TEXT: RTK6-S01 
   
   
   
   
   
  Plain Sailing 
   
  A One-Round Dungeons & Dragons® Living 
  Greyhawk™  
  Regional Adventure set in Ratik 
  Version 1.3 
   
   
  by Jeff Richardson and David Monk Fraser Adams 
  Circle Reviewer: John Jenks 
  Reviewers: James Dempsey 
  Playtesters: Jeff Richardson (GM), Dean Bailey, John Deague, Wes Nicholson, Sean Wellsmore, James 
  Dempsey (GM), Jon Naughton, Leanne Dempsey, Adrian Gillmore, Katrin Hingee and Chris Weekes. 
   
   
   
  What could be simpler? Take a short trip into the Loftwood, collect a tree, bring it back to Fadric. Easy 
  money. What could possibly go wrong? A one-round Regional adventure set in Ratik for characters of 
  first level only (APL 2). 
   
  Resources for this adventure [and the authors of those works] include the Spell Compendium [Matthew 
  Sernett].
  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 
  Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit 
  www.wizards.com/d20 
  This is an official RPGA
  ® play document. To find out more about the RPGA and to learn more on how you can sanction and run 
  DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, PLAYER’S HANDBOOK, 
  DUNGEON MASTER’S GUIDE, AND MONSTER MANUAL ARE TRADEMARKS OF WIZARDS OF THE COAST, INC, IN THE US 
  AND OTHER COUNTRIES. THIS MATERIAL IS PROTECTED UNDER THE COPYRIGHT LAWS OF THE UNITED STATES OF 
  AMERICA. ANY REPRODUCTION OR UNAUTHORIZED USE OF THE MATERIAL OR ARTWORK CONTAINED HEREIN IS 
  PROHIBITED WITHOUT THE EXPRESS WRITTEN PERMISSION OF WIZARDS OF THE COAST, INC. THIS PRODUCT IS A 
  WORK OF FICTION. ANY SIMILARITY TO ACTUAL PEOPLE, ORGANIZATIONS, PLACES, OR EVENTS IS PURELY 
  COINCIDENTAL. © 2005 WIZARDS OF THE COAST, INC. 
  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
   
  
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of 
  an RPGA even from the RPGA website, or you 
  received it from your senior gamemaster. To play 
  this adventure as part of the LIVING GREYHAWK 
  campaign—a worldwide, ongoing D&D® campaign 
  set in the GREYHAWK setting—you must sanction it 
  as part of an RPGA event. This event could be as 
  elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at 
  least a HERALD-LEVEL™ gamemaster. The person 
  who sanctions the event is called the senior 
  gamemaster, and is in charge of making sure the 
  event is sanctioned before play, runs smoothly on 
  the date sanctioned, and then reported back to the 
  RPGA in a timely manner. The person who runs 
  the game is called the table Dungeon Master (or 
  usually just DM). Sometimes (and almost all the 
  time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have 
  to be a HERALD-LEVEL GM to run this adventure if 
  you are not the senior GM.  
   
  By sanctioning and reporting this adventure 
  you accomplish a couple of things. First it is an 
  official game, and you can use the AR to advance 
  your LIVING GREYHAWK character. Second player 
  and DMs gain rewards for sanctioned RPGA play 
  if they are members of the DUNGEONS & DRAGONS 
  REWARDS program. Playing this adventure is worth 
  two (2) points.  
   
  This adventure retires from RPGA-sanctioned 
  play on December 31, 2007.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, 
  visit the RPGA website at www.rpga.com.  
   
  Players Read No Farther 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther 
  than this section, you’ll know too much about its 
  challenges, which kills the fun. Also, if you’re 
  playing this adventure as part of an RPGA-
  sanctioned event, reading beyond this point 
  makes you ineligible to do so.  
   
  Preparing for Play 
  To get the most out of this adventure, you need 
  copies of the following D&D rule books: Player’s 
  Handbook, Dungeon Master’s Guide, and the 
  Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase 
  or read aloud when appropriate. Sidebars contain 
  important information for you, including special 
  instruction on running the adventure. Information 
  on nonplayer characters (NPCs) and monsters 
  appear in abbreviated form in the adventure text. 
  Full information on NPCs and monsters are given 
  in Appendix 1. For your convenience, that 
  appendix is split by APL. 
   
  Along with this adventure you’ll find a RPGA 
  Session Tracking sheet. If you’re playing this 
  adventure as part of an RPGA-sanctioned event, 
  complete and turn in this sheet to your senior GM 
  directly after play. You’ll also find a LIVING 
  GREYHAWK Adventure Record (AR).  
   
   Living Greyhawk LEVELS 
  OF PLAY 
   Because players bring their own characters to 
  LIVING 
  GREYHAWK 
  games, 
  this 
  adventure’s 
  challenges are proportionate to the modified 
  average character level of the PCs participating in 
  the adventure. To determine this modified Average 
  Party Level (APL) follow the steps below: 
  1.  Determine the character level for each of the 
  PCs participating in the adventure. 
  2.  If PCs bring animals that have been trained 
  for combat (most likely dogs trained for war), 
  other than those brought by virtue of a class 
  ability (such as animal companions, familiars 
  paladin’s mounts) or the warhorse of a 
  character with the Mounted Combat feat, use 
  the sidebar chart to determine the number of 
  levels you add to the sum of step one. Add 
  each character’s animals separately. A single 
  PC may only bring four or fewer animals of 
  this type, and animals with different CRs are 
  added separately.  
  # of Animals 
  Mundane 
  Animals Effect 
  on APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  C
  R
   
  o
  f
   
  A
  n
  i
  m
  a
  l 
  7 
  7 
  9 
  10 
  11 
  3.  Sum the results of step 1 and 2, and divide by 
  the number of characters playing in the 
  RTK6-S01 Plain Sailing 
   
  Page 1 
  
  adventure. Round up to the nearest whole 
  number. 
  4. If you are running a table of six PCs, add one 
  to that average. 
   
  Throughout this adventure, APLs categorize the 
  level of challenge the PCs face. APLS are given in 
  even-numbered increments. If the APL of your 
  group falls on an odd number, ask them before the 
  adventure begins whether they would like to play a 
  harder or easier adventure. Based on their choice, 
  use either the higher or the lower adjacent APL. 
   
  APL also affects the amount of experience 
  and gold a PC can gain at the end of the 
  adventure. If a player character is three character 
  levels or more either higher or lower than the APL 
  at which this adventure is being played, that 
  character receives only one-half of the experience 
  points and gold for the adventure. This simulates 
  the fact that either the PC was not challenged as 
  much as normal or relied on help by higher-level 
  characters to reach the objectives. 
   
  Furthermore, a PC who is four or more levels 
  higher than the highest APL supported by the 
  adventure may not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for 
  APL 2 and higher. Four or five 1st-level characters 
  may find the challenge of an APL 2 adventure 
  difficult. Suggest the following to these groups to 
  help increase their chances of success:  
  1. Enlist a sixth player. 
  2. Advise characters to buy riding dogs to 
  help protect them and fight for them. 
   
  TIME UNITS AND UPKEEP 
  This is a standard one-round regional adventure, 
  set in Ratik.  Characters from Ratik pay one (1) 
  Time Unit per round, while all other characters pay 
  two (2) Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12 gp 
  per Time Unit. Rich Upkeep costs 50 gp per Time 
  Unit. Luxury Upkeep costs 100 gp per Time Unit. 
  Characters that fail to pay at least Standard 
  Upkeep will retain temporary ability damage until 
  the 
  next 
  adventure, 
  must 
  buy 
  new 
  spell 
  component pouches and healer’s kits, and may 
  suffer other in-game penalties (or possibly gain in-
  game benefits) as may be detailed in this 
  adventure. 
   
  A character that does not pay for at least 
  Standard Upkeep may also avoid the above-
  described penalties by living off the wild. If the 
  character possesses four or more ranks in the 
  Survival skill and succeeds at a DC 20 Survival 
  check, the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, 
  may refill spell component pouches and healer’s 
  kits, and may restock up to 20 arrows or bolts if 
  the character has at least four ranks in Craft 
  (bowmaking). The player is allowed to Take 10 on 
  this roll. 
   
  More information about Lifestyle and Upkeep 
  can be found in the “Lifestyle and Upkeep” section 
  of Chapter 3 of the Living Greyhawk Campaign 
  Sourcebook. 
   
   
  ADVENTURE BACKGROUND 
  Once every five years, there is a ballot between 
  the local Ship Builders in Ratik so as to see who 
  gets the right to harvest one of the trees in a 
  sacred grove in the Loftwood. The tree will be 
  used for the main mast of a ship, and it believed 
  that such mast made from one of these sacred 
  trees results in the ship being naturally blessed by 
  Procan Himself. 
   
  Once the ballot has been cast and the results 
  counted, the winner of the ballot is announced.  A 
  delegation is then sent to the sacred grove 
  consisting of a representative of the winning ship 
  building company (usually a senior member of the 
  company, if not the Master Builder himself), the 
  owner of owner of the ship, and a priest of Procan. 
   
  The delegation must travel to the sacred grove 
  (locally nicknamed “The Circle of Procan”, and 
  petition with a druid of the grove for permission to 
  harvest one of the trees.  The ceremony, including 
  the petition and the harvesting, is one that lasts for 
  8 hours, and must conducted in a solemn manner 
  according to tradition and ritual. 
   
  Part of the ceremony requires that the three 
  supplicants be not involved in any kind of conflict 
  or acts of aggression from the time that they leave 
  the city until the time they return. 
   
  This year’s winner is particularly pleased with 
  the outcome, mainly because the owner of the 
  ship, Albrecht Holm, has been having shipping 
  problems.  Shipments have gone missing, and 
  raids by pirates, as well accidents has reduced his 
  business, and profits.  The owner of the ship 
  believes a mast made from one of these trees will 
  turn his luck around and allow to him to re-build 
  his business, as well as his prosperity. 
   
  However unbeknownst to Albrecht, a cleric of 
  Ralishaz named Jorge Halsted is planning on 
  giving Albrecht some bad luck.  This is due to a 
  divination that Jorge was casting a few days ago 
  being 
  interrupted 
  by 
  Albrecht. 
   
  Albrecht 
  accidentally bumped into Jorge in a pub one day.  
  Jorge, balanced on one leg, was in the middle of 
  RTK6-S01 Plain Sailing 
   
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  casting his dice and sipping a pot of ale (as part of 
  the divination).  The bump caused Jorge to 
  overbalance; spilling his pot of ale over the now 
  cast dice, ruining the divination.  This has caused 
  some ill fortune to Jorge, and he is now planning 
  on passing this ill fortune onto Albrecht. 
   
  However, Albrecht’s bad luck doesn’t end 
  there. 
   
  The winning ship builder, one Marius Vann, 
  has recently returned from abroad with some new 
  ship building techniques with which he intends to 
  incorporate into the new ship. This is making 
  some of the more traditional members of the 
  Shipwright’s Guild nervous, and they do not wish 
  such a ship to have the prestige of possessing 
  one of Procan’s masts. 
   
  ADVENTURE SUMMARY 
  The PCs begin in the city of Fadric, having a 
  relaxing time in a local tavern, “The Drunken 
  Ogre”, (according to rumours, named due to the 
  owner persuading an ogre into providing start-up 
  funds for the tavern after being plying the ogre 
  with moonshine). 
   
  A rather haggard looking man approaches the 
  PCs, introducing himself as Albrecht Holm.  He is 
  a merchant and the owner of a ship being built, 
  and wishes to hire the PCs as an escort to a local 
  sacred grove for an important ceremony.  Albrecht 
  is rumoured to have connections with Lord Brayen 
  Fadric. 
   
  Albrecht informs the PCs that they will also be 
  escorting Master Ship Builder Marius Vann (a man 
  of mixed Oeridian-Suel blood), and Darvin 
  Holman, who is a priest of Procan. 
   
  The merchant wishes to hire the PCs to escort 
  the group to the grove, and then escort the group 
  and the tree back to the city, as it isn’t beyond rival 
  ship builders to attempt to steal or destroy the tree 
  to stop a competitor from getting an advantage. 
   
  The PCs will also be expected to assist in 
  unforeseen situations that may occur during the 
  ceremony and ritual. 
   
  Albrecht 
  offers 
  the 
  PCs 
  monetary 
  compensation for their time and services, as well 
  as paying for accommodation at a nearby inn. 
   
  Leaving The Drunken Ogre, the PCs head to 
  their place of accommodation.  However, not too 
  far away from the tavern, their journey is stopped 
  by a group of thugs who suggest that the PCs may 
  wish to seek other employment if they know what 
  is good for them. 
   
  About half a day out from the small hamlet of 
  Woodshire (near the grove) a hunting party of 
  three gnolls attempts to ambush the PCs and their 
  charges as they make their way through the forest.  
  The NPCs can’t help, as part of the ceremony 
  requires that the supplicants can’t be involved in 
  acts of violence. The gnolls were also involved in a 
  raid on the hamlet earlier in the day. 
   
  On arriving at the hamlet it appears the 
  villagers are preparing a funeral pyre for a young 
  lad that was killed in the recent attack.  Some of 
  the huts are damaged, and most of the locals are 
  unharmed, most only sporting light wounds 
  covered by bandages, with a few people limping or 
  with their arms in a sling.  There is a chance here 
  for the PCs to help with the wounded and the 
  funeral, as well as helping to rebuild the hamlet’s 
  walls, general repairs, etc.  
   
  The funeral pyre will be lit the following night. 
  Protective magic will be used so that the forest 
  doesn’t catch alight. The PCs will also notice a pile 
  of scalped gnolls being prepared for burial, with 
  the remains to be given to the local druid to bury in 
  the forest as part of the forest’s renewal process, 
  and for the gnoll bodies to do some good in terms 
  of nurturing the flora. 
   
  The following day, the PCs are asked to hunt 
  for a boar as part of the feast for the funeral, as 
  many of their hunters are either too wounded or 
  too busy with repairs to the town, as well as 
  preparations for the funeral. 
   
  After the funeral is over, and the two days of 
  mourning have been observed, the PCs escort the 
  delegation and the druid to the grove.  The PCs 
  are asked to wait outside and not interfere unless 
  they are called for. Thankfully, everything goes 
  according to ritual and without incident, and the 
  tree is cut down.  The tree is lashed to a very long 
  cart designed to carry such trees. 
   
  During the return to Fadric, a voice in common 
  calls out to the group from the trees by the side of 
  the road.  The voice asks them to leave the tree 
  and depart, and he will spare their lives.  If not, 
  then he is not responsible for any deaths. Now if 
  all goes to plan, the PCs get the tree back to 
  Fadric to be turned into a mast, and with the direct 
  protection of nature and Procan, Albrecht’s 
  fortunes turn for the better. 
   
   
  PREPARATION FOR PLAY 
  It is recommended that you familiarise yourself 
  with the NPCs that the PCs will be travelling with 
  in appendix 2. 
  INTRODUCTION 
  For any number of reasons you have found 
  yourself in the bustling port city of Fadric, 
  RTK6-S01 Plain Sailing 
   
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  earning coin in the temporary employ of a local 
  merchant known as Albrecht Holm. 
   
  Although your tasks so far have been 
  trivial, today the man has arranged to meet you 
  in The Drunken Ogre. The place is a somewhat 
  less-than-respectable dockside tavern with a 
  well-earned repute for cheap ale and even 
  cheaper upholstery. 
   
  However, in many ways the Drunken Ogre 
  is typical of dockside taverns everywhere, 
  complete with bouts of raucous singing and 
  drunken brawling a commonplace occurrence. 
   
  Time passes as you wait for Albrecht. What 
  sort of merchant, especially one with the 
  reputation of Albrecht, would chose to do 
  business in such an establishment? 
   
  But before you can go much further in your 
  musings, a rather haggard looking man 
  dressed in the garb of a merchant approaches 
  your table and managed a tired smile. It is 
  Albrecht Holm, your employer. 
   
  “Ahh, friends... it's good to finally sit down 
  again.” he gives a tired sigh and rubs his eyes. 
   
  Albrecht Holm doesn't mind spending time 
  chatting with the PCs about various subjects and 
  making small talk. Still, if the PCs do want to just 
  'get down to it', Albrecht would rather move right
  along to the business side of things. When you 
  and the players are ready, read or paraphrase the 
  following. 
    
   
  Albrecht motions for the overworked barmaid 
  to bring another round of drinks. “Yes, 
  anyway... The work I have for you is simple. As 
  you may or may not know, master shipwright 
  Marius Vann is about to embark on another 
  shipbuilding project. This would normally be 
  no troubling feat for the skilled man, but this 
  time he wants his vessel to be unique. To be 
  individual. To be... better. To be honest, we 
  could really use that kind of quality around 
  here.” 
   
  Albrecht sips at his ale. “To this end, 
  Marius needs to obtain a special mast for his 
  ship... the details are complicated; I'll happily 
  explain them if you wish, but put simply I'll 
  need you to escort myself, Brother Darvin 
  Holman from the church of Procan and master 
  shipwright Marius himself to the Circle of 
  Procan and back again. The journey is not far, 
  there are no dangers on the way and the pay is 
  fair. 
  We 
  shall, 
  of 
  course, 
  pay 
  your 
  accommodation 
  and 
  other 
  incidental 
  expenses.” 
   
  The PCs may simply accept the proposal 'as-is', 
  but they may have further questions. Albrecht 
  happily answers any and all he can. Some sample 
  questions and answers are provided below. 
   
  • 
  What is the Circle of Procan? 
   
  “The Circle of Procan is the home to a small 
  colony of druids. Unsurprisingly the circle is of 
  holy significance to the deity Procan; yet do 
  not feel alarmed. Those of other faiths, except 
  those who mean harm to the oceans, shall feel 
  welcome there.” 
   
  • 
  What dangers are there between here and the 
  Circle of Procan? 
   
  “The journey is not long, three days to the 
  Loftwood 
  and then a day at most to 
  Woodshire. Once we enter the woods, there 
  are no natural hazards or monsters between 
  here and the circle. Of course, the possibility 
  of a gnoll or goblin raid cannot be discounted, 
  but I'd say that's highly unlikely.” 
   
  • 
  What will we be paid? 
  Albrecht nods his head understandingly. “I 
  shall arrange fair payment when the task is 
  complete. If all goes according to plan, you 
  shall each receive twenty five gold pieces. If 
  there are actually dangers on the way, then we 
  shall negotiate fair payment when we have 
  arrived.” 
   
  • 
  If there's no danger, why do you need us? 
   
  Albrecht sighs. “In the procurement of this 
  mast, certain rituals and practices must be 
  abided by. One of those is that the supplicants, 
  myself and my friends, may not indulge in any 
  acts of violence or aggression- even in self 
  defence. This is why we need you.” 
   
  Essentially, what Albrecht needs the party to do is 
  to escort master ship builder Marius Vann, Brother 
  Darvin Holman of the church of Procan and 
  himself to the circle of Procan for the Rite of Fair 
  Passage. 
   
  An escort is needed as the supplicants for the 
  rite are unable to be involved in any conflict or acts 
  of aggression (from when they leave the city until 
  they return). 
  RTK6-S01 Plain Sailing 
   
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  Therefore, Albrecht needs an escort to deal 
  with any problems that may occur on the journey. 
  The group will be provided with rooms in a local 
  boarding house named The Merry Widow. 
  Albrecht explains that the widow is merry because 
  she finally got rid of her useless, drunken 
  husband. 
   
  Development: It the PCs do run into trouble later 
  in the module and attempt to weasel more gold 
  pieces out of Albrecht, he'll happily pay them up to 
  the gold cap for the module as a reward. However, 
  if they try to extract more than 200gp from him, 
  they do not gain the Favour of the Fadric 
  Shipwright's Guild described on the Adventure 
  Record for this module due to their overwhelming 
  greed.  
   
  If the PCs do not negotiate a rate, Albrecht will 
  pay them 200gp each at the end of the adventure. 
   
  Creatures: 
   
  APL 2:  
   
   
  Albrecht Holm (male human, wiz 1/exp 4) 
   
  Marius Vann (male human, brb 1/exp 5) 
   
  Darvin Holman (male human, clr 5) 
   
  Treasure:  
   
   
  APL 2: Loot: 0 gp; Coin: 25 gp; Magic: 0 gp 
   
  After the Encounter: When the PCs are ready to 
  go, move to Encounter One: The Proposition. 
     
   
  ENCOUNTER ONE: THE 
  PROPOSITION  
   
   
  You 
  leave 
  the 
  Drunken 
  Ogre. 
  Albrecht 
  mentioned your accommodation would be at 
  The Merry Widow; the place shouldn't be 
  difficult to find. 
   
  Making your way through the streets of 
  Fadric the crowd thins out as you approach 
  The Merry Widow. Rounding the last corner 
  before the inn, you notice that there appear to 
  be a small group of rough looking men 
  dressed in the apparel of sailors casually 
  leaning against various walls and barrels. As 
  you close the distance, you realise that they 
  appear to be holding solid looking clubs. 
   
  At your appearance the men detach 
  themselves from their places and smile in a 
  not-so-friendly manner, casually bouncing 
  their clubs in their hands. 
   
  At this point the one of three things will probably 
  happen. Either the PCs will initiate violence, turn 
  and run (or otherwise evade the combat) or 
  attempt to negotiate. 
   
  If violence ensues the thugs will respond in 
  kind and will gleefully enter battle until things look 
  bad for them, then they flee. 
   
  If the PCs turn tail and run the only pursuit that 
  will be given is mocking laughter. 
   
  If the PCs attempt diplomacy the leader of the 
  thugs (named “Sly Pete”) will explain a few truths 
  to the group. Essentially they explain that it would 
  be in the best interests of the PCs if they looked 
  for other work “for the sake of your health”. Note 
  that the thugs are of the 'dock side braggart' 
  variety which means that they have an inflated 
  sense of self worth. 
   
  The PCs may attempt the following rolls to 
  garner information out of the thugs. The thugs 
  begin the combat as Unfriendly. Using the 
  Diplomacy skill as per the standard Diplomacy 
  rules, the PCs can persuade them to change their 
  position to Indifferent, Friendly or even Helpful. 
  This won't stop the thugs from attacking the PCs 
  unless they reach Helpful, but they might get some 
  useful information out of them anyway. 
   
  • 
  Indifferent 
   
  The thugs work for “important people” that you 
  don’t want to get on the bad side of. 
   
  • 
  Friendly 
   
  The thugs are members of the Marner Shipwrights 
  Guild. They were sent to Fadric by an associate in 
  Marner, Big Erk, and told to help scupper the 
  interests of one Marius Vann. 
   
  • 
  Helpful 
   
  At this point the thugs will back down seeing as 
  the PCs are “decent folk”. They appear upset, turn 
  over some gold as payment and walk away. 
   
  The thugs can also be forced to back down with a 
  DC 15 Intimidate check. Feel free to apply an 
  appropriate circumstance modifier (or penalty!) 
  depending on how well the PCs roleplay their 
  attempts to get the thugs to stand down. 
  RTK6-S01 Plain Sailing 
   
  Page 5 
  
   
  Further, the PCs gain a +2 bonus on the 
  check if any of the group appears to be 'big and 
  burly'. Typically, a Strength score above 16 will do 
  the trick. Any half-orcs in the party automatically 
  qualify for this bonus. 
   
  In addition, the PCs gain a +2 bonus if the 
  group has shown any magical or supernatural 
  powers. 
   
  If all else fails, the PCs can attempt another 
  Diplomacy check rather than an Intimidate check. 
  Passing over some gold might help the situation; 
  they gain a +1 bonus for every five gold pieces (or 
  part thereof) the group offers in bribes, to a 
  maximum bonus of +5. Unfortunately, offering 
  cash doesn’t help with displays of machismo so 
  this bonus only applies to Diplomacy checks. 
  However, the PCs suffer a -2 penalty to their 
  Diplomacy check if the group relies only on this 
  skill. The thugs respect strength above all else. 
   
  APL 2 (EL 2) 
   
   
  Human Thugs (4): hp 7, 6, 6, 5; see Appendix 
  1. 
   
  Tactics: Should the PCs and the thugs come to 
  blows, the thugs will attack with their full abilities 
  with the objective of incapacitating, but not killing 
  the party. Thus they will not attack unconscious 
  PCs or coup de grace a fallen foe. They will target 
  obvious spell casters by preference but won’t 
  provoke attacks of opportunity or get themselves 
  flanked to do so. If they defeat the party they will 
  stabilise any bleeding PCs before leaving. The 
  thugs do attempt flanking manoeuvres if possible 
  and flee if more than half of their group fall. 
   
  Treasure:  
   
   
  APL 2: Loot: 4 gp; Coin: 66 gp; Magic: 0 gp 
   
  Development: Should the PCs turn and flee 
  without even attempting to talk with the thugs or 
  engage them in any fashion, their work with 
  Albrecht is over. He chooses to hire another group 
  and the PCs are not paid a copper. Perhaps they 
  should reconsider their career choices. 
   
  After the Encounter: The PCs arrive at The 
  Merry Widow. They may choose to inform Albrecht 
  of this development or they may not. In any event, 
  if they express doubts about their mission, 
  Albrecht simply consoles them and reinstates his 
  belief that the PCs will not encounter any more 
  danger on the rest of their mission. When the PCs 
  are ready to move on, go to Encounter Two: The 
  Grassy Gnoll. 
   
  ENCOUNTER TWO: THE 
  GRASSY GNOLL  
   
  The first few days of your journey to the 
  sacred grove have been slow and uneventful. 
  Your work so far has consisted of guiding an 
  oxen drawn wagon and the accompanying 
  delegation to its destination. The three men 
  you have been charged to escort have mostly 
  kept to themselves, keeping their days filled 
  with prayer and meditation as they prepare for 
  the all important ceremony.  
   
  On the third day your group enters the 
  beautiful and mysterious Loftwood forest. Tall, 
  majestic fir trees surrounding you on all sides, 
  enveloping your group in a cloak of verdant 
  colour. The only sign that you are not the first 
  people to enter this forest is the logging road 
  your group follows. It winds its way through 
  the trees, leading north to the various logging 
  communities and south to Fort Bredivan. 
   
  The PCs have unfortunately wandered into a gnoll 
  ambush. At this point have every PC make a DC 
  15 Spot check and a DC 13 Listen check. Success 
  at either means that the individual is not surprised 
  when the gnoll raiders attack.  
   
  Determine the starting encounter distance 
  based on the following factors. The gnolls will 
  move towards the PCs (and attack if they can, but 
  they may not be able to depending on the layout of 
  the PCs) when the wagon and people are within 
  30’ of their hiding positions. This means that, 
  unless all of the PCs are surprised, the gnolls will 
  start the combat approximately 30' away from the 
  PCs and move in initiative order normally. 
  Otherwise, the gnolls begin approximately 30' 
  away from the PCs and all move towards the PCs 
  and attack if they are able. 
   
  At your option, read or paraphrase the 
  following if the group is surprised. 
   
   
  Suddenly three hyena-headed humanoids 
  burst from the tree line, running towards you 
  and pointing many-notched axes in your 
  direction. Yipping excitably they close the 
  distance, the creatures attack your group in a 
  frenzy of chopping and hacking. 
   
   
  At your option, read or paraphrase the 
  following if the group is not surprised. 
  RTK6-S01 Plain Sailing 
   
  Page 6 
  
   
   
  You catch sight of what appears to be 
  creatures of humanoid size and shape lurking 
  in the foliage just off the side of the road. 
  Based on their formation (and the occasional 
  glint of steel) it appears your group has 
  wandered into an ambush. 
   
   
  Creatures:  
   
  APL 2 (EL 3) 
   
   
  Gnolls (3): hp 11, 8, 9; see Monster Manual 
  page 130. 
   
  Tactics: The gnolls are simply opportunistic 
  raiders who have spotted what is clearly a wealthy 
  caravan and have decided to prey upon it. 
  Essentially they want to slaughter the guards, take 
  any valuables the group possess then take the 
  oxen for food. They fight viciously but eventually 
  retreat when two out of the three have fallen. 
   
  Treasure: 
   
   
  APL 2: Loot: 17 gp; Coin: 0 gp; Magic: 0 gp 
   
  ENCOUNTER THREE: 
  BITTER FLAMES 
   
  Only a few hours after having met and 
  subsequently dealt with the gnolls your group 
  approaches the hamlet of Woodshire. One of 
  the first things that catches the eye as you get 
  closer is the number of grim eyed villagers 
  who wear bloody bandages. Most carry bows 
  and keep their gaze firmly fixed upon you, 
  fingers hovering above their quivers. 
   
   
  The village has recently been attacked by a 
  gnoll war band (the same one the PCs 
  encountered earlier). There are many wounded 
  villagers as a result of this raid, although only one 
  person was killed. 
   
  Fortunately 
  for 
  the 
  village 
  a 
  band 
  of 
  woodsmen had been tracking the gnolls for some 
  time now and had arrived in enough time to help 
  the villagers fight off the monsters. 
   
  The villages explain their situation and ask if 
  the PCs can help. The PCs can assist in any way 
  they wish, although some suggested avenues of 
  aid are listed below. 
   
  • 
  A young man named Varner was killed during 
  the gnoll attacks and his funeral is currently 
  being prepared. Should the PCs wish it, they 
  can pass along any blessings they wish or 
  assist with the preparations (with either the 
  casting of a bless spell or a DC 13 Knowledge 
  (Religion) 
  check 
  representing 
  the 
  PCs 
  contribution to the funeral). 
  • 
  There were a number of houses damaged 
  during the attack and the village's fortifications 
  could do with some repair and enhancement. 
  A DC 13 Knowledge (Architecture and 
  Engineering) check will enable the PC to 
  perform 
  significant 
  repairs 
  to 
  existing 
  structures, 
  while 
  a 
  DC 
  17 
  Knowledge 
  (Architecture and Engineering) check will 
  enable the PCs to effect a significant 
  enhancement to their defences. 
  • 
  The village has managed to raise a militia of 
  sorts. However, they could use any tips the 
  martially inclined might be willing to provide. 
  Any character with a Base Attack Bonus of at 
  least +1 OR that are a Marshall may attempt a 
  DC 10 Diplomacy check to teach the militia a 
  tip or two.  
  • 
  The village has no arcane casters in their 
  militia, however three of the local children 
  have shown promise as sorcerers. Any PC 
  capable of casting any 0th level arcane spell 
  may attempt to train the children with a DC 13 
  Diplomacy check or a DC 15 Knowledge 
  (Arcana) check. Aurie is a bossy and 
  aggressive Suel girl who likes spells that make 
  things explode, Harran is a eager Flan boy 
  who likes lightning and thunder while Jiannan 
  is a shy Oeridian boy who favours utility 
  spells. 
  • 
  Syelia (a flan woman in the militia) explains to 
  the PCs that, during the battle, she felt the 
  divine hand of Procan guide her hand. If any 
  PC is a Cleric or Favored Soul they may tutor 
  the woman to realise her potential as a 
  Favored Soul. This takes a DC 13 Diplomacy 
  check. 
  • 
  Ryi and Rhynn, identical halfling twins (and 
  the two weakest and smallest members of the 
  militia) sheepishly explain that they're not so 
  good at soldiering and brawling. However, 
  they still want to help and think that their 
  talents would best be put to use in a more... 
  subtle fashion. Any PC with a level of Rogue 
  or Scout may offer to train these individuals in 
  the basics of their class; this takes a DC 13 
  Diplomacy or Intimidate check. 
  RTK6-S01 Plain Sailing 
   
  Page 7 
  
  • 
  The funeral pyre will be lit the following night. 
  For safeties sake, several fire-breaks will be 
  created so that the forest doesn’t catch alight. 
  A PC can volunteer with this task (or back 
  burning, bucket-brigade or similar task), 
  should they wish. 
  • 
  There is a pile of scalped gnoll bodies being 
  prepared for disposal. The remains are to be 
  given to the local druid to bury in the forest as 
  part of the forest’s renewal process. A PC may 
  wish to help with the somewhat grizzly task of 
  transporting these bodies. 
  • 
  Varner (the boy who died) is the son of the 
  local druid. The PCs may wish to comfort the 
  druid in his grief, but he is only seeing his 
  fellow druids. If any PC is a Druid or Ranger, 
  they may make a DC 13 Diplomacy check to 
  help comfort the man in his sorrow. 
  • 
  The PCs may wish to assist the villagers with 
  manual labour or other unskilled tasks. 
  Although they would appreciate a more skilled 
  approach, they are somewhat short handed 
  due to the attack and need some logs moved 
  from one side of their camp to the other. It's a 
  hard and mostly thankless task, but it should 
  prove rewarding to one so inclined. 
   
   
  Any PC who assists with any of the town's 
  tasks will be offered free accommodation for the 
  night. Those who don't will have to sleep outside 
  or in a barn. If the PCs wish to assist in any 
  manner not listed above, they may do so as long 
  as such actions would contribute to the continued 
  defence of the village, lift the morale of the 
  villagers, help in their repairs or assist them in any 
  other meaningful way. 
   
  Albrecht wishes to stay in Woodshire until 
  after the mourning period is complete as he needs 
  a team of foresters from the village to come with 
  the group to fell the tree. 
   
  Development: The PCs actions here may affect 
  future modules set in this area. If any PC 
  managed to tutor one of the NPCs listed above, 
  they gain the Budding Apprentice? favour listed on 
  the Adventure Record of this module. Who 
  knows? Perhaps the PCs 'apprentices' may show 
  up in a future module! 
   
  ENCOUNTER FOUR: ROAST 
  OF THE TOWN  
   
  Two days pass as you and your group assist 
  the locals shoring up their defences. That 
  afternoon, Albrecht approaches you. “The 
  villagers are having a feast tonight,” he 
  explains, “To celebrate their victory here and 
  to mourn Varner's passing. The villagers ask 
  that you, as honoured guests, are the ones to 
  hunt down the main course. This is a great 
  honour for you! Will you do it?” 
   
  If the PCs do not want to perform this task, 
  Albrecht is rather insistent- but he does let the 
  PCs avoid it if they want to. This means that they 
  miss this experience rewards for this encounter. 
   
  The PCs can now track down some wild boar 
  to bring back for the feast. In order to locate the 
  animals, one PC with the Track feat will need to 
  make a Survival check (see below). If no PC has 
  the Track feat, a small boy who prides himself on 
  being an 'expert' tracker will volunteer for the job- 
  he has a +4 on his Survival skill. 
   
  The time spent this task will take varies 
  depending on the Tracking roll of the tracker.  
   
  • 
  DC 5, 6 hours. 
  • 
  DC 10, 4 hours. 
  • 
  DC 15, 3 hours. 
  • 
  DC 20, 2 hours. 
   
   
  Your group set out looking for prey. After 
  spending some hours looking, you have found 
  what appears to be animal signs in the 
  undergrowth; a few scratched tree trunks and 
  trampled brush here and there suggest the 
  presence of wild boar. Their numbers would 
  indicate you have found enough meat for the 
  feast... all you have to do now is kill a boar or 
  two. 
   
   
  Allow the PCs to make the following rolls 
  before the combat section of this encounter 
  commences. 
   
  • 
  DC 12 Knowledge (Nature) 
   
  The boars possess the Scent ability. The best 
  way to approach them would be downwind, 
  preferably gaining the element of surprise. 
  Should the PCs take this route, the boars 
  begin the combat surprised (The PCs are not). 
   
  This encounter will start one of two ways. Either 
  the PCs have made the Knowledge (Nature) 
  check listed above and gain a surprise round on 
  the boars, or else both groups begin combat 
  aware of each other and combat ensues normally. 
  RTK6-S01 Plain Sailing 
   
  Page 8 
  
   
  The other way is that both groups start aware 
  of each other and combat ensues normally. The 
  boars live in a gully with small copse of birch trees 
  that the boars have made their nests  
   
  Creatures:  
   
  APL 2 (EL 4) 
   
   
  Wild Boars (2): hp 20, 22; see Monster 
  Manual page 270. 
   
  Tactics: The boars have been tracked to their lair 
  and fiercely defend it, but if the PCs choose to 
  retreat they will not pursue. 
   
  After the Encounter: Have the PCs roleplay their 
  victory however they wish. When they're done, 
  they should probably return to the village with their 
  prize. 
   
  ENCOUNTER FIVE: WIND OF 
  ILL FORTUNE   
   
  The feast goes off without a hitch. The main 
  course is served, speeches are made and the 
  meal is eaten in a somewhat subdued manner. 
  When everyone present has eaten their fill, 
  deep bottomed mugs of ale are passed around. 
  A toast is suggested for Varner and, although 
  you did not know the boy, you are given the 
  opportunity to speak should you wish it. 
   
   
  The PCs do not have to speak on Varner's 
  behalf, but should they do so they receive a 
  rousing cheer no matter what they actually say 
  (few people are really listening at this point as they 
  are either grieving or extremely intoxicated). 
   
   
  Two days of mourning are observed. 
  Prayers are given, anecdotes relayed and fond 
  memories recalled with gusto. Out of respect 
  for the fallen boy (and because he was the son 
  of a local druid, and without his good graces of 
  the ritual cannot be completed), Albrecht stays 
  on until the ceremony is complete. But, soon 
  enough, the time comes for you all to return to 
  your duties. On the evening of the second day, 
  Albrecht visits your lodgings and asks that 
  you all make ready to journey onwards at 
  dawn. The shrine is close by and he's not 
  expecting any trouble, but it would be a foolish 
  adventurer who didn't prepare themselves 
  anyway. 
   
   
  This is a good chance for the PCs to change 
  their spell lists or to purchase new equipment. The 
  village contains enough resources to allow the PC 
  to purchase any item from the PHB which costs 25 
  gp or less. 
   
   
  When the PCs are ready, read or paraphrase 
  the following: 
   
  The journey to the shrine is uneventful. 
  Consisting of nothing more than a simple 
  stone altar in large clearing, the shrine appears 
  unremarkable and could easily be mistaken for 
  any other clearing in the wood. Once your 
  charges have verified that this is the correct 
  location, you are asked to stand a respectful 
  distance away while they complete the ritual. 
  However, 
  Albrecht 
  cautions, 
  should 
  any 
  trouble arise, you are asked to intervene in 
  force... 
   
  But it appears as though that will not be 
  necessary. After a few moments, a tiny robin 
  flies down from the sky and lands in the 
  clearing. Within moments, the bird becomes a 
  tall, aged human man. Without a word Albrecht 
  reaches into his robes and produces a thick 
  leather pouch, from which he lays on the 
  grass. Kneeling, the man begins to remove 
  items from the pouch, describing them each 
  and then handing them to the old man. 
   
  “A sapphire for Atroa,” he says, producing 
  a sky-blue gem the size of a man's thumbnail 
  and resting it down on the grass. After a 
  pause, a thin vial of wine is removed from the 
  bag. 
   
  “A bottle of Marner's finest for Sottilion, 
  aged one hundred years,” Albrecht proclaims, 
  placing it down with the others. A smile 
  crosses his lips. 
   
  “A barrel of strawberry ale for Wenta, 
  blessed 
  by 
  ten 
  dryads 
  and 
  cased 
  in 
  darkwood.” Albrecht removes a tiny barrel of 
  ale from his belt-pouch, then places it on the 
  ground with the other items.  
   
  “A symbol of the frost,” Albrecht offers, 
  displaying an oversize and intricately engraved 
  silver snowflake as large as his fist before 
  laying it with the other offerings. 
   
  The final offering is the most grand of all 
  the treasures. Albrecht produces a small 
  wooden chest from his robes. “The golden 
  holy symbol of a high priest of Procan,” 
  whispers Albrecht, laying the chest at the 
  man's feet. “Lost at sea for two decades, 
  RTK6-S01 Plain Sailing 
   
  Page 9 
  
  recovered at last and restored to a bearer 
  worthy of its glory.” 
   
  There is a slight, nervous pause after he 
  displays the final object. “Are the offerings 
  acceptable?” 
   
  “Verily,” comes the old man's hoarse reply, 
  the first words he has spoken during the whole 
  ritual. Without warning, from the clear blue 
  sky, a silver thunderbolt leaps towards the 
  earth and explodes into a nearby tree in a 
  shower of burning sparks. Then another, and 
  another. The noise is almost deafening.  
   
  Suddenly, as quickly as it began, the 
  bombardment is over. With a loud ringing 
  noise in your ears, you glance to the tree... 
  which stands completely unharmed by the 
  blasts. 
   
  “Procan doth give thee his blessing and 
  our minds are one. Thine blessing thou doth 
  have; go forth and harvest a fine fir tree, it 
  shall serve thee well in thy travels.” 
   
  Albrecht bows low in supplication. The 
  druid slowly gathers up the offerings, then 
  undergoes another transformation. Soon all 
  that is left of the man is the robin, which takes 
  wing and flutters out of sight. 
   
   
  Allow the PCs to roleplay their reactions to the 
  ritual. Although the PCs may make comments and 
  make quiet comments between themselves, any 
  loud or boisterous behaviour will scare away the 
  druid. Albrecht will be furious and immediately 
  dismiss the PCs. They may have failed a number 
  of story objectives. Immediately skip to the 
  Conclusion. 
   
   
  Otherwise, read or paraphrase the following. 
   
   
  The local villagers go about the business 
  of harvesting the fine young fir tree for the 
  construction of his mast. The fallen log is 
  dragged out of the shrine by oxen and lashed 
  to a waiting wagon. During this time, you 
  manage to get close enough to inspect the 
  wood for yourself. Although no visible magical 
  effect is present, simply being near the wood 
  causes a tingle to run up your spine. Without 
  question, this mast will prove a significant 
  boon to any ship that bears it. 
   
  Within hours the wagon is ready to depart. 
  But just as the oxen begin to pull the large log 
  away, a terrifying howl splits the cool evening 
  air. From a nearby line of trees a pair of 
  glowing red eyes can be seen hovering in the 
  darkness. From that general direction a thick, 
  snarling, gravely voice breaks the shocked 
  silence. 
   
  “Meat, abandon your foolish quest! I am 
  Maral and I cannot allow you to complete your 
  task. Jorge and The Verdant Death, my 
  masters, command that you surrender the 
  mast to me immediately... otherwise, prepare 
  to forfeit your pathetic lives! What say you, 
  meat?” 
   
   
  Maral is an insane worg who venerates 
  Ralishaz, known as The Unlooked For. A long-
  time student of Jorge, the crazed worg has been 
  convinced by his master that the harvesting of the 
  mast will doom all of worg-kind and trigger a 
  second Rain of Colourless Fire. If captured and 
  interrogated, he gives very little information other 
  than who he works for and a long, convoluted rant 
  about a 'great power' known as The Verdant 
  Death. He cannot elaborate further as his mind 
  has been almost completely shattered at this 
  point. 
   
  Creatures:  
   
  APL 2 (EL 3) 
   
   
  Maral: Male worg, clr 1, hp 46 see Appendix 
  1. 
   
   
  Tactics: Maral is truly evil and insane, but he 
  possesses a twisted sense of honour. He waits 
  until the PCs either surrender to him (unlikely) or 
  attack first before he attacks. Essentially, treat 
  Maral as being surprised during the first round of 
  combat. After that, Maral either engages the party 
  at range with his spells, or attacks with his bite if 
  they get close. If employing his spells, he curses 
  the party with his bane spell and then hits them 
  with cause fear, attacking anyone not affected 
  (spellcasters are a favoured target). Although he 
  fights ferociously, if dropped to 5hp or less he 
  attempts to flee or surrender. His cause is not 
  worth his life. 
   
  If the PCs actually do surrender to Maral, he 
  takes the fir tree and drags it away into the forest. 
  Albrecht is furious and storms off. The PCs have 
  failed their mission. Go to the Conclusion. 
   
  Treasure:  
   
   
  APL 2: Loot: 66 gp; Coin: 80 gp; Magic: 0 gp 
   
  Development: It seems as though the PCs have 
  had their first introduction to something known as 
  RTK6-S01 Plain Sailing 
   
  Page 10 
  
  The Verdant Death. Who or what this is may 
  become more apparent in later modules set in 
  Ratik. Keep your eyes open, for the Loftwood 
  plays host to creatures far more powerful than 
  gnolls... 
   
  CONCLUSION 
   
  The PCs should arrive back in Fadric after Maral 
  is dispatched. If they succeeded in their mission 
  and the ritual went off uninterrupted, read or 
  paraphrase the following: 
   
  Your task complete, your group travels back to 
  Fadric. Just outside the town, Albrecht and the 
  rest of your charges hand over a pouch of 
  coins and bid you a fair journey, thanking you 
  for your assistance. Albrecht offers to make 
  you his first choice should he ever require the 
  services of adventurers again and promises to 
  pay 'top rates'. You have your gold, the mast is 
  safe, but many questions have been left 
  unanswered. Why did Maral attack your 
  group? Who or what is The Verdant Death? 
  How will the village of Woodshire deal with 
  further gnoll raids? Only time will tell. One 
  thing is for sure; the future is hardly plain 
  sailing. 
   
  If the PCs interfered with the ritual, surrendered to 
  Maral or otherwise prevented Albrecht from 
  harvesting the fir tree, then read or paraphrase the 
  following: 
   
  Your task a failure, your group trundles back 
  to Fadric. You managed to get paid at least 
  something for your efforts, but the gold will 
  hardly last the week. What went wrong? Will 
  you be able to find another employer? How 
  can you prevent such things from occurring in 
  the future? Only time will tell. One thing is for 
  sure; the future is hardly plain sailing. 
   
   
  The End 
   
  RTK6-S01 Plain Sailing 
   
  Page 11 
  
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up 
  the values for the objectives accomplished. Then 
  assign the experience award.  Award the total 
  value (objectives plus roleplaying) to each 
  character. 
   
  Encounter 1 
  Defend yourselves OR avoid fighting the thugs. 
  APL 2  
  60 XP 
   
  Encounter 2 
  Defend yourselves. 
  APL 2  
  90 XP 
   
  Encounter 4 
  Hunt the boars. 
  APL 2  
  120 XP 
   
  Encounter 5 
  Defend yourself. 
  APL 2  
  90 XP 
   
  Story Award 
  Objective(s) met: 
  APL 2  
  50 XP 
   
  Discretionary roleplaying award 
  APL 2  
  40 XP 
   
  Total possible experience: 
  APL 2  
  450 XP 
   
  TREASURE SUMMARY 
  During 
  an 
  adventure, 
  characters 
  encounter 
  treasure, usually finding it in the possession of 
  their foes.  Every encounter that features treasure 
  has a “treasure” section within the encounter 
  description, giving information about the loot, 
  coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces 
  each character gains if the foes are plundered of 
  all their earthly possessions.  Looting the bodies 
  takes at least 10 minutes per every 5 enemies, 
  and if the characters cannot take the time to loot 
  the bodies, they do not gain this gold.  If you feel it 
  is reasonable that characters can go back to loot 
  the bodies, and those bodies are there (i.e., not 
  carted off by dungeon scavengers, removed from 
  the scene by the local watch, and so on), 
  characters may return to retrieve loot.  If the 
  characters do not loot the body, the gold piece 
  value for the loot is subtracted from the encounter 
  totals given below. 
   
  The coin total is the number of gold pieces 
  each character gains if they take the coin 
  available.  A normal adventuring party can usually 
  gather this wealth in a round or so.  If for some 
  reason, they pass up this treasure, the coin total is 
  subtracted from the encounter totals given below. 
   
  Next, the magic items are listed.  Magic item 
  treasure is the hardest to adjudicate, because they 
  are varied and because characters may want to 
  use them during the adventure.  Many times 
  characters must cast identify, analyze dweomer or 
  similar spell to determine what the item does and 
  how to activate it.  Other times they may attempt 
  to use the item blindly.  If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) 
  and the item is used before the end of the 
  adventure, its total is subtracted from the 
  adventure totals below. 
   
  Once you have subtracted the value for 
  unclaimed treasure from each encounter add it up 
  and that is the number of gold pieces a characters 
  total and coin value increase at the end of the 
  adventure.  Write the total in the GP Gained field 
  of the adventure certificate.   
   
  Loot = Looted gear from enemy; Coin = Coin, 
  Gems, Jewelry, and other valuables; Magic = 
  Magic Items. 
   
  Introduction 
   
  APL 2: Loot: 0 gp; Coin: 25 gp; Magic: 0 gp 
   
  Encounter 1: The Proposition 
   
  APL 2: Loot: 4 gp; Coin: 66 gp; Magic: 0 gp 
   
  Encounter 2: The Grassy Gnoll 
   
  APL 2: Loot: 17 gp; Coin: 0 gp; Magic: 0 gp 
   
  Encounter 3: Bitter Flames 
   
  APL 2: Loot: 0 gp; Coin: 0 gp; Magic: 0 gp 
   
  Encounter 4: Roast of the Town 
   
  APL 2: Loot: 0 gp; Coin: 0 gp; Magic: 0 gp 
   
  Encounter 5: Wind of Ill Fortune 
   
  APL 2: Loot: 58 gp; Coin: 80 gp; Magic: 0 gp 
   
  Conclusion 
   
  APL 2: Loot: 0 gp; Coin: 200 gp; Magic: 0 gp 
   
  Total Possible Treasure 
   
  APL 2: Loot: 79 gp; Coin: 371 gp; Magic: 0 gp; 
  Total: 450 gp 
  RTK6-S01 Plain Sailing 
   
  Page 12 
  
   
  Special 
   
  In the Employ of Albrecht: You spent this 
  module working for Albrecht Holm. You pay no 
  upkeep costs for this module. Further, you may be 
  invited to join his crew at a later stage. 
   
  Budding Apprentice?: Your advice has changed 
  the lives of one of the villagers in Woodshire and 
  set them on the path of adventure. Although none 
  of the talented folk you met are quite ready for a 
  life of adventure yet, you may well cross paths 
  with them again some time. 
   
  Name of Budding Apprentice:                           
   
  Favour of the Fadric Shipwright's Guild: You 
  have performed a valuable service for Albrecht. 
  One single time, when Albrecht or another 
  representative of the Fadric Shipwright's Guild 
  next employs your service he or she will pay you 
  double their normal rates. This favour cannot allow 
  you to exceed the gold cap for the module but 
  allows for a greater amount of over-cap gold in 
  that module. Only one PC can use this favour per 
  module. Cross off this favour when used. 
   
  Influence with the Fadric Shipwright's Guild: 
  You have earned an influence point with the 
  Fadric Shipwright's Guild. 
   
  Knowledge of The Verdant Death: You have 
  discovered the existence of something known as 
  The Verdant Death. More information may be 
  forthcoming at some later time. 
   
  ITEMS FOR THE 
  ADVENTURE RECORD 
   
  Item Access 
   
  As an Introductory module, Plain Sailing contains 
  no 
  item 
  access 
  beyond 
  the 
  standard 
  for 
  introductory modules.
  RTK6-S01 Plain Sailing 
   
  Page 13 
  
  APPENDIX 1: APL 2
  ENCOUNTER ONE: THE PROPOSITION  
   
  Thug: Male human War1; CR 1/2; Medium 
  humanoid (human); HD 1d8+1; hp 7; Init +0; Spd 
  30 ft.; AC 12, touch 10, flat-footed 12; Base Atk 
  +1; Grp +3; Atk +3 melee (1d6+2, club) or +1 
  ranged (1d4+2, 19-20/x2, dagger); Full Atk +3 
  melee (1d6+2, club) or +1 ranged (1d4+2, 19-
  20/x2, dagger); SA –; SQ –; AL CN; SV Fort +5, 
  Ref +0, Will -1; Str 14, Dex 10, Con 12, Int 10, Wis 
  9, Cha 8. 
   
  Skills and Feats: Climb +2, Jump +2, 
  Intimidate +3, Profession (Sailor) +2; Endurance, 
  Great Fortitude. 
   
  Languages: Common. 
   
  Possessions: Club, dagger, leather armour, 
  coin pouch (100 gold coins). 
   
  ENCOUNTER FIVE: WIND OF ILL 
  FORTUNE  
   
  Maral: Male worg Clr1; CR 3; Medium magical 
  beast; HD 4d10+8 1d8+2; hp 46; Init +2; Spd 50 
  ft.; AC 18, touch 12, flat-footed 16; Base Atk +4; 
  Grp +7; Atk +7 melee (1d6+4, bite); Full Atk +7 
  melee (1d6+4, bite); SA Trip; SQ Darkvision 60 ft., 
  low-light vision, scent; AL NE; SV Fort +8, Ref +6, 
  Will +4; Str 17, Dex 15, Con 15, Int 6, Wis 14, Cha 
  10.  
   
  Skills and Feats: Hide +4, Listen +6, Move 
  Silently +6, Spot +6, Survival +2* Knowledge 
  (Religion) +1; Alertness, Track. 
   
   
  Trip (Ex): A worg that hits with a bite attack 
  can attempt to trip the opponent (+3 check 
  modifier) as a free action without making a touch 
  attack or provoking an attack of opportunity. If the 
  attempt fails, the opponent cannot react to trip the 
  worg. 
   
   
  Skills: A worg has a +1 racial bonus on 
  Listen, Move Silently, and Spot checks, and a +2 
  racial bonus on Hide checks. *A worg has a +4 
  racial bonus on Survival checks when tracking by 
  scent. 
   
  Possessions: Holy symbol of Ralishaz, Large 
  masterwork chain shirt barding, spell component 
  pouch, coin pouch (480 gp). 
   
  Spells Prepared (3/3; base DC = 12 + spell level): 
  0—[create water, cure minor wounds, detect 
  poison]; 1st—[bane, cause fear, entropic shield*]. 
   
  *Domain spell. Domains: [Madness (see below); 
  Luck]. 
   
   
  Physical 
  Description: 
  Maral 
  stands 
  at 
  approximately 3'2 and is almost 4'9 from the nose 
  to the tail. Heavily scarred from countless battles, 
  the creature has a thick, heavy coat and eyes 
  which reflect a deeply ingrained insanity. Around 
  his neck hangs the holy symbol of Ralishaz, the 
  unlooked for. 
   
  MADNESS DOMAIN 
   
  This domain was originally presented in the Spell 
  Compendium, page 276. The -1 penalty to Will 
  saves has already been factored into Maral's 
  statblock. 
   
   
  Granted Power: You subtract one from all 
  Wisdom-based skill checks and all Will saves. 
  However, once per day, you may act with the 
  clarity of true madness; Add one-half your level to 
  a single Wisdom-based skill check or Will save. 
  You must choose to use this benefit before the 
  check or save is rolled. 
  RTK6-S01 Plain Sailing 
   
  Page 14 
  
   
  APPENDIX 2: NPCS 
   
  Albrecht Holm 
   
  A short Oeridian man in his late thirties, Albrecht Holm stands at five feet six inches and wears a thin, 
  wispy beard. Despite his extremely slight build, the man appears to be in reasonable health. Born to 
  wealthy parents, Albrecht is a well-educated man who is an expert in a dazzling array of subjects. Up until 
  recently the man owned three ships, The Dolphin's Flipper, The Tall Tale and Procan's Trident. However, 
  The Dolphin's Flipper recently sunk in mysterious circumstances and rumour tells either pirates or sea 
  monsters were to blame. 
   
  Albrecht Holm is normally a friendly man who enjoys boisterous jokes with friends. However, his 
  recent misfortunes have started to take their toll; the man's demure has quietened somewhat and his 
  clothes are far from immaculate. 
   
  Albrecht Holm: male human, wiz1/exp5 
   
   
  Marius Vahn 
   
  Marius Vahn is a taller man of mixed Suel and Oeridian blood aged in his early fifties. His face bears a 
  number of unattractive scars and his weathered, hard skin tells of a hard life with many challenges met 
  and conquered. 
   
  Marius is a quiet and reserved man who always seems to be sizing things up. The man only speaks 
  when he has something to say and never goes anywhere without paper and drafting tools  
   
  Marius Vahn: male human, brb 1/exp 5 
   
   
  Brother Darvin Holman  
   
  Brother Darvin is a large bear of a man with a wild, bushy beard and a booming voice to match. Tall, 
  blonde and stereotypically Suel, he is almost never without a parable of Procan fit just for the occasion. 
  He is a skilled hunter, a champion of the church of Procan and a man easily liked. 
   
  Brother Darvin Holman: male human clr 5  
   
  Domains: Weather and Luck. 
   
   
  Special Note: None of the above NPCs can interfere with the various combats the PCs are forced into 
  because doing so would invalidate the ritual. However, if the PCs are in serious need of help, Brother 
  Darvin can provide cure light wounds spells at caster level 5th without breaking the non-conflict clause. 
  However, he would prefer for the group to weather the storm if they can and will only assist the PCs if 
  they have life-threatening troubles. He has four of these curative spells memorized. 
   
   
  RTK6-S01 Plain Sailing 
   
  Page 15 
  
  APPENDIX 3 
   
   
   
  RTK6-S01 Plain Sailing 
   
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  APPENDIX 4 
   
   
   
  RTK6-S01 Plain Sailing 
   
  Page 17 
  
  APPENDIX 5 
   
   
   
  RTK6-S01 Plain Sailing 
   
  Page 18 
  
  APPENDIX 6 
   
   
  RTK6-S01 Plain Sailing 
   
  Page 19 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Ratik/596/Intro mods/RTKI6-01 Plain Sailing/RTK6-S01 - Plain Sailing.pdf