclusion B and any players that make
  it onto the boat read Conclusion A.
  CONCLUSION A: SUCCESS!
  Read this aloud if the players were successful in
  getting to the ship, and getting on board. Any
  players who were unconscious when brought on
  board are given a healing spell by the crew,
  enough to bring them round so they can witness
  what happens.
  The Githyanki guards are left behind as you
  run up the gangplank and get secured on the
  ship.  A moment later, a large man and an
  adventuring party run up behind you, also
  securing their positions on the ship. The man
  immediately yells commands to the crew, who
  cast off the lines and moorings, pushing the
  large vessel out into the vast expanse of Astral
  Space.
  You look behind you and see several other
  slaver ships leaving the docks, making pursuit.
  The man you saw leading the party on board
  
  ZEFsm6-01 Sorry To Barge In (Escape)
  Page 8
  turns and hugs Mithredas, looking at you with
  approval.
  “Thank you, for rescuing my son.” He turns to
  his boy and places his hands on the chains
  still holding Mithredas. “Son, one day you will
  be strong enough to do this on your own.” He
  gives the chains a solid shake, breaking them
  into several links which fall on the deck. He
  similarly disposes of the metal clasps around
  his sons neck and wrists. He gives his son a
  final hug and then turns to regard the pursuing
  ships.
  “I believe I can….persuade those ships to leave
  us be. Thank you again for aiding my son’s
  escape. I…we….are in your debt.”
  With that, he turns and runs for the back off
  the ship, and then dives off. He quickly
  disappears from view over the edge of the
  ship. A moment later, two metallic wings with a
  span greater than your own ship vault a
  massive silver dragon into a direct collision
  course with the pursuing ships! You hear the
  report of catapult and spell fire. The dragon
  shrugs the spell aside, and snaps the missle
  fire in two before it can land its mark. Streaks
  of spells followed by a blast of cold breath
  slam into the first ship. A tail slap finishes the
  boat as it splinters into pieces. The remaining
  ships make sharp turns and frantically head
  back to port.
  You turn to regard the small boy, who seems
  taller somehow now, and wears a beaming
  smile brighter than ever before. He then shifts
  back into his dragon form.
  “Thank you! Thank you for your bravery  – I
  could not have made it without your help! I am
  in your debt, and my father Teledos will surely
  see to it that you are a repaid for your
  kindness! You will, of course, be returned to
  your home plane immediately. The crew of this
  ship will take you there.”
  If the Players are also working for Shyanne to
  gather more information for her, also read the
  following to the players:
  The boy hands you a piece of paper, neatly
  folded. “Here, take this. You may be able to
  make use of the information contained herein. I
  believe 
  Shyanne 
  was 
  looking 
  for 
  more
  information on the Slavers – and this ship and
  crew manifest that I took from the Master
  should give her what she is looking for!”
  CONCLUSION B:
  CAPTURED! (AGAIN)
  Read this aloud if the players were not successful
  in escaping, and have been captured again by the
  slavers.
  It is dark. Somewhere nearby you can hear the
  sound of oars creaking as they are worked in
  rhythm. As consciousness slowly comes back
  to you, you realize you have been sleeping for
  some time. You do not need to open your eyes
  to know you are back on the slaver ship, down
  in the hold, waiting to take your turn on the
  oars, or cleaning the hold, or whatever other
  chores their may be for you to do. The only
  difference this time is that you can feel
  manacles connected by thick chain to your
  neck. The slavers won’t let you get away so
  easy again.
  You only hope is that you can keep your eyes
  closed, to fool everyone into thinking you are
  still unconscious, so that you can delay your
  next work shift just a little longer….
  EXPERIENCE POINT
  SUMMARY
  To award experience for this adventure, add up
  the values for the objectives accomplished. Then
  assign the experience award. Award the total value
  (objectives plus roleplaying) to each character.
  Encounter 2
  Escaping through the crowd
  APL 4 
  240 XP
  APL 6 
  300 XP
  APL 8 
  360 XP
  APL 10 
  420 XP
  APL 12 
  480 XP
  Encounter 3
  Defeating the Githyanki Guards
  APL 4 
  270 XP
  APL 6 
  330 XP
  APL 8 
  390 XP
  APL 10 
  450 XP
  APL 12 
  510 XP
  
  ZEFsm6-01 Sorry To Barge In (Escape)
  Page 9
  Story Award
  Objective(s) met:
  APL 4 
  87 XP
  APL 6 
  120 XP
  APL 8 
  187 XP
  APL 10 
  240 XP
  APL 12 
  292 XP
  Discretionary role-playing award
  APL 4 
  87 XP
  APL 6 
  120 XP
  APL 8 
  187 XP
  APL 10 
  240 XP
  APL 12 
  292 XP
  Total possible experience:
  APL 4 
  675 XP
  APL 6 
  900 XP
  APL 8 
  1125 XP
  APL 10 
  1350 XP
  APL 12 
  1575 XP
  TREASURE SUMMARY
  During 
  an 
  adventure, 
  characters 
  encounter
  treasure, usually finding it in the possession of
  their foes. Every encounter that features treasure
  has a “treasure” section within the encounter
  description, giving information about the loot,
  coins, and magic items that make up the
  encounter’s treasure.
  The loot total is the number of gold pieces
  each character gains if the foes are plundered of
  all their earthly possessions. Looting the bodies
  takes at least 10 minutes per every 5 enemies,
  and if the characters cannot take the time to loot
  the bodies, they do not gain this gold. If you feel it
  is reasonable that characters can go back to loot
  the bodies, and those bodies are there (i.e., not
  carted off by dungeon scavengers, removed from
  the scene by the local watch, and so on),
  characters may return to retrieve loot. If the
  characters do not loot the body, the gold piece
  value for the loot is subtracted from the encounter
  totals given below.
  The coin total is the number of gold pieces
  each character gains if they take the coin
  available. A normal adventuring party can usually
  gather this wealth in a round or so. If for some
  reason, they pass up this treasure, the coin total is
  subtracted from the encounter totals given below.
  Next, the magic items are listed. Magic item
  treasure is the hardest to adjudicate, because they
  are varied and because characters may want to
  use them during the adventure. Many times
  characters must cast identify, analyze dweomer or
  similar spell to determine what the item does and
  how to activate it. Other times they may attempt to
  use the item blindly. If the magic item is
  consumable (a potion, scroll, magic bolts, etc.) and
  the item is used before the end of the adventure,
  its total is subtracted from the adventure totals
  below.
  Once you have subtracted the value for
  unclaimed treasure from each encounter add it up
  and that is the number of gold pieces a characters
  total and coin value increase at the end of the
  adventure. Write the total in the GP Gained field of
  the adventure certificate.
  Loot = Looted gear from enemy; Coin = Coin,
  Gems, Jewelry, and other valuables; Magic =
  Magic Items.
  Treasury Summary
  Whether the players have escaped from the
  slavers or not, they do not receive any gold for this
  special mission. For purposes of this special
  mission, items brought from the Astral Plane
  dissolve upon returning to the Prime Material, and
  as such they cannot be sold.
  Special
  Favor of Teledos: You have performed a valuable
  service for Teledos. You have shown you are a
  true hero where great deeds are worth more than
  gold. He has asked that you take his son under
  your care. If you have the Leadership feat, Minos
  will act as your cohort when you are ready.
  Captured! You have been defeated! Now you are
  the one in need of rescuing. Hope you have friends
  in high places. Your character is out of play until
  another team tries a rescue attempt. Even if this
  attempt succeeds, you are stripped of all gear and
  may invoke the “Charity of Friends” clause in the
  LGCS CY596.
  ITEMS FOR THE
  ADVENTURE RECORD
  None
  
  ZEFsm6-01 Sorry To Barge In (Escape)
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  ZEFsm6-01 Sorry To Barge In (Escape)
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  APPENDIX 1: APL 4
  ENCOUNTER 3:       
  S LAV E  S H I P  G U AR D S
  CR 5
  Male Githyanki Ftr4
  CE Medium Humanoid (Extraplanar)
  Init +4; Senses Darkvision 60ft, Listen -1, Spot -1
  Aura Faint Evil
  Languages Common
  AC 15 (+5 armor), touch 10, flat-footed 15;
  hp 40 (4 HD);
  Resist; SR 9
  Fort +7 Ref +1, Will +0Speed 20 ft. in Chainmail (4
  squares), base movement 30 ft.;
  Melee Silver Greatsword +8 (2d6+4; 19-20/x2), or
   +8 (1d3+1d6+1; 20/x2, Merciful Whip +1; subdual)
  Space 5 ft.; Reach 5 ft.
  Base Atk +4; Grp +7
  Atk Options Power Attack, Cleave, Improved Sunder
  Special Actions none
  Combat Gear Masterwork Chainmail, +1 Silver
  Greatsword, +1 Merciful Whip
  Spell-Like Abilities (CL 4th DC=12 + Spell Level):
  2nd— Blur 3/day
  1st— Daze 3/day, Mage Hand 3/day
  �Already cast
  Abilities Str Str 16(+3), Dex 10(+0), Con 16(+3), Int
  10(+0), Wis 9(-1), Cha 14(+2);
  SQ Darkvision, Psionics,
  Feats Improved Initiative, Toughness, Power Attack,
  Cleave, Improved Sunder.
  Skills Hide -1, Knowledge (religion) +1, Sneak +3.
  Possessions combat gear
  
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  APPENDIX 1: APL 6
  ENCOUNTER 4        
  S LAV E  S H I P  G U AR D S
  CR 6
  Male Githyanki Ftr5
  CE Medium Humanoid (Extraplanar)
  Init +4; Senses Darkvision 60ft, Listen -1, Spot -1
  Aura Faint Evil
  Languages Common
  AC 16 (+5 armor, +1 Deflection), touch 11, flat-footed 16;
  hp 49 (5 HD);
  Resist; SR 11
  Fort +8 Ref +2, Will +1Speed 20 ft. in Full Plate (4
  squares), base movement 30 ft.;
  Melee Silver Greatsword +9 (2d6+4; 19-20/x2) or +8
  (1d3+1d6+1; 20/x2, Merciful Whip +1; subdual)
  Space 5 ft.; Reach 5 ft.
  Base Atk +6; Grp +9
  Atk Options Power Attack, Cleave, Improved Sunder
  Special Actions Ride by Attack
  Combat Gear +1 Chainmail, +1 Silver Greatsword,
  +1 Merciful Whip
  Spell-Like Abilities (CL 6th DC=12 + Spell Level):
  3rd— Dimension Door 3/day
  2nd— Blur 3/day
  1st— Daze 3/day, Mage Hand 3/day
  �Already cast
  Abilities Str Str 16(+3), Dex 10(+0), Con 16(+3), Int
  10(+0), Wis 9(-1), Cha 14(+2);
  SQ Darkvision, Psionics,
  Feats Improved Initiative, Toughness, Power Attack,
  Cleave, 
  Improved 
  Sunder, 
  Weapon 
  Focus
  (Greatsword).
  Skills Hide -1, Knowledge (religion) +6, Ride +6.
  Possessions combat gear
  
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  APPENDIX 1: APL 8
  ENCOUNTER 4        
  S LAV E  S H I P  G U AR D S
  CR 7
  Male Githyanki Ftr6
  CE Medium Humanoid (Extraplanar)
  Init +4; Senses Darkvision 60ft, Listen -1, Spot -1
  Aura Faint Evil
  Languages Common
  AC 20 (+9 armor, +1 Deflection), touch 11, flat-footed 20;
  hp 58 (6 HD);
  Resist; SR 11
  Fort +8 Ref +2, Will +1Speed 20 ft. in Full Plate (4
  squares), base movement 30 ft.;
  Melee Silver Greatsword +11/+6 (2d6+6; 19-20/x2) or
  +9/+4 (1d3+1d6+1; 20/x2, Merciful Whip +1; subdual)
  Space 5 ft.; Reach 5 ft.
  Base Atk +6; Grp +9
  Atk Options Power Attack, Cleave, Improved Sunder
  Special Actions Ride by Attack
  Combat Gear +1 Full Plate, +1 Silver Greatsword, +1
  Merciful Whip
  Spell-Like Abilities (CL 6th DC=12 + Spell Level):
  3rd— Dimension Door 3/day
  2nd— Blur 3/day
  1st— Daze 3/day, Mage Hand 3/day
  �Already cast
  Abilities Str Str 16(+3), Dex 10(+0), Con 16(+3), Int
  10(+0), Wis 9(-1), Cha 14(+2);
  SQ Darkvision, Psionics,
  Feats Improved Initiative, Toughness, Power Attack,
  Cleave, 
  Improved 
  Sunder, 
  Weapon 
  Focus
  (Greatsword), Weapon Specialization (Greatsword).
  Skills Hide -1, Knowledge (religion) +6, Ride +6.
  Possessions combat gear
  
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  Page 14
  APL 10
  ENCOUNTER 4        
  S LAV E  S H I P  G U AR D S
  CR 11
  Male Githyanki Ftr7/Blackguard 3
  CE Medium Humanoid (Extraplanar)
  Init +4; Senses Darkvision 60ft, Listen -1, Spot -1
  Aura Strong Evil
  Languages Common
  AC 22 (+9 armor, +1 natural, +2 deflection), touch 12, flat-
  footed 22;
  hp 103 (11 HD);
  Resist; SR 16
  Fort +13 Ref +5, Will +4Speed 20 ft. in Full Plate (4
  squares), base movement 30 ft.;
  Melee Silver Greatsword +16/+11 (2d6+7; 19-20/x2), or
  +14/+9 (1d3+1d6+1; 20/x2, Merciful Whip +1; subdual)
  Space 5 ft.; Reach 5 ft.
  Base Atk +10; Grp +13
  Atk Options Power Attack, Cleave, Improved Sunder
  Special Actions Combat Brute, Smite Good
  Combat Gear +1 Full Plate, +2 Silver Greatsword, +1
  Merciful Whip, Ring of Protection +2, Amulet of
  Natural Armour +1
  Spell-Like Abilities (CL 10th DC=12 + Spell Level):
  3rd— Dimension Door 3/day
  2nd— Blur 3/day
  1st— Daze 3/day, Mage Hand 3/day
  �Already cast
  Abilities Str Str 17(+3), Dex 10(+0), Con 16(+3), Int
  10(+0), Wis 9(-1), Cha 14(+2);
  SQ Darkvision, Psionics, Rebuke Undead (Su),
  Poison Use, Aura of Evil (Ex), Detect Good (Sp),
  Dark Blessing(Su), Smite Good(Su), Aura of
  Despair(Su);
  Feats Improved Initiative, Toughness, Power Attack,
  Cleave, 
  Improved 
  Sunder, 
  Weapon 
  Focus
  (Greatsword), 
  Weapon 
  Specialization
  (Greatsword), Combat Brute.
  Skills Hide +0, Knowledge (religion) +2, Ride +12
  Possessions combat gear
  Rebuke Undead (Su): Can rebuke undead 5 times per
  day. A rebuking check is made on 1d20+2; rebuking
  damage is equal to 2d6+3 on a successful check
  Poison Use: You do not risk accidentally poisoning
  yourself when applying poison to a blade.
  Aura of Evil (Ex): You have a moderate aura of Evil.
  Detect Good (Sp): At will, as the spell
  Dark Blessing (Su): Add +2 to all saves.
  Smite Good(Su): 1 time(s) per day, you can add +2 to
  your attack roll; if the creature you strike is good, you
  inflict an extra 3 points of damage
  Aura of Despair (Su): All enemies within 10 feet of you
  suffer a –2 morale   penalty on all saving throws
  
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  Page 15
  APL 12
  ENCOUNTER 4        
  S LAV E  S H I P  G U AR D S
  CR 13
  Male Githyanki Ftr7/Blackguard 5
  CE Medium Humanoid (Extraplanar)
  Init +4; Senses Darkvision 60ft, Listen -1, Spot -1
  Aura Strong Evil
  Languages Common
  AC 22 (+9 armor, +1 natural, +2 deflection), touch 12, flat-
  footed 22;
  hp 112 (12 HD);
  Resist; SR 18
  Fort +14 Ref +5, Will +4Speed 20 ft. in Full Plate (4
  squares), base movement 30 ft.;
  Melee Silver Greatsword +19/+14/+9 (2d6+9; 19-20/x2),
  or +17/+12/+7 (1d3+1d6+1; 20/x2, Merciful Whip +1;
  subdual)
  Space 5 ft.; Reach 5 ft.
  Base Atk +12; Grp +16
  Atk Options Power Attack, Cleave, Improved
  Sunder, Sneak Attack
  Special Actions Combat Brute, Smite Good
  Combat Gear +1 Full Plate, +2 Silver Greatsword, +1
  Merciful Whip, Ring of Protection +2, Amulet of
  Natural Armour +1
  Spell-Like Abilities (CL 10th DC=12 + Spell Level):
  5th— Plane Shift 1/day
  4th— Telekinesis 3/day
  3rd— Dimension Door 3/day
  2nd— Blur 3/day
  1st— Daze 3/day, Mage Hand 3/day
  �Already cast
  Abilities Str Str 18(+4), Dex 10(+0), Con 16(+3), Int
  10(+0), Wis 9(-1), Cha 14(+2);
  SQ 
  Darkvision, 
  Psionics, 
  Rebuke 
  Undead(Su),
  Poison Use, Aura of Evil(Ex), Detect Good(Sp),
  Dark
    Blessing(Su), 
  Smite 
  Good(Su), 
  Aura 
  of
  Despair(Su);
  Feats Improved Initiative, Toughness, Power Attack,
  Cleave, 
  Improved 
  Sunder, 
  Weapon 
  Focus
  (Greatsword), 
  Weapon 
  Specialization
  (Greatsword), Combat Brute.
  Skills Hide +0, Knowledge (religion) +2, Ride +12
  Possessions combat gear
  Rebuke Undead (Su): Can rebuke undead 5 times per
  day. A rebuking check is made on 1d20+2; rebuking
  damage is equal to 2d6+3 on a successful check
  Poison Use: You do not risk accidentally poisoning
  yourself when applying poison to a blade.
  Aura of Evil (Ex): You have a moderate aura of Evil.
  Detect Good (Sp): At will, as the spell
  Dark Blessing (Su): Add +2 to all saves.
  Smite Good(Su): 2 time(s) per day, you can add +2 to
  your attack roll; if the creature you strike is good, you
  inflict an extra 3 points of damage
  Aura of Despair (Su): All enemies within 10 feet of you
  suffer a –2 morale   penalty on all saving throws
  Sneak Attack (Su): Anytime an opponent is denied their
  Dexterity modifier you deal an additional 1d6 damage
  
  ZEFsm6-01 Sorry To Barge In (Escape)
  Page 16
  NON-TIERED APL STATS
  ENCOUNTER 4        
  T H E  M AS TE R
  CR 16
  Male Half-Orc Ftr16
  CE Medium Humanoid
  Init +4; Senses Darkvision 60ft, Listen 4, Spot 5
  Aura Strong Evil
  Languages Common, Orc
  AC 27 (+9 armor, +3 natural, +4 deflection, Dex +1), touch 11, flat-footed 26;
  hp 157 (16 HD);
  Resist; SR 15
  Fort +15 Ref +6, Will +5Speed 20 ft. in Full Plate (4 squares), base movement 30 ft.;
  Melee Adamantine Greatsword +2 +23/+18/+13/+8 (2d6+9; 19-20/x2), or +18/+13/+8/+3 (1d3+1d6+1; 20/x2, Merciful Whip
  +1; subdual)
  Space 5 ft.; Reach 5 ft.
  Base Atk +12; Grp +21
  Atk Options Power Attack, Combat Reflexes, Hold the Line, Close-Quarters Fighting
  Combat Gear +1 Full Plate, +2 Adamantine Greatsword, +3 Merciful Whip, Ring of Protection +4, Amulet of Natural
  Armour +3
  Abilities Str20(+5), Dex 12(+1), Con 16(+3), Int 10(+0), Wis 10(+0), Cha 6(-2);
  SQ Orc blooded
  Feats Alertness, Blind-Fight, Close-Quarters Fighting, Combat Reflexes, Great Fortitude, Hold the Line, Improved
  Initiative, Improved Unarmed Strike, Power Attack, Cleave, Quick Draw, Toughness (x3), Track
  Skills Climb +10, Intimidate +7
  Possessions combat gear
  
  ZEFsm6-01 Sorry To Barge In (Escape)
  Page 17
  ENCOUNTER 4        
  G I TH ZE R AI  ALLI E S
  CR 7
  Male Githzerai Mnk7
  NG Medium Humanoid (Extraplanar)
  Init +7; Senses Darkvision 60ft, Listen 6, Spot 9
  Aura Mild Good
  Languages Common
  AC 20 (+4 monk, +3 natural, Dex +3), touch 17, flat-footed 17;
  hp  (7 HD);
  Resist; SR 15
  Fort +5 Ref +6, Will +4Speed 30 ft.;
  Melee Adamantine Greatsword +19/+14/+9 (2d6+9; 19-20/x2), or +17/+12/+7 (1d3+1d6+1; 20/x2, Merciful Whip +1; subdual)
  Space 5 ft.; Reach 5 ft.
  Base Atk +12; Grp +16
  Atk Options Flurry of Blows, Improved Unarmed Strike, Evasion, Ki Strike (magic)
  Combat Gear Amulet of Natural Armour +3
  Abilities Str Str 13(+1), Dex 16(+3), Con 14(+2), Int 13(+1), Wis 16(+3), Cha 10(+0);
  SQ Darkvision, Psionics, Slow Fall 30 ft, Purity of Body, Wholeness of Body,
  Feats Improved Initiative, Dodge, Mobility, Spring Attack, Improved Unarmed Strike, Improved Grapple, Combat
  Reflexes, Improved Trip
  Skills Listen 6, Spot 9
  Possessions combat gear, cloak, clothing
  
  ZEFsm6-01 Sorry To Barge In (Escape)
  Page 18
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Zeif/596/Special Missions/ZEFSM6-01 - Sorry to Barge In (APL 4-12)/ZEFsm6-01 - Sorry to Barge In - (Escape).pdf