TEXT: VVVVEEEELLLL1111----00004444
  LLLLiiiikkkkeeee    W
  W
  W
  Waaaatttteeeerrrr    UUUUnnnnddddeeeerrrr    tttthhhheeee
  BBBBrrrriiiiddddggggeeee
  AAAA    TTTThhhhrrrreeeeeeee----RRRRoooouuuunnnndddd    DDDD&&&&DDDD    LLLLIIIIVVVVIIIINNN
  NGGGG    GGGGRRRREEEEYYYYHHHHAAAAW
  W
  W
  WKKKK®
  ®
  ®
  ®
  VVVVeeeelllluuuunnnnaaaa    RRRReeeeggggiiiioooonnnnaaaallll    AAAAddddvvvveeeennnnttttuuuurrrreeee
  Version 1
  RRRRoooouuuunnnndddd    3333::::    OOOOvvvveeeerrrr    tttthhhheeee    RRRRiiiivvvveeeerrrr…
  …
  …
  …
  bbbbyyyy    EEEEddddwwwwaaaarrrrdddd    AAAA    EEEEnnnnnnnneeeetttttttt
  The answer to the mystery of what is happening in Falsridge lies in the hands of an ancient Sage. Why
  do answers always seem to cause more questions than they do answers? You are once again called upon
  in service of the City of Falsridge. 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 3
  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 ze 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: 
  1. 
  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.
  2. 
  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 .
  3. 
  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 3
  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
  W
  W
  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
  AAAAddddvvvveeeennnnttttuuuurrrreeee    SSSSuuuum
  m
  m
  mm
  m
  m
  maaaarrrryyyy    aaaannnndddd
  BBBBaaaacccckkkkggggrrrroooouuuunnnndddd
  The PCs have returned Falsridge after escorting a
  caravan to Delkellet. The city council has received
  word from sages that the papers found by the PC
  during round one of this adventure have been
  deciphered. Captain Roche asks the PC to go
  retrieve the information from the sage Davion
  and to follow up on the information the best way
  that they know how.
  The sage has discovered valuable information
  about the strange occurrences, which he shares
  with the PCs. He explains that the rune-covered
  rock the PCs discovered in Round 1 was a gate. He
  has discovered the general area of the location of
  the other gates that are mentioned in the papers
  
  Like Water Under the Bridge
  Round 3
  Page 4
  that the PCs found in Round 1. They are in the
  Northern Lorridges. He cannot get any more
  specific than a 30-mile radius area.
  The PCs then travel through the Northern
  Lorridges, 
  which 
  are 
  heavily 
  wooded 
  and
  dangerous. 
  Finally they come across 
  a small
  hunting and trapping town.
  The PCs find refuge in a small town and meet
  some NPCs. Here they can find out about the
  mountains nearby. There are three possible sites
  for 
  the 
  northern 
  teleportation 
  ring: 
  a n
  abandoned mining camp, a box canyon, and a
  small butte.
  The PCs then leave the town and head to the
  hills. They have an encounter with a drunk who
  warns them of death and destruction ahead. Then
  they can explore some or all of the following:
  The Abandoned Mine: Here the PC enter 
  a n
  abandoned mine that is infested with kobolds.
  The Haunted Canyon: Here the PCs find an ogre
  encampment hidden in the canyon
  Dragon Mount: As the PC approach, they can see a
  dragon circling the butte. After a challenging
  climb they crest the top. On top of the butte a
  small stone keep can be seen, scattered 
  trees
  cover the rest of the butte. There is No sign of the
  dragon! There are several teleportation 
  rings.
  One teleportation ring looks burnt out. There are
  goblins and ogres.
  After finishing off the humanoids at the Keep
  you head back to Falsridge. A huge celebration is
  planned for the PC at the Drunken Sailor. As the
  Celebration gets fully underway the PCs hear a
  scream from outside.  As people run outside the
  are greeted by a horrible scene. An empty barrel
  has been rolled out into the middle of the street
  and Captain Roche’s head sits atop it. Next to the
  head is a rolled up note. The note tells the PCs
  that they may have defeated him this day, but
  that he will be back and they best stay on their
  toes…
  IIIInnnnttttrrrroooodddduuuuccccttttiiiioooonnnn
  Returning to the city you are met at the gate by a
  guardsman. As you enter he approaches you, a
  small contingent of men standing behind him.
  “Hello, I am Sergeant Piat, Captain Roche has
  asked me to escort you to his office as soon as
  possible. He said that it was urgent. If you will
  follow me, I will have my men take care of
  anything that you need.”
  If the PC need any business taken care of, horses
  stabled, 
  equipment 
  stored, 
  and 
  warm 
  beads
  found. He will instruct his men to perform the
  actions for the PC.
  Sergeant Piat leads you through the city and to
  the Headquarters of the Guard. You pass quickly
  through the building and soon find yourself
  standing in the office of Captain Roche. He is
  seated at the desk looking out the window. From
  this vantage point you can see the city sprawling
  out below you, the harbor in the distance.
  Turning to face you, Captain Roche displays a
  weak grin. It seems much grimmer than it was
  just a few days before. “I am glad that you could
  return so quickly. I trust you had no serious
  problems escorting the caravan?”
  Look expectantly at the PC for some comments. If
  the PC mention the undead and the monster,
  continue.
  “That is most distressing, I must send a party to
  investigate further. You say that there were
  numerous undead, and that they attacked with
  tactics? 
  That 
  is 
  very 
  disturbing 
  indeed.
  Unfortunately that will have to wait...”
  “I have asked you to report to me here, as I
  require your services again. The information that
  you were able to retrieve from your previous
  assignment has given us a valuable insight into
  the strange occurrences of late. We have sent the
  papers and items recovered to a sage that lives
  East of town. He has sent word that he has been
  able to decipher and gain knowledge from the
  items, however 
  he has 
  not 
  reported 
  what
  information that he has. In fact, we have not had
  contact with him for several days. I would like to
  ask you to again work for the city. I need you to
  travel to the sage, discover why we have lost
  contact, and recover any information that you
  can, and act upon it, as you deem necessary.
  Again, I am authorized to deputize you, and pay
  you the standard rate. Do we have an agreement?”
  If the PC ask, what are you paying?
  “I can pay you at the rate of 5sp a day, and of
  course there is the reward that the city leaders
  have offered. 200gp for the capture of those
  responsible.”
  When the PC agree to go on the mission give
  them PC Handout # 3
  “Before you go, take this.” He hands a letter to the
  apparent 
  party 
  leader,” 
  It 
  is 
  a 
  letter 
  of
  introduction to the sage Davion.”
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    1111::::    TTTThhhheeee    SSSSaaaaggggeeee    ooooffff
  FFFFaaaallllssssrrrriiiiddddggggeeee
  The journey to the Sage’s tower is a short one. It
  lies east of Falsridge along the Fals River. After
  several hours on the road, you arrive at the small
  branch trail that leads up to his tower.  As you
  
  Like Water Under the Bridge
  Round 3
  Page 5
  travel the last few miles to the Tower, you notice
  strange signs along the path. The first one reads
  “Turn Back Now or Abandon All Hope.” The next,
  “Stay Away” and another Beware of Dragons, you
  have been Warned”
  Each sign is scrawled in a more desperate
  looking common script. As you pass the last sign
  you see the Tower looming ahead on the top of a
  rocky rise. Suddenly from the top of the mist
  shrouded tower a loud “schreech!” is heard. The
  sound is chilling to the bones.
  • 
  A Wilderness 
  Lore 
  Check 
  (DC 
  20) 
  will
  determine that it is the cry of a dragon!
  • 
  A Wilderness 
  Lore 
  Check 
  (DC 
  25) 
  will
  determine that something about the dragon
  cry sounds out of the ordinary.
  The path to the Tower leads up a steep rocky
  incline, the path makes many switchbacks on its
  way to the top, and from where you are standing
  you can see many burned areas of rock and dirt
  along the path.
  Get the PC intentions and plan for the ascent.
  Fell free to make the climb seem very hazardous.
  It actually has been enchanted, so if a detect
  magic is cast inform them as such. The PC may
  make climb checks to ascend the path (DC 12) or
  else stumble, falling the equivalent of a 10-foot
  drop (1d6 subdual damage)
  As you arrive at the top, the encounter a very
  large door, with a large knocker set in the middle
  of it.
  When someone reaches for the knocker.
  As you reach for the Knocker a Loud Booming
  Voice can be heard from above, “Who dares to
  bother the great sage Dravion? Speak now or I
  will slay thee in the name of my master.”
  Looking toward the source of the voice, you
  see a large open balcony above the door. A hint of
  light from a flame briefly illuminates from the
  balcony, just as a very large head on a long
  reptilian neck extends over the balcony, the large
  glistening fangs, flash brightly in the fading light,
  as the thick red scaly hide glows in the twilight
  sky. It’s golden eyes staring intently at you; just a
  hint of flame escapes its flaring nostrils…
  “Who dares 
  to 
  disturb 
  the 
  great 
  sage
  Dravion?” It booms loudly again.
  Describe the immediate surroundings, as bleak
  and barren, there is no place to hide, the ground
  has been scorched by fire. The PCs are in a spot.
  Use intimidation and the hint of violence to get
  the PCs to react.
  This is a programmed illusion. When The PC
  mention the letter of introduction, 
  have the
  dragon head pull back and the door open. If the
  PC attack the Dragon, have it withdraw and then
  have the Sage arrive demanding explanation. He
  will then not be in a very good mood.
  As the Dragon withdraws to the balcony, you hear
  a loud groaning noise, as the massive door swings
  open. Standing before you is a grizzled old man in
  robes.
  “Greetings, I am Dravion. You have a letter
  from Roche, I presume?”
  When the PC give the letter 
  to Dravion, 
  he
  continues.
  Excellent! I am happy to see that Roche has
  chosen his champions wisely. You seem brave and
  strong, two qualities you will need for this quest.
  About a week ago, I received a bundle of papers
  that were written Draconic script, but they were
  coded. I have been working at deciphering them,
  and the question of where the gate was attuned. I
  think that I have the answer… Please, follow me.
  Following the mysterious sage through his
  tower, you arrive at could only be his library. The
  walls are filled with books from floor to ceiling.
  Stepping behind a desk he offers you seats.
  “I have deciphered the texts that Roche
  provided me. It appears that there is a plot by
  agents of Iuz to destabilize the Archclericy of
  Veluna. This plot involves a series of agents that
  were sent into Veluna many years ago to assume
  positions of power and public trust. It appears
  that those agents now have decided to strike. I am
  under the impression, from the deciphered code
  that there are several different agents involved,
  however the text only identifies one by name: A
  man named Colmes. I believe that he is the one
  who is behind the recent difficulties in Falsridge.
  Though I have not been able to discern this
  Colmes’s location, I have been able to discover
  the general area of the gate that was discovered
  upon the shining Island. It is based in a rocky
  location in an area of the Northern Lorridges. I
  can give you directions to the general are, but the
  composition of the mountains prevent me from
  accurately pinpointing the location. The best I
  can do is a thirty miles area.”
  Get the PC Reactions. The sage knows little more
  than the name and general location of the gate.
  See DM Map 1.
  As you leave the sages tower, you get a different
  perspective of the path. The once treacherous,
  rocky, barren and scorched path appears to be a
  very comfortable and safe path down the side of a
  flower covered hillside. Looking back at the
  tower, the formerly dark and mist-shrouded
  tower now gleams in the fading light.
  
  Like Water Under the Bridge
  Round 3
  Page 6
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    2222::::    OOOOvvvveeeerrrr    tttthhhheeee    RRRRiiiivvvveeeerrrr
  The location that the sage has directed you to is
  north of the Fals River and in the lower part of
  the Northern Lorridges.
  Ask the PCs how they plan to cross the river.
  Ferries do cross the river at some small villages
  along the Fals. Also fishing boats 
  and other
  watercraft are available back in Falsridge. When
  the PC come up with a plan, they can cross the
  river easily.
  Crossing the river is uneventful compared to the
  last time you were on the river in a boat. Setting
  foot upon the north shore of the Fals and heading
  North toward the mountains you begin your trek
  through the dense woods.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    3333::::    TTTThhhhrrrroooouuuugggghhhh    tttthhhheeee
  W
  W
  W
  Wooooooooddddssss
  The following encounters are to add mood to the
  adventure. Feel free to add them at appropriate
  times while the PC are exploring the area in
  search of the gate. Feel free to use frequent
  Listen and Spot checks help to keep the PC on
  edge, 
  but 
  don’t 
  overdo 
  it. 
  Here 
  are 
  some
  examples.
  • 
  A Rustling Sound: After a successful Listen
  Check (DC 15):
  From the woods on the side of the path, you
  hear the movement of someone or something
  through the trees. ‘CRACK!’ The sounds of a
  snapping twig echoes in the silent forest.
  • 
  A Shadow Crosses the Path: After a successful
  Spot Check (DC 15):
  As the low-lying clouds cross the stretch of
  sky above the narrow path the sun breaks
  through for a moment. Then clouds again
  hide it, suddenly. Across the cloud a large
  shadow looms. It passes over the trail in an
  instant. The faint flapping of wings can be
  heard fading into the distance.
  • 
  A Faint Moaning from Under the Bridge:
  Coming upon a shallow stream, you see the
  first signs of civilization in a while. A bridge
  over a stream filled ravine. As you cross the
  bridge, a faint moaning can be heard from
  beneath the bridge.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    4444::::    RRRReeeeffffuuuuggggeeee
  Use DM’s Map #2 as reference for this encounter.
  As the path winds through the forest, the foliage
  becomes sparser. Soon you are traveling through
  rolling fields. Occasionally a farm is visible off of
  the roadway. As you crest a hill, in the distance a
  small hamlet can be seen up ahead. It is
  late—perhaps you can find shelter for the night.
  Once the PC approach 
  the hamlet, 
  read the
  following:
  The hamlet is a collection of about a half-a-dozen
  buildings within a simple stockade. The gates to
  the stockade are swung wide open. A lone guard
  smiles at you as you enter.
  A sign hangs above the doorway of the large
  two-story building in the center of the stockade.
  In common it reads: “The Stumbling Inn.”
  The lone guard, Mairt (male human, War1), tells
  the PCs that the village is named Rhoada, if he is
  asked. When the PCs enter the inn:
  As you enter, you see that there are four people in
  the inn: the barkeep, a waitress and two trappers.
  A long bar, several empty tables and a large
  fireplace dominate the first floor. A stairway the
  second floor is against the left wall.
  • 
  The trappers 
  know the most information
  about possible locations of the gate.
  • 
  Their names are Brunos and Corrin.
  • 
  They will talk to the PCs if the PCs are buying
  drinks (4 cp each drink, and they will drink as
  much ale as the PCs are willing to buy, but
  they will really start talking after each has 3
  ales in them [total = 1sp and 6 cp]).
  • 
  Three locations immediately come to mind.
  • 
  The first location is the most dangerous: A
  butte to the North, were dragons have been
  spotted over the years. Rumor is that there is
  a dragon’s nest atop the butte. The locals call
  the butte the Dragon Mount, or Dead Mans
  Bluff.
  • 
  The second location is a group of abandoned
  iron mines to the west along the mountains,
  however are infested with zombies.
  • 
  Haunted 
  Canyon 
  is 
  the 
  other 
  possible
  location. But, true to its name, it is haunted,
  and the trappers don’t suggest anyone go
  there.
  • 
  The trappers have never heard of anyone
  named Colmes, but with another drink and a
  successful Gather Information check (DC 15)
  they will remember that they heard work of a
  suspicious wizard spotted in the area lately,
  somewhere, he was driving this big wagon.
  Food, drink and shelter are available for standard
  prices in the Stumbling Inn. Later in the evening
  some of the local farmers visit. They have seen
  nothing suspicious in the areas where they live,
  but they too have heard rumors of the mysterious
  
  Like Water Under the Bridge
  Round 3
  Page 7
  traveling wizards in the wagon, and will relate
  that information if the PCs succeed at a Gather
  Information check (DC 15).
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    5555::::    TTTThhhheeee    SSSSeeeeaaaarrrrcccchhhh    iiiissss    oooonnnn
  As you begin the search for the gate you prepare
  to leave the small hamlet of Rhoada. As you wait
  upon your companions by the gate, you spot a
  brief bit of movement in the brush. Suddenly, a
  man stumbles out of the brush and collapses in
  the middle of the path. He mumbles softly.
  When the PCs examine him:
  The cause of his difficulties 
  is immediately
  evident by his stench. The smell of day-old liquor
  saturates his clothes and his breath. It barely
  covers the reek of sweat and filth.
  Suddenly, he sits up. He looks a sudden and
  spooky clarity in his eyes. He speaks:
  “Beware. Beware. I see death and destruction
  and in your future. What you seek is not what
  you will find. Deception lies, and lay behind every
  door! Beware. Beware.”
  With that the man collapses in a limp heap.
  The sounds of drunken snoring soon overtake the
  sounds of morning life in the hamlet around you.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    6666::::    TTTThhhheeee    AAAAbbbbaaaannnnddddoooonnnneeeedddd
  M
  M
  M
  Miiiinnnneeee
  Following 
  the directions 
  gleaned 
  from 
  the
  trappers, you seek out the abandoned iron mines.
  The rocky spires and peaks of the mountains
  loom ahead of you approach the mine’s location.
  The path you are traveling is cut deep into the
  forest, though it seems to be rarely used. Small
  sapling sprout in the center of the track and the
  weeds and grasses are tall and undamaged. As you
  turn a bend in the path, the path opens up into a
  clearing. 
  The 
  remains 
  of 
  several 
  deserted
  buildings are scattered around an opening in the
  wall of the canyon. This must be the abandoned
  mine.
  It is around highsun when the PCs arrive here.
  Get 
  the 
  PC intentions. 
  These 
  kobolds 
  are
  nocturnal and there will no activity visible from
  here until after the sunset. If the PC should
  observe that long they will be able to count more
  than 30 kobolds and a few hobgoblins in the
  vicinity of the mine. They must make opposed
  Hide checks if they are to remain undiscovered
  (vs. a Spot +2) one for each member of the party
  each hour.
  The players should get a feeling that this is
  not the right place as they proceed through the
  place. If they persist in continuing that is fine,
  but they will fail in their overall mission when
  time runs out.
  If the PC enter the mines the encounters are
  below. Use DM’s Map #3 as reference for the
  encounters. When the PC search room 4, give
  them Players’ Handout 1. The encounters in the
  mines are not Tiered, so lower level adventures
  should 
  flee 
  when 
  they 
  find 
  out 
  they 
  are
  overmatched. The kobolds will offer little pursuit
  in the daylight hours. When the PCs enter the
  mines, read the following:
  Entering the mines, the stench of decay and filth
  wash over you. The cart tracks that the miners
  laid years ago are nothing but rusted lines in the
  floor after years of neglect…
  RRRRoooooooom
  m
  m
  m    1111    ((((EEEELLLL    2222))))
  Wooden Door: 2 in thick; hardness 5, hp 15, AC 5;
  break DC 18 (stuck).
  This small room is roughly square. In the far
  corner lies a pile of rubble, while in the center
  rises an iron spike impaling an ogre’s head. The
  blood of the ogre runs in rivulets down the spike
  and into a bloodstained bucket. The remainder of
  the giant covers a stone slab in the shadow of the
  stone spike. What remains of the body has been
  stripped here and there to the bone, and a couple
  of short reptilian humanoids nibble parts of the
  corpse.
  Monster: There are 12 kobolds in this room. Only
  five are currently awake and picking at the ogre
  corpse. They attack as soon as they notice the PCs
  and attempt to wake their friends.
  Kobolds (12): hp 3 (x3) 2 (x9); see Monster Manual
  page 123, or Appendix A.
  RRRRoooooooom
  m
  m
  m    2222    ((((EEEELLLL    5555))))                
  Wooden Door: 2 in thick; hardness 5, hp 15, AC 5;
  break DC 18.
  In this rectangular room insects a broken room,
  and a pile of rubble that covers the floor next to
  the door. The room is full of both buzzing insects
  and more of the reptilian humanoids. One of
  these monsters wears armor, a fierce gaze, and a
  morningstar, which he wields like he knows how
  to use it.
  Kobolds (12): hp 3 (x5) 2 (x6); see Monster Manual
  page 123, or Appendix A.
  Ar-gyrah, male kobold Ftr4: hp 34; see Appendix
  A.
  RRRRoooooooom
  m
  m
  m    3333    ((((EEEELLLL    7777))))
  Wooden Door: 2 in thick; hardness 5, hp 15, AC 5;
  break DC 18.
  Upon entering the room 
  your nostrils 
  are
  assaulted with the stench of death mixed with
  
  Like Water Under the Bridge
  Round 3
  Page 8
  fresh earth. In the far corner of the room stands a
  figure. It is unmoving and standing directly over
  the skeletal remains of a robed figure clutching a
  staff topped with a gem. It almost seems to be
  guarding the remains.
  Monster: If the PCs move to touch the corpse, the
  flesh golem will attack. It is still acting on its last
  orders “protect me.” The fact that his master is
  now dead is irrelevant to its simplistic reasoning.
  It will protect the corpse.
  Flesh Golem: hp 49; see Monster Manual p. 108, or
  Appendix A.
  Treasure: The staff is just a plain quarterstaff
  with a glass gem atop it. It is only worth 10 gp.
  The golem was the only thing of value that the
  dead mage owned.
  RRRRoooooooom
  m
  m
  m    4444    ((((CCCCRRRR    5555))))
  Wooden Door: 2 in thick; hardness 5, hp 15, AC 5;
  break DC 18.
  Heat hits you as you open the door to this room.
  This room holds a forge in the corner of the
  room. Above it is a winch and pulley supporting a
  large steel kettle filled with molten metal. Two
  large hobgoblins are working the forge.
  Aginzzk, male hobgoblin, Bbn2: 
  hp 
  17; see
  Appendix A.
  G’frablam, male hobgoblin Bbn4: hp 50, see
  Appendix A.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    7777::::    TTTThhhheeee    HHHHaaaauuuunnnntttteeeedddd
  CCCCaaaannnnyyyyoooonnnn
  As you draw nearer to the haunted canyon the
  sounds of wildlife diminish. Soon the only sound
  that you hear is the beating of your heart and the
  sounds of your footsteps upon the forest floor. As
  you enter the mouth of the canyon there is a chill
  present in the air, and an almost palpable sense
  of evil seems to emanate from the canyon. The
  stillness and silence in the air is deafening.
  Ask the PCs their marching order, and details
  about any precautions they are taking before
  entering the canyon. As they enter the canyon
  they may be able to glean the following bits of
  information:
  • 
  Spot check (DC 14): a thin column of smoke is
  rising in the still air from deeper in the
  canyon.
  • 
  Listen Check (DC 10): a low beating drum can
  be heard and also some chanting. The voices
  are very deep and they are not chanting in the
  language of common (It is in Giant. If PCs
  speak Giant the chanting reapeats “Old One’s
  Power. Old One’s Strength,” over and over
  again).
  Slowly as you edge deeper into the high walled
  canyon you begin to hear it. It starts as allow
  thrumming beat and begins to pick up intensity.
  Somewhere ahead of you, someone or something
  appears to be performing some sort of ritual.
  Move Silently 
  and 
  Hide checks (DC 10). If
  someone fails then the beating of the drum
  suddenly stops.
  Peering through the brush you are finally able to
  see what is making the noises. Ahead near the
  deepest part of the canyon, is a bonfire. Dancing
  and singing around the bonfire are a group of
  ogres. They appear to be chanting in some
  unintelligible tongue.
  • 
  Religion check (DC 15): this 
  is a crude
  religious ceremony dedicated to Iuz.
  If the PC count there are 10 male ogres dancing
  around the flames. Fifteen female ogres and 22
  juvenile ogres sit around the circle watching the
  ceremony. Two very large black-skinned ogres are
  sitting to the side observing the activities and a
  huge ogre, in crude priestly vestments. This ogre
  is leading the ceremonies. Statistics for the ogres
  are can be found in Appendix A. A straight
  forward attack on the part of the PCs is a really
  bad idea. If they do then the 5 ogres will engage
  them (both of the ogre mages will be among this
  initial group for Tiers 3 and 4), the others will
  protect the females and children and herd them
  into a cave at the far end of the canyon (which
  takes 4 rounds), but then when their families are
  safe will come to pound on the PCs. If the PC
  attempt to flee, they will not be pursued past the
  edge 
  of the woods. 
  Use DM’s 
  Map #4 for
  reference.
  AAAAllllllll    TTTTiiiieeeerrrrssss    ((((EEEELLLL    11112222))))
  Ogres (8): hp 30 (x2), 26 (x4), 22 (x2); see Monster
  Manual, p 144 or Appendix A.
  Ogre Bbn2 (2): hp 50, 45; see Appendix A.
  Ogre Mage (2): hp 39, 37; see Monster Manual, p
  144 or Appendix A.
  Rezzzk, male ogre, Clr7: hp 82; see Appendix A.
  Fleeing from the mass of Ogres you soon discover
  that they are no longer pursuing.
  
  Like Water Under the Bridge
  Round 3
  Page 9
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    8888::::    DDDDrrrraaaaggggoooonnnn    M
  M
  M
  Moooouuuunnnntttt    oooorrrr
  DDDDeeeeaaaadddd    M
  M
  M
  Maaaannnnssss    BBBBlllluuuuffffffff????
  Slowly you approach the bluff that the locals call
  Dragon Mount, or Dead Mans Bluff. It rises
  sharply from the surrounding countryside, its
  steep cliffs rising one hundred and fifty feet
  above 
  the 
  forest 
  floor. 
  The 
  climb 
  looks
  treacherous. Loose rocks and stones shift under
  your feet as you attempt to gain a foothold in the
  cliff’s face.
  The cliff is 30 feet tall, so it takes 3 successful
  Climb checks (DC 15) to scale the walls of the
  butte. Remember to take into account the AC
  penalty check and also any bonuses for using
  equipment.
  Arriving at the top of the butte you can see seven
  tall stone pillars rising up from the top of the
  bluff. The top of the bluff is almost circular and
  some 150 yards across. In the center of the bluff
  is a bowl-like depression 20-foot deep. Within
  this depression a very large stone structure is
  visible, a massive 20-foot tall door is situated on
  the front face of the building. And finally in the
  area directly in front of the building is what you
  seek, the Gate—actually there are eight gates!
  Get the PC reactions and intentions.
  • 
  A Spot Check (DC 15): recognizes that one of
  the circles appears different than the others.
  It looks charred and marked.
  As the PC observe the situation.
  Suddenly a loud gong is heard from somewhere
  below. The door to the stone building slowly
  opens and a group of goblins file out of the
  building. 
  They 
  appear 
  to 
  be 
  waiting 
  for
  something. Suddenly the air hisses and crackles
  with magical energy. Below you on one of the
  circles a flash of brilliant light attracts your
  attention, and from out of thin air a pile of crates
  appear in one of the circles. From within the
  building a loud booming voice issues forth and
  the goblins leap into action, they begin carrying
  the crates into the building.
  Again, get the PC intentions. If they continue to
  observe they will see the goblins carry all of the
  crates inside. The door will then close about one
  hour later the process will repeat itself. Every
  third hour, the goblins will haul crates out of the
  building and place them in a circle from which
  they will disappear. Only as many as 12 goblins
  will leave the strange building at a time. The loud
  booming voice is spoken in broken goblin, and
  basically instructs the goblins in what to do.
  If the PC attack use DM Appendix 3.
  TTTTiiiieeeerrrr    1111    ((((EEEELLLL    3333))))
  Goblins (12): hp 6 (x3), 5 (x5), 4 (x4); see Monster
  Manual page 107, or Appendix A.
  TTTTiiiieeeerrrr    2222    ((((EEEELLLL    6666))))
  Goblins, War2 (5): hp 10 (x2), 8 (x3); see Appendix
  A.
  Goblins (6): hp 6 (x2), 5 (x4); see Monster Manual
  page 107, or Appendix A.
  TTTTiiiieeeerrrr    3333    ((((EEEELLLL    8888))))
  Goblins, War2 (11): hp 12 (x3), 10 (x5), 8 (x3); see
  Appendix A.
  TTTTiiiieeeerrrr    4444    ((((EEEELLLL    11110000))))
  Goblins, War3 (12); hp 20 (x4), 16 (x8); 
  See
  Appendix A.
  When searching the building the enemies came
  out of the party will find a crate of supplies
  marked for transport soon. Inside they will find:
  • 
  4 Potions of cure light wounds
  • 
  Mighty composite longbow (+2)
  • 
  Masterwork studded leather
  • 
  Masterwork banded mail
  The PC must decide what they are going to do. Do
  they attack and attempt to destroy the circles? Or
  do they return and report their findings, or do
  they do something completely different. It is up
  to them to decide.
  The gates have a hardness of 5 and 20 hp each.
  When each is destroyed a blast of magical energy
  is released in a ten-foot radius. This deals 1d6
  force damage. Reflex save (DC 11) for half. There
  are seven active circles.
  The stone building is piled high with crates
  all 
  bearing 
  the 
  names 
  of 
  local 
  shipping
  companies. 
  This is the stolen 
  caravans 
  and
  shipping!
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    9999::::    VVVViiiiccccttttoooorrrryyyy
  Returning to the city of Falsridege you are
  immediately met at the gate by the city watch,
  you are ushered through town quickly, however
  the crowds seem to grow and follow you, as you
  get closer to watch headquarters. Soon you stand
  before Captain Roche
  “Well, What have you to report?” he asks.
  Let the PC recount their tale.
  “Excellent, I will send a party to examine this
  immediately. The city is in a great debt to you for
  removing this evil presence from us. We will not
  soon forget. I have secured lodging for you at the
  
  Like Water Under the Bridge
  Round 3
  Page 10
  Drunken Sailor. I believe that they have planned
  a small celebration in response to your return.”
  With that he hands a small coinpurse to your
  party, shakes your hands and escorts you to the
  doorway. As you step outside you are greeted by
  the shouts and cheers of many of the citizens of
  Falsridge, Walking through the streets you are
  treated to many toasts and hearty handshakes. It
  seems that heroes are 
  well 
  liked 
  here in
  Falsridge.
  CCCCoooonnnncccclllluuuussssiiiioooonnnn::::    CCCCeeeelllleeeebbbbrrrraaaattttiiiioooonnnn
  That night the party at the Drunken Sailor is one
  for the records. The beer and wine flow non-stop,
  the singers and dancers keep the entertainment
  lively and invigorating. Each of you in turn is
  asked to stand up and speek, The cheers and good
  will fill your soul and heart with pride and a
  sense of accomplishment. The tales of your heroic
  deeds will be sung long and loud throughout the
  city, and throughout all of Veluna.
  As the festivities begin to end the assembled
  crowd is stunned by the sudden cry of horror
  from outside the Inn. Through the doorway steps
  an old woman who crumbles onto the floor
  crying into her hands. A few of the patrons rush
  to her aid as the rest funnel out the door.
  Get the PC reactions and what they are doing.
  As you make it through the crowd outside you are
  greeted by a awful site. A barrel has been set in
  the middle of the road and Captain Roche’s head
  sits atop it. Next to the severed head is a rolled up
  note. The people in the crowd look to you to do
  something.
  If the players take the note then hand the PC
  Players’ Handout #2
  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 One
  Not attacking the illusion of the dragon 25 xp
  Encounter Six
  Defeating the mine occupants, or defeating the
  ogres
  175
  Encounter Eight
  Defeating the goblins
  150 xp
  Destroying the gates
  100
  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
  • 
  Room 1 –  Leather Armor x 12, Half Spear x
  12, 28 sp
  • 
  Room 2 – Leather Armor x 12, Half Spear x 12,
  Chain Shirt, Shortbow, 20 arrows, Morning
  Star, Buckler, 34 sp
  
  Like Water Under the Bridge
  Round 3
  Page 11
  • 
  Room 3 – Quarterstaff with gem in top of it
  (10 gp)
  • 
  Room 4 – Chain Shirt x 2, Great 
  Sword,
  Falchion, 22 gp
  Encounter Eight
  • 
  Studded Leather  x 15, Morning Star x 15, 75
  Javelins, 45 sp - (Equip. worth 25% due to
  quality)
  • 
  4 Potions of cure light w o u n d s
  • 
  Might composite longbow (+2)
  • 
  Masterwork studded leather
  • 
  Masterwork banded mail
  
  Like Water Under the Bridge
  Round 3
  Page 12
  AAAAppppppppeeeennnnddddiiiixxxx    AAAA
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    6666
  Kobolds: CR 1/6; Small Humanoid (Reptilian);
  HD 1/2d8; Init +1 (Dex); Spd 30 ft.; AC 15 (Touch
  12; Flat-footed 
  14); 
  Atk 
  –1 
  melee 
  (1d6-2,
  halfspear), or 
  +2 ranged 
  (1d8/19-20, 
  light
  crossbow); 
  SQ 
  Darkvision 
  60 
  ft., 
  light
  sensitivity; SV Fort +0, Ref +1, Will +2; Str 6,
  Dex 13, Con 11, Int 10, Wis 10, Cha 10.
  Skills and Feats: 
  Craft (trapmaking) 
  +2,
  Hide +8, Listen +2, Move Silently +4, Search +2,
  Spot +2; Alertness.
  Ar-gyrah, male kobold, Ftr4: CR 
  4; Small
  Humanoid 
  (Reptilian); 
  HD 4d10+8; Init +1
  (Dex); Spd 30 ft.; AC 15 (Touch 10; Flat-footed
  16); Atk +5 melee (1d6+1, morningstar), or +4
  ranged 
  (1d8/19-20, 
  light 
  crossbow); 
  SQ
  Darkvision 60 ft., light sensitivity; SV Fort +6,
  Ref +0, Will +2; Str 12, Dex 9, Con 14, Int 14, Wis
  12, Cha 10.
  Skills 
  and Feats: Balance 
  +0 (.5 ranks),
  Climb +8, Craft (trapmaking) +4, Handle Animal
  +7, Hide +3, Knowledge (nature) +4, Listen +1,
  Move Silent –1, Search +4, Spot +3, Use rope +0
  (.5 ranks); Blind-Fight, Point Blank Shot, Precise
  Shot, 
  Quick 
  draw, 
  Weapon 
  Focus 
  (light
  crossbow).
  Languages: Draconic, Gnoll, Orc.
  Flesh Golem: CR 7; Large Construct; HD 9d10;
  Init –1 (Dex); Spd 30 ft. (can’t run); AC 18 (Touch
  8, Flatfooted 17); Atk +10 melee (2d8+5, 2 slams),
  Face/Reach 5 ft. by 5 ft./10 ft.; SA Berserk; SQ
  Construct, magic immunity, damage reduction
  15/+1; SV Fort +3, Ref +2, Will +3; Str 21, Dex 9,
  Con --, Int --, Wis 11, Cha 1.
  Special 
  Attacks: Berserk (Ex)—When 
  a
  flesh 
  golem 
  enters 
  combat, 
  there 
  is 
  a
  cumulative 
  1% chance each round 
  that 
  its
  elemental spirit breaks free and goes berserk.
  The uncontrolled golem goes on a rampage,
  attacking 
  the 
  nearest 
  living 
  creature 
  or
  smashing some object smaller than itself if no
  creature is within reach, then moving on to
  spread more destruction. The golem’s creator, if
  within 60 feet, can try to regain control by
  speaking firmly and persuasively to the golem,
  which requires a successful 
  Charisma check
  (DC 19. It takes 1 minute of rest by the golem to
  reset the golem’s berserk chance to 0%.
  Special Qualities: Construct—Immune to
  mind–influencing effects, poison, disease, and
  similar effects. Not subject to critical hits,
  subdual damage, ability damage, energy drain,
  or death from massive damage.
  Magic Immunity (Ex)—Flesh golems are
  immune to all spells, spell-like abilities, and
  supernatural 
  effects, except as follows. Fire-
  and cold-based effects slow them (as the spell)
  for 2d6 rounds, 
  with no saving throw. An
  electricity effect breaks any slow effect on the
  golem and cures 1 point of damage for each 3
  points of damage it would otherwise deal.
  Aginzzk, male hobgoblin, Bbn2: CR 2; Medium-
  size Humanoid (Goblinoid); HD 2d12+2; Init +3
  (Dex); Spd 40 ft.; AC 17 (Touch 13, Flat-footed
  14); Atk +3 melee (2d6/19-20, greatsword); 
  SA
  Rage 1/day; SQ Uncanny Dodge (Dex bonus to
  AC); AL NE; SV Fort +4; Ref +3, Will +3, Str 11,
  Dex 16, Con 13, Int 10, Wis 16, Cha 15.
  Skills and Feats: Craft (weapons) +4, Hide
  +3, Intimidate +7, Intuit Direction +5, Listen +8,
  Move Silently +7, Spot +3, Wilderness Lore +7;
  Weapon Focus (greatsword).
  Languages: Common, Goblin.
  G’frablan, male hobgoblin, Bbn4: CR 4; CR 2;
  Medium-size 
  Humanoid 
  (Goblinoid); 
  HD
  4d12+12; Init +1 (Dex); Spd 40 ft.; AC 15 (Touch
  11, Flat-footed 14); Atk +5 melee (2d4+1/19-20,
  falchion); SA Rage 2/day; SQ Uncanny Dodge
  (Dex bonus to AC); AL NE; SV Fort +7; Ref +4,
  Will +0, Str 13, Dex 13, Con 16, Int 11, Wis 9, Cha
  10.
  Skills 
  and Feats: Hide +1, Innuendo 
  +1,
  Listen +8, Move Silently +5, Open Lock +1, Pick
  Pockets 
  +3, Ride 
  +4, Spot 
  +1, 
  Swim 
  +3,
  Wilderness 
  Lore 
  +6; 
  Alertness, 
  Lightning
  Reflexes.
  Languages: Common, Goblin.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    7777
  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
  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
  
  Like Water Under the Bridge
  Round 3
  Page 13
  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).
  Rezzk, male ogre, Clr (Iuz) 7: CR 9; Large Giant;
  HD 11d8+33; Init –1 (Dex); Spd 30 ft.; AC 13
  (Touch 8, Flat Footed 14), Attack +14/+9 melee
  (2d6+7, greatclub); SA Rebuke undead; AL CE;
  SV Fort +14, Ref +2, Will +8; Str 24, Dex 9, Con
  17, Int 8, Wis 14, Cha 10.
  Skills and Feats: Climb +11, Concentration
  +9, Hide –5, Listen +7, Move Silently –1, Scry +2,
  Spot +7; Alertness, Craft Wondrous Item, Great
  Fortitude.
  Language: Common, Giant.
  Spells Prepared 
  (6/5+1/4+1/2+1/1+1; Spell
  DC = 12 + Spell 
  Level): 
  0—detect 
  magic,
  guidance (x2), resistance (x2), virtue; 1st—bane,
  cause fear, doom, magic weapon (x2), protection
  from 
  good*; 2nd—bull’s 
  strength (x2), death
  knell, desecrate*, sound blast; 3rd—dispel magic,
  invisibility 
  purge, 
  magic circle against good*;
  4th—lesser planar ally, unholy blight*.
  * Domain Spells (Domains: Chaos and Evil).
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    8888
  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.
  Goblin, 
  War3: 
  CR 
  1; 
  Small 
  Humanoid
  (Goblinoid); HD 3d8; Init +1 (Dex); Speed 30 ft.;
  AC 15 (Touch 12, flat-footed 13); Atk +4 melee
  (1d8-1, 
  morningstar), 
  or 
  +5 ranged 
  (1d6-1,
  javelin); SQ Darkvision 60 ft.; AL NE; Sv Fort +3,
  Ref +2; Will +1; Str 8, Dex 13, Con 11, Int 10, Wis
  11, Cha 8.
  Skills and Feats: Hide +7; Listen +3, Move
  Silently +5, Spot +3; Alertness, Weapon Focus
  (morningstar).
  
  Like Water Under the Bridge
  Round 3
  Page 14
  DDDDM
  M
  M
  M’’’’ssss    M
  M
  M
  Maaaapppp    ####1111
  
  Like Water Under the Bridge
  Round 3
  Page 15
  DDDDM
  M
  M
  M’’’’ssss    M
  M
  M
  Maaaapppp    ####2222
  
  Like Water Under the Bridge
  Round 3
  Page 16
  DDDDM
  M
  M
  M’’’’ssss    M
  M
  M
  Maaaapppp    ####3333::::    TTTThhhheeee    KKKKoooobbbboooolllldddd    M
  M
  M
  Miiiinnnneeeessss
      Mine Entrance
  
  Like Water Under the Bridge
  Round 3
  Page 17
  DDDDM
  M
  M
  M’’’’ssss    M
  M
  M
  Maaaapppp    ####4444::::    TTTThhhheeee    HHHHaaaauuuunnnntttteeeedddd    CCCCaaaannnnyyyyoooonnnn
  
  Like Water Under the Bridge
  Round 3
  Page 18
  DDDDM
  M
  M
  M’’’’ssss    M
  M
  M
  Maaaapppp    ####5555::::    DDDDrrrraaaaggggoooonnnn    M
  M
  M
  Moooouuuunnnntttt,,,,    aaaa....kkkk....aaaa....    DDDDeeeeaaaadddd    M
  M
  M
  Maaaannnnssss    BBBBlllluuuuffffffff
  
  Like Water Under the Bridge
  Round 3
  Page 19
  PPPPllllaaaayyyyeeeerrrr    HHHHaaaannnnddddoooouuuutttt    ####1111
  If the PC’s can read Giant, then they can read the top part of the handout, otherwise 
  only let them s e e
  the bottom section. The note is tattered and bloodstained.
  (Written in Giant)
  Kasoom,
  You, have done well.
  Soon, the humans will be defeated.
  Gather up the Kobolds and bring them to me.
  We will use them to rein Terror upon the humans.
  Threaten them and they will agree to work for us.
  Colmes
  Κασοοµ,
  Ψου, ηαϖε δονε ωελλ.
  Σοον, τηε ηυµανσ ωιλλ βε δεφεατεδ.
  Γατηερ υπ τηε Κοβολδσ ανδ βρινγ τηεµ το µε.
  Ωε ωιλλ υσε τηεµ το ρειν Τερρορ υπον τηε ηυµανσ.
  Τηρεατεν τηεµ ανδ τηεψ ωιλλ αγρεε το ωορκ φορ υσ.
  ______
  
  Like Water Under the Bridge
  Round 3
  Page 20
  PPPPllllaaaayyyyeeeerrrr    HHHHaaaannnnddddoooouuuutttt    ####2222
  Hello Adventurers,
  I am sorry that I could not be there personally to introduce myself. I am
  Colmes; if you are reading this then you have found my little present. No
  matter, you may think that you have defeated me and thwarted my plans.
  But that is what you think. You do seem to have been a nuisance however. I
  would just be careful if I were you, you never know when, or from what deep
  dark alley something from your worst nightmare may just appear. Rest
  assured, though that it will be me…
  Till we meet again, oh and do try the Irma’s fried potatoes, they are
  fabulous…
  Colmes
  
  Like Water Under the Bridge
  Round 3
  Page 21
  PPPPllllaaaayyyyeeeerrrr    HHHHaaaannnnddddoooouuuutttt    ####3333
  Dravion,
  Please inform these persons of all of the information that
  you have learned from the papers. I have deputized them in the
  name of Falsridge. They have shown their loyalty in the past
  and should be given any and all consideration that you deem
  necessary and appropriate. 
  Your Friend Roche
  
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