TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & 
  DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
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  ® play document. To find out more about the RPGA and to learn more on how you can sanction and run 
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  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 
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  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
   
  DYVINTRO6-01 
   
   
   
   
   
  Profits From Beneath the 
  Waves 
   
  A One-Round Dungeons & Dragons® Living 
  Greyhawk™  
  Introductory Adventure 
  Version 1.0 
   
   
  by Eddie Montague Jr. 
  Triad Reviewer: Michael Mockus 
   
   
   
   
  A ship has been lost on the river.  A journey into the Gnarley Forest is dangerous enough, but with orcs 
  seen prowling the woods, adventurers must be wary at all times.  Adventurers need to be hired to help 
  recover the cargo before all is lost forever, beneath the waves of the Nyr Dyv.  Make it through the 
  woods, brave the river, and bring the cargo back to Dyvers and you will be rewarded.  
  
  DYVINTRO6-01 Profits From Beneath the Waves 
   
  Page 1 
   
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of 
  an RPGA even from the RPGA website, or you 
  received it from your senior gamemaster. To play 
  this adventure as part of the LIVING GREYHAWK 
  campaign—a worldwide, ongoing D&D® campaign 
  set in the GREYHAWK setting—you must sanction it 
  as part of an RPGA event. This event could be as 
  elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at 
  least a HERALD-LEVEL™ gamemaster. The person 
  who sanctions the event is called the senior 
  gamemaster, and is in charge of making sure the 
  event is sanctioned before play, runs smoothly on 
  the date sanctioned, and then reported back to the 
  RPGA in a timely manner. The person who runs 
  the game is called the table Dungeon Master (or 
  usually just DM). Sometimes (and almost all the 
  time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have 
  to be a HERALD-LEVEL GM to run this adventure if 
  you are not the senior GM.  
   
  By sanctioning and reporting this adventure 
  you accomplish a couple of things. First it is an 
  official game, and you can use the AR to advance 
  your LIVING GREYHAWK character. Second player 
  and DMs gain rewards for sanctioned RPGA play 
  if they are members of the DUNGEONS & DRAGONS 
  REWARDS program. Playing this adventure is worth 
  two (2) points.  
   
  This adventure retires from RPGA-sanctioned 
  play on December 31, 2007.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, 
  visit the RPGA website at www.rpga.com.  
   
  Players Read No Farther 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther 
  than this section, you’ll know too much about its 
  challenges, which kills the fun. Also, if you’re 
  playing this adventure as part of an RPGA-
  sanctioned event, reading beyond this point 
  makes you ineligible to do so.  
   
  Preparing for Play 
  To get the most out of this adventure, you need 
  copies of the following D&D rule books: Player’s 
  Handbook, Dungeon Master’s Guide, and the 
  Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase 
  or read aloud when appropriate. Sidebars contain 
  important information for you, including special 
  instruction on running the adventure. Information 
  on nonplayer characters (NPCs) and monsters 
  appear in abbreviated form in the adventure text. 
  Full information on NPCs and monsters are given 
  in Appendix 1. For your convenience, that 
  appendix is split by APL 
   
  Along with this adventure you’ll find a RPGA 
  Session Tracking sheet. If you’re playing this 
  adventure as part of an RPGA-sanctioned event, 
  complete and turn in this sheet to your senior GM 
  directly after play. You’ll also find a LIVING 
  GREYHAWK Adventure Record (AR).  
   
   LIVING GREYHAWK 
  LEVELS OF PLAY 
   Because players bring their own characters to 
  LIVING 
  GREYHAWK 
  games, 
  this 
  adventure’s 
  challenges are proportionate to the modified 
  average character level of the PCs participating in 
  the adventure. To determine this modified Average 
  Party Level (APL) follow the steps below: 
  1.  Determine the character level for each of the 
  PCs participating in the adventure. 
  2.  If PCs bring animals that have been trained 
  for combat (most likely dogs trained for war), 
  other than those brought by virtue of a class 
  ability (such as animal companions, familiars 
  paladin’s mounts) or the warhorse of a 
  character with the Mounted Combat feat, use 
  the sidebar chart to determine the number of 
  levels you add to the sum of step one. Add 
  each character’s animals separately. A single 
  PC may only bring four or fewer animals of 
  this type, and animals with different CRs are 
  added separately.  
  
  DYVINTRO6-01 Profits From Beneath the Waves 
   
  Page 2 
   
  Mundane 
  Animals Effect 
  on APL 
  # of Animals 
  1 
  2 
  3 
  4 
  CR of Animal 
  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 
  7 
  7 
  9 
  10 
  11 
  3.  Sum the results of step 1 and 2, and divide by 
  the number of characters playing in the 
  adventure. Round to the nearest whole 
  number. 
  4. 
  If you are running a table of six PCs, add one 
  to that average. 
   
  Throughout this adventure, APLs categorize the 
  level of challenge the PCs face. APLS are given in 
  even-numbered increments. If the APL of your 
  group falls on an odd number, ask them before the 
  adventure begins whether they would like to play a 
  harder or easier adventure. Based on their choice, 
  use either the higher or the lower adjacent APL. 
   
  APL also affects the amount of experience 
  and gold a PC can gain at the end of the 
  adventure. If a player character is three character 
  levels or more either higher or lower than the APL 
  at which this adventure is being played, that 
  character receives only one-half of the experience 
  points and gold for the adventure. This simulates 
  the fact that either the PC was not challenged as 
  much as normal or relied on help by higher-level 
  characters to reach the objectives. 
   
  Furthermore, a PC who is four or more levels 
  higher than the highest APL supported by the 
  adventure may not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for 
  APL 2 and higher. Four or five 1st-level characters 
  may find the challenge of an APL 2 adventure 
  difficult. Suggest the following to these groups to 
  help increase their chances of success:  
  1. Enlist a sixth player. 
  2. Advise characters to buy riding dogs to 
  help protect them and fight for them. 
   
  TIME UNITS AND UPKEEP 
  This 
  is 
  a 
  standard 
  one-round 
  introductory 
  adventure, set in Dyvers. Characters native to 
  Dyvers pay one Time Unit per round, all others 
  pay two Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12 gp 
  per Time Unit. Rich Upkeep costs 50 gp per Time 
  Unit. Luxury Upkeep costs 100 gp per Time Unit. 
  Characters that fail to pay at least Standard 
  Upkeep will retain temporary ability damage until 
  the 
  next 
  adventure, 
  must 
  buy 
  new 
  spell 
  component pouches and healer’s kits, and may 
  suffer other in-game penalties (or possibly gain in-
  game benefits) as may be detailed in this 
  adventure. 
   
  A character that does not pay for at least 
  Standard Upkeep may also avoid the above-
  described penalties by living off the wild. If the 
  character possesses four or more ranks in the 
  Survival skill and succeeds at a DC 20 Survival 
  check, the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, 
  may refill spell component pouches and healer’s 
  kits, and may restock up to 20 arrows or bolts if 
  the character has at least four ranks in Craft 
  (bowmaking). The player is allowed to Take 10 on 
  this roll. 
   
  More information about Lifestyle and Upkeep 
  can be found in the “Lifestyle and Upkeep” section 
  of Chapter 3 of the Living Greyhawk Campaign 
  Sourcebook. 
   
   
  ADVENTURE BACKGROUND 
   
  Gregor gazes around the deck of a stranded 
  Rhennee barge, bodies lay everywhere.  Here and 
  there a few of the men lay surrounded by orc 
  scum.  He can tell where the men died to protect 
  this ship, but to know avail.  He continues to clear 
  off the deck by dumping the bodies into the river, 
  cursing the orcs and saying prayers for the Rhenn. 
   The weather in the upcoming weeks should wash 
  away the rest of the gore.  He searches carefully 
  the Rhenn bodies before slipping them into the 
  water for their final rest.  
   
  Gregor then finds a well dressed body, an Olman 
  merchant by appearance, and finds a contract on 
  his body.  Scanning it over, he grins, thinking to 
  himself, if the cargo is indeed in the holds below 
  deck, then this contract should bring the clan quite 
  a lot of coin.  Definitely someone could turn a profit 
  here.   
  
  DYVINTRO6-01 Profits From Beneath the Waves 
   
  Page 3 
   
  Setting off after this overdue barge has been a 
  worthwhile endeavor.  The Bargewright had been 
  a friend of Gregor’s, and his barge had been due 
  in Drown Town two weeks ago.  Gregor had a 
  general idea of the route his old friend was going 
  to take, so it didn’t take much to track down the 
  missing ship.  The orcish raid is a blow to the 
  dwindling number of Rhennee around Dyvers, but 
  the cargo is another story.  If Gregor can get it 
  delivered, the contract he found promises a huge 
  payout.  He cannot afford to pass by the 
  opportunity.       
   
  He forms some plans as he returns to disposing of 
  the bodies.  He will need to get back here and 
  claim this ship soon before any other scavengers 
  find it.  He will send his nephew up here and a hire 
  a bunch of adventurers to protect him.  Yes, they 
  should be able to bring back the cargo. 
   
  Spending the day here clearing off the barge turns 
  up a few other interesting items that Gregor also 
  pockets. With the contract and these items his trip 
  is definitely not a waste.  The log book from this 
  ship, with its list of crew will be handed over to the 
  Veth back in Drown town. They will be mourned. 
  Gregor will send someone back for the cargo and 
  profits will flow into his Clan’s coffers.  Life, like the 
  great river must flow on 
   
  ADVENTURE SUMMARY 
  The party arrives in Drowntown and is hired by a 
  Rhennee Bargewright to accompany his nephew 
  to recover a statue off of a Rhennee barge 
  grounded upriver on the Nyr Dyv.  While 
  accompanying the young Rhennee in the Dyvers 
  market they see how shoddily the merchants treat 
  him.  They are accosted by a group of goblins in 
  the Gnarley on the way to the ship.  Once past 
  them they find the ship defended by a cleric and a 
  pair of elementals.  After ridding the ship of the 
  cleric, they recover the statue and head back to 
  Dyvers.  A Gnarley ranger warns them of an orc 
  attack, and they shortly encounter the orcs.  
  Finally they accompany the Rhennee back to the 
  Temple of Xerbo to deliver the statue to the rightful 
  purchasers of it.  The temple does not want the 
  statue however.  An argument occurs over who 
  holds ownership. 
   
  ENCOUNTER 1---A LOST SHIP 
   The adventurers travel to Drowntown.  A 
  Rhennee Bargewright has a small favor to ask 
  them.  Will they accompany his nephew to retrieve 
  a cargo from a stranded barge?  
   
  ENCOUNTER 2--- SHOPPING TRIP 
    The party travels with the bargewright to Dyvers 
  to purchase supplies for the trip.  They see first 
  hand the disgust shown to the Rhennee. 
   
  ENCOUNTER 3--- TRAVEL TO THE 
  SHIP 
    While traveling to the ship overland, the party is 
  attacked by a group of goblins led by a hobgoblin. 
    
   
  ENCOUNTER 4--- FINDING THE 
  JUSTAINE 
    The party reaches the ship and Sashin, a cleric 
  of Xerbo warns them off.  If they continue to 
  approach he dumps a bowl of tiny vipers into the 
  water to prevent the party from reaching the ship.   
   
  ENCOUNTER 5--- A CLAIM IS MADE  
    The half-elven cleric Brother Sashin of Xerbo has 
  2 elemental companions, and they will attack the 
  party and defend the cargo if the party board the 
  barge. 
   
  ENCOUNTER 6--- BLACKTHORN ORCS 
    Asa Thornbriar a Gnarley Ranger warns of an 
  orc patrol following her, the party gets caught in 
  the middle and attacked.  
   
  ENCOUNTER 7---REWARD 
    The party is presented with a choice when the 
  statue is brought back to the temple.  Do they 
  support the claim of the Rhennee, Andros Neff 
  whom they have adventured with?  Or they can 
  support Sister Sabaan and the Cathedral of Xerbo. 
   
   
  INTRODUCTION 
  Drown Town, a ramshackle collection of 
  cottages overlook a jumble of docked barges.  
  This view of Dyvers does not give you the best 
  first impression of the Jewel of the Flanaess.  
  The location of Drown Town on an island in the 
  Velverdyva River provides natural protection 
  for the growing town, from the threats of an 
  orcish attack from the Gnarley Forest if you 
  can put up with the Rhennee.  With one hand 
  
  DYVINTRO6-01 Profits From Beneath the Waves 
   
  Page 4 
  on your coin-purse you make your way down 
  to the shore, passing over one of the bridges 
  leading to Drown Town, the letter your 
  received earlier said work (Player Handout 1) 
  was to be found here.  You are looking for a 
  ship called the Sunchaser, and a Captain 
  called Gregor. 
   
  ENCOUNTER 1: 
   A LOST SHIP 
  You approach the Sunchaser docked along the 
  bank at the far end of town.  A young Rhenn 
  lad stands in front of the plank leading up to 
  the deck.  He watches you approach and 
  studies your group.  He holds a trident in both 
  hands and bars your entry on the ship.  
   
   
  If the party tells the boy they are looking for 
  Captain Gregor, he will laugh at them, but he will 
  have the party wait and go fetch him.  The party 
  will be escorted on deck and introduced to the 
  captain. 
   
   
  An older Rhenn man with white hair, 
  dressed in leather trousers and a loose fitting 
  jerkin addresses you and says "Don’t you 
  know anything about our barges?  As the 
  owner and master of this barge, I’m a 
  Bargewright, not a Captain.  If you’re here 
  because of my letter, then I do indeed have 
  work for you of a sensitive nature.  Come 
  below decks and we can discuss this.” 
   
   
  The party is ushered into the bargewright’s 
  private quarters, where a younger Rhenn man is 
  waiting, he lounges in a hammock strung in one 
  corner of the room.   
   
   
  Gregor snaps a look at the young man in 
  the corner, and says “Andros, get up, I’ve 
  asked these people to help you, and you will 
  show them some courtesy.”   
   
  The young man jumps to attention and 
  says “Yes Sir!”   
   
  Gregor continues on,  
   ”This is Bargewright Andros Neff, son of my 
  sister.  His barge has had some bad luck and 
  has run aground.  I would like you to help him 
  retrieve the cargo he left behind, and deliver 
  that cargo before the contract runs out on it.  I 
  will pay you to get to the barge and protect the 
  cargo while a wagon travels more slowly up to 
  the barge’s location.  The men I have hired will 
  transfer the cargo to the wagon and you will 
  escort it back to Dyvers.” 
   
  Gregor 
  will 
  willingly 
  share 
  the 
  following 
  information. 
   
  • 
  Gregor is not happy with his nephew; he 
  has abandoned his barge, its cargo and 
  returned to Drowntown as a failure and a 
  disgrace.  However he is family and 
  Gregor feels he must help him to save 
  face.   
   
  • 
  He is vague about the cargo to be 
  recovered; he says it is supplies for the 
  temples here in Dyvers.  Not that he 
  believes in your local gods.   
   
  • 
  The reason for the rush, he does not want 
  anyone else to lay a claim on the cargo, 
  before he can get back to the barge.  Also 
  the deadline on the contract will expire 
  shortly and to receive payment, the cargo 
  must be delivered to the temple before a 
  fortnight has passed. 
   
  • 
  The Barge’s name is the Justaine. 
   
  • 
  He will pay 50 Gold, per adventurer.  Also 
  Andros has a limit of 100 gp to spend on 
  the shopping trip for common goods and 
  supplies, he will not buy arms or armor. 
   
  If the players agree to help read or paraphrase the 
  following: 
   
  ”Good, good I’m glad this is settled then.  
  Andros is going to Dyvers to purchase some 
  supplies, he has been sheltered against my 
  wishes, and I would like you to escort him 
  there and keep him out of trouble.  After all 
  these are the supplies for your trip and you 
  may wish him to buy certain things.” 
   
  Development: Should the PCs agree to help 
  continue onto Encounter 2. If they are not 
  interested in helping, the adventure ends here. 
   
  ENCOUNTER 2: 
  SHOPPING TRIP 
  Andros leads the party through Dyvers to shop for 
  goods.  He purchases the standard food stuffs a 
  barrel of water, nothing fancy.  The PCs may 
  
  DYVINTRO6-01 Profits From Beneath the Waves 
   
  Page 5 
  suggest up to 100 gold worth of equipment to buy. 
   This equipment is Andros’ property and the PCs 
  may not retain any of it beyond the play of this 
  adventure. He will not purchase arms or armor for 
  the party. 
   
   
  Andros leads your group into the Dyvers 
  market, with Dyvers being such a large trade 
  city practically anything can be purchased 
  here for the right price.  Andros eagerly tells 
  you about the Rhennee life and listens to your 
  tales as well. 
   
  Andros will work each of the following into the 
  conversation: 
   
  • 
  Each Rhennee barge is crewed by a "lord" 
  who shares his cabin with his family, and 
  "cousins" (who may or may not be related by 
  blood) who find living space on or below deck. 
   
  • 
  Their society is one with very strictly observed 
  customs, which can be highly confusing to 
  outsiders. For a start, they have their own 
  language, a variety of the Thieves' Cant, 
  although they can speak the common tongue 
  also. 
   
  • 
  The leaders of Rhennee society are called 
  "lords" or "nobles." These titles may have 
  originally 
  adopted 
  in 
  mockery 
  of 
  true 
  aristocrats, but the nobles are the Rhennee's 
  major decision-makers, together with their 
  wise women. 
   
  • 
  It 
  is 
  the 
  nobles 
  who 
  are 
  the 
  most 
  knowledgeable 
  about 
  tides, 
  winds 
  and 
  currents, and they know the secret bays and 
  sites where Rhennee meet in large numbers 
  or take shelter during winter, when severe 
  winds make travel difficult for them. 
   
  • 
  Below the nobles are the bargewrights- the 
  men who own the barges the Rhennee travel 
  on. Each bargewright is responsible for, and 
  protects, the people on his barge. The 
  Rhennee on each barge are more or les an 
  extended family, although several barges 
  together may often be an even larger "family" 
  under the leadership of a noble traveling with 
  the group. 
   
  • 
  The wise woman is a symbol of the odd role of 
  women in Rhennee society. A wise woman is 
  between 35-85 years old, which makes her a 
  major source of advice and comfort to the 
  superstitious Rhennee folk.  Wise women 
  have skill in herbalism and healing as well as 
  minor access to healing spells.  
   
  • 
  Wise women are the real power in Rhennee 
  society, for their word will not be knowingly 
  contradicted even by a Rhennee noble. They 
  do not use this power for leadership, however. 
  They suggest, insinuate, and use cryptic 
  prophecy to influence their men, whom 
  (basically) they can twist around their little 
  fingers.  
   
  • 
  While in towns, the Rhennee usually live on 
  board their barges, conducting their business 
  of trading and selling in nearby wharf areas. 
  Rhennee males visit taverns often, but usually 
  stay in or near the harbor district. A wise 
  woman 
  with 
  a 
  suitable 
  entourage 
  of 
  handmaidens and male escorts also visits the 
  city to tell fortunes and such for additional 
  income.  
   
  • 
  On rare occasions, outsiders who perform 
  some important service for the Rhennee, or 
  who have valuable skills and gain an 
  exceptional reaction from them, may be 
  treated as "honorary Rhennee" and given 
  some token of this fact. Future interaction with 
  any Rhennee will be enhanced- how much 
  depends on the nature of the service, the 
  status of the Rhennee for whom the service 
  was performed, etc. 
   
  • 
  His people are not native to Oerth, they are 
  accidental travelers from Rhop, another plane. 
  Not much is remembered about Rhop, 
  however, there is one wise woman rumored to 
  still be alive, and to have made the journey 
  from Rhop.  Ruling over a council of Wise 
  Women, it is said nothing truly gets done 
  without her approval, and all Rhennee nobles 
  have knelt before her.  How a human woman 
  has lived this long is uncertain.  She must 
  control potent magics indeed.  
   
  • 
  They appeared in the Great Kingdom in the 
  Ardi Forest about 450 years ago, fleeing from 
  the Arch Enemy, the fled west to the shores of 
  the Lake of Unknown Depths where they took 
  to life on the water. 
   
  
  DYVINTRO6-01 Profits From Beneath the Waves 
   
  Page 6 
  • 
  Drown town is one of several islands 
  encampments they have, but the rest remain 
  hidden to non-Rhennee.   
   
  Andros gets many disproving looks from the 
  merchants, some even bar his way into their 
  shops, as if his money is no good.  When 
  asked, Andros says this is common treatment 
  for the Rhennee.  You notice many of the 
  prices he is charged are raised.  Being charged 
  extra for common goods seems part of the 
  Rhennee life as well.  The open scorn Andros 
  is treated with is obvious, and just be 
  travelling with him, you are treated poorly as 
  well. 
   
  ENCOUNTER 3: 
  TRAVEL TO THE BARGE 
  It’s a miserable day in the Gnarley, rain drums 
  down incessantly from above and occasional 
  gusts of wind drive the water deeper into your 
  clothes.  Not much left on you seems to be dry 
  at all.  The road Andros’s wagon seems to be 
  following appears to be nothing more then a 
  soup of mud.  Frequent stops are made to help 
  pull the wagon out of deep ruts of mud.  Travel 
  is slow, but with a deadline looming ahead 
  your group progresses on.   
   
   
  A cloaked figure steps out onto the shoulder, 
  and shouts out in common, “I see yous ‘ave 
  brought our stuff, leave the wagon, and get 
  back to Dyvers with your lives”.   “Da cursed 
  rain hides my forces, but dere is moor of us, 
  den yous, and we got’cha trapped.”  With his 
  threat delivered two goblins join this figure on 
  the side of the road. 
   
  The party will be attacked on the road through the 
  Gnarley.  Make Spot checks vs the goblins Hide 
  checks, the two on the left have a Hide of 17, the 
  two on the right have a Hide of 14.. The road is 15 
  feet wide with a grass shoulder of 5 feet running 
  down the left side, light woods after that.  The road 
  is treated as difficult ground, and the grass 
  shoulder providing normal movement 
   
  Vrag Elfeater and a party of goblins wait in 
  ambush along the road.  The hobgoblin will 
  attempt to disarm combatants while leaving the 
  goblins to do the actual killing.  The hobgoblin 
  steps out onto the shoulder a short distance in 
  front of the wagon.  Two goblins are with him.  The 
  other four are trying to hide in the woods along the 
  road, two on each side. 
   
   
  APL 2 (EL 4) 
   
  Goblins (6): hp 6, 6, 5, 5, 5, 5; Monster Manual 
  133. 
   
  Vrag Elfeater: Hobgoblin male; See Appendix 1 
   
  Tactics:  Vrag will try to disarm the party, letting 
  the goblins to actually kill them off. 
   
   
  ENCOUNTER 4: 
  FINDING THE JUSTAINE 
  After another dreary day of tromping through 
  the mud you crest a small rise, and Andros 
  checks his log book, and says, ‘Here is where 
  we need to move towards the river.  My ship 
  was beached just a short distance from here.’ 
   
  The party must travel a short way through some 
  scrub to the beached boat.  It is only about a 5 min 
  walk off of the road at this point.  Map A shows the 
  local area. 
   
  The players may only access the boat by wading 
  through about 20 feet of shallow water where the 
  ship has run into some submerged rocks. 
   
  Characters may wade into the water, but 
  movement will cost more. While in the water, this 
  will be counted a difficult terrain and all movement 
  costs are doubled.  
   
  Cresting a low hill you see the Justaine has 
  run aground on some rocks.  The river flows 
  freely around the barge, 20 feet of water stands 
  between you and the rocks jutting up into the 
  bow of the barge.  A deeper channel lies along 
  on the other side of the ship.  The barge has a 
  large rent just under the bow, and you believe 
  it continues underneath the ship to the other 
  side. 
   
  The top side of the barge is littered with 
  broken boxes and cargo containers; they have 
  all been pushed against the railing in an effort 
  to keep people off the deck.  A voice shouts at 
  ‘Be gone intruders, this ship is now part of my 
  
  DYVINTRO6-01 Profits From Beneath the Waves 
   
  Page 7 
  fleet.  I’ll make sure it never leaves here before 
  I give it up.’  
   
  Andros shouts ”Your daft, this is my barge 
  or I’ll nail your sorry arse to the deck.”  He 
  then pulls his short sword and a hand 
  crossbow, wading into the water between the 
  bank and the grounded barge. 
   
   
  A hand reaches out between two crates on 
  the deck, spills a bowl of something in the 
  water, 
  and 
  disappears 
  back 
  behind 
  the 
  containers.   
   
   
  Brother Sashin is a half-elven cleric of Xerbo, 
  dressed in robes and a very ornate breastplate.  
  Until the party makes a Spot check (DC 17) they 
  will not notice his holy symbol or that he is really a 
  half elf instead of a full elf. 
   
   
  Brother Sashin has released a bowl of tiny 
  vipers into the water.  If the party wants to wade to 
  the barge they must cut their way through them.  
  Give the party a Spot check (DC 10) to see 
  something swimming in the water.  
   
   
  Brother Sashin has gone below decks with his 
  water elementals to smash more holes in the 
  bottom of the barge.  He will sit out the rest of this 
  encounter.  He will appear again after the party 
  gets onto the barge. 
   
   
  The party could pass by the snakes as they 
  cannot climb up the sides of the barge.  If so they 
  still get full XP for this encounter, as the snakes 
  will lose interest and leave after about an hour.  
  They would have to move to the barge and make 
  a Climb check (DC 15) to move up the side of the 
  barge. 
   
  APL 2 (EL 2) 
   
  Tiny Vipers (6); 1, 1, 1, 1, 1, 1;  See page 280 
  of the Monster Manual 
   
  ENCOUNTER 5: 
  A CLAIM IS MADE 
  Around the barge you see crates smashed 
  open all over the deck, puddles of water are 
  also scattered over the deck.  Someone was 
  obviously looking for something.  Did they find 
  it?  Sounds of wood smashing come from 
  below decks, and you can hear someone 
  giving commands.  “Itzit, Watzit, tear up those 
  planks, quickly, I fear our little friends did not 
  slow down those fools long.”   
   
   
  In the hold, Sashin has a pair of Vardigs (see 
  Appendix 2) summoned.  He is having the 
  elementals smash open crates and they are now 
  tearing loose planks in the bottom of the ship to 
  make sure the barge never leaves.  Sashin is 
  looking for a golden statue of Xerbo.   
   
  See the Map B for the layout of the hold and the 
  positions of the Vardigs. 
   
   
  APL 2 (EL 4) 
   
  Vardig (2); 19, 19;  See Appendix 2 
   
  Sashin will not fight the party at all, he will use his 
  Elemental Healing Feat to heal the Vardigs. The 
  elementals however will go all out.  If the 
  elementals are beaten, Sashin will surrender.   
   
   
  Cowering in the remains of a smashed 
  crate you find the Cleric of Xerbo.  He wails 
  pitifully “Don’t hurt me please…I was just 
  trying to force you to leave, I didn’t try to hurt 
  you.  I was sent to keep everyone away from 
  this statue. My church doesn’t want it brought 
  back.”   
   
  “A fellow cleric of Xerbo contracted an artist to 
  create a statue of Xerbo.  This statue is to 
  grace the temple of Xerbo in Dyvers.  Well it 
  turns out the artist was a bit mad, and the 
  statue is a disgrace.  Xerbo is displayed as a 
  greedy money changer.  He is shown as a 
  shady character, holding a bag of coins, with a 
  woman in tears clutching a child at his feet.  
  While Xerbo is a god of business, this is not 
  the image that the temple wants to project.” 
   
  “However, a contract was signed, and it must 
  be honored, if the statue is ever delivered.  I 
  was to stop the ship from reaching Dyvers with 
  the statue, by any means necessary.  Upon 
  failing this mission I cannot advance further in 
  the Xerbo’s service.  I will walk into the Nyr 
  Dyv and seek Xerbo’s grace.” 
   
  Sashin at this point will break down with grief.  He 
  will leave peacefully if allowed.  Andros will show 
  the party the statue and wait until the wagons and 
  the cargo handlers show up to load it on the 
  wagon. 
   
  
  DYVINTRO6-01 Profits From Beneath the Waves 
   
  Page 8 
  ENCOUNTER 6: 
  BLACKTHORN ORCS 
  Read or paraphrase the following based on the 
  players actions: 
   
  You have stayed at the grounded barge 
  overnight.  The cargo handlers Gregor has to 
  load the statue on your wagon, Andros is 
  anxious to leave, and collect for the delivery of 
  this obviously expensive statue.  He will let the 
  men load the rest of the salvageable cargo 
  onto the wagons and they follow a few days 
  behind.   
   
   
  The rain still dogs your trip back to Dyvers, 
  with the muddy roads and the heavy load on 
  the wagon, this return trip is taking forever.  
  Suddenly a young Halfling riding on the back 
  of a dog spills out of the woods and onto the 
  road a short distance ahead of you.  You 
  notice two arrows are lodged in her shoulder 
  and thigh.  She spies you and shouts weakly 
  ‘Look out, they are right behind me.’  She then 
  turns the dog and heads in your direction. 
   
   
  Asa Thornbriar (female halfling ranger 3; 21 
  HP) is an International Halfling Society rider.  
  While on patrol, she is being chased by a small 
  group of Blackthorn Orcs.  She has broken 
  through the Gnarley forest onto the road about 60 
  feet in front of the party.  She will move towards 
  the party (half movement rate) seeking protection. 
  The orcs will burst out of the woods 2 rounds after 
  Asa does.  The party has a few rounds to waste or 
  prepare for the attack.  Asa will stay out of the fight 
  tending the wounds of her mount so she can 
  continue her ride.   
   
  APL 2 (EL 2) 
   
  Orcs(3); 5, 5, 5; See page 203 of the Monster 
  Manual 
   
  Orc Archer(1); See Appendix 1 
   
  Tactics: The three orcs will stay back a round and 
  throw their javelins, and then charge in to finish off 
  the party.  The archer will stay back and fire 
  arrows until he is engage in melee. 
   
   
  If the PCs defeat the orcs, read or paraphrase 
  the following. 
   
   
  With the orcs defeated, Asa thanks you for 
  your help.  ”I suggest you hurry toward the 
  safety of city.  I do not know I would have 
  made it away from here in one piece.  My 
  faithful mount and I have been running from 
  different orc scouting patrols for days.  He is 
  getting tired of carrying me and deserves a 
  rest, but I’m a rider for the International 
  Halfling Society and must deliver my parcels 
  as soon as possible. Thank you my friends, 
  you will be in my prayers to Yondalla.’ 
   
   With that being said, she takes her leave and 
  guides her faithful mount Milo, down the road 
  away from your party and back into the 
  Gnarley Forest.  With Asa’s warning in mind 
  you hasten the wagon along as best you can, 
  but traveling is still slow.  However the gates 
  of Dyvers draw near with no further trouble.  
   
  ENCOUNTER 7: 
  DECISION TIME 
  Now that the wagon is back on the paved 
  roads leading to the city of Dyvers, it is but a 
  short time before Andros pulls the wagon up 
  to the Cathedral of Xerbo.  
   
   A human cleric in blue vestments with a green 
  seaweed design on the sleeves steps out, and 
  directs Andros to pull the wagon in to a 
  secluded side yard.  She introduces herself as 
  Sister Sabaan, she has striking red hair, and 
  she has obvious Suel beauty.  She looks over 
  your group grimly and says ”‘I see Sashin did 
  not keep the statue from arriving, he will be 
  punished for his failure when he gets back.“  
   
  She starts to pace as she lectures Andros. “If 
  we do not hold true to the contract, word will 
  reach the common folk, and as Xerbo is a god 
  of business we will loose face and people will 
  not trust us.  The Cathedral of Zilchus will 
  grow in power, and in profits, while our coffers 
  will suffer.  That we cannot abide.   So we will 
  pay you as the contract requires, however do 
  these people know that the statue and the 
  barge were never yours?  Somehow you have 
  gotten your hands on the contract and you 
  have “acquired” the statue, so you will be 
  paid.” 
   
   
  Andros looks at her and says, ”That right, I 
  do have the contract and you will pay me.  On 
  
  DYVINTRO6-01 Profits From Beneath the Waves 
   
  Page 9 
  behalf of Bargewright Gregor Neff, I hear-by 
  present the Golden Statue of Xerbo the 
  Merchant and this signed contract for it’s 
  delivery, I demand payment.“  
   
  Sabaan looks at you, and says “We don’t want 
  to pay him but are bound by the contract, and 
  with you here as witnesses our hands are tied. 
   But if you leave and forget what you have 
  seen, the Cathedral guards and myself will 
  handle this matter.  Otherwise we are bound to 
  pay this pirate.”   
   
   
  Andros looks aghast, ”‘Pirate? I claimed 
  this statue by right of salvage, I boarded no 
  ship at sail, I am no pirate.  I am making a legal 
  claim and fulfilling a legal contract. These 
  adventurers traveled there and back with me, 
  we salvaged an abandoned barge and it’s 
  cargo, they are my witnesses.”  Looking at you 
  he asks “Friends, we have bled for this statue, 
  surely you will not abandon me now? Won’t 
  you stay and be my witness?” 
   
   
  Both Sister Sabaan and Andros stand 
  looking at you as if you hold the final answer. 
   
  A DC 15 Profession (barrister) or DC 20 
  Knowledge (local) reveals that this is at best a 
  grey area of the law and neither side has a clear 
  claim. 
   
  The party must choose to support someone.  If the 
  party just leaves they will receive the disfavor of 
  both sides as they feel the PCs should have 
  supported them. The adventure simply ends here.  
   
  See Conclusion A if supporting Xerbo 
   
  See Conclusion B if supporting Andros. 
   
  If they choose neither the adventure simply ends 
  with them leaving. 
   
  CONCLUSION 
  CONCLUSION A 
  Sister Sabaan, beams at you, ‘My thanks to 
  you good people, you know Rhennee are the 
  lowest of mankind and cannot be trusted.  We 
  put up with their kind here in Dyvers, but know 
  better then to trust them.  They don’t even 
  believe in any of the gods, why the Magister 
  allows them within the lands of Dyvers is 
  beyond me.  I would drive them out.  The only 
  thing they have going in their favor the fact 
  they try to live their entire lives on the water.  
  That doesn’t redeem them, but it does make 
  them more bearable. ‘   
   
   
  Andros spits at the ground, and slinks off 
  while glaring at you.  ‘I’ll remember your 
  names, I’ll see to it all Rhennee remember your 
  names.’  And he flees through the gate into the 
  passing crowds.  
   
   
  Sabaan smiles gloating, “I’m not sure what 
  you were to get paid by that scoundrel, but I 
  will make sure you are compensated.  Your 
  actions will also be noted by the church, I will 
  speak favorably of you to our leadership.” 
   
   
  After getting paid, you are free to exit the 
  cathedral, and wonder what danger could lie in 
  the threats of a Rhennee.   
   
  END 
   
  CONCLUSION B 
  “Ha,” claims Andros, ‘I knew my friends would 
  not abandon me.  Now you are legally bound to 
  pay me my wheatsheaves you red haired 
  wench.”  
   
   
  Sabaan is turning as red as her hair.  She 
  glares at you, and makes a gesture to a guard 
  in the shadows, he runs to her and she 
  whispers something in his ear. “He will bring 
  your coin out, wait here”.  She leads the guard 
  into the cathedral, but says to you as she 
  passes by, “You will be remembered here in 
  this cathedral adventurers, pray you never 
  need healing or any other favor, the memory 
  and reaches of Xerbo are as vast as the seas 
  themselves.” 
   
   
  Andros is elated as a couple of guards 
  return shortly with a large cask of coins, and 
  load it onto his wagon “Thank you again my 
  friends, here is your wages as promised.  I’m 
  sorry for the deception, but my uncle was 
  afraid you would lay claim to the statue and try 
  to return it yourselves.  He doesn’t trust 
  anyone not born of the Rhennee.  He has been 
  treated so badly by the land walkers he trusts 
  no one.  But you have proven yourselves as 
  true friends of the Rhennee today.  I will make 
  sure your names are held in high regard.  I 
  
  DYVINTRO6-01 Profits From Beneath the Waves 
   
  Page 10 
  must return to Drowntown.  Your services are 
  no longer required.” 
   
   
  And with that he guides the wagon out of 
  the yard, several Rhennee men leap out of the 
  shadows in front of the Cathedral, and they 
  take places on the back of the wagon, it 
  rumbles on into the crowd on the street and 
  out of sight. 
   
  
  DYVINTRO6-01 Profits From Beneath the Waves 
   
  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 3 
  Defeated the Goblins 
  APL 2  
  120 XP 
   
  Encounter 4 
  Made it past the Vipers onto the Ship 
  APL 2  
  60 XP 
   
  Encounter 5 
  Defeated the elementals 
  APL 2  
  120 XP 
   
  Encounter 6 
  Defeated the orcs 
  APL 2  
  60 XP 
   
  Discretionary role playing award 
  APL 2  
  90 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. 
   
  Encounter 3:  Travel to the Ship 
  APL 2: Loot: 100 gp; Coin: 3 gp; Magic: 0 gp 
   
  Encounter 5:  A Claim is Made 
  APL 2: Loot: 95 gp; Coin: 12 gp; Magic: 238 gp 2 
  scrolls of sleet storm 
   
    
  Encounter 6:  Blackthorn Orcs   
  APL 2: Loot: 199 gp; Coin: 6 gp; Magic:0  
   
   
  Conclusion 
  APL 2: Loot 0 gp; Coin: 90 gp; Magic 0 gp 
   
  Total Possible Treasure 
  APL 2: Loot:  394 gp; Coin:  111 gp; Magic: 238 
  gp; Total: 743gp 
   
   
   
  Special 
   
  Favor of The Rhennee: For siding with Andros 
  Neff over the Followers of Xerbo, you are held in 
  high regard by all the Rhennee in the Free Lands 
  of Dyvers.  Until this favor is expended, the 
  character is deemed to have an Influence Point 
  with the Rhennee of Dyvers. 
  
  DYVINTRO6-01 Profits From Beneath the Waves 
   
  Page 12 
   
  Ire of the Rhennee: Andros spreads word of you 
  betrayal. You receive a permanent -2 penalty to all 
  Diplomacy checks when dealing with the Rhennee 
  of Dyvers. 
   
  Favor of the Dragon Turtle: For siding with Sister 
  Sabaan over the Rhennee known as Andros Neff, 
  Sabaan has brought your names to the attention 
  of her leadership of the cathedral.  Until this favor 
  is expended, the character is deemed to have an 
  Influence Point with the Cathedral of Xerbo in 
  Dyvers. 
   
  Ire of the Dragon Turtle: The church does not 
  forget easily slights against it. You receive a 
  permanent -2 penalty to all Diplomacy checks 
  when dealing with the Cathedral of Xerbo in 
  Dyvers. 
  
  DYVINTRO6-01 Profits From Beneath the Waves 
   
  Page 13 
   
  APPENDIX 1: APL 2
  ENCOUNTER 3: TRAVEL TO THE 
  SHIP 
   
  Vrag Elfeater: male hobgoblin fighter 1; CR 2; 
  Medium humanoid(goblinoid); HD 1d8+2 plus 
  1d10 +2, hp 19; Spd 30 ft; AC 18, touch 11, flat-
  footed 17; Base Atk +2; Grp +2; Atk +5 
  melee(1d3+2, masterwork whip) AL LE; SV Fort 
  +6, Ref +1, Will -1; Str 14, Dex 13, Con 14, Int 
  10, Wis 9, Cha 8. 
   
  Skills and Feats: Hide +3, Listen +2, Move 
  Silently +3 Spot +4, Exotic Weapon Proficiency 
  (Whip)  
   
  Possessions: masterwork whip, chainmail, 
  heavy wooden shield, lucky rabbit’s foot, 
  throwing axe(3), 16gp  
   
  Goblin possessions(all size small): leather 
  armor(6),  morningstars(6), light steel shields(6), 
  javelins(12),  24gp 
   
   
   
  ENCOUNTER 5: CLAIM IS MADE 
   
  Brother Sashin:  male half-elf cleric 2; CR 2 
  Medium humanoid (elf); HD 2d8+2, hp 16; Init 
  +1; Spd 20 ft.; AC 16, touch 11, flat-footed 15; 
  Base Atk +1; Grp +1;  Atk +1 melee (1d6/19-20, 
  Quarterstaff) SA spells, spontaneous casting, 
  spontaneous healing, turn undead; AL N; SV 
  Fort +4, Ref +1, Will +6; Str 10, Dex 12, Con 12, 
  Int 10, Wis 16, Cha 14.  
  Skills 
  and 
  Feats:Heal 
  +6, 
  Knowledge 
  (religion) +2, Listen +4, Spot +4 ;Knowledge 
  (arcana) +3,  Elemental Healing 
   
  Languages: Common, Elven, Aquan. 
   
  Turn Undead (Su): 5/day; 1d20+2; turning 
  damage 2d6+4.  
   
  Spells Prepared (4/3+1; base DC = 13 + 
  spell level): 0—detect magic, light (2) resistance; 
  1st—bless, command*, sanctuary, shield of 
  faith,. *Domain spell. 
   
  Domains: Water You can: turn or destroy 
  fire creatures; rebuke, command, or bolster 
  water creatures 5 times per day as a 
  Supernatural Ability 
  Pact: Add Appraise, Intimidate, and Sense 
  Motive to your list of cleric class skills 
   
   
  Possessions: 
  masterwork 
  breastplate, 
  quarterstaff, holy symbol of Xerbo, scroll of 
  summon monster II, iron rations, potion of 
  protection from evil, potion of protection from 
  good 
   
   
  ENCOUNTER 6:  BLACKTHORN 
  ORCS 
   
  Orc 
  Archer: 
  male 
  orc 
  CR 
  ½; 
  Medium 
  humanoid(orc); HD 1d8+1, hp 6; Init +1; Spd 30; 
  AC 15, touch 12, flat-footed 13, Base Atk +1; 
  Grp +4;  Atk +3 ranged (1d8, 20/x3, masterwork 
  longbow) AL CE; SV Fort +3, Ref +0, Will -2; Str 
  14, Dex 14, Con 12, Int 8, Wis 7, Cha 6.  
   
  Languages: Orc, Common 
   
  Possessions: 
  masterwork 
  longbow, 
  27 
  arrows, studded leather armor, dagger, iron 
  rations, waterskin, 18 gp   
  
  DYVINTRO6-01 Profits From Beneath the Waves 
   
  Page 14 
  APPENDIX 2: NEW RULES ITEMS 
   
  MONSTERS, AS PRESENTED IN THE 
  COMPLETE ARCANE 
  Vardig: Medium Elemental (Evil, Extraplanar, 
  Water) CR 2; HD 3d8+6, hp 19; Spd 30; AC 14, 
  touch 11, flat footed 13;  Base Atk +2; Grp +4; 
  +4 melee(1d6+3, Slam; 20/x2) AL NE; SA dark 
  vision, elemental traits, immunity to cold spell 
  disruption, water jet SV Fort +5, Ref +4, Will +1; 
  Str 14, Dex 12, Con 14, Int 7, Wis 11, Cha 8 
   
  Skills and Feats: Hide +3, Listen +4, Spot 
  +4, Swim +10, alertness, Lighting Reflexes 
   
  Languages: Aquan 
   
  Spell Disruption (Su): The very presence 
  of an elemental grue interferes with spells that 
  affect the grue’s associated element.  Any spell 
  caster within 40 feet of a grue who casts a spell 
  with the same descriptor as the grue’s element 
  (earth, fire, air, water) must succeed on a dc 15 
  caster level check or have the spell fail.  Within 
  the same area of any such spell currently in 
  effect, a grue has a chance to dispel the effect 
  as a free action, as if casting a targeted dispel 
  magic(caster level 10th).  
   
  Water Jet (Sp): As a standard action, a 
  water grue can create a tremendously powerful 
  30-foot line of water.  Any creature in the area of 
  the line takes 2d6 points of damage(Reflex DC 
  11 negates).  A creature failing the saving throw 
  must succeed on a Strength check (DC 5 + 
  damage dealt) or be knocked prone by the force 
  of the blast.   
   
  Possessions: When defeated it drops a 
  scroll of sleet storm, and it vanishes.  
   
   
  This foul creature resembles a loose, frigid mass 
  of 
  tainted 
  water 
  encased 
  in 
  a 
  dripping 
  membrane.  Streams and pseudopods of liquid 
  flail away from it’s shapeless body, while dark 
  malignant eyespots drift across its surface. 
   
   
  FEATS, AS PRESENTED IN THE 
  COMPLETE DIVINE 
   
  Elemental Healing: You can spend a rebuke 
  attempt as a standard action to send a burst of 
  healing energy in a 60 foot burst.  This affects all 
  creatures with the elemental subtype that you 
  could normally rebuke; such creatures are 
  healed of 1d8 hit points per two cleric levels.   
  
  DYVINTRO6-01 Profits From Beneath the Waves 
   
  Page 15 
  DM’S MAP 
    
   
  
  DYVINTRO6-01 Profits From Beneath the Waves 
   
  Page 16 
  PLAYER HANDOUT 1 
  .  
  I, 
  Gregor 
  Neff 
  of 
  the 
  Barge Sunchaser am in need 
  of a small group of hardy 
  individuals 
  to 
  provide 
  protection while my family 
  travels in the Wilds of 
  Dyvers.  We wish to leave 
  immediately , so present 
  yourself 
  at 
  my 
   
  barge, 
  which is docked in Drown 
  Town by the end of the 
  week.
   
  
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