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. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any form without 
  permission of the author.  To learn more about the Open Gaming License and the d20 system license, please visit 
  www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. 
  LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. This scenario is intended 
  for tournament use only and may not be reproduced without approval of the RPGA Network.  
   
  URD04-04 
   
   
   
   
   
   
  Water Stilled 
   
  A one-Round D&D LIVING GREYHAWK®  
  Duchy of Urnst Regional Adventure 
  Version 1.0 
  Round 1 
  by Kent Ertman 
  Editing & Triad Review: Denise Abbott, Martin Knoff, Russ Taylor & James Zwiers; Circle Review: Craig Hier 
   
  “Enough!” Thundered Ellis Lorinar as he pounded his fist on the table.  “I intend to drive these gods-forsaken Slavers 
  from the Duchy once and for all!”  An adventure for APLs 4-12, and particularly suited for a party with a rogue.  Sequel 
  to URD2-08 Freedom’s Price. 
  
   
  Water Stilled 
   
  Page 1 
  Introduction 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been allocated 
  for each round of this scenario, but the actual playing time 
  will be closer to three and a half hours. The rest of the time 
  is spent in preparation before game play, and record-
  keeping after the game. The following guidelines are here 
  to help you with both the preparation and voting segment 
  of the game. Read this page carefully so that you know and 
  can communicate to your players the special aspects of 
  playing an RPGA scenario.  
  Preparation  
   
   
   
   
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room along 
  the inside margin to bind the adventure, if you desire.  
   
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any special 
  rules, spells, or equipment presented in the adventure. It 
  may help to highlight particularly important passages.  
   
  When you run an RPGA D&D adventure we assume 
  that you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of fun. It is 
  also a good idea to have a way to track movement during 
  combat. This can be as simple as a pad of graph paper and a 
  pencil, as handy as a vinyl grid map and chits, or as 
  elaborate as resin dungeon walls and miniatures. 
   
  Keep in mind that you must have at least four players 
  (not counting the judge), for the game session to be a 
  sanctioned RPGA event. As well, you cannot have more 
  than six players participating in the game. 
  Playing the Game 
   
   
   
   
   
  Instruct the players either to prepare their characters 
  to participate in the adventure before the session begins, or 
  wait until you read the introduction, depending on the 
  requirements of the scenario as described in the 
  introduction. 
   
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the judge) to keep track of who is 
  playing which character. 
   
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying. That said, you as the judge can bar the use of even 
  core rulebooks during certain times of play. For example, 
  the players are not free to consult the Dungeon Master’s 
  Guide when confronted with a trap or hazard, or the 
  Monster Manual when confronted with a monster.  
   
  Some of the text in this scenario is written so that you 
  may present it as written to the players, while other text is 
  for your eyes only. Text for the players will be in bold 
  italics. It’s strongly recommended that you paraphrase the 
  player text instead of reading it aloud. Some of this text is 
  general and must be adapted to the specific situation or to 
  actions of the player characters. 
  Tracking 
   
   
   
   
   
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  judge fill out the RPGA Tracking Sheet.  The judge 
  should complete the top of the form and list his name 
  and RPGA number.  The players should each list their 
  name and RPGA number.  After the form is filled out it 
  should be given to the Event Coordinator. 
  LIVING GREYHAWK 
   
   
   
   
  This is a LIVING GREYHAWK Adventure.  As a LIVING 
  adventure it is expected that players bring their own 
  characters with them.  If players do not have a LIVING 
  GREYHAWK character generated, get a copy of the 
  current 
  LIVING 
  GREYHAWK 
  character 
  generation 
  guidelines, and a character sheet from your convention 
  coordinator or the RPGA Web site, and then have any 
  players without a character create one.  Once all players 
  have a LIVING GREYHAWK character, play can begin. 
   
  Along with the other materials discussed in the 
  Preparation section above that you are assumed to have in 
  order to run a D&D game, it is also recommended that 
  you have a copy of the LIVING GREYHAWK Gazetteer. 
  LIVING GREYHAWK Levels of Play 
   
   
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs trained 
  for war), other than those brought by virtue of a class 
  ability (i.e. animal companions, familiars paladin’s 
  mounts, etc.) use the sidebar chart to determine the 
  number of levels you add to the sum above. Add each 
  character’s animals separately. A single PC may only 
  bring four or fewer animals of this type, and animals 
  with 
  different 
  CRs 
  are 
  added 
  separately.  
  Nevertheless, if a character has the Mounted 
  Combat feat, he may bring a single warhorse, light or 
  
   
  Water Stilled 
   
  Page 2 
  # 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 
  heavy, with him in the adventure and it will not 
  count 
  toward 
  the 
  APL 
  calculation. 
  3. 
  Sum the results of 1 and 2, and 
  divide by the number of 
  characters 
  playing 
  in 
  the 
  adventure.  Round to the 
  nearest whole number. 
  4. 
  If you are running a table of six 
  PCs, add one to that average. 
  By following these four steps, you 
  will have determined the APL. 
  Throughout this adventure, APLs 
  categorize the level of challenge the 
  PCs will face. APLS are given in 
  even-numbered increments. If the 
  APL of your group falls on an odd 
  number, ask them before the 
  adventure begins whether they 
  would like to play a harder or easier 
  adventure. Based on their choice, 
  use either the higher or the lower adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC may 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 will receive only one-half of the 
  experience points for the adventure.  Further, if the PC is 
  three character levels or more lower than the APL at 
  which this adventure is being played, that PC will receive 
  one-half gold for the adventure as well.  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. 
   
  Further, a PC who is four or more levels higher than 
  the highest APL supported by the adventure may not 
  play the scenario unless the highest APL supported by 
  the adventure is APL 12. 
   
  Note: LIVING GREYHAWK adventures are designed 
  for APL 2 and higher. Four or five 1st-level characters may 
  find difficulty with the challenges in a LIVING 
  GREYHAWK adventure. If a group is APL 1 there are 
  three things that the group can do to help even the score. 
  1. 
  Attempt to create a table of six 1st-level characters, or 
  try to enlist higher-level characters to play at that 
  table. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. All riding dogs are 
  considered trained to attack. PCs who want their 
  dogs to attack must succeed at a Handle Animal or 
  Charisma check (DC 10). Failure indicates that the 
  animal will not attack that round. This is a move 
  action (spoken command) that may be attempted 
  each round. If the animal is wounded or has taken 
  any nonlethal damage or ability score damage, the 
  DC increases to 12. 
  Time Units and Upkeep
   
   
   
   
  This is a standard one-round 
  Regional adventure, set in the 
  Duchy of Urnst.  Characters 
  native to the Duchy of Urnst pay 
  one Time Unit per round, all 
  others pay two Time Units per 
  round. 
   
  Adventurer’s 
  Standard 
  Upkeep costs 12gp per Time 
  Unit.  Rich Upkeep costs 50gp 
  per Time Unit.  Luxury Upkeep 
  costs 100gp 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 scenario. 
   
  A character who 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 Survival 
  check (DC 20), 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 
  The Slavers are back.  In fact, they never left.  Decades 
  ago their entire organization was crushed, but some of 
  the Slave Lords survived.  Retreating to the shadows to 
  lick their wounds, they have been quietly building their 
  network 
  anew: 
  gathering 
  humanoid 
  armies, 
  surreptitiously recruiting allies among governments that 
  oppose them, and building themselves back into a 
  formidable force. 
   
  After several successful years of conquest in their 
  traditional areas of influence in the Wooly Bay, in 590 CY 
  the Slave Lords tentatively expanded their slaving 
  operations into the Nyr Dyv.  Nervous about extending 
  themselves too far into unfamiliar territory, it was with 
  some trepidation that they established a small secret base 
  on the Greyhawk peninsula.  This modest new base was 
  
   
  Water Stilled 
   
  Page 3 
  to be the first outpost in a very ambitious, long-range 
  plan of expansion throughout the whole of the Lake of 
  Unknown Depths. 
   
  The initial goals for the slavers at the new post were 
  to quietly gather information, establish contacts, and 
  maintain a very low profile.  Almost immediately, 
  however, they found a serious buyer: Iuz.  The Slave 
  Lords were unprepared to begin operations from this 
  location so soon, and the Old One’s lands were further 
  than they had wanted to extend themselves at this point, 
  but the money offered was so outrageous they took the 
  risk.  
   
  By 592 CY, the traffic through the new base was 
  attracting unwanted attention.  The Slavers were already 
  under intense pressure from the residents of Dyvers, and 
  the Greyhawk Navy was a constant irritation.  To deflect 
  some attention, the Slavers hastily established a pair of 
  outposts further east inside the Duchy of Urnst.  These 
  locations handled all of the ship traffic, and were to serve 
  as a jumping point for expansion into the County of 
  Urnst. 
   
  But the Nyr Dyv Slavers had grown overconfident 
  with their easy successes, mistaking blind luck for good 
  tactics.  In a fit of megalomania, Varcob, the leader of the 
  Duchy operations, went too far.  Needing a large number 
  of slaves in a hurry to fill his rapidly approaching quota, 
  he sent his underlings to the village of Lunis, and hauled 
  away every able-bodied man, woman, and child en masse. 
   Not surprisingly, this attracted a lot of attention.  A 
  strong group of adventurers descended on Varcob's base 
  mere hours later and wiped it out (URD 2-08 Freedom’s 
  Price)  
   
  Of course the Slave Lords would not give up so 
  easily.  As the citizens of the Duchy celebrated their 
  success, the Slavers quietly shifted their resources to 
  their second base and continued their operations with 
  barely a pause.  The second base was further east, on an 
  uninhabited lump of rock just a few hours from the coast. 
   It was a perfect hiding place; too small to be noted on 
  any but the most detailed nautical charts, close enough to 
  minor shipping routes that occasional boat traffic would 
  not attract attention, but far enough away that no one 
  would ever stumble upon it unless they had determined 
  to go there.  And no one ever did. 
   
  This secondary base was a crude affair, little more 
  than log stockades and damp caves, and was barely 
  functional.  It would take a miracle of good leadership to 
  turn it into a working outpost.  So the Slave Lords sent 
  one of their best. 
  Markessa… The Many 
  One of the most powerful Slave Lords is an elven 
  fighter/wizard named Markessa.  To many of the Slavers 
  it seems like she is everywhere at once, and in many ways 
  she is.  She has a long practice of placing brainwashed 
  “doubles” in various positions of power throughout the 
  Slaver network. These doubles are near-perfect physical 
  duplicates; elven women of similar appearance, modified 
  by magic and expert surgery.  They are then subjected to 
  months of brainwashing, magical coercion, and powerful 
  mind-altering drugs.  In the end, they not only look like 
  Markessa, they think they are Markessa.  They are 
  obsessively loyal to their mistress, and think in almost 
  the exact same fashion, making them ideal Slave Bosses. 
   
  The more widely known Markessas are feared and 
  despised throughout the Flaeness.  Markessa the Red is 
  the ruthless overseer of the Nyr Dyv operations and 
  deeply hated in Dyvers; Markessa the Black is a reclusive 
  assassin in the Woolly Bay area; and Markessa the Gold is 
  a fearsome power broker in the Pomarj.  Some of the less-
  perfect, and less well-known, Markessa doubles figure 
  prominently in the Slaver politics in the Duchy.  
  Markessa the Green is the free-willed runaway who was 
  supposed to join the ranks of the Slaver Bosses but 
  disappeared.  The White Markessas are defective 
  simulacra of the original, who are near-automatons.  
  Markessa the Blue, who proved incapable of learning 
  magic but extremely savvy at all things political, is now 
  the Slave Boss of the Duchy base.   
   
  Assigned to her position shortly after the debacle at 
  Lunis, she has had tremendous success.  Where Varcob 
  saw the proximity of Lunis as a threat, Markessa the Blue 
  saw the village near her own base, Stillwater, as an 
  opportunity. 
  What’s Going on in Stillwater? 
  Behind the scenes of this seemingly idyllic little 
  community that lies on the coast about midway between 
  Leukish and Nystran is a vicious power struggle between 
  Sharynne, Stillwater’s mayor, and Lord Breckenridge, the 
  titular noble associated with House Kaste with dominion 
  over this region.  Lord Breckenridge would like nothing 
  better than to throw Sharynne out of office; but she is so 
  popular with the villagers, the village militia and the 
  Sheriff would likely refuse to obey him.   
   
  Breckenridge would lose a great deal of standing 
  among his peers if he were to go outside the village for 
  military or political aid, so he has taken a more strategic 
  approach.  As taxes are collected from the villagers and 
  turned in to him, he is simply refusing to turn them over 
  to Sharynne.    Eventually she will have to come begging 
  to Breckenridge for money, at which point he can extort 
  whatever from her that he wants. 
   
  This ongoing battle with Lord Breckenridge has 
  fundamentally affected the mayor.  Not so long ago, 
  Sharynne’s motivation came from an earnest desire to do 
  good for her citizens.  Now the only thing important to 
  her is beating Breckenridge, by any means.  When 
  Breckenridge intercepted the tax revenues, Sharynne was 
  desperate.  The village’s coffers were empty and she 
  needed an immediate infusion of cash. 
   
  Markessa the Blue chose this time to quietly make a 
  deal with the mayor.  The Slavers paid Sharynne a 
  monthly bribe, and they took over a network of cellars, 
  
   
  Water Stilled 
   
  Page 4 
  sewer tunnels and sub-basements under the village.  The 
  mayor deflected attention as they finished construction 
  on their underground base; she ordered their supplies, 
  disguising them as supplies for the village, and she even 
  sold them a warehouse to use as a legitimate front for 
  their operations.   
   
  The Slavers were quite happy with this arrangement, 
  except that they couldn’t entirely trust Sharynne.  
  Markessa the Blue worried eventually the mayor might 
  have second thoughts and do something rash.  So just a 
  few days ago, she arranged a night-time encounter 
  between Stillwater’s mayor and a cleric of Iuz named 
  Dengern, a survivor of the assault at Lunis.  Sharynne was 
  turned into a vampire.   
   
  The mayor continues to manage the village from the 
  heavily draped inner office of her home, venturing out 
  only in the evenings.  Markessa brings her slaves on 
  which to feed, to ensure none of the population goes 
  “missing”.  Ultimately, Markessa imagines Sharynne 
  could be a useful slave boss, like Varcob but with far 
  better political connections.  This could be a fruitful 
  association for the Slavers. 
   
  Markessa the Blue has completed her Stillwater base, 
  and hopes to move her operation there permanently in a 
  matter of days.  All that’s left is to move her soldiers and 
  slaves to the new location. 
  Adventure Summary 
  Encounter 1: Come into my Parlor, says Ellis Lorinar 
  The adventurers are gathered up from around Leukish 
  and given an “invitation” to meet with Sir Ellis Lorinar.  
  There, they find that the Slavers were not all destroyed as 
  was previously thought and there are hints of their 
  activity in the small town of Stillwater. 
  Encounter 2: Setting up Shop 
  This encounter details the PCs arrival in Stillwater and 
  their choice of accommodations, then segues into the 
  gossip of the town and finally learning the slaver’s 
  whereabouts. 
  Encounter 3: Looking for Dirt in Stillwater 
  This deals solely with the search for information in 
  Stillwater. 
  Encounter 4: The Slavers’ Base 
  The exploration of the Slaver’s base begins, first through 
  various rooms and traps, then the guards of the base… 
  the White Markessas.  Finding Xarashanamayar’s item 
  here may lead the party into a mistake or a great reward.  
  In the end the party must beware the cornered Blue 
  Markessa.  A note dropped gives the party a key clue to 
  help Lord Ellis’ attack force, but will they be able to 
  decipher it in time? 
  Encounter 4: Optional Encounters 
  At some point during the exploration of the Slaver’s base 
  Markessa the Green helps the PCs. Depending on the 
  PCs reaction, this encounter may or may not be 
  beneficial. 
  Encounter 5: Where Do We Go From Here 
  Here the adventure takes one of three paths.  If the party 
  uses the information from the secret note from 
  Encounter 4, they must first deal with Markessa the 
  Blue’s accomplice, the vampire Mayor Sharynne in 
  Encounter 6.  If they succeed they have a much easier 
  time with Encounter 7 
  If the party rushes to help Ellis Lorinar’s invading naval 
  force, heedless or ignorant of the contents of the secret 
  note, they avoid the mayor and Encounter 6 altogether.  
  However, they have a much more difficult time during 
  Encounter 7. 
  In all other cases, the party skips to Encounter 10 when 
  the PCs are summoned to Leukish by Lord Ellis after the 
  battle. 
  Encounter 6: A Word With the Mayor 
  Mayor Sharynne will use coercion or force in order to 
  stall the players from leaving to warn Ellis. If her 
  coercion is successful then proceed to Encounter 10 
  when the PCs are summoned to Leukish by Lord Ellis. If 
  the PCs best the mayor, they can avoid the very difficult 
  encounter with a sea monster in Encounter 7. 
  Encounter 7: The Raid 
  When the PCs reach the slaver’s island, a massive battle is 
  in progress.  Lord Ellis and Xarashanamayar try to 
  organize their forces into an assault on the keep while a 
  massive sea monster destroys their boats.  Upon seeing 
  the PCs, the monster heads straight for their ship, 
  requiring its appeasement or defeat. Depending of the 
  outcome of this encounter the PCs will move onto 
  Encounter 8 or Encounter 9. 
  Encounter 8: Sweet Success! 
  The defeat of the beast turns the tide of the battle, and 
  Ellis Lorinar’s invading force takes the Slaver’s island. 
  Encounter 9: Bitter Victory 
  If the PCs fail to defeat the beast, the battle goes grimly, 
  with many men lost and ships abandoned before a 
  bittersweet victory. 
  Encounter 10: While You Were Out 
  The PCs return to Leukish and are met by Lord Ellis and 
  Xarashanamyar and hear of the battle at the Slavers 
  island. 
  Conclusion 
  Lord Ellis and Xarashanamyar listen to the PCs 
  discoveries in the Slaver base.  Depending on what they 
  
   
  Water Stilled 
   
  Page 5 
  tell them and the retrieval of the item, the PCs receive 
  different favors from each of them. 
  Preparation for Play 
  It is advisable to read up on the rules for vampires during 
  the preparation of this module.  Players should roll Will 
  saves before the adventure in order to determine the 
  effects of the domination.  Asking for two of each type of 
  save is somewhat effective in masking what might 
  happen to the players and putting them off guard. 
   
  It would also be a good idea to review if the PCs have 
  played URD 2-08 Freedoms Price or URD 3-05 Plague of 
  Rage and find out how those modules were resolved for 
  them. 
  Introduction 
  Leukish is a city of magnificent sights.  Grand 
  architecture is everywhere and the streets are kept 
  meticulously clean.  The marketplace thrives with 
  activity as merchants make deals at every corner, 
  here in the capital of the merchant Duchy of Urnst.  
  Perhaps you’re here for the commerce, but Leukish 
  also has many fine restaurants and the best wines in 
  the world are often imported to the nobility’s table. 
  Whether the PCs are here to buy, sell, sample, or party, 
  they’ll eventually end up at the same tavern, restaurant, 
  or pub depending on the majority’s tastes.  It is here that 
  the soldiers find them.  They are approached by thirty 
  impeccably groomed, but heavily armed and armored 
  soldiers.  At their head is a page in the fanciest of finery 
  bearing an exquisitely scribed letter.  He wordlessly 
  presents it to the PC with the highest Charisma. 
   
  It is a very briefly worded summons for an audience, 
  and is signed “Lord Ellis Lorinar, Administrator of 
  Kelefane, nephew to the most noble Duke”.  It is clear to 
  whomever reads the note that it is an order, not a request; 
  very politely worded, but an order nevertheless.  If the 
  note, and the presence of thirty soldiers, doesn’t convince 
  the party to go along, the soldiers encircle the party and 
  march them along. 
   
  If a fight breaks out, the soldiers back off and return 
  to Ellis Lorinar.  He decides the PCs weren’t such a good 
  choice after all and pursues another group.  Hand each 
  PC their AR indicating zero gold and XP earned, and 
  subtract their upkeep. 
  Encounter One:  
  Come into my Parlor, said Ellis 
  Lorinar 
  If the PCs accept the summons, the page escorts them to 
  the Ducal Palace.  Inside they are led to an elegant dining 
  room with a long polished wooden table.  Read the 
  following 
  Judges Note:  Xarashanamayar is pronounced “Zara-shan-
  ah-mah-yar”. 
  Seated at the end of the room are two very different 
  individuals.  To the left is a broad shouldered Suel 
  man with a severe brush cut and a goatee trimmed 
  to exact angles.  He wears a military dress uniform 
  draped in medals, and a gleaming golden sword is 
  strapped to his belt.  He stands well over six feet tall, 
  eyebrows knotted in what appears to be a permanent 
  expression of intense concentration.  To the right is 
  another Suel man, much shorter, much leaner, and 
  dressed in splendid robes of deep azure trimmed 
  with gold.  On each slender finger is a thick golden 
  ring.  He is clean-shaven, and his long white-blonde 
  hair flows past his shoulders. 
   
  “Welcome” booms the taller man.  “I am Ellis 
  Lorinar.  May I present Xarashanamayar, Chancellor 
  and High Wizard of the Society of Magi.  Please sit.” 
  If any of the characters played URD3-05 Plague of Rage, 
  they have already met Ellis, and they may also know 
  Xarashanamayar.  The PCs may engage in some brief 
  conversation, but Ellis quickly gets down to business. 
  “There is a pestilence in the Duchy of Urnst.” says 
  Ellis Lorinar in a deep, penetrating voice.  His every 
  word sounds like a pronouncement… or a 
  command.  “The Slavers, those foul and disgusting 
  flesh-merchants we thought long eradicated, are 
  again operating inside our borders.  They will not be 
  brought down easily, and I wish to recruit you to 
  help in our efforts.” 
   
  Abruptly he motions towards the wizard with 
  an open palm. 
   
  “Chancellor.” Lord Ellis  says. 
   
  “Thank you,” says Xarashanamayar, his voice 
  flowing like honey.  “What makes the Slavers so 
  difficult to expose is that they use agents completely 
  ignorant of their larger plans.  One such agent is a 
  wizard and former colleague named Hodar. Hodar 
  has no loyalties to anything besides cash, and he 
  needs a lot of it.  Many years ago he was a resident of 
  the Duchy, and he was jailed for life for, shall we say 
  ‘forbidden’ research.  He earned clemency from 
  Justinian 
  Lorinar, 
  Duke 
  Karll’s 
  brother, 
  by 
  undertaking a mission inside the Ghost Tower of 
  Inverness.  He used that to his advantage to gain 
  membership into the Society of Magi.” 
   
  At this Xarashanamayar sniffs as if some foul 
  odor has tickled his nose. 
   
  “I overlooked his less-than-reputable character 
  for a chance to learn what he saw inside that 
  legendary Tower.  The gods-forsaken bastard strung 
  all of us at the Society along, feeding us half-truths 
  
   
  Water Stilled 
   
  Page 6 
  and partial stories.  He continued the charade until I 
  let down my guard.  He stole something from me 
  and fled the Duchy.  Something very important and 
  I want it back.” 
   
  “Come to the point please, Chancellor,” says 
  Lord Ellis. 
   
  The wizard regards him coolly for a moment 
  with his icy blue eyes, and then continues. 
   
  “Obviously he took great pains to conceal 
  himself from me.  I never was able to locate him 
  directly, but I did finally locate the item.  By scrying 
  on it I ultimately located Hodar in Dyvers.  I knew 
  he’d miss something.  He always does.” 
   
  Xarashanamayar lets slip a tiny smile of 
  satisfaction before continuing. 
   
  “In the short time I watched him, he sent an 
  unusual number of magical communications.  Most 
  of them went to settlements around Wooly Bay, but 
  there was one he sent into the Duchy.  It was 
  perhaps a hasty decision, but I intercepted the 
  message. 
   
  Hodar 
  detected 
  the 
  interference 
  immediately, and ended the communication.  We 
  don’t believe he was able to identify me, so he 
  probably has no idea who was spying on him. 
   
  “Nevertheless, I learned the message was a 
  series of orders from the leaders of the Slavers to a 
  base inside the Duchy.” 
   
  “Imagine my surprise.” interrupts Ellis Lorinar, 
  his voice dripping with disgust.  “I thought we had 
  sent them a very clear message two years ago when 
  we destroyed their base near Lunis.  Apparently the 
  Slavers are hard learners.” 
   
  “Unfortunately no Lord Ellis, the Slavers are 
  persistent.” says Xarashanamayar to Ellis with a 
  cheerless smile.  “There is a fortune to be made 
  selling slaves to the Old One, and they cannot do it 
  from their bases in the Pomarj.  The Duchy is a 
  useful half-way point.” 
   
  The wizard turns to you and continues. 
   
  “The next day Hodar fled Dyvers by boat with 
  my item and headed to the Duchy.  He went directly 
  to their base, presumably to deliver the rest of the 
  orders personally and to inform the Slavers that 
  their communications had been discovered.  That is 
  when I approached Administrator Lorinar.  The 
  presence of the Slavers inside the Duchy is 
  unacceptable to both of us.” 
   
  “I want their base destroyed.” Says Ellis quite 
  matter-of-factly.  “I intend to drive them from the 
  Duchy, so convincingly they will never even 
  consider returning here.  But the Slavers could not 
  have kept their presence hidden without help.  I 
  cannot risk word getting to them through their 
  agents or lackeys.  Our assault must be a complete 
  surprise.” 
   
  “Time prevents us from using more traditional 
  channels.” says Xarashanamayar.  “If we were to 
  introduce a motion in the Honorable Chamber it 
  would probably be days before the bickering 
  subsided long enough for us to request military 
  action.  By then word would spread far and wide.” 
   
  “I am authorized,” says Ellis, “in some matters of 
  imminent threat to the Duchy, to take whatever 
  military action I see fit in its protection.  To date I 
  have only ever exercised these powers to fend off 
  raids from bandits of the Abbor-Alz, but nothing 
  excludes me from exercising them here.  It was a 
  monumental effort, but I moved an entire regiment 
  of my most loyal soldiers, in complete secrecy, from 
  their posts in the Abbor-Alz to Leukish.  I also 
  transferred three ships to carry us to the Slavers’ 
  base.  We were going to launch our ships this 
  morning when Xarashanamayar uncovered new 
  information.  Hodar left the Slaver base with the 
  commander, an elven woman named Markessa, an 
  elven woman and Slave Lord, and sailed directly to 
  the nearest coastal village.  There we lost track of 
  them. 
   
  “We are still planning our attack on their main 
  base, but obviously there is someone or something 
  in the village of importance to Markessa.  I need to 
  know what, and that is where you can help.”  Ellis 
  Lorinar says staring at you.   
  What Ellis Lorinar says next depends on what games the 
  PCs have played.  If the characters participated in 
  Freedom’s Price and were defeated by the Slavers read the 
  following. 
  “You have confronted these vermin before, and you 
  know they are beneath contempt.  I’m offering you a 
  chance for vengeance.  Show them the consequence 
  of meddling with men from the Duchy!” 
  If the characters participated in Freedom’s Price and beat 
  the Slavers read the following. 
  “You have confronted these vermin before. And 
  they’ve tasted your wrath.  I’m offering you a chance 
  to strike them a second time; to show them the 
  consequences of meddling with men from the 
  Duchy!” 
  If the characters participated in Plague of Rage read the 
  following. 
  “I know you are honorable folk, willing to take up 
  the sword to protect the innocent.  You’ve proven 
  your valor to me, to House Einstoffen, and the 
  villagers of Copper Pot.  I want you to be fighting 
  alongside me.” 
  If the game is being played at APL 6 or better read the 
  following. 
  
   
  Water Stilled 
   
  Page 7 
  “And I need individuals with exceptional strength, 
  and might.  You have fought many a campaign both 
  here and abroad.  I know of your exploits, and I 
  know you will be valuable allies.” 
  If the game is being played at APL 4 read the following. 
  “I can see that you are skilled enough to be of value 
  to me.  But you are not so well known as to be a risk 
  to the secrecy of this mission.  If I may be frank, 
  your lack of notoriety is an asset.” 
  Then continue with the following. 
  “No one outside of this room, including my own 
  men, knows the details of our plans.  This mission 
  must be completed in complete secrecy and you can 
  tell no one of the purpose of your journey.  I am 
  asking you to travel to the village, a tiny slum of a 
  place named Stillwater.  Find Markessa, and learn 
  what allies or resources are hidden there.  I have a 
  small merchant ship at your disposal.  It is a day’s 
  travel, so if you leave immediately you will arrive by 
  late afternoon tomorrow. 
   
  “We launch our assault on the Slavers’ base at 
  dawn two days hence.  If you find anything of value 
  to our attack, you must get it to us before then.” 
   
  “And of course,” interrupts Xarashanamayar, “if 
  you happen to locate my item I trust you will return 
  it to me, unopened.  You’ll know it if you see it.” 
   
  “You will, of course, be compensated for your 
  efforts.” 
  Lord 
  Ellis 
  continues. 
   
  “Both 
  Xarashanamayar and myself are very generous with 
  favors to our friends.  Do we have a deal?” 
   
  Both men smile at you. 
  If the PCs accept, Ellis rises, shakes each of their hands 
  and summons the page to escort them to their ship for 
  immediate departure.  He also provides a map of the 
  Duchy’s coast, indicating Leukish, Stillwater, and the 
  Slavers’ base.  The page runs errands for the PCs if they 
  need any equipment from the city.  Continue with 
  Encounter 2. 
   
  If the PCs refuse, are belligerent, or start trying to 
  negotiate a reward, read the following. 
  Ellis’ expression doesn’t change at all, but 
  Xarashanamayar glares darkly. 
   
  “Very well, this meeting is over.” Ellis says 
  without rising.  “You are, however, in possession of 
  sensitive information that constitutes an imminent 
  threat to the security of the Duchy.  By the 
  discretionary powers granted to me as the 
  Administrator of Kelefane I order you held to be 
  held in custody without writ or trial.  I’ll find others 
  to help me” 
   
  He rises and claps his hands loudly, at which 
  point the thirty well dressed and well-armed 
  soldiers who escorted you here file into the room.  
  Lord Ellis turns to address them. 
   
  “These people are to be held in solitary 
  confinement in the dungeons for seven days.” 
   
  He turns back to you almost as an afterthought. 
   
  “Unless you’d like to change your minds.” 
  Ellis Lorinar is quite serious.  If the PCs won’t work for 
  him on his terms, they are held for seven days and then 
  released.  Give the players their ARs, but award them no 
  treasure or experience.  If the PCs change their minds, 
  continue with the adventure as normal, however the PCs 
  earn 
  no 
  favors 
  from 
  either 
  Ellis 
  Lorinar 
  or 
  Xarashanamayar. 
  Encounter Two: 
  Setting Up Shop 
  The ship Ellis Lorinar secured for the PCs is a cog named 
  Dimuzi’s Rage.  She has a crew of eight, and the captain is a 
  muscular human named Mardhox.  His orders are to take 
  the PCs directly to Stillwater with no delays for any 
  reason, and he cannot be convinced to do otherwise.  
  Once there, however, he quite agreeably takes orders 
  from the PCs, and takes them nearly anywhere they ask. 
   
  This encounter begins with the party having just 
  arrived at Stillwater. 
  As you leave the company of the ships crew you find 
  yourself put ashore in a little town with the bustle 
  of industry. The half dozen warehouses along the 
  shore swarm with workers unloading merchant 
  goods. Yet the main bustle lies in the dusty streets 
  off in the distance. A few businesses and buildings 
  stand out.  There  is a rather massive brewery at the 
  edge of town, conveniently connected to the village’s 
  only tavern.  The whole compound proudly bears an 
  unadorned sign that reads “Beermok’s Beers”.  There 
  is heavy dwarven traffic.  Next to the tavern is a long 
  scorched barracks for Stillwater’s militia.   The 
  militia men are a motley bunch; half orcs in full 
  plate walk side by side with elven archers.  The only 
  thing they have in common are their plain red 
  tabards.  
   
  Towards the middle of town is the settlement’s 
  only two story building.  It is made of stone and the 
  sign out front indicates it serves both as the Civic 
  Offices and the Mayor’s Mansion.  The front door is 
  closed tight and heavy drapes are drawn before the 
  windows. 
   
  Along the coast line are a half dozen warehouses 
  clustered around the village’s single pier.  Sitting 
  behind them is the village’s tiny business district: a 
  general store, a locksmith, and a butcher.  And 
  wedged in the midst of the residences is a wooden 
  temple with a crooked spire, leaning precariously 
  
   
  Water Stilled 
   
  Page 8 
  like the well-lubricated dwarves staggering out of 
  the tavern. 
  When the party arrives in Stillwater, their first order of 
  business will likely be finding lodging, and then hunting 
  for information.  Depending on the upkeep the PC’s 
  chose read the following and apply as required. 
   
  Living off the Wild – During the morning, an 
  elderly gnome named Gibbernick runs into the PC.  If 
  the PC is polite, he sits down and talks for as long as he or 
  she is willing to listen.  Mostly this is about Ranger type 
  stuff, but for every twenty minutes they chat with the 
  man, they get one rumor (in order) from the table in 
  Encounter 3.  To get the full slate of rumors, the poor 
  character will have to endure six hours of endless 
  prattling! 
   
  Standard – Beermok's Beers is the best (only!) inn 
  in Stillwater.  The PCs will sleep three to a room under 
  breezy linens, and dine on hard bread and chicken stew 
  with lumps of flour.  The ale, however, is outstanding.  
  Apparently a lot of dwarves live in Stillwater. 
   
  Rich – The extra money gets the PCs temporary 
  lodging at the Red Guard Barracks, home to Stillwater’s 
  militia.  Here they get small, private rooms with thick 
  furs and blankets, and access to a bathing chamber with 
  ample stocks of soap and towels.  Further, the Barracks 
  has a dedicated man-servant named Gerry who will cook 
  three sumptuous meals a day for residents.  He also 
  washes and mends clothing, runs brief errands, and 
  stables any horses.   
   
  Luxury – Unfortunately, the only place better than 
  the Red Guard Barracks is the mayor’s mansion, and she 
  isn’t accepting calls.  PCs who select luxury lifestyle get 
  no better treatment than those who paid for Rich, but 
  throwing around that kind of money still earns them 
  extra respect from the Stillmen. 
  Encounter Three:  
  Looking for Dirt in Stillwater 
  Stillwater is a quaint village, and the people are hard 
  working, honest, and generally kind.  Petty crime is a rare 
  thing, and violence is usually met with stern opposition 
  by the constabulary and the citizens.  All in all, its not the 
  sort of place one would expect to find the base for a major 
  crime syndicate.  For a detailed history of the village see 
  Appendix 2. 
   
  If the PCs wish to “roll” play the process of 
  information gathering, the PCs make DC 10 Diplomacy, 
  Gather Information, and Intimidate checks as they see 
  fit.  Each successful attempt gets one piece of information 
  from the list below in order.  In other words, the PCs only 
  get all six pieces of information if they make six 
  successful checks.  The players can try as many times as 
  they like; the Stillmen are a talkative bunch.  
   
  However, if they choose to go to specific locations 
  and seek out specific individuals, use the information 
  below as a guideline.  If the PCs ask, Lord Breckenridge is 
  away on business and not currently in the village. 
   
  Judges Note:  It is critical that this investigation end 
  very close to dusk as Encounter Six takes place at that time.  
  Whether they role-play it or just make skill checks, make sure 
  the investigation ends at the end of the day. 
  People and Places of Interest: 
  General Information:  Everyone in town will remark 
  on the odd behavior of the mayor over the last few days.  
  She is not seeing any visitors except at night and she has 
  virtually sealed off her offices and mansion from the sun 
  and the village.  There are a number of rumors about this: 
  • 
  Some say that she is ill and quite the trooper to see 
  visitors at night despite her failing health. 
  • 
  Some say that she is conducting secret meetings to 
  try and finally end her disputes with Lord 
  Breckenridge with the help of some mystery 
  stranger. 
  • 
  Some say that she is secretly courting an orc, and he 
  refuses to venture out in the daytime, so she can only 
  have a liason with him during the night. 
  • 
  Some say that she has become a vampire and has 
  joined up with House Urlirel to steal babies and turn 
  them into undead monsters. 
  • 
  Some say that it doesn’t matter and to mind your 
  own business.  The mayor still does a good job and 
  that’s what is important. 
  Feel free to make up your own rumors, both outlandish 
  and well thought out. 
   
  Jeannine’s Outfitting: A general store that sells all 
  mundane equipment from the Player’s Handbook, but no 
  weaponry or armor. The owner, Jeannine, is a young 
  woman of average looks and smarts.  With a successful 
  DC 10 Diplomacy or Gather Information Check she 
  shares rumors 1 and 2 from the list below 
   
  Locksmith: This is a run down shop, owned by a 
  gnome named Sudwak with no real interest in the 
  business.   An aspiring, but shockingly untalented, bard, 
  he spends the workday practicing his mandolin… badly.  
  He shushes all questions, unless the PCs say something 
  flattering about his abysmal music, in which case he 
  freely answers questions.  He offers rumors 3 and 4 from 
  the list below, no skill checks required.  He also suggests 
  they talk to the mayor if they need to know more. 
   
  Civic Offices/Mayor’s Mansion: Sharynne stays 
  holed up in her mansion during the day and refuses to 
  answer the door.  The windows and entrances are sealed 
  up tight.  If the PCs are truly persistent and pound on the 
  door for ten minutes or more, she hollers at them to get 
  lost or she’ll call the Red Guard.  If the PCs are 
  
   
  Water Stilled 
   
  Page 9 
  convincing (DC 15 Diplomacy, Bluff or Charisma check) 
  as they holler through the door, and they have already 
  heard rumor 4, she counters with rumor 5. 
   
  Temple: Most days, three prominent clergy 
  members sit on the outer porch of the building debating 
  and smoking pipes. The first is a dwarf cleric of Gendwar 
  Argrim named Urik, the second is a human cleric of 
  Trithereon named Murf, and the last is an elf cleric of 
  Corellon Larethian named Cellenar.  They are wary of 
  talking to strangers (DC 15 Diplomacy check before they 
  agree to talk), though Urik freely spills his guts to anyone 
  who brings him a beer (+10 bonus to the check).  If they 
  are speaking freely, they share rumors 1, 2, and 3 over the 
  course of about an hour’s discussion.  If the party has 
  already learned rumor 5, they also share rumor 6. 
   
  Butcher/Stable: Kennith is a retired military man, 
  who doesn’t like outsiders.  If truly impressed with a PC 
  (DC 18 Diplomacy or Gather Information check), he’ll 
  share rumor 4.  Pressed further he simply says “Take it up 
  with the mayor!” 
   
  Red Guard Barracks: A human with horrendous 
  hygiene named Morrin and a dwarf named Borric, both 
  “Red Guardsmen”, repair and clean the barracks exterior 
  during the day.  They are not actually “Red Guardsmen” 
  in the official sense, but rather employees that have been 
  hired to help them get out of their squalid situations.  
  They are proud of their association with the guardsmen 
  and will boast about how they are part of them, but if 
  pressed will admit the reality of their situation.  Neither 
  is particularly social, but if asked specifically about crime 
  in Stillwater, they share rumors 1,2 and 3. 
   
  Beermok’s Beers: The owner, Beermok, is a loud-
  mouthed dwarf with a wooden leg and a legendary 
  constitution.  Even among dwarves his capacity for liquor 
  is astounding.  The serving girls are well-endowed human 
  women of middle years, reflecting Beermok’s personal 
  taste in the opposite sex.  The PCs can gather any rumors 
  they may be missing from the patrons; each round of 
  drinks (5 gp) gets one of rumors 1 through 4.  If the PCs 
  have heard rumor 4, Beermok thunders that it is rubbish, 
  and tells them rumor 5.  Eventually he tires of 
  conversation and tells them to talk to the “church guys” if 
  they need to know more. 
   
  If a dwarf asks questions of Beermok about the 
  recent construction on the basements and sewers, and is 
  a paying customer, he will tell them that he never did the 
  construction on his root cellar and that it wasn’t blocked 
  up like the other cellars in town.  He will boast that the 
  mayor herself gave special permission to leave it alone 
  because he’s such an upstanding citizen and important 
  part of the business community.  He doesn’t care if PCs 
  go look at it as it is empty. 
   
  Beermok will share the information about his root 
  cellar with non-dwarves, but only if they have six or more 
  drinks. 
  Rumor List 
  1) 
  I don’t think any large-scale crime operation could 
  last long here, but there’s plenty of local intrigue.  
  Lord Breckenridge and Sharynne the mayor have 
  been at each other’s throats for over a year now.  It’s 
  been a constant source of amusement.  It looks like 
  Breckenridge is finally getting to Sharynne, though. 
   She’s been holed up in her mansion for the past 
  several days. 
  2) 
  There really isn’t any crime in Stillwater.  Because of 
  the Red Guard, the undesirable element pretty much 
  stays away.  I hear that a group of bandits recently 
  took refuge in the sewers and are stealing chickens 
  and goats from the farmers.  That won’t last for long! 
  3) 
  No, there’s no organized crime here.  Too many 
  soldiers and not enough spoils.  It doesn’t stop folks 
  from trying, though.  I heard that a while back some 
  thieves tried running a protection racket from a base 
  in the sewers.  They must have been driven out 
  awfully fast. 
  4) 
  I’ll tell you what’s criminal!  Last season the workmen 
  at Beermok’s Beers kept me awake for weeks at night 
  with all the construction on the basement.  
  Scandalous! 
  5) 
  None of the buildings in Stillwater have basements 
  any more.  They were all ordered sealed two years 
  ago by order of the mayor.  Apparently the water 
  table was rising, and if she didn’t take steps the 
  foundations of the buildings would collapse. 
  6) 
  People here are pretty naïve if they believe there’s no 
  crime.  Sure, violence is pretty much non-existent, 
  but there’s not much policing of the merchant traffic 
  through here, or the private warehouses.  An 
  unscrupulous merchant, and we have a few come 
  through, could fill one with illegal contraband, and 
  our guards would never know what they were 
  looking at.  That’s assuming they even bothered to 
  look inside, which they don’t. 
  Encounter Four:  
  The Slavers’ Base 
  If the players rush headlong into the underground 
  compound based on the first pieces of information they 
  gather, they are falling right into Markessa the Blue’s first 
  trap.  Over the past several months she has planted vague 
  rumors about crime gangs operating out of the village’s 
  sewer.  Any do-gooders actively pounding the pavement 
  hear that rumor first.  This completely fake bit of gossip 
  actually leads them directly to the most difficult 
  approach to the base — which was precisely Markessa 
  the Blue’s intent when designing this deathtrap. There 
  are three entrances and only one is safe.  None are 
  guarded 
  
   
  Water Stilled 
   
  Page 10 
  1) 
  The Sewers – The main sewer outlet is a large natural 
  tunnel near the shore.  After a brief exploration 
  inside, the PCs find a man-made passage, obviously 
  new construction, leading deeper underground to 
  Area 1. 
  2) 
  Beermok’s Beers – A search around the building 
  quickly turns up an unused root cellar in the rear.  
  Inside, behind a stack of empty boxes is a tunnel 
  underground to Area 6 (DC 10 Search check to find 
  it). 
  3) 
  The Warehouse – Of the half-dozen warehouses in 
  the village, one extends over the water so that a boat 
  can actually anchor inside and be conveniently out 
  of view for unloading.  If the PCs give things some 
  thought, this is the only practical warehouse for a 
  slaver operation.  If the party investigates, they find 
  it unguarded and empty.  There is a wide trap door in 
  the floor with a sturdy wooden staircase leading 
  down to Area 9.  If the PCs instead try searching 
  warehouses randomly, the DM should roll a d6 to 
  determine if they pick the right one.  After the 
  second wrong choice, the Stillwater authorities 
  gently intervene and tell the PCs to stop harassing 
  the merchants.  The militia starts actively patrolling 
  the warehouses from then on, and physically 
  prevents the party from any further investigation. 
  Obviously, the Slavers need a completely safe way to 
  move slaves in and out of the compound.  This route 
  begins in the secret warehouse, follows the main hallway 
  to area 9, then through the secret door leading to the 
  southern side of the portcullis at area 7.  Once down the 
  stairs, the safe route goes through the secret door inside 
  the largest jail cell.  The secret hallway then leads to the 
  southern most set of double doors into area 11. 
   
  The base is loaded with traps, but they can be 
  bypassed by cautious adventurers.  Rash characters are in 
  for a much more difficult time.   
  Area 1 – The Dump  
   
   
   
  This room is the base’s garbage dump.  Everything from 
  kitchen trash to human waste gets hauled here and left 
  on the floor.  Not surprisingly the stench is horrific.  If 
  the PCs approached from the sewers, read the following. 
  Abruptly the winding hallway ends, opening into a 
  massive stone chamber.  The floor is some thirty feet 
  down, and is heaped with mounds of putrid refuse.  
  A narrow stone ledge, perhaps a foot long and ten 
  feet wide, juts out over the pit of reeking filth.  
  Barely visible opposite is an exit, and a similar stone 
  ledge.  A thick metal chain, coated in flakes of bright 
  orange rust, hangs down from the shadows above, 
  the free end looped around a sturdy hook in the 
  wall.   
  The floor is thirty feet down, and the ceiling is forty feet 
  up.  The walls and ceiling are coated in a thick, slippery 
  film of black mould that obscures details of the stone, 
  makes climbing treacherous (DC 25 Climb check), and 
  spider climb spells useless.  The obvious intent of the chain 
  is for the PCs to grab hold and swing across to the 
  opposite ledge.  The chain is sturdy and supports up to 
  1500 lbs.  It is not trapped and has not been tampered 
  with in any way.  Similarly, its attachment point on the 
  ceiling seems equally sturdy.   
   
  The trick here is that the attachment point in the 
  ceiling is not a closed ring, but a metal hook, forming 
  only two-thirds of a closed circle.  The open end of the 
  hook points straight north and if anyone grabs the chain 
  and swings to the other side, the chain slips off the open 
  end of the hook when the PC is ¾ of the way across the 
  room, dropping him and the chain to the floor.  This is an 
  insidious trick because the chain and hook really are 
  sturdy, so most Search checks find nothing.  From the 
  other side of the room or the floor of the pit it is apparent 
  that heavy swinging will dislodge the chain. 
   
  A rope or lasso can be thrown around the hook if the 
  chain has fallen off, requiring a ranged touch attack 
  hitting AC 20. 
   
  If characters are aware of how the hook dislodges 
  and they take great time and care, they may make a DC 
  15 Reflex save or a DC 15 Balance check to swing across 
  on either the chain or a rope. 
  All APLs 
  � Chain & Pit Trap: CR2; mechanical trigger 
  (swinging on the chain); manual reset; no save once 
  activated; Search DC 10 (or 30)*; Disable Device n/a; 30 
  ft drop (3d6 fall) 
   
  * The only way to discover this trap is to directly 
  examine the hook in the ceiling.  The Search check 
  penalty for doing this from the ledge is -20 because of the 
  obscuring layer of slime, and the distance.  PCs who can 
  get within five feet of the hook, by flying or climbing the 
  chain while it is still secured at the southern end, take no 
  penalty. 
   
  The least dangerous way through the room is to 
  climb down to the floor and walk across.  Embedded into 
  the western side of each ledge are a series of black, metal 
  rungs.  They are difficult to see against the black mold 
  (DC 18+APL Spot, DC 13+APL Search), but are safe to 
  use.   
   
  At APL 4-6, the muck on the floor is offensive, but 
  harmless.  At APL 8 and above it is actually a massive 
  colony of green slime (DMG p76), which can be 
  particularly dangerous to any PC who falls into the 
  middle of the room.  Only the non-shaded areas on the 
  map are free of slime.* 
  APL 8-12 (EL 4) 
  � Green Slime: hp NA; see DMG page 76. 
  
   
  Water Stilled 
   
  Page 11 
   Area 2 – The Trap That Never Goes Out of 
  Style 
  This entire hallway is a dead-end.  The only features are 
  two false doors, each hiding a spring-loaded spear trap.  
  The eastern false door is also locked (DC 20 Open Locks) 
  APL 4-6 (EL 2) 
  � Spear/Door Trap: CR2; mechanical trigger 
  (opening door); manual reset; Search DC 22; Disable 
  Device DC 20; Atk +17 ranged (1d8/x3) 
  APL 8-10 (EL 6) 
  � Fusillade of Spears/Door Trap: as APL 4-6 except 
  CR6; Search DC 26; Atk +21 ranged (1d8/x3 per spear); 
  multiple targets (1d8 spears per target in a 10ft by 10 ft 
  area) 
  APL 12 (EL 8) 
  � Poisoned Fusillade of Spears/Door Trap: as APL 
  8-10 except CR8; plus poison damage (giant wasp 
  poison, Fort save DC 18 resists. 1d6 DEX / 1d6 DEX) 
  Area 3 – The Way In  
   
   
   
  This door is hidden on the floor of the pit behind a 
  monstrous heap of filth.  It is difficult to notice by casual 
  observation (DC 18 Spot check), but quite easy to find 
  with a determined search (DC 10 Search check).  Note 
  that PCs are not entitled to a check unless they declare 
  they are actively searching. 
   Area 4 – Double Cross…bow 
   
   
  When the PCs reach this part of the hallway a DC 5 Spot 
  check notices six loaded crossbows, three on each side of 
  the corridor, in slots in the walls.  A more successful Spot 
  check (DC 13+APL) notices a honeycomb of narrow slots 
  in the floor between them.  An exceptional success on a 
  Spot check (DC 18+APL) discovers something more 
  insidious: the crossbows were meant to be seen. 
   
  The crossbows are fake and present no real danger, 
  but they look like they are wired to pressure plates in the 
  floor.  “Disarming” them triggers the real trap: an array of 
  spring loaded daggers under a thirty-five foot length of 
  the hallway (the shaded squares on the map). 
  APL 4 (EL 4) 
  � Hallway of Daggers Trap-Within-a-Trap: CR 4; 
  mechanical trigger (tampering with the crossbows); 
  manual reset; Search DC 19; Disable Device n/a; Atk 
  +14 melee (1d4, dagger); multiple targets (1d8 daggers 
  per target in 35 ft section of hallway) 
  APL 6-8 (EL 6) 
  � Hallway of Poisoned Daggers Trap-Within-a-
  Trap: as APL 4 except CR 6; poison (medium spider 
  venom, Fort save DC 14 resists, 1d4 STR / 1d4 STR) 
  APL 10-12 (EL 10) 
  � Hallway of Poisoned Daggers Trap-Within-a-
  Trap: as APL 6-8 except CR10; Atk +22 melee (1d4, 
  dagger); multiple targets (2d8 daggers per target in 35 
  ft section of hallway) 
  It is actually completely safe to walk through the 
  corridor, ignoring the entire apparatus.  The trap is only 
  activated if the crossbows are tampered with. 
  Area 5 – The Door is Always Open  
   
  These sets of double doors are sometimes locked and 
  always trapped.  
  APL 4-6 (EL 4) 
  � Glyph of Warding (Blast): CR 4; spell; spell 
  trigger (tampering with the door); no reset; spell effect 
  (glyph of warding [blast – sonic], 5th level cleric, 2d8 
  electricity, DC 14 Reflex save ½ dmg); Search DC 28; 
  Disable Device 28; multiple targets (all within 5 ft) 
  APL 8-10 (EL 6) 
  � Glyph of Warding (Blast): as APL 4-6 except CR 6; 
  spell effect (glyph of warding [blast], 16th level cleric, 8d8 
  electricity) 
  � Door, Locked: Stone, 4 in thick; hardness 8; 60 hp; 
  Open Locks DC 25 
  APL 12 (EL 7) 
  � Glyph of Warding (Blast): as APL 8-10 
  � Doorknob Smeared With Contact Poison: CR 7; 
  mechanical touch trigger; manual reset; Search DC 19; 
  Disable Device 19; poison (dragon bile, DC 26 Fort save 
  negates, 3d6 STR / 0) 
  � Door, Locked: Stone, 4 in thick; hardness 8; 60 hp; 
  Open Locks DC 30 
  Area 6 – Son of a Beach 
   
   
   
  The concealed door here is only concealed on the root 
  cellar side.  There is no attempt to conceal it from the 
  Slavers compound side.  The entrance from Beermok’s 
  Beers is also unusual in that the floor is covered with a 
  thick, even layer of coarse sand.  After following the 
  sandy hallway for a hundred feet, it opens into a large 
  chamber.  A portcullis blocks the one exit at the far 
  corner of the room. 
   
  Lying on the floor, hidden beneath the sand, are 
  twenty-eight loaded bear traps.  Any PC who takes a step 
  into a 5-foot square with a loaded trap (indicated as a 
  shaded square on the map) runs the risk of getting their 
  foot caught. The bear traps are effectively invisible under 
  the sand.  A safe, but tedious, way through the room is to 
  move slowly while probing the floor ahead with a staff or 
  sword. 
  
   
  Water Stilled 
   
  Page 12 
   
  The inhabitants of the complex have taken great 
  pains to hide their trail through the sand. A successful 
  Survival (track) check (DC 25) by a character with the 
  Track feat reveals faint evidence of the safe path through 
  the bear traps. 
  APL 4-8 (EL 1) 
  � Hidden Bear Traps (28): CR 1 (each); mechanical 
  location trigger; manual reset; Search DC 22; Disable 
  Device DC 22 (though the trap can easily be avoided 
  without disarming once it has been detected); Atk +10 
  melee (2d4/x4, bear trap) 
  APL 10-12 (EL 3) 
  � Poisoned Hidden Bear Traps (28): as APL 4-8 
  except CR 3 (each); poison (medium spider venom, 
  Fort save DC 14 resists, 1d4 STR / 1d4 STR) 
  Area 7 – Gimme a Brake! 
   
   
   
  The portcullis at the end of the room is locked.  The 
  winch mechanism is plainly visible on the other side of 
  the bars 10 feet away.  PCs who make a DC 10 
  Knowledge: Engineering check, or a relevant Profession 
  check (such as miller, sailor, or any other occupation 
  dealing with mechanics, also DC 10) identify the brake 
  lever.  If the PCs can trip the brake lever (using mage 
  hand or other more creative means), the DC to lift the 
  gate drops by 20. 
  APL 4-8 
  � Iron Portcullis: 2 in thick, hardness 10, 60 hp, Lift 
  DC 25 
  APL 10-12 
  � Iron Portcullis: 3 in thick, hardness 10, 120 hp, Lift 
  DC 30 
  There is no more sand on the floors on the other side of 
  the portcullis.  There is a rake leaning against the wall 
  near the winch, for smoothing out footprints in the sand 
  if anyone actually uses this exit. 
   Area 8 – Screening Room 
   
   
   
  This room is where slaves are to be separated into groups, 
  and for overflow when the slave pits (Area 11) are full.  
  Particularly valuable, or dangerous, slaves can be secured 
  in the smaller cells to the east away from the general 
  population in the pits.  The western cell has a secret door 
  leading to the only safe entrance to Area 11. 
   
  Also in the room is a large desk, the drawers well 
  stocked with paper, quills and ink, a square table, and 
  four wooden stools.  Behind the desk is a large chest, 
  filled with ten sets of cheap manacles with keys in their 
  locks.  Hanging on the wall by the double doors is a black 
  leather whip with a horrific metal hook at the end.  The 
  room has no inhabitants currently, though it seems well 
  prepared for guests. 
   Area 9 – The Long Walk 
   
   
   
  The safe way into the base begins here.  There are two 
  secret doors on the east wall.  The southernmost door is 
  cleverly concealed (Search DC 21 at APL 4, and Search 
  DC 25 at all others).  The northernmost door is much 
  easier to find (DC 12 Search) and leads to a tiny office.  
  Inside the office is a simple wooden desk filled with 
  papers, a hard backed wooden chair, and an oil lamp. 
   
  A ten-minute study of the papers reveals a number of 
  things.  Business ledgers indicate that there was frequent 
  and heavy traffic in slaves through this base at one time, 
  but it dried up.  Demand in the area was quickly 
  saturated, and patrols from the Urnst states made 
  continuing the operation impractical.  The last entry is 
  dated CY 592. 
   
  Among the papers is a letter addressed to “Dengern, 
  emissary of The Old One” also dated 592 CY.  It is an 
  invitation to come to the base for his shipment, bringing 
  this letter as proof of his identity.  It indicates after he has 
  given the letter to the guard, to proceed directly to the 
  bronze double doors where the leader of the base will 
  welcome him. 
   
  This entire room is a red herring, and the documents 
  are fake.  A DC 30 Search check of the room reveals the 
  lamp was never used, and never held any oil.  Similarly, 
  the quills in the desk were never used either.  If the PCs 
  searching the room give any indication they believe the 
  papers are bogus, or that the room is a diversion, the DC 
  drops to 20. 
  Area 10 – Welcome!  
   
   
   
  The hallway ends here at a pair of bronze double doors.  
  The 15 feet of floor in front of the doorway is a covered 
  pit, and the lid slams open once a PC turns either 
  doorknob.  This also rings a bell in Area 11, alerting the 
  White Markessas to intruders. 
  APL 4 (EL 1) 
  � Covered Pit Trap: CR 1; mechanical; location 
  trigger (opening door); manual reset; Search DC 24; 
  Disable Device DC 20; DC 20 Reflex save avoids; long 
  slide (1d6 damage, fall); multiple targets (everyone in a 
  10ft by 15 ft square) 
  APL 6-8 (EL 2) 
  � Covered Pit Trap: as APL 4 except CR 2; DC 25 
  Reflex save avoids 
  APL 10-12 (EL 3) 
  � Covered Pit Trap: as APL 6-8 except CR 3; Search 
  DC 29 
  
   
  Water Stilled 
   
  Page 13 
  Under the pit is a steep, greased slide to Area 11 that 
  dumps victims into the slave pits.  Once PCs start sliding, 
  it is nearly impossible to stop (DC 35 Climb check).  Also, 
  at higher APLs there are scythe blades embedded in the 
  floor. 
  APL 8-10 
  � Slide Lined with Scythe Blades: CR 3; location 
  trigger (falling down the slide); Search DC n/a; Disable 
  Device DC n/a; 3 blades Atk +8 melee (1d8/x3, per 
  blade); multiple targets (everyone who falls down the 
  slide) 
  APL 12 
  � Slide Lined with Scythe Blades: as APL 8-10 
  except CR 4; 4 blades  
  Note that while sliding, PCs get no DEX bonus to AC and 
  are considered prone, but they are not immobilized or 
  helpless. 
  Area 11 – The Many Faces of Markessa 
   
  This large, square chamber has a high vaulted 
  ceiling that soars up out of sight into the shadows.  
  A fitfully burning hooded brazier in each corner 
  lights the lower portion of the room.  There is a 
  cluster of nine pits in the middle of the room, each 
  covered by iron bars, with only a five-foot walkway 
  around the outside.  In the center of each wall is a 
  set of large double doors.  The room appears empty. 
   
  Each brazier has a continual flame spell cast on it, and 
  the four of them provide just enough light to illuminate 
  the floor space.  They do not illuminate the ceiling sixty 
  feet up, nor the dozen open balconies fifty feet up.  They 
  effectively give direct light to the lower ten feet of the 
  room, and shadowy illumination to the ten feet above 
  that. 
   
  Moving over the barred pits requires a DC 20 
  Balance check each round to avoid tripping and falling 
  prone.  The northernmost set of double doors is a fake; 
  they are hinged at the top and swing open easily.   
   
  PCs falling down the slide from Area 10 go flying 
  though this doorway and are dumped prone on top of the 
  center, north pit cover. 
   
  Currently, the base’s only regular occupants all have 
  chambers on the second floor overlooking this room.  
  Their rooms are dark, so while they can certainly see the 
  PCs, the PCs probably cannot see them. 
   
  The White Markessas are imperfect simulacra of the 
  original half-elf slave lord.  They are physically weak, 
  have white hair and eyes, unnatural pallor, and vacant 
  stares.  Their lack of free will makes them unsuitable as 
  agents, but useful as guardians.  They are stationed here 
  to guard the uninhabited base, and will be shipped back 
  to the Pomarj once Markessa the Blue moves in her 
  soldiers.  They are trained to attack and kill anyone who 
  enters the room without Markessa the Blue as an escort. 
   
  The White Markessas sit on the floor in their rooms 
  meditating, facing area 11.  If the PCs set off the 
  collapsing floor trap at area 10, or either glyph of warding 
  at area 5, the simulacra use the advance warning to 
  prepare themselves as detailed below.  They try and wait 
  until the entire party is inside the chamber before they 
  begin their assault.  Unless the PCs have the ability to see 
  the White Markessas through the darkness (and possibly 
  even through their invisibility), the women have a 
  surprise round. 
   
  If the PCs get to this room without tripping the floor 
  trap of the glyphs, then the Markessas are unprepared.  
  Further, if the PCs succeed at a Move Silently check 
  opposed by the Markessas' Listen checks, then the 
  sorceresses are surprised. 
   
  The White Markessas stand on balconies 30 feet 
  above the floor, so they are out of range of normal 
  lighting, out of range for melee attacks, and beyond the 
  range for Point Blank Shot for any attacker not standing 
  directly beneath them. Further, the dividing walls 
  between them interfere with many area effect spells like 
  fireball.  
   
  Note: Due to the potential havoc caused by being 
  ambushed by so many spellcasters, this encounter has an 
  EL adjustment of +1. The Markessas always roll “10” on 
  initiative checks, adjusted by their Initiative Modifier.  
  Creatures 
  APL 4 (EL 7) 
  � White Markessas (8): hp 2 each; see Appendix 
  one. 
  APL 6 (EL 9) 
  � White Markessas (12): hp 2 each; see Appendix 
  one. 
  APL 8 (EL 11) 
  � White Markessas (12): hp 4 each; see Appendix 
  one. 
  APL 10 (EL 13) 
  � White Markessas (12): hp 6 each; see Appendix 
  one. 
  APL 12 (EL 15) 
  � White Markessas (12): hp 8 each; see Appendix 
  one. 
  Tactics (all APLs): The White Markessas fight like 
  automatons, and battle fearlessly to the death.  They 
  move eerily in unison, and all attack at the same point in 
  the initiative order.  They stay on their balconies, never 
  fleeing, using spells as specified below.  If they run out of 
  useful spells, they draw their crossbows and fire at any 
  
   
  Water Stilled 
   
  Page 14 
  available target.  They do not willingly enter melee 
  combat, but if forced, they draw their daggers and fight 
  without hesitation. 
   
  The White Markessas are so physically weak, that a 
  successful hit is virtually guaranteed to kill them.  Most 
  parties can wipe them out completely in less than 5 
  rounds.  However, there is a very good chance that one, 
  or even two, characters will be dead by then.  In other 
  words, this combat will be short and extremely vicious. 
   
  Tactics at APL 4: Given time to prepare, the 
  Markessas cast shield. Track durations from the point the 
  party alerts the Markessas, as the spell can easily expire. 
  When PCs enter area 11, four of the sorceresses target 
  their magic missiles at the first PC they see enter the room, 
  and the other four target the second.  If any of them run 
  out of first level spell slots they use their crossbows, 
  saving their 0 level spells for flying or closing opponents 
  that come within the short spell range of ray of frost or acid 
  splash. 
   
  Tactics at APL 6: As APL 4, except the Markessas 
  work in two groups of six. 
   
  Tactics at APL 8: Given time to prepare, the 
  Markessas cast shield and mage armor, then drink their 
  potions of protection from arrows, and then finally cast 
  resistance (4 rounds of preparation). Track durations from 
  the point the party alerts the Markessas, as the spells can 
  easily expire. They divide into three groups of four and 
  attack as with APL 4.  Note that at this APL, the 
  sorceresses generate two magic missiles with each casting 
  of the spell.  
   
  Tactics at APL 10: Given time to prepare, the 
  Markessas cast mirror image, shield, and mage armor, then 
  drink their potions of protection from arrows, and 
  invisibility, and then finally cast resistance (6 rounds of 
  preparation). Track durations from the point the party 
  alerts the Markessas, as the spells can easily expire. On 
  the first round of combat, the sorceresses divide into 
  three groups of four and attack different targets with 
  their scorching ray and magic missile spells (two using each 
  spell if possible).  On the second round, half the 
  Markessas from each group cast a magic missile, while the 
  others clog the room with their web scrolls.  On round 
  three, all of them cast magic missile into the morass at any 
  targets they can still see. If the webs are dispelled or 
  people burn them away they will use scorching ray on 
  these clear targets.  At this APL, the sorceresses generate 
  three magic missiles with each casting of the spell. 
   
  Note that scorching ray only has a range of 35 feet for 
  these casters, so if their target is on the floor, it is only in 
  range if it within 5 feet of the floor square directly in 
  front of the Markessa. 
   
  Tactics at APL 12: Given time to prepare, the 
  Markessas cast mirror image, see invisibility, shield, and  
  mage armor, then drink their potions of protection from 
  arrows, and invisibility, and then finally cast resistance (6 
  rounds of preparation). Track durations from the point 
  the party alerts the Markessas, as the spells can easily 
  expire.  On round one, the Markessas divide into three 
  groups of four, each group targeting one of the first three 
  PCs to enter the room with dispel magic (the 1st caster), 
  then scorching ray (the 2nd and 3rd), then magic missile (the 
  4th). Bear in mind that each sorceress now casts two rays 
  or 4 magic missiles.  The following round, two casters open 
  with dispel magic (area dispel) throughout the room, while 
  the others clog the room with their web scrolls.  The next 
  round, and every round thereafter, three Markessas cast 
  fireball, filling the entire chamber.  The others cast 
  scorching ray or magic missile all focusing on a single target. 
   
  Note that scorching ray only has a range of 40 feet for 
  these casters, so if their target is on the floor, it is only in 
  range if it within 10 feet of the floor square directly in 
  front of the Markessa. If a Markessa can’t use scorching ray, 
  it uses magic missile instead. 
   
  Development: When the White Markessas are 
  reduced to 0 hp, their bodies turn to piles of wet slush.  
  Read the following the first time this happens for effect. 
   
  The white robed woman falls heavily to the 
  floor.  There is an alarming sloshing noise, and great 
  sprays of wet slush fly in every direction, as her body 
  literally dissolves into a pile of wet snow. 
   
  The astounding cacophony during the battle alerts 
  Markessa the Blue and Hodar to intruders.  Both flee 
  through the secret door in her bedroom to the 
  underground escape cavern at Area 17.  
  Optional Encounter A 
  If any character was killed up to this point in the 
  adventure, and the party is incapable of bringing the PC 
  back to life, Markessa the Green appears.  Refer to 
  Appendix six for her statistics, tactics, and descriptive 
  text for the scenario.  
   
  If the meeting goes well, she uses the last charge of 
  her ring of wishes to resurrect the fallen PC.  She then 
  wishes the party the luck of the Gods and leaves never to 
  be seen again.  She does not appear again in Optional 
  Encounter B or Optional Encounter C. 
  Area 12 – Living Area  
   
   
  Until the guards from the island base are moved here, the 
  White Markessas live in these rooms.  The large area on 
  the main floor is a common room and dining hall, 
  furnished simply with long wooden tables, benches, and 
  a few sofas against the walls.  The rooms labeled 12a on 
  the second floor are small bedrooms.  Each contains a 
  bed, a small dresser, and a chest for personal belongings.  
  The White Markessas have no belongings, so there is 
  nothing at all in any of the rooms except for a spare set of 
  white robes. 
  
   
  Water Stilled 
   
  Page 15 
  Area 13 – Kitchen 
   
   
   
   
  The kitchen is well equipped and designed to serve 
  hearty food for up to two dozen soldiers, and gruel for 
  dozens of slaves.  Currently it is unused as the Markessas 
  subsist on bread and cheese. 
  Area 14 – Storage 
   
   
   
   
  This room is crammed with shelves and hooks, nearly all 
  of them empty.  Every square inch of space will be filled 
  once operations move to this base, but for now there is 
  nothing but a few dozen loaves of hard bread, and a stack 
  of large cheese wheels. 
  Area 15 – Sanctum of Big Blue 
   
   
  This suite is to be the personal quarters of Markessa the 
  Blue, and she is quite eager to move here after living in 
  squalor at the island base.  All are opulently furnished 
  with thick rugs on the stone floors, embroidered 
  tapestries, polished wood furniture with rich red 
  cushions, and statuary and artwork throughout.  It’s 
  obvious to any PC of breeding that the decorator has no 
  real taste. 
   
  Room 15a is a sitting room and private dining area, 
  15b is an office, and 15c is a bedroom.  The office contains 
  no paperwork, as the really juicy documents are all at the 
  island base. 
   
  Markessa and Hodar were in the office when combat 
  erupted in Area 11.  They immediately retreated through 
  the secret door to Area 17.  The secret doors are located 
  with a DC 25 Search check.  At APLs 4-6, there are 
  muddy footprints in Area 15b that betray one door’s 
  location, making it a DC 18 spot check or a DC 10 Search 
  check. 
  Optional Encounter B 
  If the PCs cannot find the secret doors leading to area 16, 
  and if Markessa the Green has not already appeared to 
  help them in Optional Encounter A, she appears now.  
  Refer to Appendix six for her statistics, tactics, and 
  descriptive text for the scenario.  
   
  If the meeting goes well, she reveals the secret doors 
  in Markessa the Blue’s chambers.  She then wishes the 
  party the luck of the Gods and leaves never to be seen 
  again.  She will not appear again in Optional Encounter C 
  later in the adventure. 
  Area 16 – Xarashanamyar’s “Item”  
   
  At one end of this L-shaped hallway is a ragged 
  tunnel in the stone that leads away into darkness.  
  Resting in the corner is a circular container made of 
  shining steel.  It is about a foot in diameter and four 
  inches high.  Etched onto the lid in precise script is 
  the following: 
  “Property of the Leukish Society of Magi. 
  Contents unstable and highly dangerous. 
  DO NOT OPEN. 
  DO NOT TARGET WITH ANY MAGICS” 
  This is the mysterious “item” Xarashanamyar was 
  referring to in Encounter 1.  The box weighs nearly 1000 
  pounds, and radiates strong magic of all schools.  It has 
  no lid, no seams, and no apparent means to open it.  
  Hodar left it as he fled, because it was too heavy for him 
  to carry while running, and he was unwilling to risk 
  transporting it magically. 
   
  Xarashanamayar originally secured the container 
  with a convoluted series of magical wards, and Hodar 
  added a few of his own.  The result is a dizzying 
  mishmash of magical protections that defy any attempts 
  to analyze or dispel them.  The PCs simply do not have the 
  means to open the box, or discern what is inside.  They 
  can carry it away, and that’s about it. 
   
  If the PCs try to break open the box, or if the box is 
  subjected to any spell effect greater than 0-level, it 
  teleports away to an unknown location.  Somehow, the 
  magical wards on the box transmit this information to 
  Xarashanamayar who will be furious.   
  Area 17 – Secret Escape Exit  
   
   
  Read the following just before the PCs emerge into the 
  largest cavern. 
  Just where the tunnel veers off to the left, a light 
  shines around the corner.  You hear a low male voice 
  muttering, and then abruptly there is a yell. 
   
  “Damn you Hodar!” a woman screams.  “Don’t 
  you leave me here you yellow-bellied jack-ass!” 
  Today Markessa the Blue’s luck has completely run out.  
  Her escape tunnel at the southern end of the cavern 
  collapsed during a recent deluge of rain, and she’s only 
  now discovered it.  Hodar decided to cut his losses, and 
  escape with his life.  He teleported away to safety, dearly 
  hoping Markessa the Blue dies in here so that she can’t 
  come after him later. 
   
  The PCs can delay as long as they like preparing for 
  combat.  Markessa the Blue intends to make her last 
  stand where she has plenty of space, and has no desire to 
  get embroiled in melee in the cramped tunnels. 
   
  When the PCs enter the room, read the following: 
  The large, natural cavern is well lit by torches, 
  burning fitfully in improvised sconces.  Standing at 
  the far end, before an exit tunnel choked with fallen 
  rock, is a woman with a disturbingly familiar face.  
  She bears an alarming resemblance to the army of 
  albino elven women who assaulted you in the Slave 
  Pits. 
  
   
  Water Stilled 
   
  Page 16 
   
  This one, however, has piercing ice-blue eyes 
  and raven black hair that shimmers in the flickering 
  torchlight.  She is draped head to toe in elaborate 
  plate armor, painted blue.  She holds a long, metal 
  chain, bristling with barbs and spines, and crackling 
  with blue sparks.  Her beautiful elven lips are locked 
  in an angry snarl, white teeth grinding. 
   
  “Go ahead and try to kill me.” she seethes 
  through clenched teeth.  “Just remember, when you 
  cut off a hydra’s head, two more take its place. 
   
  “This is NOT over.” 
  There are four everburning torches about the chamber. 
   
  Markessa the Blue is a superlative schemer and 
  planner when calm, but in situations like this one she 
  loses her cool and succumbs to blind rage.  She throws 
  herself furiously into melee, fighting to the death, 
  completely ignoring any attempts to negotiate or parley.   
  Creatures 
  APL 4 (EL 6) 
  � Markessa the Blue: hp 38; see Appendix two. 
  APL 6 (EL 8) 
  � Markessa the Blue: hp 52; see Appendix two. 
  APL 8 (EL 10) 
  � Markessa the Blue: hp 64; see Appendix two. 
  APL 10 (EL 12) 
  � Markessa the Blue: hp 76; see Appendix two. 
  APL 12 (EL 14) 
  � Markessa the Blue: hp 88; see Appendix two. 
  Tactics: Markessa drank her potion of barkskin when she 
  first started to flee.  At APLs 4-6, if she heard the PCs 
  approach Area 17, she also drank her potion of blur.  At 
  APL 4, she wades directly into combat, using her reach 
  and spring attack ability to keep her opponents at bay. At 
  APL 6-8, unless the PCs close with her immediately, she 
  begins combat by throwing her javelin.  Once engaged in 
  melee, she either keeps her opponents at bay using her 
  reach and spring attack ability, or if she is surrounded she 
  makes devastating use of her whirlwind attack combined 
  with her reach.  At APL 10, she targets humans to make 
  more effective use of her human bane spiked chain.  At 
  APL 12, she has a cloak of displacement rather than the 
  potion of blur. 
   
  Developments:  If the party was defeated by 
  Markessa and any members are left behind, those left 
  behind are not dead, but subdued.  Markessa will strip 
  them of all of their gear and ship them off for slave 
  training.  This results in a penalty of 12 TUs until they 
  can find a chance to escape.  This can be reduced by 1 TU 
  for every influence point used or 1,000 gp of wealth they 
  have left behind and can use for ransom. 
   
  If the party defeated Markessa, aside from her 
  personal equipment, Markessa the Blue carries a 
  rumpled, dog-eared, and much-thumbed piece of 
  parchment.  It is a coded letter from her superior 
  Markessa the Red.  According to Slaver protocol she 
  should have destroyed the message immediately, but for 
  reasons she couldn’t explain she was unable to part with 
  it. 
   
  This is a fiendishly difficult code, and it is highly 
  unlikely the players can crack it without help from 
  Markessa the Green (see Optional Encounter C).  Each 
  successful DC 30 Decipher Script check decodes 25% of 
  the sentences determined randomly.  Note the spell 
  comprehend languages doesn’t work on codes.  Players may 
  not retry this check if they fail. 
   
  The uncoded letter reads as follows: 
  My Blue Sister, 
  I have sent a guardian for your island base, for extra protection 
  from sea attack.  It will lair at the foot of your island, claiming 
  all the waters around as its territory.  It will attack and destroy 
  any ships that approach within half a mile.   
  But be warned, though I have succeeded in training it 
  somewhat, it has no loyalties and will destroy your own ships as 
  surely those of your enemies.  If your ship’s captains throw a side 
  of cow, or a large pig carcass, overboard after the beast’s first 
  approach, it will leave with the meal and let the ship pass.  Be 
  vigilant!  I lost a ship last year because an inattentive crew was 
  slow to provide the beast its’ snack. 
  Glory to all our Sisters, and our Most Flawless Mother, 
  Your Red Sister. 
  Optional Encounter C 
  If the PCs have not already met Markessa the Green in 
  either Optional Encounter A or B, she appears now.  
  Refer to Appendix six for her statistics, tactics, and 
  descriptive text for the scenario.  
   
  If the meeting goes well, she offers to read the coded 
  message as she knows the code.  This saves the players 
  the anguish of having to decode it.  She then wishes the 
  party the luck of the Gods and leaves never to be seen 
  again.   
  Encounter Five: 
   Where Do We Go From Here? 
  It is very important that the party emerge from their 
  underground explorations after nightfall.  Regardless of 
  what time the party first started, the DM must adjust the 
  time so that they get back to the village just after sunset.  
   
  Sharynne the mayor has been watching the PCs 
  since they first arrived. She noted their disappearance 
  some hours ago, and she sees them immediately when 
  they emerge.  She suspects they have found the Slaver 
  
   
  Water Stilled 
   
  Page 17 
  base, but is not confident enough to take action against 
  them unless she is sure. If she sees that  them in a hurry 
  to leave by boat she may intervene, as noted below. 
   
  Where the adventure goes from here depends 
  entirely on what the PCs know, and what they choose to 
  do about it. 
   
  The PCs do not decode the message and do not 
  join Ellis Lorinar’s assault on the island base.  In this 
  case, they probably think the adventure is over.  
  Wherever they go, the next day Ellis Lorinar eventually 
  summons them Leukish.  Go to Encounter 10. 
   
  The PCs decode the message and do nothing, 
  either because the miss the significance or because 
  they are unwilling to participate.  Functionally this is 
  the same as above.  The next day they are summoned to 
  an audience with Ellis Lorinar in Leukish. 
   
  The PCs decide to sail to the island base to help 
  Ellis Lorinar in his assault but do not bring a carcass 
  for the sea-boar, either because they did not decode 
  the message or they missed its significance.  The 
  mayor does not interfere and stays hidden.  The PCs skip 
  Encounter 6 and continue with Encounter 7, but if they 
  do not have a meal for the sea-boar, they end up fighting 
  the beast. 
   
  The PCs decide to sail to the island base to help 
  Ellis Lorinar in his assault and bring a carcass for 
  the sea-boar.  The mayor takes steps to delay their 
  departure; go to Encounter 6.  Once she is dealt with, the 
  party continues with Encounter 7, but they do not have 
  to fight the sea-boar. 
   
  Note that the party should wind up fighting the 
  mayor if they’ve learned how to bypass the sea-boar. This 
  is intentional; the party is intended to have combat with 
  one of the two monsters, but not both. It is also entirely 
  possible for the PCs to never discover the mayor’s true 
  nature.  This, too, is intentional. 
   
  As a final note, high level parties may be able to 
  simply teleport to the boat from the underground base.  
  The boat does not stock freshly killed meat in the galley, 
  so if the PCs are looking for a carcass, they still have to go 
  into town, and into the all-seeing gaze of the mayor.  
  Even if they fly to and from the butcher’s, at some point 
  they have to touch terra firma, and that is when Sharynne 
  approaches them. 
  Encounter Six:  
  A Word With The Mayor 
  This encounter only occurs if the PCs decoded the 
  message in Area 17, and then decided to go by boat, 
  possibly with an animal carcass in hand, to help Ellis 
  Lorinar with the raid against the island base.  Just as they 
  are about to board Dimuzi’s Rage, read the following. 
  The ship looms before you, framed in silver 
  moonlight.  The quiet hubbub of the village mingles 
  with the peaceful lapping of the waves.  Then all of a 
  sudden, out of nowhere, there is a woman standing 
  directly in front of you. 
   
  Thankfully, this time it isn’t Markessa.  Her 
  wavy black hair blows gently in the wind, and she 
  stands with her hands planted firmly on her hips.  
  One eyebrow is raised, she grins at you coyly. 
   
  “I’m Sharynne, the mayor.  I’m disappointed 
  you’re leaving so soon.”  She asks.  “I haven’t, yet, had 
  the chance to invite you to dine.” 
   
  She glances down at the animal carcass, looking 
  only a little surprised, and laughs. 
   
  “I’m sure the cook at Beermok’s Beers could do a 
  better job preparing your repast than the ship’s 
  galley” 
  Sharynne’s goal is to keep the PCs from leaving.  She tries 
  to dominate each of them in turn, starting with any 
  muscle-bound, armored fighter-types.  The DM should 
  use the Will saves rolled in the beginning.  All she tries to 
  do at this point is convince them to join her for dinner at 
  the tavern; not a completely unreasonable request, all 
  things considered.  If the PCs agree, either through 
  coercion or of their own free will, then dinner is all that 
  happens.  They enjoy a wonderful meal, followed by the 
  most expensive wines and liquors Beermok’s Beers has in 
  the cellar. 
   
  If she succeeds in delaying the party, they miss 
  participating in the raid on the island base.  Proceed with 
  Encounter 10.  If however, she cannot keep the party 
  from leaving, Sharynne resorts to force. 
  Creatures 
  APL 4 (EL 3) 
  � Sharynne: hp 29; see Appendix three. 
  APL 6 (EL 5) 
  � Sharynne: hp 29; see Appendix three. 
  APL 8 (EL 7) 
  � Sharynne: hp 45; see Appendix three. 
  APL 10 (EL 9) 
  � Sharynne: hp 69; see Appendix three. 
  APL 12 (EL 11) 
  � Sharynne: hp 85; see Appendix three. 
  Tactics: Sharynne has little combat experience.  As a 
  brand new vampire, she also has no turn resistance.  She 
  fights without much strategy, hitting hard and fast.  If 
  she reduced to 0 hp she assumes gaseous form and retreats 
  back to her only coffin, poorly hidden in the cellar of her 
  mansion.  Following her back to her coffin is simple, if 
  
   
  Water Stilled 
   
  Page 18 
  the PCs choose to do so in order to finish her off.  It will 
  take at least an hour without magical assistance to find 
  the coffin in the house as it is fairly well hidden. 
   
  Once Sharynne is dealt with, the party is free to 
  leave.  Continue with Encounter 7. 
  Encounter Seven: 
   The Raid 
  Mardhox the captain does an astounding job of pushing 
  Dimuzi’s Rage to its best speed.  When the PCs finally get 
  to the island base, the raid is already in progress – if 
  they’ve arrived early, then events forced Ellis Lorinar’s 
  hand, and he began the attack early (the departure of a 
  pirate vessel presented an opportunity not to be missed) 
   
  It is obvious from a fair distance from the smoke and 
  noise that battle has been joined, and the party should be 
  allowed to cast long-duration spells. Subtract ten minutes 
  from the durations of any pre-cast spells, then read or 
  paraphrase the following: 
  The scene is one of absolute chaos, and Ellis 
  Lorinar’s forces are clearly not faring well.  One of 
  his three ships is sinking; the back end is still afloat 
  but the bowsprit is underwater.  Dozens of soldiers 
  and sailors swarm the deck of the doomed ship like 
  ants, for some reason not setting out in the life 
  boats. 
   
  From the island there is a virtual torrent of 
  arrows, flaming catapult shot, and ballista missiles 
  raining down on the other two ships, pulled in front 
  of the sinking boat to shield it.  Standing in the 
  crow’s nest of the lead ship is Xarashanamayar.  
  From his hands springs a glittering green shield of 
  light that seems to protect his beleaguered ship 
  from most of the missile fire.  His face is locked in a 
  furious grimace, as he shouts orders in draconic. 
   
  Ellis Lorinar stands on the deck of the second 
  boat, screaming orders to his men.  The panicked 
  soldiers try to return arrow fire at their concealed 
  attackers, while the crew strings rescue lines to the 
  sinking ship.  Lord Ellis himself is hauling men 
  across, desperately trying to get them off regardless 
  of the threat to his own well being. 
   
  Two details immediately strike you as odd.  
  First, most of the armed soldiers are not directing 
  their attention at the island, but at the water.  
  Second, none of the ships are moving any closer to 
  the island.  It is as if they have stopped their assault. 
   Suddenly the reason becomes obvious. 
   
  A massive aquatic creature abruptly breaks the 
  surface of the lake next to the three ships, blowing a 
  great spew of water.  It’s gigantic head looks like an 
  enormous wild boar, and it lets out a deep 
  penetrating squeal.  It dives back, under trailing its 
  snakelike body behind it.  The moment it breaks the 
  water line, Ellis Lorinar’s soldiers all start 
  screaming and firing arrows into the Nyr Dyv. 
   
  It is a useless gesture.   
   
  Lord Ellis hollers at his men, but they appear 
  more terrified than organized and his orders go 
  largely ignored.  Xarashanamayar is now the only 
  person holding back the assault from the island, and 
  he looks taxed to the limit.  With a great crash a 
  flaming catapult shot smashes into the main mast of 
  his ship and the sails burst aflame.  The glittering 
  green shield wavers momentarily as the flames lick 
  up at the wizard’s perch. 
   
  Just when it appeared things couldn’t get any 
  worse, a fourth ship pulls around from the other 
  side of the island.  This one bears the yellow sails of 
  the Slavers. 
   
  Xarashanamayar sees the PCs ship, and 
  whispers to them across the water.  Miraculously it 
  is clearly audible to you. 
   
  “If you can’t somehow stop the sea-boar we’re all 
  as good as dead.” 
   
  Almost as if on cue, the great underwater 
  behemoth once again breaks the surface of the water 
  one hundred feet from you, and swims towards you 
  at great speed. 
  Xarashanamayar attempts no other communication.  
  Even if the PCs have the means to contact him, he has no 
  other information or advice. 
   
  If the PCs have brought along a large animal carcass, 
  like a cow or a pig, and hurl it over the side of the boat, 
  the sea-boar swims over, grabs its snack, and retreats to its 
  undersea lair to eat.  In this case proceed directly to 
  Encounter 8.  If the PCs can’t provide the sea-boar a meal, 
  it attacks their ship. 
  Creatures 
  APL 4 (EL 6) 
  � Sea Boar: hp 63; see Appendix four. 
  APL 6 (EL 9) 
  � Sea Boar: hp 84; see Appendix four. 
  APL 8 (EL 10) 
  � Sea Boar: hp 120; see Appendix four. 
  APL 10 (EL 12) 
  � Sea Boar: hp 154; see Appendix four. 
  APL 12 (EL 14) 
  � Sea Boar: hp 208; see Appendix four. 
  Tactics: The sea-boar stays on the surface when it first 
  attacks the PCs boat.  If they can somehow engage it in 
  melee, it stops attacking the ship and stays at the surface 
  
   
  Water Stilled 
   
  Page 19 
  to fight them.  Ranged attacks drive it under water where 
  it cannot be seen (total cover), and it attacks the boat’s 
  hull from below. Note that the sea-boar has improved 
  cover from attacks on the surface even when only 
  partially submerged, see DMG pages 92 and 93 for 
  further information on aquatic combat.  
   
  Development: Left to its own devices the beast 
  breeches the hull in 6 rounds, and the boat sinks 4 
  rounds later.  If the PCs can reduce the sea-boar to 25% of 
  its hp total, it retreats to its underwater lair and is not 
  seen again. 
   
  If the PCs kill or drive off the sea-boar before it sinks 
  their vessel go to Encounter 8.  Otherwise go to 
  Encounter 9. 
  Encounter Eight:  
  Sweet Success! 
  “Spectacular!”  Shouts Xarashanamayar from his 
  perch in the crow’s nest, sounding for the entire 
  world like he’s standing right next to you.  “If you 
  help the men on the sinking ship, Lord Ellis and I 
  just might be able to salvage a victory from this 
  mess!” 
  If the PCs do as they are told, Ellis’ forces swing into gear. 
   Freed from having to defend the disabled boat, Lord Ellis 
  leads a devastating attack on the Slaver ship while the 
  wizard pummels the island’s archers with fireballs.  This 
  buys the soldiers on his ship enough time to land, and 
  begin a ground assault.  There, with superior numbers, 
  Lord Ellis Lorinar’s men are ultimately victorious. 
   
  After a few hours spent cleaning up the remaining 
  holdouts, and finally securing the base, Ellis Lorinar 
  plants the Duchy’s flag at the highest point on the island 
  and there is a great cheer from his men.  He then returns 
  to his boat and sails over to Dimuzi’s Rage with 
  Xarashanamayar.  Read the following. 
  Ellis Lorinar is drenched in sweat, his armor is 
  dented, rent, and smeared in blood and dirt, and his 
  face is black and burned.  Xarashanamayar is also a 
  filthy mess, he is coated in ash, and what used to be 
  his hair in now a wild, tangled, singed, grimy mass.  
  Looking decidedly inelegant, they still smile firmly, 
  white teeth gleaming against ash-stained faces. 
   
  “What a victory!” Shouts Ellis as he grabs your 
  hands in a bone-crushing shake.  “If you hadn’t come 
  this would have been a slaughter.  The Chancellor, 
  all of my men, and I, offer our deepest thanks.” 
   
  Then he turns to the dozens of men standing on 
  the ships and on the beach. 
   
  “A cheer for all of the heroes of the battle!” He 
  shouts. 
   
  And as one, every man raises an arm and cheers. 
  Go directly to Encounter 11. 
  Encounter Nine: 
   Bitter Victory 
  As the PCs boat slides underwater, they witness the end 
  of the desperate battle.  Faced with no other options, Ellis 
  Lorinar and Xarashanamayar abandon the sinking ship.  
  Ellis then rams his vessel into the Slaver boat, sinking 
  both of them.  The sea-boar indiscriminately attacks 
  anyone in the water, slaughtering those soldiers and crew 
  who don’t drown outright.  Since the sea-boar is occupied 
  with the smorgasbord of other victims, he leaves the PCs 
  and the crew of Dimuzi’s Rage unmolested.  Meanwhile, 
  Xarashanamayar pummels the island forces with fireballs, 
  giving his ship enough time to land and begin a ground 
  assault.  With such severely reduced numbers of troops, 
  the battle is a near thing and goes practically down to the 
  last man. 
   
  While Ellis Lorinar’s assault is ultimately victorious, 
  the cost is very dear.  Fully two-thirds of his force is 
  killed, and most of the survivors are injured.  Two of his 
  ships are destroyed, and Dimuzi’s Rage is kindling.  He 
  hauls all the survivors aboard the last ship for an 
  immediate departure for Leukish.  Read the following. 
  The mood is somber.  The boat is crammed with 
  wounded soldiers, hastily bandaged, lying on the 
  open deck.  No one speaks, and the silence is 
  unnerving. 
   
  Ellis Lorinar is drenched in sweat, his armor is 
  dented, rent, and smeared in blood and dirt, and his 
  face is black and burned.  Xarashanamayar is also a 
  filthy mess, he is coated in ash, and what used to be 
  his hair in now a wild, tangled, singed, grimy mass.  
  The two sit dejectedly on coils of rope near the bow. 
   
  “If the stakes hadn’t been so high,” says Ellis 
  Lorinar thickly, “I could say this campaign was a 
  complete success.  Such a horrendous loss of life!” 
   
  Xarashanamayar merely shakes his head and 
  lowers it into his hands, staring deeply into the lake 
  of bottomless depths. 
   
  It will be a long trip back to Leukish. 
  Go directly to Encounter 11 
  Encounter Ten:  
  While You Were Out 
  If the PCs don’t join the attack on the island base, the 
  next day they are once again summoned to an audience 
  with Ellis Lorinar at the Ducal Palace.  He and 
  Xarashanamayar greet them in the same audience 
  chamber, but they look terrible.  Both have visible burns 
  to their faces, Xarashanamayar is missing large chunks of 
  
   
  Water Stilled 
   
  Page 20 
  hair, and Ellis has thick bandages over his chin and left 
  arm. 
   
  They give the players an account of the battle 
  (paraphrase the events from Encounter 9), and how the 
  Duchy forces succeeded in taking the base, but at 
  tremendous cost.  There are veiled insinuations that the 
  PCs presence at the battle could have made a difference 
  to the final outcome, but they both stop short of making 
  accusations.  Go directly to Encounter 11. 
  Encounter Eleven: 
   Conclusion 
  At this point, Ellis Lorinar and Xarashanamayar ask to 
  hear what the PCs found in Stillwater.  Both react with 
  shock and surprise to hear the Slavers had built such an 
  expansive base, and are relieved that they never got a 
  chance to use it.  The PCs earn at least a certain measure 
  of congratulations, and depending on their successes 
  they might also earn some valuable favors. 
   
  If the PCs learned Sharynne is a vampire, and if they 
  think to tell Ellis Lorinar, he and Xarashanamayar are 
  horrified.  Particularly if the PCs can’t assure them that 
  she was permanently killed.  After extracting every last 
  detail about her from the party, Ellis sits thoughtfully, 
  and says he will have to consider his options before 
  deciding what to do next. 
   
  For helping Ellis Lorinar in his assault, they earn 
  Influence with Ellis Lorinar.  If they also drove off the 
  sea-boar (either by killing it or luring it away with a meal) 
  they also earn the Favor of Ellis Lorinar. 
   
  Lord Ellis will demand that the PCs return all of the 
  goods found on Markessa the Blue, explaining that they 
  were all taken from the homes of captured slaves in the 
  Duchy.  If the PCs ask, he has documentation to verify 
  that they were taken.  If the PCs question the 
  truthfulness of his statements in this regard, they can 
  only gain the Influence of Ellis Lorinar, not the Favor 
  of Ellis Lorinar.  If the PCs refuse to return the goods so 
  they may be returned to the rightful owners, they may 
  not gain either the Influence or the Favor of Ellis Lorinar 
  nor the Favor of Xaranshanamayar, but gain full access to 
  all of the items that Markessa the Blue had and may use 
  them for MIC purposes (cross off and initial the NO MIC 
  on the item access).  If the PCs return these items to Ellis, 
  they still gain access on the AR to any one item that 
  Markessa the Blue had (representing the families 
  appreciation for killing her), but only for purchase and 
  not for Magic Item Creation.  This item must be chosen 
  on this AR.  Cross off all other items that Markess the 
  Blue owned. 
   
  If the PCs have earned either Influence or Favor 
  with Ellis Lorinar, he will make sure they are paid any 
  difference between what they found and the treasure cap, 
  basically making sure that they are properly compensated 
  for their troubles. 
   
  If the PCs return the box from area 17 to the 
  Xarashanamayar, he is overjoyed and they earn the Favor 
  of Xarashanamayar unless they have not returned the 
  stolen items that Markessa the Blue had.  If they do not 
  return the box but tell him of its location, he immediately 
  goes to claim it but finds it missing.  In this case the PCs 
  get nothing.  If instead they tampered with the box and it 
  teleported away, he is furious and berates them at length.  
  They earn the Enmity of Xarashanamayar. 
   
  The PCs earn no favors or influence with either 
  gentleman if they fouled up Encounter 1. 
   
  If the PCs had a peaceful interaction with Markessa 
  the Green or they succeeded in driving the Slavers from 
  the Duchy without her help, they earn the Favor of 
  Markessa the Green. 
  The End 
   
  Experience Point Summary 
  Award XP as follows based on which of the following 
  goals were accomplished. 
  Encounter Four 
  Surviving the gauntlet of traps. 
  APL 4 – 125 XP 
  APL 6 – 150 XP  
  APL 8 – 200 XP  
  APL 10 – 250 XP  
  APL 12 – 275 XP  
  Defeating the White Markessas: Area 11 
  APL 4 – 180 XP 
  APL 6 – 240 XP  
  APL 8 – 300 XP  
  APL 10 – 360 XP  
  APL 12 – 420 XP  
  Defeating Markessa the Blue: Area 17 
  APL 4 – 120 XP 
  APL 6 – 180 XP  
  APL 8 – 240 XP  
  APL 10 – 300 XP  
  APL 12 – 360 XP  
  Encounter Six 
  Exposing/Defeating Sharynne 
  APL 4 – 90 XP 
  
   
  Water Stilled 
   
  Page 21 
  APL 6 – 150 XP  
  APL 8 – 210 XP  
  APL 10 – 270 XP  
  APL 12 – 330 XP  
  Encounter Eight 
  Repelling/Killing the Sea-Boar 
  APL 4 – 90 XP 
  APL 6 – 105 XP  
  APL 8 – 145 XP  
  APL 10 – 180 XP  
  APL 12 – 210 XP  
  Conclusion 
  Returning the box to Xarashanamayar 
  APL 4 – 50 XP 
  APL 6 – 75 XP  
  APL 8 – 100 XP  
  APL 10 – 125 XP  
  APL 12 – 150 XP  
   
  Total XP 
  APL 4 – 655 XP 
  APL 6 – 900 XP  
  APL 8 – 1195 XP  
  APL 10 – 1485 XP  
  APL 12 – 1745 XP  
  Treasure Summary 
  The PCs can gain the following treasure if they retrieved 
  it (unused) from their foes. 
  Encounter Four: Slavers Base 
  Area 11 – The White Markessas 
  APL 4: L: 24gp; C: 0gp; M: 0gp 
  APL 6: L: 37gp; C: 0gp; M: 0gp 
  APL 8: L: 37gp; C: 0gp; M: 300 gp -potion of protection from 
  arrows (25 gp each)  
  APL 10: L: 37gp; C: 0gp; M: 750 gp -potion of protection from 
  arrows (25 gp each), potion of invisibility (25 gp each), scroll 
  of web (3rd level) (12.5 gp each) 
  APL 12: L: 37gp; C: 0gp; M: 750 gp -potion of protection from 
  arrows (25 gp each), potion of invisibility (25 gp each), scroll 
  of web (3rd level) (12.5 gp each) 
  Area 17 – Markessa the Blue 
  APL 4: L: 126 gp; C: 0gp; M: 3,177 gp -+1 Merciful Bane 
  (humanoid – human) spiked chain (1527 gp), potion of 
  barkskin (+2) (25 gp), potion of blur (3rd level) (25 gp), Gloves 
  of Dexterity +2 (333 gp), Mithral Breastplate (350 gp), Ring of 
  Protection +1 (167 gp), Vest of Resistance +3 (750 gp). 
  APL 6 – L: 1 gp; C: 0gp; M: 3260 gp – Gloves of Dexterity +2 
  (333 gp), +1 Merciful Bane (humanoid – human) spiked chain 
  (1527 gp), potion of barkskin (+2) (25 gp), potion of blur (3rd 
  level) (25 gp), Ring of Protection +1 (167 gp), Mithral 
  Breastplate +1 (433 gp), Vest of Resistance +3 (750 gp). 
  APL 8 – L: 1 gp; C: 0 gp; M: 3,726 gp - Gloves of Dexterity +2 
  (333 gp), +1 Merciful Bane (humanoid – human) spiked chain 
  (1527 gp), potion of barkskin (+4) (75 gp), potion of blur (3rd 
  level) (25 gp), Ring of Protection +2 (333 gp), Mithral 
  Breastplate +1 Light Fortification (683 gp),  Vest of Resistance 
  +3 (750 gp). 
  APL 10 – L: 1 gp; C: 0 gp; M: 4,143 gp - Gloves of Dexterity 
  +2 (333 gp), +1 Merciful Bane (humanoid – human) spiked 
  chain (1527 gp), ring of protection +2 (333 gp), potion of 
  barkskin (+4) (75 gp), potion of blur (3rd level) (25 gp), Mithral 
  Breastplate +2 Light Fortification (1,100 gp), Vest of Resistance 
  +3 (750 gp). 
  APL 12 – L: 1 gp; C: 0 gp; M: 9,076 gp - Gloves of Dexterity 
  +2 (333 gp), +1 Merciful Bane (humanoid – human) spiked 
  chain (1527 gp), ring of protection +3 (1,500 gp), potion of 
  barkskin (+4) (75 gp), cloak of displacement (minor) (2000 
  gp), boots of striding and springing (458 gp), Mithral 
  Breastplate +2 Moderate Fortification (2,433 gp), Vest of 
  Resistance +3 (750 gp). 
  Total Possible Treasure* 
  APL 4: L: 150 gp; C: 0 gp; M: 1,577 gp  - Total: 894 gp 
  (cap at 650 gp) 
  APL 6: L: 38 gp; C: 0 gp; M: 2256 gp  - Total: 1461 gp 
  (cap at 900 gp) 
   
  APL 8: L: 38 gp; C: 0 gp; M: 4105 gp  - Total: 3310 gp 
  (cap at 1300 gp) 
   
  APL 10: L: 38 gp; C: 0 gp; M: 6140 gp  - Total: 6178 gp 
  (cap at 2300 gp) 
   
  APL 12: L: 38 gp; C: 0 gp; M: 7879 gp  - Total: 9778 gp 
  (cap at 3300 gp) 
  *NOTE:  Read the conclusion carefully.  Most of the 
  items on Markessa the Blue will not be cashed in 
  and therefore will not contribute to the Total 
  Possible Treasure here.  If PCs do not hand over the 
  items to Lord Ellis, then most of that treasure will 
  be over the cap and they will not get to keep it. 
  Items for the Adventure Record 
  Special 
  Influence with Ellis Lorinar: 
  
   
  Water Stilled 
   
  Page 22 
  For helping Ellis Lorinar in his mission, the 
  Administrator pulls some strings on your behalf.  This 
  can either be used as (1) two influence points from a 
  noble house for the purposes of qualifying for meta-orgs, 
  or (2) a free upgrade from Standard to Luxury lifestyle on 
  any three Regional modules set in the Duchy of Urnst.  
  The DM voids this favor once it is used. 
  Favor of Ellis Lorinar: 
  For helping Ellis Lorinar to achieve a spectacular come-
  from-behind victory, he puts his personal smith at your 
  disposal.  You may use this favor to buy, at standard 
  prices, any one of the following upgrades to a suit of 
  armor or a shield: upgrade from +1 to +2, glamered, 
  shadow, or blinding. 
  Favor of Xarashanamayar: 
  You have proven your character to Xarashanamayar.  You 
  may use this favor for one of the following options.  The 
  DM voids this favor once you use it. 
  • 
  Xarashanamayar personally tutors you in preparation 
  for exams at the College of Sages and Sorcery in 
  Nellix.  This training provides a +6 circumstance 
  bonus, divided as you please, among the required 
  Knowledge checks.  You retain this bonus until you 
  pass. 
  • 
  If you have already played URD3-05 Plague of Rage, 
  and you still have the favor “Ellis Lorinar pulls some 
  strings”, you may purchase those upgrades at half the 
  listed cost.  You must still, however, use the listed 
  influence points. 
  • 
  If you have already played URD3-05 Plague of Rage, 
  and you still have the favor “Ellis Lorinar pulls some 
  strings”, you do not need any influence points to 
  access the listed upgrades.  You must still, however, 
  pay the listed cost. 
  • 
  The mages of the Society of Magi imbue any single 
  weapon with the icy burst, shocking burst, thundering, or 
  flaming burst special ability at the usual cost.  Only 
  one enhancement may be added and only to one 
  weapon. 
  Enmity of Xarashanamayar: 
  The Chancellor is furious with the PC for tampering with 
  his box.  If the character played URD3-05 Plague of Rage 
  and has the favor “Ellis Lorinar pulls some strings”, the 
  DM voids it immediately. The character can never gain 
  another favor from Xarashanamayar. 
  Favor of Markessa the Green: 
  The rogue Slave Lord has taken an interest in this 
  character, and will indirectly provide assistance in the 
  future.  What form this assistance will take is unknown 
  by all but Markessa the Green. 
  Item Access 
  All APLs: 
   
  +1 Merciful Bane (humanoid – human) spiked chain 
  (Adventure; DMG)  
   
  +3 Vest of Resistance (Adventure; Tome & Blood)  
  APL 4:  
   
  Mithral Breastplate (Adventure; DMG)  
  APL 6 (all of APL S 4 plus the following): 
   
  Mithral Breastplate +1 (Adventure; DMG)  
  APL 8 (all of APL S 4-6 plus the following): 
   
  Mithral Breastplate +1 Light Fortification 
  (Adventure; DMG) – NO MIC. 
   
  Ring of Protection +2 (Adventure; DMG)  
  APL 10 (all of APL S 4-8 plus the following): 
   
  Mithral Breastplate +2 Light Fortification  
  (Adventure; DMG)  
  APL 12 (all of APL S 4-10 plus the following): 
   
  Mithral Breastplate +2 Medium Fortification  
  (Adventure; DMG)  
   
  Cloak of Displacement, Minor (Adventure; DMG)  
   
  Boots of Striding and Springing (Adventure; Minor) 
   
  
   
  Water Stilled 
   
  Page 23 
  Appendix One – Encounter 4 Area 11
  APL 4  
   
   
   
   
   
  White Markessas (8): Female elf Sor 1; CR 1; Medium-
  sized humanoid (elf); HD 1d4-2; hp 2 each; Init +6; Spd 
  30 ft.; AC 12, touch 12, flatfooted 10; Base Atk +0; Grp -1; 
  Atk or Full Atk –1 melee (1d4-1/19-20, dagger) or +2 
  ranged (1d8/19-20, light crossbow); SQ elf traits; AL N; 
  SV Fort -2, Ref +2, Will +3; Str 8, Dex 15, Con 6, Int 10, 
  Wis 16, Cha 15. 
   
  Skills and Feats: Concentration +2, Listen +7, Search 
  +2, Spot +5; Improved Initiative. 
   
  Possessions: dagger, light crossbow, 10 bolts. 
   
  Spells (5/4; save DC 12 + spell level): 0 – acid splash, 
  ray of frost, touch of fatigue; 1st – magic missile, shield. 
   
  APL 6  
   
   
   
   
   
  White Markessas (8): Female elf Sor 1; CR 1; Medium-
  sized humanoid (elf); HD 1d4-2; hp 2 each; Init +6; Spd 
  30 ft.; AC 12, touch 12, flatfooted 10; Base Atk +0; Grp -1; 
  Atk or Full Atk –1 melee (1d4-1/19-20, dagger) or +2 
  ranged (1d8/19-20, light crossbow); SQ elf traits; AL N; 
  SV Fort -2, Ref +2, Will +3; Str 8, Dex 15, Con 6, Int 10, 
  Wis 16, Cha 15. 
   
  Skills and Feats: Concentration +2, Listen +7, Search 
  +2, Spot +5; Improved Initiative. 
   
  Possessions: dagger, light crossbow, 10 bolts. 
   
  Spells (5/4; save DC 12 + spell level): 0 – acid splash, 
  ray of frost, touch of fatigue; 1st – magic missile, shield. 
   
  APL 8  
   
   
   
   
   
  White Markessas (12): Female elf Sor 3; CR 3; Medium-
  sized humanoid (elf); HD 3d4-2; hp 4 each; Init +6; Spd 
  30 ft.; AC 12, touch 12, flat-footed 10; BAB +1; Grp +0; Atk 
  or Full Atk  +0 melee (1d4-1/19-20, dagger) or +3 ranged 
  (1d8/19-20, light crossbow); SQ elf trait; AL N; SV Fort -1, 
  Ref +3, Will +8; Str 8, Dex 15, Con 6, Int 10, Wis 16, Cha 
  15. 
   
  Skills and Feats: Concentration +4, Listen +8, Search 
  +2, Spot +5; Improved Initiative, Iron Will. 
   
  Possessions: dagger, light crossbow, 10 bolts, potion 
  of protection from arrows. 
   
  Spells (6/6; save DC 12 + spell level): 0 – acid splash, 
  ray of frost, resistance, touch of fatigue; 1st – mage armor, 
  magic missile, shield. 
  APL 10  
   
   
   
   
   
  White Markessas (12): Female elf Sor 5; CR 5; Medium-
  sized humanoid (elf); HD 5d4-2; hp 6 each; Init +6; Spd 
  30 ft.; AC 12, touch 12, flat-footed 10; BAB +2; Grp +1; Atk 
  or Full Atk +1 melee (1d4-1/19-20, dagger) or +4 ranged 
  (1d8/19-20, light crossbow); SQ elf traits; AL N; SV Fort -
  1, Ref +3, Will +9; Str 8, Dex 15, Con 6, Int 10, Wis 16, 
  Cha 16. 
   
  Skills and Feats: Concentration +6, Listen +9, Search 
  +2, Spot +5; Improved Initiative, Iron Will. 
   
  Possessions: dagger, light crossbow, 10 bolts, potion 
  of protection from arrows, potion of invisibility, scroll of 
  web (3rd level caster). 
  Spells (6/7/5; base DC 13 + spell level): 0 – acid splash, 
  flare, ray of frost, resistance, touch of fatigue; 1st – mage 
  armor, magic missile, magic weapon, shield; 2nd – mirror 
  image, scorching ray. 
   
  APL 12  
   
   
   
   
   
  White Markessas (12): Female elf Sor 7; CR 7; Medium-
  sized humanoid (elf); HD 7d4-2; hp 8 each; Init +6; Spd 
  30 ft.; AC 12, touch 12, flat-footed 10; BAB +3; Grp +2; Atk 
  or Full Atk +2 melee (1d4-1/19-20, dagger) or +5 ranged 
  (1d8/19-20, light crossbow); SQ elf traits; AL N; SV Fort 
  0, Ref +4, Will +10; Str 8, Dex 15, Con 6, Int 10, Wis 16, 
  Cha 16. 
   
  Skills and Feats: Concentration +8, Listen +10, 
  Search +2, Spot +5; Improved Initiative, Iron Will, Spell 
  Focus (evocation). 
   
  Possessions: dagger, light crossbow, 10 bolts, potion 
  of protection from arrows, potion of invisibility, scroll of 
  web (3rd level caster). 
   
  Spells (6/7/7/5; base DC 13 + spell level, or 14 + spell 
  level for evocations): 0 – acid splash, dancing lights, flare, 
  ray of frost, resistance, touch of fatigue; 1st – mage armor, 
  magic missile, magic weapon, shield, true strike; 2nd – 
  mirror image, scorching ray, see invisibility; 3rd – 
  fireball, dispel magic. 
  
   
  Water Stilled 
   
  Page 24 
  Appendix Two – Encounter 4 Area 17
  APL 4  
   
   
   
   
   
  Markessa the Blue: Female elf Rog 3 Ftr 3; CR 6; 
  Medium-sized humanoid (elf); HD 3d6+3d10+6; hp 38; 
  Init +4; Spd 30 ft.; AC 20, touch 15, flatfooted 15; Base 
  Atk +5; Grp +7; Atk or Full Atk +10 melee 
  (2d4+4+1d6/Spiked Chain); SQ elf traits, Uncanny 
  Dodge, Trap Sense +1, Evasion, Sneak Attack +2d6, 
  Trapfinding; AL LE; SV Fort +8, Ref +11, Will +5; Str 14, 
  Dex 18, Con 12, Int 14, Wis 10, Cha 12. 
   
  Skills and Feats:  Bluff +10, Diplomacy +16, Gather 
  Information +8, Intimidate +10, Jump +8, Knowledge 
  (Local – Nyrond Metaregion) +4, Listen +7, Profession 
  (Slaver) +5, Sense Motive +11, Spot +7, Tumble +14, 
  Combat Expertise, Combat Reflexes, Exotic Weapon 
  Proficiency (Spiked Chain), Negotiator, Weapon Finesse. 
   
  Possessions: -+1 Merciful Bane (humanoid – human) 
  spiked chain, potion of barkskin (+2), potion of blur (3rd 
  level), Gloves of Dexterity +2, Mithral Breastplate, Ring 
  of Protection +1, Vest of Resistance +3. 
   
  APL 6  
   
   
   
   
   
  Markessa the Blue: Female elf Rog 3 Ftr 5; CR 8; 
  Medium-sized humanoid (elf); HD 3d6+5d10+8; hp 52; 
  Init +4; Spd 30 ft.; AC 21, touch 15, flatfooted 16; Base 
  Atk +7/+2; Grp +9; Atk or Full Atk +12/+7 melee 
  (2d4+4+1d6/Spiked Chain); SQ elf traits, Uncanny 
  Dodge, Trap Sense +1, Evasion, Sneak Attack +2d6, 
  Trapfinding; AL LE; SV Fort +9, Ref +11, Will +5; Str 14, 
  Dex 18, Con 12, Int 14, Wis 11, Cha 12. 
   
  Skills and Feats:  Bluff +10, Diplomacy +16, Gather 
  Information +8, Intimidate +14, Jump +8, Knowledge 
  (Local – Metaregion IV) +4, Listen +7, Profession (Slaver) 
  +5, Sense Motive +11, Spot +7, Swim +4, Tumble +14, 
  Combat Expertise, Combat Reflexes, Exotic Weapon 
  Proficiency (Spiked Chain), Improved Feint, Negotiator, 
  Weapon Finesse. 
   
  Possessions: Gloves of Dexterity +2, +1 Merciful 
  Bane (humanoid – human) spiked chain, potion of 
  barkskin (+2), potion of blur (3rd level), Ring of 
  Protection +1, Mithral Breastplate +1, Vest of Resistance 
  +3. 
   
  APL 8  
   
   
   
   
   
  Markessa the Blue: Female elf Rog 4 Ftr 6; CR 10; 
  Medium-sized humanoid (elf); HD 4d6+6d10+10; hp 64; 
  Init +4; Spd 30 ft.; AC 21, touch 15, flatfooted 16; Base 
  Atk +9/+4; Grp +11; Atk or Full Atk +15/+10 melee 
  (2d4+6+1d6/Spiked Chain); SQ elf traits, Uncanny 
  Dodge, Trap Sense +1, Evasion, Sneak Attack +2d6, 
  Trapfinding; AL LE; SV Fort +10, Ref +13, Will +6; Str 14, 
  Dex 18, Con 12, Int 14, Wis 11, Cha 12. 
   
  Skills and Feats:  Bluff +10, Diplomacy +20, Gather 
  Information +8, Intimidate +16, Jump +8, Knowledge 
  (Local – Metaregion IV) +4, Listen +9, Profession (Slaver) 
  +7, Sense Motive +13, Spot +7, Swim +6, Tumble +14, 
  Combat Expertise, Combat Reflexes, Exotic Weapon 
  Proficiency (Spiked Chain), Improved Feint, Negotiator, 
  Weapon Finesse, Weapon Focus (Spiked Chain), Weapon 
  Specialization (Spiked Chain). 
  Possessions: Gloves of Dexterity +2, +1 Merciful Bane 
  (humanoid – human) spiked chain, potion of barkskin 
  (+4), potion of blur (3rd level), Ring of Protection +2, 
  Mithral Breastplate +1 Light Fortification, Vest of 
  Resistance +3. 
   
  APL 10  
   
   
   
   
   
  Markessa the Blue: Female elf Rog 5 Ftr 7; CR 12; 
  Medium-sized humanoid (elf); HD 5d6+7d10+12; hp 76; 
  Init +4; Spd 30 ft.; AC 23, touch 16, flatfooted 23; Base 
  Atk +10/+5; Grp +12; Atk or Full Atk +16/+11 melee 
  (2d4+6+1d6/Spiked Chain); SQ elf traits, Uncanny 
  Dodge, Trap Sense +1, Evasion, Sneak Attack +3d6, 
  Trapfinding; AL LE; SV Fort +10, Ref +13, Will +7; Str 14, 
  Dex 18, Con 12, Int 14, Wis 12, Cha 12. 
   
  Skills and Feats:  Bluff +12, Diplomacy +20, Gather 
  Information +8, Intimidate +18, Jump +8, Knowledge 
  (Local – Metaregion IV) +4, Listen +10, Profession 
  (Slaver) +10, Sense Motive +18, Spot +8, Swim +8, Tumble 
  +14, Combat Expertise, Combat Reflexes, Exotic Weapon 
  Proficiency (Spiked Chain), Improved Disarm, Improved 
  Feint, Negotiator, Weapon Finesse, Weapon Focus 
  (Spiked Chain), Weapon Specialization (Spiked Chain). 
   
  Possessions: Gloves of Dexterity +2, +1 Merciful 
  Bane (humanoid – human) spiked chain, ring of 
  protection +2, potion of barkskin (+4), potion of blur (3rd 
  level), Mithral Breastplate +2 Light Fortification, Vest of 
  Resistance +3. 
   
  APL 12  
   
   
   
   
   
  Markessa the Blue: Female elf Rog 6 Ftr 8; CR 14; 
  Medium-sized humanoid (elf); HD 6d6+8d10+14; hp 88; 
  Init +4; Spd 30 ft.; AC 24, touch 17, flatfooted 24; Base 
  Atk +12/+7/+2; Grp +14; Atk or Full Atk +18/+13/+8 
  
   
  Water Stilled 
   
  Page 25 
  melee (2d4+6+1d6/Spiked Chain); SQ elf traits, Uncanny 
  Dodge, Trap Sense +2, Evasion, Sneak Attack +3d6, 
  Trapfinding; AL LE; SV Fort +12, Ref +14, Will +8; Str 14, 
  Dex 18, Con 12, Int 14, Wis 12, Cha 12. 
   
  Skills and Feats:  Bluff +14, Diplomacy +24, Gather 
  Information +8, Intimidate +20, Jump +8, Knowledge 
  (Local – Metaregion IV) +4, Listen +11, Profession 
  (Slaver) +11, Sense Motive +20, Spot +8, Swim +10, 
  Tumble +14, Combat Expertise, Combat Reflexes, Exotic 
  Weapon Proficiency (Spiked Chain), Improved Disarm, 
  Improved Feint, Improved Trip, Negotiator, Weapon 
  Finesse, Weapon Focus (Spiked Chain), Weapon 
  Specialization (Spiked Chain). 
   
  Possessions: Gloves of Dexterity +2, +1 Merciful 
  Bane (humanoid – human) spiked chain, ring of 
  protection +3, potion of barkskin (+4), cloak of 
  displacement (minor), boots of striding and springing, 
  Mithral Breastplate +2 Moderate Fortification, Vest of 
  Resistance +3. 
  
   
  Water Stilled 
   
  Page 26 
  Appendix Three - Encounter 6
  APL 4  
   
   
   
   
   
  Sharynne, human vampire spawn: CR 4; Medium 
  undead; HD 4d12+3; hp 29; Init +6; Spd 30 ft.; AC 15, 
  touch 12, flat-footed 13; BAB +2; Grp +5; Atk or Full 
  Atk +5 melee (1d6+4 plus energy drain, slam); SA blood 
  drain, domination, energy drain; SQ damage reduction 
  5/silver, darkvision 60 ft, fast healing 2, gaseous form, 
  cold and electricity resistance 10, spider climb, undead 
  traits; AL LE; SV Fort +1, Ref +5, Will +5; Str 16, Dex 
  14, Con -, Int 13, Wis 13, Cha 14. 
   
  Skills and Feats: Bluff +6, Climb +8, Profession 
  (politician) +4, Diplomacy +4, Hide +10, Search, +8, 
  Sense Motive +11, Spot +11; Alertness, Improved 
  Initiative, Lightning Reflexes, Skill Focus: Profession 
  (politician), Toughness 
   
  APL 6  
   
   
   
   
   
  Sharynne, human vampire Ari 4: CR 5; Medium 
  undead; HD 4d12+3; hp 29; Init +6; Spd 30 ft.; AC 18, 
  touch 12, flat-footed 16; BAB +3; Grp +6; Atk or Full 
  Atk +6 melee (1d6+4 plus energy drain, slam); SA blood 
  drain, create spawn, domination, energy drain; SQ 
  alternate form, damage reduction 10/silver and magic, 
  darkvision 60 ft, fast healing 5, gaseous form, cold and 
  electricity resistance 10, spider climb, undead traits; AL 
  LE; SV Fort +1, Ref +5, Will +6; Str 16, Dex 14, Con -, 
  Int 13, Wis 14, Cha 17. 
   
  Skills and Feats: Bluff +18, Climb +3, Profession 
  (politician) +12, Diplomacy +10, Hide +10, Listen +17, 
  Move Silently +10, Search +11, Sense Motive +20, Spot 
  +12; Alertness, Combat Reflexes, Dodge, Improved 
  Initiative, Lightning Reflexes, Skill Focus: Profession 
  (politician), Skill Focus: Sense Motive, Toughness. 
   
  The save DC for Sharynne’s vampire abilities is 15. 
  This save DC is Charisma-based. 
   
  APL 8  
   
   
   
   
   
  Sharynne, human vampire Ari 6: CR 7; Medium 
  undead; HD 6d12+6; hp 45; Init +6; Spd 30 ft.; AC 18, 
  touch 12, flat-footed 16; BAB +4; Grp +7; Atk +7 melee 
  (1d6+4 plus energy drain, slam); SA blood drain, create 
  spawn, domination, energy drain; SQ alternate form, 
  damage reduction 10/silver and magic, darkvision 60 
  ft, fast healing 5, gaseous form, cold and electricity 
  resistance 10, spider climb, undead traits; AL LE; SV 
  Fort +2, Ref +4, Will +6; Str 16, Dex 14, Con -, Int 13, 
  Wis 14, Cha 17. 
   
  Skills and Feats: Bluff +20, Climb +3, Profession 
  (politician) +14, Diplomacy +15, Hide +10, Listen +19, 
  Move Silently +10, Search +11, Sense Motive +22, Spot 
  +12; Alertness, Combat Reflexes, Dodge, Improved 
  Initiative, Improved Toughness, Lightning Reflexes, 
  Skill Focus: Diplomacy, Skill Focus: Profession 
  (politician), Skill Focus: Sense Motive. 
   
  The save DC for Sharynne’s vampire abilities is 16. 
  This save DC is Charisma-based. 
  APL 10  
   
   
   
   
   
  Sharynne, human vampire Ari6/Mnk2: CR 9; 
  Medium undead; HD 8d12+8; hp 69; Init +8; Spd 30 ft.; 
  AC 23 (touch 17, flat-footed 19); BAB +5; Grp +9; Atk 
  +9 melee (1d6+4 plus energy drain, unarmed strike); 
  Full Atk +7/+7 melee (1d6+4 plus energy drain on 1st 
  attack that hits, unarmed strike); SA blood drain, create 
  spawn, domination, energy drain, flurry of blows, 
  stunning fist (2/day, save DC 14); SQ alternate form, 
  damage reduction 10/silver and magic, darkvision 60 
  ft, evasion, fast healing 5, gaseous form, cold and 
  electricity resistance 10, spider climb, undead traits; AL 
  LE; SV Fort +5, Ref +11, Will +11; Str 18, Dex 18, Con -, 
  Int 13, Wis 16, Cha 20. 
   
  Skills and Feats: Bluff +21, Climb +4, Profession 
  (politician) +15, Diplomacy +17, Hide +14, Listen +20, 
  Move Silently +14, Search +11, Sense Motive +23, Spot 
  +13; Alertness, Combat Reflexes, Deflect Arrows, 
  Dodge, Improved Initiative, Improved Toughness 
  Lightning Reflexes, Skill Focus: Diplomacy, Skill 
  Focus: Profession (politician), Skill Focus: Sense 
  Motive, Stunning Fist. 
   
  The save DC for Sharynne’s vampire abilities is 19. 
  This save DC is Charisma-based. 
  APL 12  
   
   
   
   
   
  Sharynne, human vampire Ari6/Mnk4: CR 11; 
  Medium undead; HD 10d12+10; hp 85; Init +8; Spd 40 
  ft.; AC 23 (touch 17, flat-footed 19); BAB +7; Grp +11; 
  Atk +11 melee (1d8+4 plus energy drain, unarmed 
  strike); Full Atk +9/+9/+4 melee (1d8+4 plus energy 
  drain on 1st attack that hits, unarmed strike); SA blood 
  drain, create spawn, domination, energy drain, flurry of 
  blows (+8/+8/+3 three slams), stunning fist (4/day, save 
  DC 15); SQ Alternate form, damage reduction 10/silver 
  and magic, darkvision 60 ft, evasion, fast healing 5, 
  gaseous form, cold and electricity resistance 10, slow 
  fall 20 ft, spider climb, still mind, undead traits; AL LE; 
  
   
  Water Stilled 
   
  Page 27 
  SV Fort +6, Ref +12, Will +12; Str 18, Dex 18, Con -, Int 
  13, Wis 16, Cha 20. 
   
  Skills and Feats: Bluff +21, Climb +3, Profession 
  (politician) +17, Diplomacy +19, Hide +14, Listen +20, 
  Move Silently +14, Search +11, Sense Motive +25, Spot 
  +13; Alertness, Combat Reflexes, Deflect Arrows, 
  Dodge, Improved Initiative, Improved Toughness, 
  Lightning Reflexes, Mobility Skill Focus: Diplomacy, 
  Skill Focus: Profession (politician), Skill Focus: Sense 
  Motive. 
   
  The save DC for Sharynne’s vampire abilities is 20. 
  This save DC is Charisma-based. 
   
  
   
  Water Stilled 
   
  Page 28 
  Appendix Four – Encounter 7 
   
  APL 4  
   
   
   
   
   
  Sea-boar: Half-green dragon advanced sea lion; CR 6; 
  Large dragon (augmented magical beast); HD 6d12+24; 
  hp 63; Init +1; Spd 10 ft, swim 40 ft.; AC 22, touch 10, 
  flat-footed 21; Base Atk +6; Grp +18; Atk +13 melee 
  (1d6+8, claw); Full Atk +13 melee (1d6+8, 2 claws), +8 
  melee (1d8+4, bite); Space/Reach 10 ft./5 ft.; SA breath 
  weapon, rend 2d6+12; SQ darkvision 60 ft., immunity 
  to acid, sleep, and paralysis, low-light vision, scent; AL 
  CE; SV Fort +9, Ref +6, Will +5; Str 27, Dex 12, Con 19, 
  Int 4, Wis 13, Cha 12. 
   
  Skills and Feats: Listen +12, Spot +12, Swim +25; 
  Alertness, Endurance, Iron Will. 
   
  Breath Weapon (Su): 30-foot line, once per day, 
  damage 6d8 acid, Reflex save DC 17 half. The save DC 
  is Consitution-based. 
   
  Rend (Ex): If the sea-boar hits with both claw 
  attacks, it latches onto the opponent's body and tears 
  the flesh. This automatically deals an extra 2d6+12 
  points of damage. 
   
  APL 6  
   
   
   
   
   
  Sea-boar: Fiendish half-green dragon advanced sea lion; 
  CR 9; Large dragon (augmented magical beast, 
  extraplanar); HD 8d12+32; hp 84; Init +1; Spd 10 ft, 
  swim 40 ft.; AC 22, touch 10, flat-footed 21; Base Atk 
  +8; Grp +21; Atk +16 melee (1d6+9, claw); Full Atk +16 
  melee (1d6+9, 2 claws), +11 melee (1d8+4, bite); 
  Space/Reach 10 ft./5 ft.; SA breath weapon, rend 
  2d6+13, smite good; SQ darkvision 60 ft., DR 5/magic, 
  immunity to acid, sleep, and paralysis, low-light vision, 
  resistance to cold and fire 10, scent, spell resistance 13; 
  AL CE; SV Fort +10, Ref +7, Will +5; Str 28, Dex 12, 
  Con 19, Int 4, Wis 13, Cha 12. 
   
  Skills and Feats: Listen +14, Spot +14, Swim +27; 
  Alertness, Endurance, Iron Will. 
   
  Breath Weapon (Su): 30-foot line, once per day, 
  damage 6d8 acid, Reflex save DC 18 half. The save DC 
  is Consitution-based. 
   
  Rend (Ex): If the sea-boar hits with both claw 
  attacks, it latches onto the opponent's body and tears 
  the flesh. This automatically deals an extra 2d6+12 
  points of damage. 
   
  Smite Good (Su): Once per day, the sea-boar can 
  make a normal melee attack to deal 8 points of extra 
  damage against a good foe. 
   
  APL 8  
   
   
   
   
   
  Sea-boar: Fiendish half-green dragon advanced sea lion 
  Bbn 1; CR 10; Large dragon (augmented magical beast, 
  extraplanar); HD 9d12+1d12+50; hp 120; Init +0; Spd 
  20 ft, swim 50 ft.; AC 24, touch 10, flat-footed 21; Base 
  Atk +10; Grp +24; Atk +19 melee (1d6+10, claw); Full 
  Atk +19 melee (1d6+10, 2 claws), +14 melee (1d8+5, 
  bite); Space/Reach 10 ft./5 ft.; SA breath weapon, rage 
  1/day, rend 2d6+15, smite good; SQ darkvision 60 ft., 
  DR 5/magic, immunity to acid, sleep, and paralysis, 
  low-light vision, resistance to cold and fire 10, scent, 
  spell resistance 15; AL CE; SV Fort +13, Ref +9, Will +7; 
  Str 31, Dex 16, Con 20, Int 4, Wis 15, Cha 12. 
   
  Skills and Feats: Listen +15, Spot +15, Swim +29; 
  Alertness, Die Hard, Endurance, Iron Will. 
   
  Breath Weapon (Su): 30-foot line, once per day, 
  damage 6d8 acid, Reflex save DC 19 half. The save DC 
  is Consitution-based. 
   
  Rage (Ex): 1/day, duration 10 rounds, fatigued 
  when rage ends. Stats when raging are as follows: hp 
  140; AC 22, touch 8, flat-footed 19; Grp +26; Atk +21 
  melee (1d6+12, claw); Full Atk +21 melee (1d6+12, 2 
  claws), +16 melee (1d8+6, bite); SQ Rend 2d6+18; SV 
  Fort +15, Will +9; Str 35, Con 24; Swim skill goes to 
  +31; Breath weapon DC goes to 21. 
   
  Rend (Ex): If the sea-boar hits with both claw 
  attacks, it latches onto the opponent's body and tears 
  the flesh. This automatically deals an extra 2d6+15 
  points of damage. 
   
  Smite Good (Su): Once per day, the sea-boar can 
  make a normal melee attack to deal 10 points of extra 
  damage against a good foe. 
   
  APL 10  
   
   
   
   
   
  Sea-boar: Fiendish half-green dragon advanced sea lion 
  Bbn1; CR 12; Huge dragon (augmented magical beast, 
  extraplanar); HD 10d12+1d12+77; hp 154; Init +0; Spd 
  20 ft, swim 50 ft.; AC 25, touch 10, flat-footed 23; Base 
  Atk +11; Grp +33; Atk +23 melee (1d8+14, claw); Full 
  Atk +23 melee (1d8+14, 2 claws), +18 melee (2d6+7, 
  bite); Space/Reach 15 ft./10 ft.; SA Breath weapon, rage 
  1/day, rend 2d8+21, smite good; SQ Darkvision 60 ft., 
  DR 5/magic, immunity to acid, sleep, and paralysis, 
  low-light vision, resistance to cold and fire 10, scent, 
  spell resistance 16; AL CE; SV Fort +16, Ref +9, Will +7; 
  Str 39, Dex 14, Con 24, Int 4, Wis 15, Cha 12. 
  
   
  Water Stilled 
   
  Page 29 
   
  Skills and Feats: Listen +16, Spot +16, Swim +34; 
  Alertness, Die Hard, Endurance, Iron Will. 
   
  Breath Weapon (Su): 30-foot line, once per day, 
  damage 6d8 acid, Reflex save DC 22 half. The save DC 
  is Consitution-based. 
   
  Rage (Ex): 1/day, duration 12 rounds, fatigued 
  when rage ends. Stats when raging are as follows: hp 
  176; AC 23, touch 8, flat-footed 21; Grp +35; Atk +25 
  melee (1d8+16, claw); Full Atk +25 melee (1d8+16, 2 
  claws), +20 melee (2d6+8, bite); SQ Rend 2d8+24; SV 
  Fort +18, Will +9; Str 43, Con 28; Swim skill goes to 
  +36; Breath weapon DC goes to 24. 
   
  Rend (Ex): If the sea-boar hits with both claw 
  attacks, it latches onto the opponent's body and tears 
  the flesh. This automatically deals an extra 2d8+21 
  points of damage. 
   
  Smite Good (Su): Once per day, the sea-boar can 
  make a normal melee attack to deal 11 points of extra 
  damage against a good foe. 
   
  APL 12  
   
   
   
   
   
  Sea-boar: Fiendish half-green dragon advanced sea lion 
  Bbn1; CR 14; Huge dragon (augmented magical beast, 
  extraplanar); HD 14d12+1d12+105; hp 208; Init +0; Spd 
  20 ft, swim 50 ft.; AC 25, touch 10, flat-footed 23; Base 
  Atk +15; Grp +38; Atk +28 melee (1d8+15, claw); Full 
  Atk +28 melee (1d8+15, 2 claws), +23 melee (2d6+7, 
  bite); Space/Reach 15 ft./10 ft.; SA Breath weapon, rage 
  1/day, rend 2d8+22, smite good; SQ Darkvision 60 ft., 
  DR 10/magic, immunity to acid, sleep, and paralysis, 
  low-light vision, resistance to cold and fire 10, scent, 
  spell resistance 20; AL CE; SV Fort +18, Ref +13, Will 
  +8; Str 40, Dex 14, Con 24, Int 4, Wis 15, Cha 12. 
   
  Skills and Feats: Listen +20, Spot +20, Swim +39; 
  Alertness, Die Hard, Endurance, Iron Will, Lightning 
  Reflexes. 
   
  Breath Weapon (Su): 30-foot line, once per day, 
  damage 6d8 acid, Reflex save DC 24 half. The save DC 
  is Consitution-based. 
   
  Rage (Ex): 1/day, duration 12 rounds, fatigued 
  when rage ends. Stats when raging are as follows: hp 
  238; AC 23, touch 8, flat-footed 21; Grp +40; Atk +30 
  melee (1d8+17, claw); Full Atk +30 melee (1d8+17, 2 
  claws), +25 melee (2d6+9, bite); SQ Rend 2d8+25; SV 
  Fort +20, Will +10; Str 44, Con 28; Swim skill goes to 
  +41; Breath weapon DC goes to 26. 
   
  Rend (Ex): If the sea-boar hits with both claw 
  attacks, it latches onto the opponent's body and tears 
  the flesh. This automatically deals an extra 2d8+22 
  points of damage. 
   
  Smite Good (Su): Once per day, the sea-boar can 
  make a normal melee attack to deal 15 points of extra 
  damage against a good foe. 
  
   
  Water Stilled 
   
  Page 30 
  Appendix Five – A Brief History of Stillwater
  Stillwater is a village in flux.  Up until three years ago, the 
  community was perched on the brink of financial ruin, 
  and the buildings were as near to collapse as the 
  economy.  At the time, the shrinking population 
  consisted entirely of impoverished, illiterate farmers and 
  fishermen, a single merchant named Jeannine in exile 
  from Leukish, a gnome farmer named Gibbernick with 
  the gift of the gab, and an overweight, mayor in 
  fantastically poor health.  When he received word that 
  Duke Karll Lorinar himself intended to pass through the 
  village on his return route from a conference in the 
  County, the mayor actually died of a heart attack. 
  Unbelievably, this proved to be the turning point for 
  Stillwater. 
  Sharynne, the village’s young, well-meaning, and 
  hopelessly inexperienced accounting clerk, was thrust 
  into the Mayor’s chair.  Somehow, she, Jeannine, and 
  Gibbernick managed to throw together an official 
  welcome for the Duke’s entourage.  The men of Stillwater 
  were all set to work cleaning the mounds of rotting fish 
  entrails from the streets, and doing what repairs they 
  could to the dilapidated, broken-down building fronts, 
  while the women set to weaving monstrous trains of 
  wildflowers to conceal what couldn’t be fixed. 
  As the Duke’s entourage crested the hilltop barely a mile 
  away, Sharynne had a flash of inspiration.  She grabbed 
  the three broadest, and least drunk, fishermen she could 
  find and dressed them in red sashes made from tearing 
  up the drapes from the mayor’s residence.  On the spot, 
  she drafted the befuddled men into the village’s newly 
  formed, militia.  With another flourish she appointed a 
  bewildered Jeannine and Gibbernick Village Councilors. 
   She then lined up every man woman and child along the 
  village’s only street.  She herself stood at the end of the 
  road, with the militia on one side, and the Village 
  Councilors on the other.  She then ordered the villagers 
  to wave and cheer as the Duke approached, with a string 
  of threats so loud and terrifying it would have shamed a 
  harpy. 
  The Duke was greeted by a cheering mass of villagers 
  before a breathtaking vista of quaint white homes draped 
  in wildflowers.  Duke Lorinar dallied for just a few 
  moments; just long enough to compliment Sharynne on 
  her beautiful community and her steadfast “Red Guard”.  
  And then he and his entourage were gone. 
  The Duke’s visit had such a profound effect on the 
  morale of the Stillmen.  It quite literally changed their 
  lives.  They suddenly felt like they might be worth 
  something, and almost overnight their fortunes changed. 
   Every individual villager started pulling together; the 
  farmers formed a cooperative, the fishermen coordinated 
  their trawling, and everyone began working like never 
  before.  The “Red Guard” became Stillwater’s official 
  militia and its ranks swelled with volunteers, even 
  working unpaid at first for the prestige.  Inside of six 
  months, through sheer bull-headed stubbornness and 
  desire, the villagers actually became the fake façade 
  Sharynne had cobbled together for the Duke’s visit.  It 
  was a time of almost giddy prosperity. 
  Of course nothing so idyllic could possibly last.  Lord 
  Breckenridge, the titular noble of the region, had long 
  ignored Stillwater as an embarrassing backwater, and an 
  economic liability.  When the substantial tax revenues 
  started to accumulate, though, he acquired a sudden 
  renewed interest.  On his first official visit, he fully 
  expected to walk in and simply assume political control.  
  He was quite taken aback when Sharynne told him to 
  shove off, and then bodily threw him out of her office. 
  The Stillmen’s loyalty to the woman who had restored 
  their dignity was shocking to Lord Breckenridge.  But 
  not nearly as shocking as the loathing for him, the Lord 
  who had abandoned them when times were hard to 
  magically re-appear when things improved.  Clearly, if he 
  hoped to win this conflict, he would have to be subtle. 
   
  
   
  Water Stilled 
   
  Page 31 
  Appendix Six – Markessa the Green
  At some point during the adventure, the PCs meet the 
  enigmatic Markessa the Green.  She is unique among the 
  small army of Markessa clones, in that she retains some 
  semblance of free will.  By all outward appearances, the 
  surgery and brainwashing that turned her into yet 
  another duplicate were completely successful, but when 
  she was sent on her first mission to Hardby she 
  disappeared. 
  She did not emerge from the cloning process unscathed.  
  She is deeply damaged psychologically, with at least two 
  distinct personalities.  On the one hand she hates and 
  despises the Slavers for their evil agenda, particularly the 
  witch Markessa who destroyed the woman she once was. 
   On the other hand she is fascinated and obsessed with 
  the Slavers, oddly drawn to them and repulsed at the 
  same time.  So for the past three years she has tracked 
  their movements, catalogued their strategies, and learned 
  down to the minute detail every working of their 
  operation.  That she is a Markessa clone actually helps 
  her.  Many times she has simply walked into major Slaver 
  hideouts, taken what intelligence she desired, and 
  walked right back out again. 
  On a few occasions, when she has observed others 
  actively working to bring down the Slavers, she acted 
  behind the scenes to aid them.  Why she cannot bring 
  herself to act directly is a mystery even to her.  With the 
  PCs, she sees that what they are doing and is willing to 
  take steps to see they succeed.   
  At one point in the adventure, triggered by the events of 
  one of the Optional Encounters, Markessa the Green 
  presents herself to the PCs.  Read the following when she 
  appears. 
  Suddenly a figure steps out of the shadows, draped 
  in a green, hooded cloak.  From her hands she is 
  obviously a woman; long, slender, delicate fingers, 
  luxurious white skin, and perfectly manicured nails, 
  polished bright green.  She moves gracefully 
  forward, keeping her distance. 
  “I think maybe it’s time I introduced myself.”  She 
  says.  Her voice is melodic, almost lilting. 
  Her elegant hands pull back the hood of her cloak.  
  It’s the same woman… again!  The face is nearly 
  identical, but her eyes are deep forest green, and her 
  hair, luxurious, brown and wavy, cascades over her 
  shoulders.  There is the barest smile on her lips. 
  She makes no threatening moves, standing with her 
  hands empty and unmoving at her side.  Nevertheless, 
  there is a strong chance the PCs may attack her, 
  especially if Markessa the Blue has just said her piece 
  about the hydra’s many heads.  If this happens, she uses 
  every power at her disposal to escape.  She tries not to kill 
  any PCs, but will not hesitate to do so if it is the only way 
  for her to get away.  If, by some miracle, the party does 
  kill Markessa the Green, her body and all of her 
  possessions disappear in an inexplicable puff of magical 
  energy. 
  Markessa the Green: female elf ftr6/wiz6; CR 12; 
  medium-sized humanoid; HD 6d10+6d4; hp 58; Init +2; 
  Spd 30 ft.; AC 20 (touch 15, flat-footed 18) or 25 w/shield 
  and Dodge; Atk +12/+7 melee (1d6+4, staff of the 
  woodlands) or +11/+6 ranged (1d6+2, composite mighty 
  shortbow) or +9/+9/+4 w/ rapid shot; SA spells, spring 
  attack; SQ low-light vision, immune to sleep; AL NG; Fort 
  +7, Ref +6, Will +9; Str 14, Dex 14, Con 10, Int 14, Wis 15, 
  Cha 10. 
  Skills & feats: Concentration +16, Hide +18, Ride +10, 
  Spellcraft +10; Scribe Scroll, Still Spell, Combat Casting, 
  Point Blank Shot, Rapid Shot, Dodge, Mobility, Spring 
  Attack, Shot on the Run, Skill Focus – quarterstaff 
  Spells prepared (4,3,3,2; base DC 12 + spell level): 0 – read 
  magic x2, detect magic x2; 1st – magic missile, silent image, 
  sleep; 2nd – alter self, invisibility x2; 3rd – lightning bolt, haste. 
  Possessions: cloak of elvenkind, composite might shortbow 
  (+2), staff of the woodlands, studded leather armor +2, ring of 
  protection +3, ring of wishes (1 charge) 
  If the PCs do not attack, and are willing to talk, Markessa 
  the Green indicates she is willing to help them destroy 
  the Slavers’ Duchy operations (exactly how depends on 
  which optional Encounter).  She answers no questions, 
  and tolerates no funny business from the PCs.  She does 
  what she came to do and then leaves.  If the PCs makes 
  things difficult for her, she says quite blandly that if they 
  don’t want her help she’ll leave; and she will. 
   
  
   
  Water Stilled 
   
  Page 32 
  Appendix Seven – Critical Events Summary
  The PCs actions during this adventure may affect 
  events in the future.  The DM is encouraged to answer 
  the following questions and send the results to 
  hkertman@telusplanet.net. 
   
  The 
  first 
  fifteen 
  summaries received will be used in a future sequel. 
  (1) Did the PCs discover Sharynne is a vampire? 
  (2) Was Sharynne killed, and her coffin 
  destroyed? 
  (3) Did the PCs tell Ellis Lorinar Sharynne is a 
  vampire? 
  (4) Did the party attack Markessa the Green? 
  (5) Was Markessa the Green killed? 
  
   
  Water Stilled 
   
  Page 33 
  Appendix Eight – Map of Slaver Base 
   
  
   
  Water Stilled 
   
  Page 34 
  Appendix Nine – Map of Slaver Base Balcony 
  
   
  Water Stilled 
   
  Page 35 
  Player Handout #1 
   
   
  My Blue Sister, 
  I have sent a guardian for your island base, for extra protection from sea attack.  It will lair at the foot of your island, claiming all the 
  waters around as its territory.  It will attack and destroy any ships that approach within half a mile.   
  But be warned, though I have succeeded in training it somewhat, it has no loyalties and will destroy your own ships as surely those of 
  your enemies.  If your ship’s captains throw a side of cow, or a large pig carcass, overboard after the beast’s first approach, it will leave 
  with the meal and let the ship pass.  Be vigilant!  I lost a ship last year because an inattentive crew was slow to provide the beast its’ 
  snack. 
  Glory to all our Sisters, and our Most Flawless Mother, 
  Your Red Sister. 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Duchy of Urnst/594/Normal Scenarios/URD4-04 - Water Stilled (APL 4-12)/URD4-04 - Water Stilled.pdf