TEXT: VEL1-04
  LLLLiiiikkkkeeee    W
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  Waaaatttteeeerrrr    UUUUnnnnddddeeeerrrr    tttthhhheeee
  BBBBrrrriiiiddddggggeeee
  AAAA    TTTThhhhrrrreeeeeeee----RRRRoooouuuunnnndddd    DDDD&&&&DDDD    LLLLIIIIVVVVIIIINNN
  NGGGG    GGGGRRRREEEEYYYYHHHHAAAAW
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  WKKKK®
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  VVVVeeeelllluuuunnnnaaaa    RRRReeeeggggiiiioooonnnnaaaallll    AAAAddddvvvveeeennnnttttuuuurrrreeee
  Version 1
  RRRRoooouuuunnnndddd    1111::::    W
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  Waaaayyyy    iiiissss    tttthhhheeee    W
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  Waaaatttteeeerrrr    FFFFlllloooowwwwiiiinnnngggg????
  bbbbyyyy    EEEEddddwwwwaaaarrrrdddd    AAAA....    EEEEnnnnnnnneeeetttttttt
  The City of Falsridge has a water problem. Seems that travel on the expansive Fals River has stopped.
  For a city that makes a living by the water, this is bad. It seems that no mater what the city does, The
  river traffic doesn’t return. It seems that whichever way the waters flowing, It is not toward Falsridge.
  Part I of the Agent of Iuz series. An adventure for character levels 1-8.
  DUN GEO NS & DR AGON S, D&D, G REYHAWK and R PG A are register ed t radem ar ks o f
  Wizar ds o f t he Coast , Inc . LIVIN G G REYHAWK is a t radem ar k o f Wizar ds o f t he Coast ,
  Inc . S cenario d et ail co pyright 2001 b y Wizar ds o f t he Coast , Inc . ALL R IGHT S
  R ESER VED. T his scenar io is int en ded f or t ourn ament use o nly and m ay no t b e
  rep rod uced wit hou t app ro val o f t he R PG A Net wor k.   
  
  Like Water Under the Bridge
  Round 1
  Page 2
  Thi s is  a n RP GA® N e tw or k sc e nar io f or  t he 
  D ung eo ns & D ra g ons ® g a m e.  A f our -ho ur t im e 
  bl ock ha s be e n a llo ca t e d f or  e a ch ro und of t his
  sc e nar io,  but t he a ct ua l pl a yi ng t im e w ill be 
  cl ose r  t o t hre e hour s. The re s t of t he t im e is 
  sp e nt in pr e pa ra t io n be f o re g a m e pl a y,  a nd
  sc ori ng a f te r  t he g a m e.  The f oll ow ing g uid el ine s
  a re he re t o he lp y ou w it h bo t h t he pr e pa ra t io n
  a nd v ot ing se g m e nt of t he g a m e.  Re a d t his pa g e 
  ca r ef ull y so t ha t y ou kno w a nd ca n co m muni ca t e
  t o y our  pl a ye r s t he sp e cia l a sp e ct s of pl a yi ng a n
  RP GA sc e nar io. 
  PPPPrrrreeeeppppaaaarrrraaaattttiiiioooonnnn
  Fir st y ou sho uld pr int t his sc e nar io.  Thi s
  sc e nar io w a s cr e at e d t o sup po rt do ubl e- si de d
  pr int ing , but pr int ing it si ngl e si de d w ill w ork a s
  w e ll. The r e is  e noug h ro om a lo ng t he ins ide 
  m a rg in t o bi nd t he a dv e nt ure , if y ou de s ire .
  Re a d t his e nt ire a dv e nt ure a t le a st onc e 
  be f o re y ou run y our  g a m e.  B e sur e t o f a mi lia ri z e 
  y our se lf w it h a ny sp e cia l rul es , sp e lls,  or 
  e qui pm e nt pr e se nt e d in t he a dv e nt ure . It m a y 
  he lp 
  t o 
  hig hli ght 
  pa r ti cula rl y 
  im po rt a nt 
  pa s sa g e s.
  W he n y ou run a n RP GA D &D a dv e nt ure w e 
  a ss ume t ha t y ou ha v e a cc es s t o t he f oll ow ing 
  bo ok s: t he Pl a ye  r ’s Ha nd  boo  k, t he D  ung eo  n
  Ma s te  r ’s Guid  e  , a nd t he Mo  nst e  r Ma nua l. W e 
  a lso  a ss ume t ha t y ou ha v e a se t of di ce (a t le a st 
  one d4 , d6 , d8 , d1 0 , d1 2 , a nd d2 0 ),  so m e sc ra p
  pa p e r, a pe nc il, a n RP GA sc ori ng pa c ke t , a nd y our 
  se ns e of f un. It is  a lso a g oo d id e a t o ha v e a w a y
  t o t ra ck m ov e m e nt dur ing co m ba t . Thi s ca n be a s
  si mp le a s a pa d of g ra p h pa p e r a nd a pe nc il, a s
  ha ndy a s a v iny l g rid m a p a nd chi ts , or  a s
  e la bo ra t e 
  a s 
  re s in 
  dung e o n 
  w a lls 
  a nd
  m inia t ure s. 
  Ins tr uct t he pl a ye r s e it he r t o pr e pa re t he ir
  cha r ac t er s now , or  w a it unt il y ou re a d t he 
  int ro duc ti on, de p e nding on t he re q uire m e nt s of 
  t he sc e nar io a s de s cri be d in t he int ro duc ti on.
  Ke e p in m ind t ha t y ou m ust ha v e a t le a st 
  f our  pl a ye r s (no t co unt ing t he D M), f or  t he g a m e
  se s sio n t o be a sa nc ti one d RP GA e v e nt.  A s w e ll,
  y ou ca nno t ha v e m or e t ha n se v e n pl a ye r s
  pa r ti cip a ti ng in t he g a m e. 
  O nce y ou a re re a d y t o pl a y,  it is  ha ndy t o
  ins tr uct e a ch pl a ye r  t o pl a ce a na m e ta g in f ro nt
  of him or  he r. The t a g sho uld ha v e t he pl a ye r ’s
  na m e a t t he bo t to m , a nd t he cha r ac t er ’s na m e ,
  ra c e,  a nd g e nde r a t t he t op . Thi s m a ke s it e a sie r 
  f or  t he pl a ye r s (a nd t he D M) t o ke e p t ra ck of 
  w ho is  pl a yi ng w hich cha r ac t er .
  The pl a ye r s a re f re e t o use t he g a m e rul es  t o
  le a rn a bo ut e qui pm e nt a nd w e ap ons  t he ir
  cha r ac t er s a re ca r ry ing . Tha t sa id , y ou a s t he D M
  ca n ba r  t he use of e v e n co re rul e bo ok s dur ing 
  ce r ta in t im e s of pl a y.  For  e xa m pl e , t he pl a ye r s
  a re not f re e t o co nsult t he D ung eo n Ma s te r ’s
  Guid e w he n co nf ront e d w it h a t ra p or  ha z a rd,  or 
  t he Mo nst e r Ma nua l w he n co nf ront e d w it h a 
  m ons te r .
  So m e of t he t e xt in t his sc e nar io is  w rit t e n
  so t ha t y ou m a y pr e se nt it a s w rit t e n t o t he 
  pl a ye r s, w hile ot he r t e xt is  f or  y our  e y e s onl y .
  Te x t f or  t he pl a ye r s w ill be in g ra y bo xe s . It ’s 
  st ro ng ly re c om m end e d t ha t y ou pa r a phra s e t he 
  pl a ye r  t e xt ins te a d of re a d ing it a lo ud. So m e of 
  t his t e xt is  g e ne ra l a nd m ust be a da p te d t o t he 
  sp e cif ic  si tua t io n or  t o a ct io ns of t he pl a ye r 
  cha r ac t er s.
  SSSSccccoooorrrriiiinnnngggg
  A ft e r t he pl a ye r s ha v e co m ple t e d t he sc e nar io or 
  t he t im e a llo t te d t o run t he sc e nar io ha s run out ,
  t he pl a ye r s a nd D M sc ore t he g a m e.  The  RP GA
  ha s t hre e w a ys  t o sc ore it s g a m es . C onsul t y our 
  co nv e nti on co or dina t or  t o de t e rm ine w hich
  m e tho d t o use f or  t his sc e nar io: 
  • 
  N o- v ot e sc ori ng : The pl a ye r s w rit e t he ir
  na m e s a nd RP GA num be rs  on t he sc ori ng 
  pa c ke t g rid . You f ill in t he t op of t he g rid .
  Tha t is  a ll. N o one is  ra t e d. Thi s m e tho d is 
  use d f or  pe o ple w ho a re j ust pl a yi ng f or  f un.
  • 
  Pa r ti a l sc ori ng : The pl a ye r s ra t e t he g a m e
  m a st e r a nd t he sc e nar io on t he ir pl a ye r 
  v ot ing 
  she e t , 
  a nd 
  pr ov id e 
  pe r sona l 
  inf or m at io n, but do n’t v ot e f or  ot he r
  pl a ye r s. The g a m e m a st e r ra t e s t he sc e nar io
  a nd 
  co m ple t e s 
  pe r sona l  
  a nd 
  e v e nt
  inf or m at io n, but do e s not ra t e t he pl a ye r s a s
  a t e a m or  v ot e f or  pl a ye r s. Thi s m e tho d is 
  use d w he n t he re is  no co m pe t it ion, but t he 
  e v e nt co or dina t or  w a nts  inf or m at io n on
  how t he g a m e m a st e rs a re pe r fo rm ing , or 
  t he g a m e m a st e r w a nts  f e e dba c k on his  or 
  he r ow n pe r fo rm a nce .
  • 
  V ot ing : Pl a ye r s a nd g a m e m a st e rs co m ple t e 
  t he e nt ire pa c ke t , inc luding v ot ing f or  be s t
  pl a ye r . If t his m e tho d is  use d , be sur e t o
  a llo w a bo ut 1 5 -2 0 m inut e s f or  t he pl a ye r s t o
  br ie f ly de s cri be t he ir cha r ac t er s t o t he ot he r
  pl a ye r s, a nd a bo ut 5 - 10 
  m inut e s 
  f or 
  v ot ing . Thi s m e tho d is  use d w he n t he 
  pl a ye r s w a nt t o kno w w ho pl a ye d t he “b e st ”
  a m ong st t he g ro up, or  w he n t he a dv e nt ure is 
  run in t our nam e nt f or ma t w it h w inne rs  a nd
  pr iz e s.
  W he n usi ng v ot ing , ra nk t he pl a ye r s in or de r of 
  y our  v ot ing cho ice w hile t he y a re co m ple t ing 
  t he ir f or ms , so t ha t y ou a re not inf lue nce d by 
  t he ir co m me nt s on y our  a bi lit ie s. It ’s  a g oo d id e a
  t o ha v e t he pl a ye r s v ot e w hile y ou de t e rm ine 
  t re a sur e a nd e xp e rie nce a w ar ds  f or  t he sc e nar io. 
  A ft e r v ot ing , g iv e t he Sc or ing Pa c ke t t o y our 
  e v e nt co or dina t or .
  
  Like Water Under the Bridge
  Round 1
  Page 3
  This is a LIVING GREYHAWK Adventure. As a
  Living™ adventure, it is expected that players
  will 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, a character 
  sheet, 
  and a LIVING
  GREYHAWK log 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 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 G REYHAWK Gazetteer.
  LLLL                IIIIVVVVIIIINNN
  NGGGG                        
  GGGG                    
                                            RRRREEEEYYYYHHHHAAAAW
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  WKKKK                TTTTiiiieeeerrrr    SSSSttttrrrruuuuccccttttuuuurrrreeee
                                                                  
  Because players bring their own characters to
  LIVING GREYHAWK campaigns, this adventure is
  tiered. 
  Basically, 
  the 
  challenges 
  in 
  this
  adventure 
  are proportioned 
  to the average
  character level of the characters participating
  in the adventure. To determine the tier that you
  will 
  use 
  to run 
  this 
  adventure, 
  add 
  the
  character 
  levels 
  of all 
  the 
  characters. 
  In
  addition, add the levels of any cohorts 
  or
  animals 
  according 
  to the values 
  on their
  certificates. Cross-reference the total and the
  number of players participating in the game
  using the chart below to determine the tier
  used for this adventure.
      4        players   
      5        players   
      6       players   
     7       players   
       Lvl
  Cap
  T1:
  4-12
  5-13
  6-14
  7-15
  4nd
  T2:
  13-22
  14-24
  15-26
  16-28
  6th
  T3:
  23-32
  25-35
  27-38
  29-41
  8th
  T4:
  33-42
  36-46
  39-50
  42-54
  10th
  The level cap indicated is the highest level of
  character 
  allowed 
  to 
  play 
  this 
  adventure.
  Characters of levels higher than the highest
  level shown for the highest tier cannot be
  played.
  IIIIssss    iiiitttt    aaaa    FFFFuuuullllllll    M
  M
  M
  Moooooooonnnn????
  Since the hazards of lycanthropy are a current
  part of the LIVING GREYHAWK campaign, it may
  be necessary to determine if this adventure
  takes place during 
  a full moon. 
  For game
  purposes, the full moon lasts three days of each
  month. For a given scenario that does not state
  the phase of the moon, roll 1d10 before play
  begins. On a result of 1, the first day of the
  scenario is a night of the full moon (roll 1d3 to
  determine where in the sequence 
  of three
  nights it falls).
  LLLLiiiiffffeeeessssttttyyyylllleeee
  At the beginning of every scenario, each PC
  is required to pay upkeep costs matching the
  level of lifestyle they wish to maintain. The
  lifestyles, and the effects that each has on play,
  are:
  Destitute: You have no living space, and must
  carry all your gear everywhere. You eat poor
  quality food. You wear a peasant outfit, your
  only change of clothes.
  Poor: You sleep in poor accommodations, and
  eat poor quality 
  food. You wear a peasant
  outfit, and have two sets of clothing.
  Common: You have common lodgings, and eat
  common 
  quality 
  food. 
  You 
  have 
  normal
  clothing 
  for 
  your 
  profession 
  (adventuring);
  nothing fancy. You probably have two or three
  sets of clothing.
  High: You stay in good quality lodgings, and eat
  good quality food. You wear anything in value
  up to courtier’s outfits, and generally buy a new
  set of clothing every two weeks.
  Luxury: You have luxurious accommodations
  (twice the cost of good accommodations), and
  you eat excellent 
  foods. You can throw 
  a
  banquet 
  for 
  your 
  friends 
  every 
  day, 
  and
  frequently do. You wear clothing up to the
  value of noble’s outfit, and buy a new set of
  clothes every week.
  Lifestyles come with bonuses or penalties to
  Diplomacy, Intimidate, Disguise, and Bluff skill
  checks. These penalties, shown below, should
  be applied at the DM’s discretion, and can
  sometimes backfire—for example, a PC with a
  poor lifestyle would not have a penalty when
  talking to a beggar, but would when talking to a
  city official. A PC with a high lifestyle should
  have a penalty when dealing with a group of
  street 
  thugs, where 
  a PC with a destitute
  lifestyle might not.
  DMs are encouraged 
  to role-play 
  these
  reactions whenever possible.
  Lifestyle
  Cost
  Skill Modifier
  Destitute
  14 sp
  -2
  Poor
  43 sp
  -1
  Common
  12 gp
   0
  High
  250 gp
  +1
  Luxury
  500 gp
  +2
  DDDDM
  M
  M
  M’’’’ssss    BBBBaaaacccckkkkggggrrrroooouuuunnnndddd
  Several years ago, agents of Iuz were sent to
  Veluna on a mission. Their mission was to
  corrupt the glittering realm. One such agent
  went to Falsridge 
  to disrupt 
  the city 
  by
  whatever means he could. He came to Falsridge
  
  Like Water Under the Bridge
  Round 1
  Page 4
  as a refuge 
  from the wars. He has 
  since
  prospered 
  in this land, and has become 
  a
  respected citizen. After many years undercover,
  he has begun to work toward the goals of his
  mission. By means of bandits and humanoids
  he has begun to squeeze the city. No longer is
  traffic from or to the city safe from attack. He
  has struck superstition 
  and terror into the
  citizenry with the bold attacks on caravans and
  ships. His mission to make the shining city of
  Falsridge, a fearful place and ripe for assault is
  slowing coming to hand…
  AAAAddddvvvveeeennnnttttuuuurrrreeee    SSSSuuuum
  m
  m
  mm
  m
  m
  maaaarrrryyyy
  The PCs start this adventure at the Drunken
  Sailor, an Inn in the city of Falsridge. Here the
  can interact and learn information from NPCs,
  about what has been happening in Falsridge.
  While they are at the inn, A flaming 
  ship
  crashes into the docks, and most PCs will
  attempt to stop the flame that ignites on the
  dock. The flaming boat opens a mystery—are
  the PCs willing to help solve this problem? Who
  did this and why? The city will hire them to
  look for clues. As the PCs travel along the river
  looking for clues, a body is discovered in the
  water. It is the meal of a sea lion. Recovering it
  gives the party clues as to the whereabouts of
  the river bandits. Glittering stones are found in
  the scraps 
  on the body. Traveling 
  further
  upriver, the PCs discover a glittering island that
  just looks suspicious. And the PCs have a clue,
  from the body, that leads them there. Part of
  the puzzle solved, lizardfolk attack the party in
  a watery cave. After exploring the Island and
  the lizardfolk lair the PCs should be left with
  more questions than answers.
  IIIInnnnttttrrrroooodddduuuuccccttttiiiioooonnnn::::    W
  W
  W
  Whhhhaaaatttt    ddddoooo    yyyyoooouuuu    ddddoooo
  aaaatttt    tttthhhheeee    DDDDrrrruuuunnnnkkkkeeeennnn    SSSSaaaaiiiilllloooorrrr????
  The moon, clouded by the thunderheads, moves
  across the valley. The wind whips the pouring
  rain to a biting edge. Taking shelter in the first
  spot you can, you find yourself in the Drunken
  Sailor Inn—a salty dive in the city of Falsridge.
  The howling wind and rain is quickly drowned
  out by the noise of the tavern. Warming
  yourself by the fire, you feel the dampness ease
  from your tired bones. Looking around the
  crowded establishment you find yourself a seat
  at a crowded table, it seems that others have
  sought shelter from the weather also.
  Let players introduce themselves and describe
  each other.
  As you sit with your new companions a
  beautiful young lady approaches your table and
  asks, “What will you be having this horrid
  night?”
  The waitress’s name is Maychel (female human,
  Com1; Chr 16; Bluff +5, Sense Motive +3). She
  has dark hair and green eyes, on a slender
  frame. She wears a low-cut white blouse with a
  royal 
  blue 
  dress. 
  She 
  is 
  receptive 
  and
  flirtatious, but will not accept any amorous
  advances from PCs.
  Looking around the tavern, the patrons do not
  seem as merry as usual for an inn such as this.
  Some seem downright depressed. It is as if the
  dreary weather has washed them with its gray.
  A dwarf sits propped up at the bar, where
  he grimly erects a wall of tankards around
  himself. Another lonely soul sits in a corner,
  his dark spectacles shielding his eyes from the
  firelight, as he plays a game of cards quietly
  with himself. Off in another corner a gaggle of
  gaily-garbed gnomes seem to be the only ones
  not affected by the dour weather. They are
  playing some kind of playful acrobatic game as
  they tumble around their table. Overall the
  room is occupied with about thirty men and
  half as many women, filling the tavern’s
  meager tables. As you sit and enjoy your meal,
  the walled-in drunken dwarf begins to grumble
  and 
  yell 
  out 
  to 
  a 
  seemingly 
  invisible
  companion.
  “I tell you, I shouldn’t of let them go…” he
  pauses, as if listening to someone. “But, they
  was safe here…no reason to go.” The dwarf
  starts shaking his fist angrily into the air, “It’s
  all my fault, I tells you…all my fault…” With
  that he slumps against the bar, sobbing loudly.
  The other patrons do not seem to notice this
  exchange, or rather are trying very hard not to
  notice, that is, all the patrons except for the
  gnomes…
  Allow the PCs to react to the situation. As they
  do a couple of the gnomes stop playing their
  game and cautiously approach the dwarf. One
  climbs and peaks over his wall of tankards, and
  whispers something.
  The bleary-eyed dwarf raises his head and swats
  a meaty fist at the gnome, but the gnome is too
  quick for him. Diving from the bar, the gnome
  lands square in the middle of your table. He is
  so nimble, nay a drop is lost from full taverns,
  and you barely 
  feel a shake. 
  The 
  dwarf
  following him is not quite as graceful. He lands
  face first in a bowl of stew. Realizing what he
  has done, the dwarf slumps to the ground
  sobbing, stew and potatoes messing his knee
  length beard. “It’s all my fault…It’s all my
  fault.” He cries as bits of beef mixed with tears
  fall down his chin.
  Information that dwarf has:
  • 
  The dwarf’s name is Darvak Fireforge.
  
  Like Water Under the Bridge
  Round 1
  Page 5
  • 
  He has lived in Falsridge for 20 years.
  • 
  He is a respected armorer, and has a shop in
  town.
  • 
  He recently sent away his family because of
  the “problems.”
  • 
  His wife’s name is Farina, and son’s name is
  Darsoon.
  • 
  The 
  city 
  has 
  been 
  under 
  some 
  dark
  spell—“you can feel the fear in the air.”
  • 
  After two months he changed his mind, and
  sent for them to return.
  • 
  They are weeks late, and he has given up
  hope that he will see his wife and child ever
  again.
  • 
  They were traveling via riverboat.
  • 
  He believes that it’s the Falsey a sea serpent
  that has been reported to live in the Fals
  River, and that she’s been devouring boats.
  • 
  She’s bigger than a mineshaft and mean as a
  hot coal in your shoe. 
  After the PCs have talked with Darvak and have
  gotten all the information.
  As you sit consoling the drunken dwarf, a man
  in a white smock approaches the table.
  “Hello, I am Frac. I am the owner of this fine
  place. I am sorry that Darvak is bothering you. I
  will take him to his room.”
  If the PCs say nothing, have Darvak and Frac
  leave and head upstairs.
  If the question Frac, information that he has:
  • 
  My name is Frac DeLuka.
  • 
  My wife, Irma and I have owned this Inn
  since shortly after the war.
  • 
  Darvak 
  is in mourning 
  for his family,
  believed dead.
  • 
  They were on a boat that has gone missing,
  for over 2 weeks.
  • 
  Darvak believes that a sea serpent, which
  reportedly 
  lives 
  in the 
  Fals 
  River, 
  is
  responsible for the disappearance.
  • 
  If asked about the cities ‘problems,’ he will
  get closer and whisper.
  o 
  The city seems under a dark
  curse.
  o 
  No traffic has been seen on the
  river in weeks.
  o 
  Even wagon trains are scarce
  these days.
  o 
  Many men are out of work
  o 
  The mood of the city is bleak.
  After talking to the PCs he will buy them a
  round 
  of drinks 
  and 
  then 
  escort 
  Darvak
  upstairs to his room.
  If the PCs approach the gnomes, they can
  see that they are playing some kind of game. It
  is some kind of weird dancing and tumbling
  affair. The gnomes will ignore the PCs unless
  there is a halfling or a gnome and then they
  will invite them to participate.
  The game: basically it is a memory/ tumbling
  game. One player starts by doing a certain
  move. The next player then repeats the move
  and adds another move. This repeats its way
  around the group. There is really no way to
  ‘win’ a game, only lose. A player loses when they
  make a mistake. The loser has to drink. The
  gnomes have been playing for a while and are
  very drunk.
  Information that the gnomes have:
  • 
  They just arrived in town.
  • 
  They are in a traveling carnival.
  • 
  The townspeople seem rather mellow.
  • 
  The dwarf was rather rude; all I said was
  that he should go home instead of making a
  fool of himself at the bar.
  If the PCs approach the lonely man in the
  corner:
  • 
  His name is Palik
  • 
  He has been in town a few weeks
  • 
  Just hanging out. Does not care what is
  going on around him at all
  • 
  PCs get the idea he is waiting for somebody.
  Nobody knows who or why though.
  • 
  He is a red herring. He serves no purpose
  other then to pip the PCs interest. After the
  boat crashes he is no where to be found.
  General Rumors that can be gleaned in the
  tavern with a successful Gather Information
  check:
  • 
  DC 12: “It’s bandits, I tell you. They
  been looting all of the caravans. Don’t
  take 
  no 
  guard 
  jobs, 
  it’s 
  suicide.
  Remembers I warned you.”
  • 
  DC 14: “The Bloody Scythes have been
  infiltrating and turning caravans rogue.
  Seems they have a grudge with the city.”
  • 
  DC 16: “Ket is behind it all, I tell you. I
  seen that evil mage lurking about, what
  was his name again?” 
  another 
  voice
  speaks up “Oxuur, that was who he
  be…”
  • 
  DC 18: “The monster, she’s back. I’d be
  staying away from the water if I were
  you. Falsey is a mean critter.”
  • 
  DC 20: “A band of humanoids was seen
  north of the Fals last week. I think that
  they may be responsible. Where are the
  Knights when you need them?”
  Allow the PCs to learn at least two rumors
  before going on with the next boxed text.
  Suddenly, the doors slam open. As the whole
  tavern becomes suddenly quiet, you notice that
  the storm outside must have subsided. The
  deathly quiet is quickly broken by the man who
  
  Like Water Under the Bridge
  Round 1
  Page 6
  rushes into the bar. He shouts, “she’s all afire
  and headed toward the docks!”
  As the patrons look at him questioningly,
  he shouts exasperatedly, “A boat, she is all afire
  and headed to crash into the docks!” As the
  situation is realized, people begin rushing for
  the doors to see what is happening.
  The PCs should join the patrons 
  and rush
  outside to Encounter 1.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    1111::::    BBBBuuuurrrrnnnniiiinnnngggg    DDDDoooowwwwnnnn
  tttthhhheeee    DDDDoooocccckkkkssss
  Rushing outside the tavern, you see what the
  man had shouted about. A hundred yards from
  shore is a river sailing ship, her forecastle is
  ablaze with fire, and she is headed toward the
  harbor at full speed. She’s on a crash course
  with the main docks. As you 
  watch her
  approach her forward mast crashes to the deck
  consumed by the flames. Standing and staring
  you await the inevitable…
  Get the PCs actions for 3 rounds.
  Closer and closer the inferno comes, around
  you hear voices. The sound of the alarm has
  reached the other establishments along the
  waterfront. People begin pouring from the
  buildings nearby, as the ship gets closer still.
  From fifty yards away the heat from the
  inferno raises a bead of sweat upon your brow,
  and yet the ship sails on.
  The PCs have 3 rounds of action before the ship
  crashes, unless the PCs are able to prevent it
  from hitting the docks. This is not an easy feat,
  and should require very creative use of skills
  and spells, If they come up with a viable plan,
  give it a 10% chance of success unless it is
  something easy to rule, such as using a wall o f
  force to stop the ship.
  By way of a successful Spot check  (DC 15)
  and the PCs notice that the ship seems to be
  moving purposefully toward the docks, as if it
  is still being steered.
  As the ship draws nearer, the crackling flame
  engulfs almost all of the ship. As it continues
  its courses toward the docks it slams into
  smaller craft setting them ablaze. With a
  thunderous roar the bow of the ship crashes
  into the break wall at the base of the pier. A ball
  of flame rockets skyward from the forecastle of
  the flame engulfed ship. Flames splash onto the
  crowded seaside street. Screams of pain can be
  heard as people splashed by the fire try to
  douse the flames.
  Any PCs in the street make a reflex save (DC 20)
  to avoid being splashed. If splashed 
  initial
  damage is 1d6. The PCs may then catch on fire
  (See Dungeon Master’s Guide, page 86).
  Once the PCs put themselves out, and spend
  some time helping the citizens of the town put
  out the fire (a task that takes almost 5 hours),
  read the following:
  Working 
  hard 
  alongside 
  the 
  citizens 
  of
  Falsridge you are able to successfully save most
  of the harbor. The main pier is burnt and singed
  but it still stands. Several of the boats in the
  harbor are nothing but burnt out hulks, adrift
  on 
  the 
  river. 
  A 
  few 
  of 
  the 
  seaside
  establishments received some fire damage, but
  they still stand. Overall, the casualties and
  damage are light. The citizens thank you
  warmly for your help.
  Glancing at the now extinguished ship, you see
  an eerie 
  sight, 
  it seems 
  that 
  someone 
  is
  slumped over the captains wheel on the stern
  of the smoldering ship.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    2222::::    TTTThhhheeee    SSSShhhhiiiipppp    ooooffff
  FFFFllllaaaam
  m
  m
  meeeessss
  As you approach the smoldering ship you see a
  strange sight. It appears as if someone or
  something has been lashed to the captain’s
  wheel. Boarding the ship the smell of burnt
  timbers, oil, and flesh, mingle in a sickening
  mix of fragrances. Stepping up to the wheel,
  you can vaguely identify that it was a man that
  was lashed to it. He holds the captain’s wheel
  tight in a death grip. His hands and arms are
  charred black by the intense fire that consumed
  the ship. A charred captain’s hat lies in front of
  the wheel. The hair on his head is burnt away,
  except where the captain’s hat protected it
  from the heat and flames. Lifting his head up
  you can finally see his face. His face is a dark
  red, colored by the blood vessels that had burst
  due to the extreme heat of the flames. His
  mouth is twisted into an insane grin. But the
  eyes, it is the eyes that will haunt you. Where
  the eyes of this man were, there is nothing but
  burnt flesh and gaping wounds.  
  The PCs may look and ask around for clues.
  • 
  The charred body is that of Captain Alark.
  • 
  This is the ship that the dwarf’s family was
  on.
  • 
  This ship was coming from Bissel.
  • 
  It is over two weeks late.
  • 
  Piled up in the forecastle are some smashed
  charred barrels.
  • 
  There is no sign of anyone else aboard.
  • 
  All of the cargo is missing.
  • 
  With a successful Spot check (DC 15) the
  PCs will notice large claw marks on the top
  deck.
  
  Like Water Under the Bridge
  Round 1
  Page 7
  • 
  A successful Search check (DC 15) reveals a
  considerable 
  amount of seaweed 
  in the
  cargo hold.
  • 
  A Search check (DC 20) will determine that
  the barrels were full of oil.
  • 
  Healing check (DC 20) will 
  reveal 
  the
  captain has been dead since just after the
  ship crashed.
  • 
  Detect 
  magic – He faintly 
  radiates 
  of
  residual enchantment magic (only known
  with a successful Spell Craft check DC 23).
  As you finish your examination of the ship, you
  notice a man dressed in the uniform of the city
  watch waiting for you at the end of the pier.
  When the PCs approach:
  Approaching you with an outstretched hand,
  the man speaks, “I wish to thank you for all of
  your help with this unfortunate accident. My
  name is Roche Valand. I am the captain of the
  city guard here in Falsridge. May I have a word
  with you?”
  Pause to gauge the PCs reactions.
  “For several weeks now, we have been having
  some problems with shipping upon the river.
  Ships have gone missing. This has caused some
  problems with the ship captains. They’re a
  superstitious lot that believes that the city is
  cursed. They 
  believe 
  that 
  the Fals 
  River
  Monster is eating the missing ships. Well, with
  this occurrence, I believe that we can dispel
  that rumor, but I fear that something more
  insidious is under way. I have seen you in
  action, and I admire your competence. I would
  like to hire you as honorary deputies to track
  down those responsible for this destruction.
  Will you do it?”
  If the PCs ask about their pay:
  “I can pay you at the rate of 5 sp a day, and, of
  course, there is the reward that the merchant
  council has offered: 100gp for the capture of
  those responsible.”
  If the PCs accept, go to Encounter 3. If they
  don’t accept, continue.
  “I am sorry to have bothered you. I thought that
  you were brave adventurers. I guess I was
  wrong. If you change your mind, I will be at the
  city watch headquarters. Good day.”
  The PCs may continue on investigating 
  the
  situation, but unless they track down Roche,
  they will not be deputized.
  If the PCs do not investigate the situation,
  feel free to have them roleplay in the Inn for
  the 
  rest 
  of 
  the 
  slot. 
  Another 
  party 
  of
  adventurer’s will complete the story.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    3333::::    UUUUpppp    tttthhhheeee    RRRRiiiivvvveeeerrrr
  At this point the PCs should be looking for
  some way to travel on or along the river. There
  are several ways available.
  • 
  Hire a fishing boat to take them up river.
  Cost 10 gp each.
  • 
  Buy a rowboat. They cost 50 gp
  • 
  Travel along the river by horse or foot.
  If the PCs search for clues in town they get
  nothing, except that the ship was coming from
  Bissel, and that perhaps they should look in
  that direction.
  Once the PCs decide to travel on or along
  the river, relay the following:
  It is a beautiful spring day as you travel west on
  (along) the Fals River. The trees are just getting
  into full bloom and the wildflowers that cover
  the banks of the river give the sight a bright
  cheerful color. You have traveled for two days
  out of Falsridge and are beginning to wonder
  when you will get to the border of Bissel when
  a commotion in the water startles you.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    4444::::    AAAA    BBBBooooddddyyyy    iiiinnnn    tttthhhheeee
  W
  W
  W
  Waaaatttteeeerrrr
  As you watch the turbulent water you see a
  small hand rise up from the water.
  Spot Check (DC 15): It is a dwarven hand.
  Spot Check (DC 20): The hand is a dwarven
  hand, and it has bite marks on it.
  If the PCs attempt to retrieve the body:
  Getting closer to the body, you see that it is a
  dwarven female caught in a clump of roots
  dipping into the water, about 40 feet from the
  shore. The branches are preventing the body
  from washing downstream…
  If the PCs are in a boat:
  The trees are also preventing your boat from
  getting any closer to the body. It lies 30 feet
  beyond your reach.
  Get the PCs actions. When someone enters the
  water and gets within 10 feet of the body, the
  water creatures attack. Have the PCs on shore
  roll a Spot check (DC 15) to see the creature’s
  approach from behind the PC in the water.
  As you swim toward the body in the water you
  brush 
  against 
  the 
  branches, 
  and 
  then
  something brushes against you, something
  scaly and slimy.
  
  Like Water Under the Bridge
  Round 1
  Page 8
  TTTTiiiieeeerrrr    1111    ((((EEEELLLL    4444))))
  Sea Lion (1): hp 51, See Monster Manual, page
  160 or Appendix A. 
  TTTTiiiieeeerrrr    2222    ((((EEEELLLL    6666))))
  Sea Lion, Advanced, 12 HD (1): hp 102, see
  Appendix A.
  TTTTiiiieeeerrrr    3333    ((((EEEELLLL    8888))))
  Sea Lion, Advanced, 12 HD (2): hp 114, 102, see
  Appendix A.
  TTTTiiiieeeerrrr    4444    ((((EEEELLLL    11110000))))
  Sea Lion, Advanced, 18 HD (2): hp 165, see
  Appendix A.
  Development: After 
  the fight, 
  if 
  the 
  PCs
  retrieve the body, they will find that it is that of
  a dwarven woman. She has been dead for a long
  time. Her body is bloated from the water and
  numerous bite marks cover her body, form
  where 
  the 
  river 
  fish 
  have 
  feed. 
  Close
  examination 
  of the body could 
  reveal 
  the
  following:
  • 
  Spot Check (DC 15): She matches 
  the
  description of Darvak’s wife.
  • 
  Healing Check (DC 15): She drowned.
  • 
  Spot Check (DC 18): As well as the bite
  marks she has numerous cuts and scraps on
  here bare feet and hands.
  • 
  Spot Check (DC 20): A small sharp stone can
  be found in one of the cuts. It shines in the
  sunlight.
  • 
  Dwarven Stonecutting/Profession (mining
  or stonecutting)(DC 10): The small sharp
  stone is quartz. At a DC 15, the PC will
  know that while that stone is not common
  here, it is so in the mountains.
  When they are done, ask the PCs what they plan
  do with the body.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    5555::::    AAAA    SSSShhhhiiiinnnniiiinnnngggg    IIIIssssllllaaaannnndddd
  Continuing along the Fals River and the day
  passes without incident. The sun slowly begins
  to set.
  Determine 
  which PC has the highest Spot
  bonus. If that PC has a bonus of +5 or more,
  they spot the glint of a reflection off a rocky
  outcrop in the middle of the river. If none of
  the PCs has a high enough bonus, have the PCs
  roll the Spot check (DC 15). Read the following
  to the PC(s) who successfully spot the glint:
  Looking closer you can see the sun glinting off
  of multiple locations on a small island near the
  center of the river. The island almost sparkles
  with light as you move closer to it.
  If the PCs do not have a boat then they must
  find another way to get to the island. The island
  sits 300 feet from the shore. It is calm water
  (DC 10) so the PCs can take 10, and make it to
  the island with ease as long as the PC is not
  weighed down or wearing armor. It takes a
  character with a movement of 30 ft. 30 minutes
  to cross the span, about 45 minutes for PCs
  with a move of 20 ft.
  Arriving on the shore of the strange glittering
  island, you see that the quartz is embedded in
  the rocky outcroppings of the shoreline.
  • 
  Spot Check (DC 20): A shoe can be found
  lodged in between two rocks along the
  shore. It looks like it would fit a short wide
  foot.
  The Island itself rises up out of the water,
  looking like a big shining boulder set here by
  the gods. The rock is a black rough rock with
  quartz laced throughout.
  • 
  Dwarven Stonecutting/Profession (mining
  or stonecutting)(DC 15): This 
  is not 
  a
  natural occurring rock formation for this
  location.
  A quick search of the shoreline reveals a small
  cave leading toward the center of the island.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    6666::::    TTTThhhheeee    SSSSm
  m
  m
  muuuugggggggglllleeeerrrrssss
  BBBBlllluuuueeeessss
  This area is detailed on DM’s Map #1.
  Entering the cave, after the first five feet it is
  apparent that this has been stone has been
  worked. The smooth walls lead deeper into the
  Rocky Island. The floor is still damp with water
  and a high water line can be seen high on the
  wall about a foot from the ten-foot tall ceiling.
  The small cave has enlarged to a ten-foot wide
  tunnel at this point. Farther up ahead a light
  can be seen shining from around a corner in the
  tunnel.
  Have PCs that move past point A on the DM’s
  Map 1 make an opposed check of the PCs Move
  Silently check verses 
  the lizardfolk 
  guard’s
  Listen check. The lizardfolk 
  guards 
  have a
  Listen of +0.
  Any PC who wants to sneak up on the guard
  needs to make an opposed Hide check verses
  the lizardfolk’s Spot check (+0).
  
  Like Water Under the Bridge
  Round 1
  Page 9
  If the lizardfolk wins either check he will
  sound an alarm. That will cause the other
  lizardfolk to leave their lair and approach the
  PCs via the pool.
  As the PCs approach the lizardfolk guard’s
  location, read the following.
  Peaking around the corner you see that the
  tunnel expands into a wide cavern. The cavern
  is sixty feet across with a pool of water thirty
  feet across at its center. Along the sloping
  walls, above the high water mark, smashed
  crates can be seen. At the far side of the cavern
  is another passage leading up, from it streams a
  shaft of sunlight, illuminating the cavern.
  If the PCs beat the opposed skill checks.
  Along one wall sits a scaly green humanoid
  creature with a long tail. He is sitting upon a
  smashed crate gnawing on the leg bone of some
  smaller creature.
  There will only be one lizardfolk here if the PCs
  win both opposed skill checks, and successfully
  sneak into the chamber. If he is surprised he
  will fight and forget to sound the alarm, and
  the other lizardfolk will stay in their lair at the
  bottom of the pool.
  If the PCs failed one of the opposed checks,
  and have not successfully sneaked into this
  chamber, have the PCs make opposed Spot
  check verses the Lizardfolks’ (hide +0). Any PCs
  who make the spot check are not surprised and
  may take only partial actions the first round.
  All surprised PCs get no action the first round.
  As you enter the cavern from out of the water a
  scaly green humanoid creatures lunges at you,
  some rising from the pool in the center of the
  room with frightening speed. Each is armed
  with a greatclub.
  TTTTiiiieeeerrrr    1111    ((((EEEELLLL    3333))))
  Lizardfolk (3): hp 13, 11, 10; See 
  Monster
  Manual page 128, or Appendix A.
  TTTTiiiieeeerrrr    2222    ((((EEEELLLL    5555))))
  Lizardfolk (5): hp 14, 13 (x2), 11, 10; See Monster
  Manual page 128, or Appendix A.
  TTTTiiiieeeerrrr    3333    ((((EEEELLLL    7777))))
  Lizardfolk (6): hp 14 (x2), 13 (x2), 11, 10; See
  Monster Manual page 128, or Appendix A.
  Lizardfolk, War1 (2): hp 18, 16; See Appendix A.
  TTTTiiiieeeerrrr    4444    ((((EEEELLLL    9999))))
  Lizardfolk, War2 (6): hp 24 (x2), 23, 22, 19 (x2);
  See Appendix A.
  Lizardfolk, War5 (2): hp 40, 39; See Appendix A.
  After defeating the lizardfolk, 
  the PCs can
  either explore the pool where the many of the
  lizardfolk came from (Encounter 8) or follow
  the small passage into the sunlight (Encounter
  7).
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    7777::::    TTTThhhhiiiicccckkkkeeeerrrr    tttthhhhaaaannnn
  W
  W
  W
  Waaaatttteeeerrrr
  These encounters use DM’s Map #2.
  If the PCs fought all of the lizardfolk, then
  they will have alerted the goblins and ogres
  here. If alerted the monsters will be waiting in
  ambush for the PCs. Go to Encounter 7a. If the
  PCs 
  surprised 
  the 
  lizardfolk 
  guard 
  got
  encounter 7b.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    7777aaaa    ----    AAAAm
  m
  m
  mbbbbuuuusssshhhheeeedddd!!!!
  Stepping into the sunlight, you see a small
  clearing. In the center of the clearing is a stone
  slab with strange arcane writings etched upon
  it. Scattered throughout the small clearing are
  crates and barrels, obviously looted from the
  missing ships. Off to the far side of the clearing
  a large stone hut sits. Smoke wafts from its
  chimney.
  Have PCs make opposed Spot checks versus the
  goblins’ Hide checks (+6).
  Any PCs who make the spot check are not
  surprised and may take only partial actions the
  first round. Surprised 
  PCs cannot take 
  a n
  action during the surprise 
  round. After the
  surprise round the ogres residing in the hut
  join the goblins.
  Suddenly from behind one of the crates a
  goblin steps out and throws a javelin.
  TTTTiiiieeeerrrr    1111    ((((EEEELLLL    3333))))
  Goblins (5): hp 5, 4 (x2), 3; See Monster Manual
  page 107 or Appendix A.
  Ogre: hp 26; See Monster Manual page 114 or
  Appendix A.
  TTTTiiiieeeerrrr    2222    ((((EEEELLLL    5555))))
  Goblins (8) hp 5 (x2), 4 (x4), 3; See Monster
  Manual, page 107 or Appendix A.
  Ogre (2): hp 30, 26; See Monster Manual page
  114 or Appendix A.
  
  Like Water Under the Bridge
  Round 1
  Page 10
  TTTTiiiieeeerrrr    3333    ((((EEEELLLL    7777))))
  Goblins, War2 (6): hp 12 (x2), 10 (x2), 9 (x2); See
  Appendix A.
  Ogre (4): hp 30, 26; See Monster Manual page
  114 or Appendix A.
  TTTTiiiieeeerrrr    4444    ((((EEEELLLL    11110000))))
  Goblins, War2 (6): hp 12 (x2), 10 (x2), 9 (x2); See
  Appendix A.
  Ogres, Bbn2 (3): hp 44, 40, 38; See Appendix A.
  Ogre Mage: hp 40; See Monster Manual page 144
  or Appendix A.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    7777bbbb    ––––    GGGGooootttt    tttthhhheeee    JJJJuuuum
  m
  m
  mpppp!!!!
  Peering into the sunlight, you see a small
  clearing. In the center of the clearing is a stone
  slab with strange arcane writings etched upon
  it. Scattered throughout the small clearing are
  crates and barrels, obviously looted from the
  missing ships. Off to the far side of the clearing
  a large stone hut sits. Smoke wafts from its
  chimney. Several goblins are moving crates
  onto the stone slab. From within the stone hut
  you hear a large bellow. The goblins look up in
  terror and race to get off of the stone slab, as
  the air above it begins to shimmer with magical
  energy. Suddenly with a loud rip the air
  resonates, the last goblin off of the slab
  screams in agony as you see the lower half of
  his body vaporize and disappear with the crates
  on the slab. His limp body drops to the ground,
  the last gasps of life ebbing from its body.
  • 
  Spot check (DC 15): The PCs can observe the
  goblins and get an accurate count.
  • 
  Spot check (DC 20): Over the top of a pair of
  crates a PC can make out a giant head (one
  of the ogres).
  Have PCs make opposed Hide checks versus the
  goblins Spot (+3).
  Those who fail are spotted, and the goblins
  sound the alarm. If the PCs succeed they may
  have a surprise round on the goblins.
  Suddenly from one of the goblins a cry of alarm
  is sounded…
  Use the same statistics that are presented in
  Encounter 7a.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    7777cccc    ––––    CCCClllleeeeaaaannnnuuuupppp!!!!
  After they defeat their foes the PCs can take a
  closer look at the area. The crates and barrels
  are full of looted goods from the missing ships.
  Inside the hut there is a pile of crumpled sheets
  of parchment. Each has writing upon it, but the
  PCs will probably not be able to read it. The
  writing is a bastardized form of Draconic, but it
  is encrypted, so comprehend 
  languages will not
  help a PC glean its meaning. Nothing less than a
  Decipher Script check DC 35 will give a PC
  understanding of the messages. But even then
  the PC will find it is a rambling discourse that
  discusses a plan that involves the Old One,
  gates and a dragon’s seat. The entire message is
  written in a strange stream of conscious form.
   
  There also is a copy of a ship’s log in the
  pile, it can be identified as belonging to one of
  the missing ships.
  If any PC touches the stone slab or steps
  upon it, they must succeed at a Reflex Save (DC
  12 + 2 per Tier) or suffer 1d6 x Tier of damage.
  The reflex save halves the damage.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    8888::::    TTTThhhheeee    LLLLaaaaiiiirrrr
  This Encounter uses DM’s Map #3.
  If the PCs did not fight all of the lizardfolk
  in Encounter 6 then they will be here. See DM’s
  Appendix 
  A, but 
  remove 
  one 
  of the less
  powerful lizardfolk from each tier.
  Getting to the Lizardfolk’s lair requires a
  swim underwater. The PCs must make three
  successful swim checks (DC 10) to get to the
  lizardfolk lair. If there are no lizardfolk in the
  lair and the PCs is unarmored or not weighed
  down, he or she can take 10 on the Swim check.
  If the PC misses the check by 5 or more, they
  begin to drown (see Dungeon 
  Master’s 
  Guide
  page 85).
  Breaking the surface of the water you enter the
  lizardfolk’s lair. You are in a small pool of
  water twenty feet across, inside of a cavern that
  is sixty foot across. Along the far wall a group
  of humanoid figures are slumped down. Exiting
  the water the figures become clearer, a couple
  of humans and some dwarves are chained
  together along the wall.
  These are passengers from the ships. They have
  been abused but are alive, and will survive the
  trip back to the city.
  • 
  Search Check (DC 20): A room off to the left
  has a watertight container hidden behind
  some rocks.
  CCCCoooonnnncccclllluuuussssiiiioooonnnn::::    HHHHoooom
  m
  m
  meeeewwwwaaaarrrrdddd
  BBBBoooouuuunnnndddd????
  Returning back to Falsridge you are greeted by
  the City Watch. Captain Roche has requested to
  see you as soon as possible. Leaving your
  rescued captives with the city watch you head
  toward the City Watch Headquarters.
  As you enter you are ushered into Captain
  Roche’s office. “I see you have returned, did you
  
  Like Water Under the Bridge
  Round 1
  Page 11
  discover anything? I heard that you returned
  with some survivors?”
  Allow the PCs to explain what they discovered.
  Just as you are finishing your report, the door
  burst open. Standing in the doorway is Darvak
  the dwarf, he is clutching a small dwarven
  survivor from the lizardfolk cave. He rushes in
  toward you. “Thank you, Thank you” he cries,
  falling at your feet he grasps your hand. “I am
  forever in your debt, you have saved my only
  son. I could never repay you for that. But, did
  you, did you … find my wife anywhere?” With
  that said he looks at you pleadingly…
  Allow the PCs to report what they found and
  did.
  After talking with Darvak, a city watch member
  enters and escorts him out of the office gently.
  “The city is glad that you could help us in our
  time of need. It seems that you may have
  discovered the cause of the River attacks. You
  have earned the reward.” With that he places a
  bag of gold upon the desk. “It is yours to spend
  as you wish.”
  As you begin to leave, Captain Roche clears
  his throat. “Perhaps, you would be interested in
  helping the city again? Not now of course, go to
  your Inn and get a warm meal and a soft bed.
  But, If you are interested, I will be in touch…”
  The End
  EEEExxxxppppeeeerrrriiiieeeennnncccceeee    PPPPooooiiiinnnntttt    SSSSuuuum
  m
  m
  mm
  m
  m
  maaaarrrryyyy
  To award experience for this adventure, add up
  the values for the objectives 
  accomplished.
  Then 
  assign 
  the 
  discretionary 
  roleplaying
  experience 
  award. 
  The 
  roleplaying 
  award
  should 
  be 
  given 
  for 
  consistent 
  character
  portrayal and contribution to the fun of the
  game. You can award 
  different 
  roleplaying
  amounts to different characters.
  Award 
  the total 
  value 
  (objectives 
  plus
  roleplaying) to each character.
  Encounter 2
  Helping to put out the fire
  50 xp
  Encounter 4
  Defeating the sea lions
  125 xp
  Encounter 6
  Defeating the lizardfolk
  75 xp
  Encounter 7
  Defeating the goblins
  50 xp
  Defeating the ogres
  100 xp
  Encounter 8
  Rescuing the prisoners
  50 xp
  Total experience for objectives
  450 xp
  Discretionary roleplaying award
  0-50 xp
  Total possible experience
  500 xp
  TTTTrrrreeeeaaaassssuuuurrrreeee    SSSSuuuum
  m
  m
  mm
  m
  m
  maaaarrrryyyy
  Player characters may keep items from the
  scenario that are listed on the treasure list
  below or which meet the following conditions:
  1. 
  The 
  item 
  must 
  be 
  non-magical 
  and
  specifically 
  listed 
  in 
  the 
  text 
  of 
  the
  adventure (e.g armor on foes). If it is not
  listed in the text, the characters cannot
  keep it. Items of this nature can be sold for
  50% of book value, or recorded on a log
  sheet.
  2. 
  Animals, followers, 
  monsters, henchmen,
  and so forth (any living being, basically)
  may not be kept from a scenario for any
  reason unless the treasure summary lists
  the being specifically. It is okay for the
  player 
  characters 
  to form 
  relationships
  with NPCs, but these will not be certed and
  cannot 
  bring 
  material 
  benefit 
  to 
  the
  character. 
  Contacts 
  (sources 
  of 
  extra
  information) must be specifically certed.
  3. 
  Theft is against 
  the law, 
  but 
  may be
  practiced by some player characters. Items
  which are worth more than 250 gp that are
  of personal 
  significance 
  to the owner
  (including 
  family 
  heirlooms), 
  and 
  all
  magical items, will be discovered in the
  possession of the character by one means
  or another. The character must return the
  item and pay a fine equal to three times the
  value of the item stolen. In addition, the PC
  caught receives campaign-decided penalties
  for being known as a thief. For other stolen
  items which meet the criteria in #1 above,
  use your judgment and the circumstances
  within the game to determine whether a PC
  thief gets away with the theft or not.
  Any item retained according to these rules,
  which does not have a certificate, will not ever
  have a certificate issued for it.
  The campaign staff reserves the right to
  take away any item or gold acquired for things
  which it later finds unreasonable 
  but which
  were allowed at the time.
  Encounter Six
  • 
  3 greatclubs – value 25 sp ea.
  • 
  3 large shields – value 35 sp ea.
  • 
  1 suit chainmail – value 75 gp
  
  Like Water Under the Bridge
  Round 1
  Page 12
  Encounter Seven
  • 
  10 javelins – value 1 sp ea.
  • 
  10 morningstars – value 1 gp ea.
  • 
  1 huge greatsword – value 50gp.
  Encounter Eight
  • 
  Watertight 
  Case (20 gp; Small; n/a; yes;
  common; 1 lb). A small metallic box 6 in x
  10 in x 3 in. When shut this box seals out
  water, keeping anything inside dry.
  Conclusion
  • 
  100 gp from City of Falsridge
  • 
  5 sp per day from Captain Roche
  • 
  Honorary City Watch Membership- 
  from
  Captain Roche. Awarded if the PC’s that
  were deputed by Captain Roche.
  • 
  Favor of the Dwarf Darvak – Darvak is a
  skilled artisan, He especially skilled as a n
  armorer. Currently he is busy getting his
  life back together, he is eternally grateful
  to the PC for saving his son. He will honor
  this favor to create a set of Masterwork
  Armor custom fit to the PC for half price.
  This armor is not tradable, and only the PC
  named on this cert may redeem this for
  armor.
  [e t c]
  
  Like Water Under the Bridge
  Round 1
  Page 13
  AAAAppppppppeeeennnnddddiiiixxxx    AAAA
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    4444
  Sea Lion: CR 4; Large Beast; HD 6d10+18; hp 51;
  Init +1; Speed Swim 40 ft.; AC 18 (Touch 10, Flat-
  footed 18); Atks +7 melee (1d6+4, 2 claws). +2
  melee (1d8+2 bite); Face/Reach 5 ft. by 10 ft./5
  ft.; SA Rend; SQ Scent; AL N; SV Fort +8 Reflex
  +6 Will +3; Str 19, Dex 12, Con 17, Int 4, Wis 13,
  Cha 10.
  Skills: Listen +7, Spot +7.
  Special Attacks: Rend (Ex)—A sea lion that
  its with both claw attacks latches onto the
  opponent’s 
  body and 
  tears 
  the flesh. 
  This
  automatically deals an additional 2d6+6 points
  of damage.
  Sea Lion, Advanced 12 HD: CR 6; Huge Beast;
  HD 12d10+48; hp 102; Init +1; Spd swim 40 ft.;
  AC 18 (Touch 7, Flat-footed 18); Atks +15 melee
  (1d8+8, 
  2 claws), 
  +10 melee 
  (2d6+4, 
  bite);
  Face/Reach 10 ft. by 20 ft./10 ft.; SA Rend; SQ
  Scent AL N; SV Fort +13, Ref +8, Will +5; Str 27,
  Dex 10, Con 21, Int 4, Wis 13, Cha 10.
  Skills: Listen +13, Spot +13.
  Special Attacks: Rend (Ex)—A sea lion that
  its with both claw attacks latches onto the
  opponent’s 
  body and 
  tears 
  the flesh. 
  This
  automatically deals an additional 2d8+12 points
  of damage.
  Sea Lion, Advance 18 HD: CR 8; Huge Beast; HD
  18d10+78; hp 165; Init +1; Spd swim 40 ft.; AC 18 (
  Touch 7, Flat-footed 18); Atks +21 melee (1d8+8,
  2 claw), +16 melee (2d6+4, bite); Face/Reach 10
  ft. by 20 ft./10 ft.; SA Rend; SQ Scent AL N; SV
  Fort +16, Ref +11, Will +7; Str 27, Dex 10, Con 21,
  Int 4, Wis 13, Cha 10.
  Skills: Listen +19, Spot +19.
  Special Attacks: Rend (Ex)—A sea lion that
  its with both claw attacks latches onto the
  opponent’s 
  body and 
  tears 
  the flesh. 
  This
  automatically deals an additional 2d8+12 points
  of damage.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    6666
  Lizardfolk: CR 
  1; Medium-Size 
  Humanoid
  (Aquatic, Reptilian); HD 2d8+2; Init +0; Spd 30
  ft.; AC 15 (Touch 10, Flat-footed 
  15); Atk +2
  melee (1d10+1, greatclub) and +0 melee (1d4,
  bite) or +2 melee (1d4+1, 2 claws) and +0 melee
  (1d4, bite) or +1 ranged (1d6+1, javelin); AL N; SV
  Fort +1, Ref +3, Will +0; Str 13, Dex 10, Con 13,
  Int 9, Wis 10, Chr 10.
  Skills and Feats: Balance +4, Jump +7, Swim
  +9; Multiattack.
  Lizardfolk, 
  War1: 
  CR 
  1; 
  Medium-Size
  Humanoid (Aquatic, Reptilian); HD 3d8+3; Init
  +0; Spd 30 ft.; AC 15 (Touch 10, Flat-footed 15);
  Atk +3 melee (1d10+1, greatclub) and +1 melee
  (1d4, bite) or +3 melee (1d4+1, 2 claws) and +1
  melee (1d4, bite) or +2 ranged (1d6+1, javelin);
  AL N; SV Fort +3, Ref +3, Will +0; Str 13, Dex 10,
  Con 13, Int 9, Wis 10, Chr 10.
  Skills and Feats: Balance +4, Jump +8, Swim
  +10; Multiattack, Power Attack.
  Lizardfolk, 
  War2: 
  CR 
  1; 
  Medium-Size
  Humanoid (Aquatic, Reptilian); HD 4d8+4; Init
  +0; Spd 30 ft.; AC 15 (Touch 10, Flat-footed 15);
  Atk +4 melee (1d10+1, greatclub) and +2 melee
  (1d4, bite) or +4 melee (1d4+1, 2 claws) and +2
  melee (1d4, bite) or +3 ranged (1d6+1, javelin);
  AL N; SV Fort +4, Ref +3, Will +0; Str 13, Dex 10,
  Con 13, Int 9, Wis 10, Chr 10.
  Skills and Feats: Balance +4, Jump +9, Swim
  +11; Multiattack, Power Attack.
  Lizardfolk, 
  War5: 
  CR 
  1; 
  Medium-Size
  Humanoid (Aquatic, Reptilian); HD 7d8+7; Init
  +0; Spd 30 ft.; AC 15 (Touch 10, Flat-footed 15);
  Atk +6 melee (1d10+1, greatclub) and +4 melee
  (1d4, bite) or +6 melee (1d4+1, 2 claws) and +4
  melee (1d4, bite) or +5 ranged (1d6+1, javelin);
  AL N; SV Fort +5, Ref +4, Will +1; Str 13, Dex 10,
  Con 13, Int 9, Wis 10, Chr 10.
  Skills and Feats: Balance +6, Jump +9, Swim
  +11; Cleave, Multiattack, Power Attack.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    6666
  Goblin: CR 1/4; Small Humanoid (Goblinoid);
  HD 1d8; Init +1 (Dex); Speed 30 ft.; AC 15 (Touch
  12, flat-footed 
  13); 
  Atk 
  +1 
  melee 
  (1d8-1,
  morningstar), or +3 ranged (1d6-1, javelin); SQ
  Darkvision 60 ft.; AL NE; Sv Fort +2, Ref +1; Will
  +0; Str 8, Dex 13, Con 11, Int 10, Wis 11, Cha 8.
  Skills and Feats: Hide +6; Listen +3, Move
  Silently +4, Spot +3; Alertness.
  Goblin, 
  War2: 
  CR 
  1; 
  Small 
  Humanoid
  (Goblinoid); HD 2d8; Init +1 (Dex); Speed 30 ft.;
  AC 15 (Touch 12, flat-footed 13); Atk +2 melee
  (1d8-1, 
  morningstar), 
  or 
  +4 ranged 
  (1d6-1,
  javelin); SQ Darkvision 60 ft.; AL NE; Sv Fort +3,
  Ref +1; Will +0; Str 8, Dex 13, Con 11, Int 10, Wis
  11, Cha 8.
  Skills and Feats: Hide +6; Listen +3, Move
  Silently +4, Spot +3; Alertness.
  Ogre: CR 2; Large Giant; HD 4d8+4; Init –1
  (Dex); Spd 30 ft., AC 16 (Touch 8, flat-footed +8);
  Atk +8 melee (2d6+7, huge greatclub) or +1
  ranged (2d6+5, huge longspear); Face/Reach 5 ft.
  by 5 ft./10 ft. (15-20 ft. with the longspear); AL
  CE; SV Fort +6, Ref +0, Wil +1; Str 21, Dex 8, Con
  15, Int 6, Wis 10, Cha 7.
  Skills and Feats: Climb +4, Listen +2, Spot
  +2; Weapon Focus (greatclub).
  Ogre, Bbn2: CR 4; Large Giant; HD 4d8+2d12+6;
  Init –1 (Dex); Spd 40 ft., AC 16 (Touch 8, flat-
  footed 
  +8); 
  Atk 
  +10 
  melee 
  (2d6+7, 
  huge
  
  Like Water Under the Bridge
  Round 1
  Page 14
  greatclub) or +3 ranged (2d6+5, huge longspear);
  Face/Reach 5 ft. by 5 ft./10 ft. (15-20 ft. with the
  longspear); 
  SA Rage 1/day; SQ Fast 
  move,
  Uncanny dodge (Dex bonus to AC) AL CE; SV
  Fort +9, Ref +0, Wil +1; Str 21, Dex 8, Con 15, Int
  6, Wis 10, Cha 7.
  Skills and Feats: Climb +4, Listen +2, Spot
  +2; Weapon Focus (greatclub).
  Ogre Mage: CR 8; Large Giant; HD 5d8+15; Init
  +4 (Improved Initiative); Spd 30 ft., fly 40 ft.
  (good); AC 18 (Touch 9; Flat-footed 18); Atk +7
  melee (2d8+7/19-20, huge greatsword), 
  or +2
  ranged (2d6/x3, huge longbow); Face/Reach 5 ft
  by 5 ft/10 ft.; SA Spell-like 
  abilities; 
  SQ
  Regeneration 2, SR 18; SV Fort +7, Ref +1, Will
  +3; Str 21; Dex 10, Con 17, Int 14, Wis 14, Cha 17.
  Skills and Feats: Concentration +6, Listen
  +5, Spellcraft +4, Spot +5; Improved Initiative.
  Special 
  Attacks: Spell-Like 
  Abilities—at
  will – darkness and invisibility; 1/day – charm
  person, cone of cold, gaseous form, polymorph
  self, and sleep. These abilities are as the spells
  cast by a 9th-level sorcerer (save DC 13 + spell
  level).
  
  DDDDM
  M
  M
  M    M
  M
  M
  Maaaapppp    1111
  
  Like Water Under the Bridge
  Round 1
  Page 2
  DDDDM
  M
  M
  M    M
  M
  M
  Maaaapppp    2222
  
  Like Water Under the Bridge
  Round 1
  Page 3
  DDDDM
  M
  M
  M    M
  M
  M
  Maaaapppp    3333
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/EXTRAS/Greyhawk/Living Greyhawk - RPGA/VEL (Veluna)/VEL1-04 Like Water Under the Bridge (Round 1) (3E).pdf