TEXT: SND3-02 
   
   
   
   
   
   
   
   
   
   
  Murky Waters 
   
  A One-Round D&D LIVING GREYHAWK Regional Adventure 
  Version 1.0 
   
  by Pieter Sleijpen 
  Editor: Paul Looby and Maya Deva Kniese 
  Circle Reviewer: Creighton Broadhurst 
  Play Testers: M. Scherpenzeel, A. Teeninga, K. Westerbeek, F. Kraak, M. Langereis, J. Blom 
   
   
   
  There is always trouble afoot at the border region with the Vast Swamp and rumours of undead raiders are drawing you 
  to Nondrinn. For safety you join a trading caravan that is headed in the same direction, but can safety in number protect 
  you this close to the Vast Swamp? An adventure for APLs 2 - 8. 
   
   
   
  Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any form without 
  permission of the author.  To learn more about the Open Gaming License and the d20 system license, please visit 
  www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. 
  LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. This scenario is intended 
  for tournament use only and may not be reproduced without approval of the RPGA Network. 
  
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A five-hour time block has been allocated 
  for each round of this scenario, but the actual playing time 
  will be closer to three hours. The rest of the time is spent in 
  preparation before game play, and scoring after the game. 
  The following guidelines are here to help you with both the 
  preparation and voting segment of the game. Read this page 
  carefully so that you know and can communicate to your 
  players the special aspects of playing an RPGA scenario.  
   
  Preparation 
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room along 
  the inside margin to bind the adventure, if you desire.  
   
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any special 
  rules, spells, or equipment presented in the adventure. It 
  may help to highlight particularly important passages.  
   
  When you run an RPGA D&D adventure we assume 
  that you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of fun. It is 
  also a good idea to have a way to track movement during 
  combat. This can be as simple as a pad of graph paper and a 
  pencil, as handy as a vinyl grid map and chits, or as elaborate 
  as resin dungeon walls and miniatures. 
   
  Instruct the players either to prepare their characters 
  now, or wait until you read the introduction, depending on 
  the requirements of the scenario as described in the 
  introduction.  
   
  Keep in mind that you must have at least three players 
  (not counting the DM), for the game session to be a 
  sanctioned RPGA event. As well, you cannot have more 
  than six players participating in the game. 
   
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the DM) to keep track of who is 
  playing which character. 
   
  The players are free to use the game rules to learn about 
  equipment and weapons their characters are carrying. That 
  said, you as the DM can bar the use of even core rulebooks 
  during certain times of play. For example, the players are 
  not free to consult the DUNGEON MASTER’S Guide when 
  confronted with a trap or hazard, or the Monster Manual 
  when confronted with a monster.  
   
  Some of the text in this scenario is written so that you 
  may present it as written to the players, while other text is 
  for your eyes only. Text for the players will be in grey boxes. 
  It’s strongly recommended that you paraphrase the player 
  text instead of reading it aloud. Some of this text is general 
  and must be adapted to the specific situation or to actions of 
  the player characters. 
   
  Scoring 
  After the players have completed the scenario or the 
  time allotted to run the scenario has run out, the 
  players and DM score the game. The RPGA has three 
  ways to score its games. Consult your convention 
  coordinator to determine which method to use for this 
  scenario: 
  1. No-vote scoring: The players write their names and 
  RPGA numbers on the scoring packet grid. You fill 
  in the top of the grid. That is all. No one is rated. 
  This method is used for people who are just 
  playing for fun. 
  2. Partial scoring: The players rate the game master 
  and the scenario on their player voting sheet, and 
  provide personal information, but don’t vote for 
  other players. The game master rates the scenario 
  and completes personal and event information, but 
  does not rate the players as a team or vote for 
  players. This method is used when there is no 
  competition, but the event coordinator wants 
  information on how the game masters are 
  performing, or the game master wants feedback on 
  his or her own performance. 
  3. Voting: Players and game masters complete the 
  entire packet, including voting for best player. If 
  this method is used, be sure to allow about 15-20 
  minutes for the players to briefly describe their 
  characters to the other players, and about 5-10 
  minutes for voting. This method is used when the 
  players want to know who played the “best” 
  amongst the group, or when the adventure is run 
  in tournament format with winners and prizes.  
   
  When using voting, rank the players in order of your 
  voting choice while they are completing their forms, so 
  that you are not influenced by their comments on your 
  abilities. It’s a good idea to have the players vote while 
  you determine treasure and experience awards for the 
  scenario.  
   
  After voting, give the Scoring Packet to your event 
  coordinator.  
   
  This is a LIVING GREYHAWK Adventure. As a 
  LIVING adventure it is expected that players bring 
  their own characters with them. It players do not have a 
  LIVING GREYHAWK character generated, get a copy 
  of the current LIVING GREYHAWK character 
  generation guidelines, and a character sheet from your 
  convention coordinator or the RPGA Web site, and 
  then have any players without a character create one. 
  Once all players have a LIVING GREYHAWK 
  character, play can begin. 
   
  Along with the other materials that you are 
  assumed to have in order to run a D&D game, it is also 
  recommended that you have a copy of the LIVING 
  GREYHAWK Gazetteer. 
   
   
  Murky Waters 
   
   
  Page 2 
   
  
  LIVING GREYHAWK Levels of Play 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
  1. Determine the character level for each of the PCs 
  participating in the adventure. 
  2. If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs trained 
  for war), other than those brought by virtue of a 
  class ability (i.e. animal companions, familiars 
  paladin’s mounts, etc) use the following chart to 
  determine the number of levels you add to the 
  sum 
  above. 
  Add 
  each 
  character’s 
  animals 
  separately. A single PC may only bring four or 
  fewer animals of this type, and animals with 
  different CRs are added separately. 
   
  CR 
  1 
  2 
  3 
  4 
   
  1/4 & 1/6 
  0 
  0 
  0 
  1 
   
  1/3 & 1/2 
  0 
  0 
  1 
  1 
   
  1 
  1 
  1 
  2 
  3 
   
  2 
  2 
  3 
  4 
  5 
   
  3 
  3 
  4 
  5 
  6 
   
  4 
  4 
  5 
  6 
  7 
   
  3. Sum the results of 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round to the nearest whole number. 
  4. If you are running a table of six PCs, add one to 
  that average. 
   
  By following these four steps, you will have determined the 
  APL. Throughout this adventure, APLs categorize the level 
  of challenge the PCs will face. APLS are given in even-
  numbered increments. If the APL of your group falls on an 
  odd number, ask them before the adventure begins whether 
  they would like to play a harder or easier adventure. Based 
  on their choice, use either the higher or the lower adjacent 
  APL. 
   
  APL also affects the amount of experience you may 
  gain at the end of the adventure. If your character is three 
  character levels or more either higher or lower than the 
  APL this adventure is being played at, that character will 
  receive only half of the experience points awarded for the 
  adventure. This simulates the face that either your character 
  was not as challenged as normal, or relied on help by 
  higher-level characters to reach the objectives. 
   
  Note: LIVING GREYHAWK adventures are designed for 
  APL 2 and higher. Three or four, or sometimes even five 1
  st-
  level characters may find difficulty with the challenges in a 
  LIVING GREYHAWK adventure. If your group is APL 1 
  there are three things that you can do to help even the 
  score. 
  1. Attempt to create a table of six 1
  st-level characters, 
  or try to enlist higher-level characters to play 
  at that table. 
  2. Advise characters to buy riding dogs to help 
  protect them, and fight for them. All riding 
  dogs are considered trained to attack. PCs who 
  want their dogs to attack must succeed at a 
  Handle Animal or Charisma check (DC 10). 
  Failure indicates that the animal will not 
  attack that round. This is a free action (spoken 
  command) that may be attempted each round. 
  If an animal loses half or more hp in a single 
  round it flees, unless another check is 
  successful. 
   
  TIME UNITS AND UPKEEP 
  This is a standard one-round regional scenario set in the 
  Sunndi region. All characters from the Sunndi pay one 
  Time unit to participate in the adventure. Characters 
  from other regions pay double that amount. 
  Adventurer’s Standard Upkeep costs 12 gp (or 24 gp). 
  Rich Upkeep costs 50 gp (or 100 gp), and Luxury 
  Upkeep costs 100 gp (or 200 gp). 
   
  PCs may spend additional TUs on metaorg activity 
  and magic item creation.  
   
  Adventure Background 
  The house of Hanaetix is a minor merchant house 
  within the fledgling Merchants Guild of Pitchfield. 
  Eight years ago the young merchant Berdan, son of a 
  peddler, founded the trading house with the aid of his 
  wife’s olven family. Berdan had a real knack for dealing 
  with the less civilized and more brutal non-humans 
  from the Hestmark Highlands. Building upon the 
  contacts made by his father in this region, the initial 
  investment made by his wife’s family was soon 
  recouped and since that time the House has earned a 
  steady though small profit and it has slowly grown. 
  Still, on the national scale his house is only a small 
  player. On a social level though his trading company 
  has had a much bigger impact. Trade brings cultures 
  together and Berdan’s trade is no exception to this rule. 
  The relative calm of the humanoids in the Hestmark 
  Highlands is in no small measure the result of Berdan’s 
  activities in the region and the Sunndian authorities are 
  fully aware of this. 
   
  Now the time has arrived to expand and by chance 
  a member of the Royal Warders contacted Berdan in 
  secret with the request for a meeting with a 
  representative of the lizardfolk clan Ashgirloch [Ash-
  kir-loch, as in the Scottish lochs] of the Chtaan (as the 
  tribe of lizardfolk of the Vast Swamp call themselves) 
  who wanted to open more extensive trade with the 
  humans to the north. Secret negotiations commenced 
  and a deal was made. The lizardfolk wanted steel 
  weapons to help defend themselves against the many 
  threats of the Vast Swamp and in return they offered 
  rare furs, leather and rare swamp herbs. The 
  negotiations and the details of the deal were kept 
   
  Murky Waters 
   
   
  Page 3 
   
  
  secret, because Berdan was not too sure how the authorities 
  would look upon supplying weapons to what in general 
  were considered savages. Only his wife Narlana and a select 
  group of trustees were aware of the deal.  
   
  What Berdan did not realize, was that this made it 
  possible for the Cult of Wastri to finally act against what 
  they always have considered a thorn in their side. The Cult 
  of Wastri hates non-humans and they would love to see the 
  humans get a more dominant role in Sunndi. The current 
  relative peaceful existence between Sunndi and the 
  neighbouring humanoids certainly does not aid their cause. 
  They also have a more personal reason to despise Berdan, 
  who in their opinion is way too friendly to non-humans and 
  who is polluting the human bloodline by marrying a half-
  olve. For some time they have infiltrated the trading 
  company, but up until now they have had no real 
  opportunity to strike hard. Sure, they could have killed the 
  merchant, but that would have been too simple and more 
  then likely another would have taken his place. Besides, 
  Berdan had never directly threatened the Cult of Wastri as 
  of yet. Now though, the man would provide better weapons 
  to the enemies of Wastri in the Vast Swamp and they saw an 
  opportunity to do much more then just kill a merchant. 
  They saw an opportunity to drive a wedge between the 
  Sunndians and the lizardfolk of the Vast Swamp. A wedge 
  that would be of great aid for their future plans for Sunndi. 
   
  The idea was to let the first deal proceed just as 
  planned. Then when the lizardfolk had obtained the 
  weapons, the cultists would strike. They would kill Berdan 
  (making sure a resurrection would be impossible) and steal 
  the goods left behind by the lizardfolk. They then would 
  leave evidence behind that would point in the direction of 
  lizardfolk raiders. At the same time some of their men 
  would ambush the lizardfolk with the weapons in the 
  disguise of Sunndian soldiers. The fact that the cult would 
  obtain a load of weapons and other trade goods would be an 
  added bonus. 
   
  By the start of this adventure the plan has been set into 
  motion and there is nothing the PCs can do to stop it. The 
  plan though did not include the interference of 
  meddlesome adventurers who would stick their noses into 
  places they do not belong. Will the PCs be able to stop it 
  from coming into full bloom and will they be able to keep 
  the peace between the Chtaan of the Vast Swamp and 
  Sunndi?  
   
  Adventure Summary 
  This scenario takes place in the northern fringes of the Vast 
  Swamp. More information on the Vast Swamp can be found 
  in Appendix 4: The Vast Swamp at a Glance. This 
  information can be used to highlight the journey between 
  the different encounters. Some secrets remain hidden 
  during this adventure to be explained in the future. Do not 
  make up you own explanations for some of the questions 
  that might arise during this scenario. 
   
  During this scenario the weather tends to be rather bad 
  all day and even worse at night. Both the days and nights 
  are hot and humid. At dusk it starts to rain heavily until past 
  midnight. The rain reduces visibility by half and gives a –4 
  circumstance penalty on Listen, Spot and Search checks as 
  well as ranged attacks. Unprotected flames are 
  extinguished immediately, while protected flames 
  (such as in a lantern) has a 50% chance of being 
  extinguished. 
   
  The flow of the scenario is highly dependent on 
  the choices the PCs make. 
   
  Introduction 
  The adventure starts on the road with the PCs 
  travelling along the border of the Vast Swamp with a 
  trade caravan. The caravan is travelling in the County of 
  Corul along the border with the Vast Swamp with 
  various supplies for the building projects.  
   
  Encounter 1: Murder 
  The PCs are awakened rudely by screams in the 
  distance. Late night visitors have murdered Berdan and 
  taken with them a large amount of trade goods. 
  Evidence at the scene suggests that a group of stealthy 
  lizardfolk from the Chtaan tribe are behind the crime. 
  Narlana, the master trader’s wife, demands justice. She 
  will hire the PCs to hunt down the lizardfolk, arrest the 
  murderers and return the stolen property. 
   
  Encounter 2: Remains of an Ambush 
  While following the tracks of the lizardfolk the PCs 
  come across the remains of a battle. The lizardfolk have 
  been attacked by what appears to be Sunndian soldiers. 
  Two sets of tracks leads from the scene, those of the 
  human attackers and those of lizardfolk survivors. 
  What happens next depends on the tracks the PCs will 
  follow. If they follow the tracks of the lizardfolk, you 
  should proceed with Encounter 3. If they follow the 
  tracks of the human raiders, you should proceed with 
  Encounter 5. 
   
  Encounter 3: To the Rescue 
  While following the tracks of the lizardfolk, they will 
  find a small group of already wounded lizardfolk 
  defending themselves against a group of undead giving 
  the PCs an opportunity to prove their goodwill towards 
  the Chtaan. 
   
  Encounter 4: First Contact 
  If the PCs came to the rescue for the lizardfolk in 
  Encounter 3, they will be greeted with a mix of distrust 
  and respect. The Chtaan though know when they are 
  indebted to somebody and they are willing to listen to 
  the PCs and to take them to their village to discuss 
  matters with their chieftain  (Encounter 7). 
   
  Encounter 5: Human Raiders of the Swamp 
  Encounter 5 is either the final encounter following 
  after Encounter 7 or the first following Encounter 2. 
  The details will differ depending on the route the PCs 
  took to get here.  
   
  Either way, the PCs should face the human raiders 
  and discover the truth behind both ambushes and mass 
   
  Murky Waters 
   
   
  Page 4 
   
  
  murders and find the weapons stolen from the Chtaan. If 
  they are quick, they might also free the Chtaan bard Jaleng.  
   
  Encounter 6: Among friends 
  This encounter only takes place when the PCs went directly 
  from Encounter 2 to 5. They either rescued Jaleng in 
  Encounter 5, which will lead to an unfortunate encounter 
  with the local wildlife and later a patrol of very suspicious 
  Chtaan. Or they failed to rescue Jaleng and decided to 
  inform the Chtaan about the plot themselves. In which case 
  they will be ambushed by a patrol of angry lizardfolk.  
   
  It is of vital importance that none of these lizardfolk 
  die or else they PCs will be unable to make peace with the 
  Chtaan. 
   
  Encounter 7: Among a Chtaan Tribe 
  Either under the protection and guidance of the rescued 
  lizardfolk (Encounter 3 and 4), or as prisoners or captors of a 
  group of lizardfolk (Encounter 6) the PCs arrive at the 
  village of the Chtaan.  
   
  Here the PCs must negotiate/discuss with the leaders 
  of the clan about what has happened and what to do about 
  it. Eventually the clan leaders offer them the chance to 
  prove that Sunndi is not behind the treachery by killing the 
  ones who attacked the Chtaan traders as described in 
  Encounter 2 and to return with proof that they are not 
  Sunndian soldiers. In this case the adventure will go on 
  with Encounter 5. If the PCs already have such proof, peace 
  might be made and you can go to the Conclusion. 
   
  Conclusion: Back to Civilization 
  The PCs return to Narlana where they will inform her of 
  what has really happened. She will then thank the PCs and 
  pay them the offered reward. The mystery of who killed her 
  husband remains hidden for the moment. If the PCs actions 
  helped make peace between the Chtaan and the Sunndian 
  soldiers word of their actions will reach the Royal Warders 
  and Count Kestor of Corul who will be grateful for what the 
  PCs did. 
   
  Introduction 
  For the past few days you all have been travelling with a 
  small trading caravan on their journey from Pitch ield, 
  Hobrand Castle, Calgen and now getting near to 
  Nondrinn. The caravan consists of five wagons loaded 
  with various supplies for the military building pro ects 
  along the border with the Vast Swamp as well as the 
  villages along the track   
   
   
  f
  j
  .
  f
  f
  i
  l
   
   
   
  Rumours of an increased undead threat from the 
  Vast Swamp and the adventure and bounties that comes 
  with it, has drawn you to the south of Sunndi. The 
  trading caravan just happened to travel in the same 
  direction. Since there is safety in numbers, you decided 
  to join it. As the extra weapons are an added safety, no 
  caravan master is going to refuse a group o  skilled 
  adventurers. So joining the caravan had posed little 
  difficulty. 
   
  The caravan is under the skilful leadership o  
  master merchant Berdan of the trading house of 
  Haneatix and h s half-olven wife Narlana. Even 
  though the weather was less on your side, with the 
  rainy season arriving earlier then expected, Berdan 
  showed himself to be a pleasant host, ful  with 
  stories and anecdotes of his and his father’s earlier 
  journeys into the Hestmark Highlands. It is his first 
  journey along the Vast Swamp though and you got 
  the impression he is looking to expand. Narlana 
  showed herself to be just as well travelled, though 
  she is quieter and she seemed to be worried about 
  something. 
  Travelling through the wilderness with wagons
  over muddy roads can be a bit of a hassle. The 
  upside though is that there is enough space to carry 
  tents and with the current downpours at nightfall 
  certainly make you appreciate this fact. Still, 
  tomorrow you will arrive in Nondrinn and you will 
  have a soft and dry sleeping place. As usual the 
  camp has been set just before the start of the 
  evening rains and now you are all sitting in the 
  main tent, listening to the deafening sounds of the 
  rain on the tent. The wet season can be so 
  depressing in this part of Sunndi… 
   
  Since the PCs have been travelling together for the past 
  few days, they have had ample opportunity to have 
  spoken with each other. This is a good time to allow 
  each player to describe his character and how others 
  might have perceived him during the hot, wet and 
  muddy journey. Also allow the PCs to select the spells 
  they might have prepared for the current day – even 
  though arcane spell casters might change them rather 
  quickly later on. 
   
  At the start of the scenario the camp has been set 
  up. After several days of travelling together it is safe to 
  assume that the PCs as well as the NPCs know what is 
  expected of them during the night. Ask if the PCs, who 
  by the way are not regular employees of the trading 
  caravan, if they want to have guard duty, and if so, when 
  exactly they will be on watch. This will have little 
  bearing on the adventure, but the players do not have to 
  know this. As far as the PCs are concerned nothing 
  important will happen this night so the camp is not 
  detailed in this text. You are free to add any details to 
  the description of the camp as long as the events that 
  will lead up to the death of Berdan are still possible 
  without interference of the PCs. 
   
  During the rains the lizardfolk will approach 
  Berdan cloaked by the rain. This meeting will take 
  place in a well-hidden site outside the camp to which 
  Berdan will retreat soon after dinner. During the 
  journey, he and his wife have never stayed awake long 
  after dinner so this should come as no surprise to the 
  PCs. Even though the PCs might notice some activity, 
  that is not unusual and they would not pay attention to 
  it. They might remember the next day that the PC who 
  had early watch was approached by one of the senior 
  guards for some small talk for a couple of minutes. 
  Something that was not unusual either. So once the 
   
  Murky Waters 
   
   
  Page 5 
   
  
  players have described their characters and agreed on the 
  watches, you should proceed with Encounter 1. 
   
  Troubleshooting 
  During this encounter the assumption is made that the PCs 
  did not make the negotiations impossible by standing guard 
  at exactly the right spot or by using magic to the same 
  effect. Simply move the meeting spot into an area where the 
  PCs did not expect it. Remember, due to the tropical 
  rainstorm it is impossible to see very far, let alone hear 
  much. Just don’t pay too much attention to the scene. By 
  adding a lot of detail, the players will start to become 
  suspicious and act upon those suspicions. 
   
  Encounter 1:  
  Murder 
  It has been a pleasant, quiet night, but you realize the 
  day will soon start with a buzz of activity. The first 
  sounds of the early morning are reaching you in your 
  tent, but since the sun has not yet risen you still hope to
  enjoy your warm comfortable bed for a few more 
  minutes. 
   
   
  f
  l
  i
   
  f
   
   
   This 
  silent 
  enjoyment 
  though 
  is 
  suddenly 
  shattered by a single loud woman’s scream from 
  somewhere outside the camp. You are up and out the 
  tent with weapons drawn before you know it. 
   
  Once outside you wake quickly due to the relative 
  coldness and a splash of water that lands on you from 
  the top o  the tent. The p ants are still dripping with 
  moisture and the ground is muddy as usual. Clearly you 
  are not the only one who rushed out to see what the 
  scream was about since several other people in 
  nightgowns are standing outside with drawn weapons 
  and a bewildered look on their faces. For a few seconds 
  you try to determine where the scream had come from, 
  when a second wail can be heard from across a patch of 
  trees to the south. Though this time it sounded more 
  like a wail of despair then the scream of panic that 
  awoke you. 
   
  Allow the players some time to react and to decide what to 
  do. Most of the caravan guards and teamsters are rushing in 
  the direction where the screams came from unless the PCs 
  prevent them from going there. If the PCs are rushing 
  towards the sound they will come across the following 
  scene (adjust the text if the PCs approach the site 
  differently): 
   
  After having made your way through the copse of trees 
  that bordered your camp on the south, you come across 
  a horrible scene. Hidden from direct sight and sound 
  (as long as one does not scream), you note that a piece of 
  canvas has been strung between several trees as a 
  makeshift roof that was definitely not there when the 
  camp was set up the previous afternoon. Under this 
  canvas lie several heavily mutilated bodies of people 
  you had seen alive and well at dinner last n ght or at 
  least you assume it is those people. The place is covered 
  with tracks, but there is no clear sign of a struggle.  
  The source of the scream is clear though, since 
  next to a makeshift table you see Narlana sitting on 
  the ground with no concern for the mud. At her feet 
  lies the mutilated body o  Berdan. Narlana is crying
  softly and when she notes you, she looks up with 
  eyes already turning red because of her crying and 
  she screams: “Why? Why did they repay his kind 
  deed this way? Why?” After which she bends over 
  her husband’s body sobbing softly. 
   
  Among the dead on the field are the two senior guards 
  as well as two more guards Berdan had employed on a 
  regular basis. With their boss dead, his wife in no 
  condition to take charge and with no direct 
  replacement the remaining employees turn to the PCs 
  for guidance. Obviously the PCs have been in these 
  situations before and they know what to do. 
   
  The reactions of the NPCs will differ dependent on 
  their personalities. Most though are shocked and all are 
  genuinely surprised by the scene. Some will stand there 
  just staring, while others will panic and scream that 
  they are under attack. Have some fun role-playing the 
  scene, but don’t overdo it. Unless you have loads of 
  time it is better to rush through this scene. Except for 
  Narlana, nobody knows what has been going on. 
  Though they might certainly speculate about it – 
  leading to some very wild stories. 
   
  Examining the bodies 
  In the field there are 5 corpses. All of the corpses have 
  been stripped of their armour and weapons, though 
  their clothes and pouches with coins are still there. So 
  whoever killed them apparently had little interest in 
  gold and all the more interest in steel weapons and 
  armour. Four of the corpses are those of trained man-at-
  arms, hardened in battle and on the training field. The 
  fifth, the one of Berdan, is that of a man in his forties 
  who clearly liked his food a bit too much. Their eyes are 
  pierced and their tongues are removed. 
   
  There are several crude symbols painted on the 
  bodies. A DC 15 Knowledge (religion) check will show 
  that these symbols are used in certain rituals by more 
  barbaric religions to prevent the body from rising 
  either as an undead or through resurrection magic. If 
  the PCs recognize the symbols, they might realize after 
  a DC 15 Knowledge (Splintered Sun) check to realise 
  that in this region only the bullywugs and the Chtaan 
  (lizardfolk of Northern parts of the Vast Swamp) are 
  known to use these symbols. The removal of the tongue 
  and the eyes also has to do with this ritual. It prevents 
  the dead from finding their enemies and cursing them 
  once found. 
   
  The cause of death at first glance is not too clear, 
  but a closer examination will show more information. A 
  DC 15 Heal check will show that all five of the people 
  have been hit by small darts, followed by a quick lethal 
  stroke to the heart with what appears to be claws. If the 
  check succeeded by 5 or more (or a detect poison is 
  used), it becomes clear that the darts were poisoned 
   
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  (terinav root poison for those with a detect poison spell and 
  the appropriate successful checks) and that the men were 
  probably paralysed by the time they were killed. If the PCs 
  had succeeded by 10 or more (or by casting a detect magic – 
  which will show traces of Necromancy) they will also learn 
  that these people have been killed with use of death magic, 
  which makes an ordinary raise dead impossible as well. 
   
  Examining the tracks 
  While the field is rather muddy, it is not easy to gain much 
  information from the tracks. There simply have been too 
  many things going on the field and even a layman tracker 
  (DC 10 Search check) realizes that whatever has been going 
  on here, has taken place during the rains the previous night. 
  The basic DC of the Survival check is 15, but a higher roll 
  results in more information (see the table below). 
   
  Check Roll 
  Result 
  • 14 
  The tracks have been destroyed beyond 
  recognition.  
  15-24 
  Trade goods from the main campsite have 
  been brought to the clearing. Sometime 
  later a group of what appears to be 
  lizardfolk arrive with their own packs. 
  They leave their packs behind and leave 
  some time later with the packs brought 
  here by the humans from the trade 
  caravan. Apparently the humans started 
  to check the contents of the packs 
  brought by the lizardfolk when they were 
  surprised by another group of lizardfolk 
  who have returned and sneaked up to 
  them. After a quick battle and some kind 
  of ritual the lizardfolk leave again the 
  same way they came, but this time with 
  the packs delivered earlier by lizardfolk. 
  •25 
  Somebody has been tampering with the 
  tracks, but whether it were the lizardfolk 
  attackers hiding their own tracks or 
  something else is not clear. 
   
  Note: If the PCs do not have a tracker of their own, one of 
  the teamsters, by the name of Felana, volunteers. While she 
  is not a master tracker, she has the track feat as well as a +5 
  on her Survival check. Also remember that since you can 
  only retry a Track check after ten minutes it is impossible to 
  take 20 (would take more then 3 hours – before that time 
  Narlana has recovered and she will have sent the PCs into 
  the Vast Swamp).  
   
  The Chtaan (and the Ashgirloch clan) 
  There are several clues on the scene that will lead the PCs to 
  believe that the lizardfolk are behind the attack. It is less 
  clear which clan is behind it and they only have Narlana’s 
  word for it. More then likely this will make the PCs wonder 
  how much they know about the lizardfolk of the Vast 
  Swamp. Don’t give them the information below unless they 
  specifically ask for it. 
   
  Common knowledge among the Sunndians (and 
  probably every other nation with a swamp nearby) has it 
  that the lizardfolk are expert survivors with a lot of 
  knowledge on the swamp in which they live. Of course, 
  they are also primitive savages that kill people for even 
  the slightest insult. Since their ways are very strange, it 
  is very difficult for a stranger to know what behaviour is 
  rude enough to lead to an immediate attack. At least 
  though they are willing to talk, unlike the two other 
  major groups of sentient creatures in the Vast Swamp 
  (bullywug and undead). 
   
  A few Sunndians with the right Knowledge skills 
  will know more. Knowing the powers and weaknesses 
  of a typical lizardfolk requires a DC 12 Knowledge 
  (Splintered Sun) check. A result of 17 or higher will 
  give additional cultural directed information. The 
  lizardfolk in the northern parts of the Vast Swamp all 
  belong to the same tribe, known as the Chtaan. The 
  tribe is divided into clans who each inhabit a particular 
  part of the Swamp which they consider theirs. 
  Occasionally the different clans might fight with each 
  other, but lizardfolk rarely die during these skirmishes. 
  Like all lizardfolk, the Chtaan value the survival of the 
  tribe above everything and while an individual life 
  might hold little value in Chtaan culture, killing 
  warriors over minor squabbles is a waste of resources 
  and ultimately harmful to the survival of the tribe. The 
  Chtaan do hate the bullywugs and undead and they are 
  in constant war with these two parties. In fact, if it was 
  not for the Chtaan, Sunndi would undoubtedly suffer 
  more attacks from the South.  
   
  While the Chtaan are hardly as violent as the 
  stories make them out to be, the brutal murder of 
  Berdan is certainly within their inclination if the 
  merchant has unwittingly breached some taboo – for 
  example like touching a shaman. 
   
  If the PC had a result of 23 or higher on this check 
  and he knows about the Ashgirloch clan from Narlana, 
  he will recognize the clan as being one of the more 
  warlike clans who continually guard the eastern border 
  of the Chtaan’s territory. In any event, the PC will also 
  realize that the Chtaan are a patriarchal society, who 
  value strength and cunning. Their leaders tend to be 
  the best warriors and hunters, while clerics and druids 
  remain in the background as advisors. They also have 
  kobold servitors, which means that unless they happen 
  to deal with a well-travelled lizardfolk (a rare thing 
  indeed), the lizardfolk will more then likely ignore 
  halflings and gnomes. 
   
  Speaking with Narlana 
  Getting information from Narlana will not be 
  particularly easy. At the moment she is in shock and 
  prying anything sensible from her will require some 
  tact and skill. Unless the PCs succeed in a DC 14+APL 
  Diplomacy check (after properly role-playing the scene 
  of course), they will not get anything coherent from her 
  from the moment. All they will learn is that Berdan had 
  planned to trade a load of steel weapons with the 
  lizardfolk. If they succeed in the check, they will be 
  able to calm her enough to gain some more direct and 
  understandable answers. 
   
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  Some time ago, a ranger of the Royal Warders had 
  approached Berdan. The ranger, who had introduced 
  himself as Dolquann, said he was acting as a messenger 
  from a Chtaan clan. Of course, at that time Narlana did not 
  even know that the Chtaan were the lizardfolk. Apparently, 
  the Chtaan were looking for good quality steel weapons. 
  They had approached Dolquann to find a trustworthy trader 
  who was not afraid to deal with the lizardfolk. Due to 
  Berdan’s reputation as a fair merchant who even could trade 
  peacefully with the orcs of the Hestmark Highlands, 
  Dolquann had chosen Berdan and he had done so exactly at 
  the right time. Berdan always had wanted to expand to the 
  south, but he never had the gold nor the opportunity. Now 
  he had the opportunity and the gold he could arrange. So a 
  deal was made with Dolquann, who arranged the meeting at 
  this site. Only a few people knew about this trade, because 
  Berdan feared the interference from the local authorities, 
  which might not look too kindly at the trade. Dolquann also 
  made sure that Berdan knew enough about the Chtaan to 
  prevent any embarrassing situations. The trading company 
  had invested a lot of money in it and now that all has been 
  stolen and Berdan killed, she hopes she can gain enough 
  resources to keep the company running, if only to honour 
  the memory of her husband.  
   
  Concluding the Encounter 
  At some point the PCs will have learned all they want to 
  learn. By this time the sun has risen (so divine spellcasters 
  who need to pray at sunrise should have prepared their 
  spells by this time) and it will be around 8 am. Narlana will 
  have come to her senses and she will ask the PCs rather 
  resolutely to hunt down the lizardfolk and to learn why 
  they have attacked Berdan. If they are not forthcoming with 
  information or their explanation is unsatisfactory, the PCs 
  should not hesitate to kill these savages.  
   
  In the meantime she and the rest of the caravan will 
  journey on to Nondrinn to give the soldiers a proper burial 
  and to see whether she has the resources to resurrect 
  Berdan. Of course, she will also warn the authorities about 
  the attack so that they can take the proper precautions for 
  the possibility of a war with the Chtaan. If the PCs need a 
  reward for the task, she will offer them 50 gp each if they 
  return with useful information or proof that the culprits 
  who murdered her husband are dead. This prize is not 
  negotiable, simply because she cannot afford to pay more. 
  In return she also wants them to return any stolen goods 
  (which are not the weapons). 
   
  Into the Vast Swamp 
  At this time the PCs might realize for the first time that the 
  idea is to travel into the Vast Swamp. Narlana can only 
  provide basic supplies, mainly food and ropes. Though if the 
  PCs request for something reasonable and it is something 
  that a trade caravan might have, they can get it as well. 
  Wizards might want to take some time to prepare their 
  spells now that they know what is expected from them. 
  Divine spellcasters do not have this luxury, since they can 
  only prepare spells at a specific time and it is already at least 
  1 hour past sunrise. 
   
  It will only take 10 minutes of walking to get to the 
  Vast Swamp from the camp. The tracks of the lizardfolk 
  are easy to follow, Track check DC 9, and lead down 
  into the Vast Swamp. The ground will soon become 
  soggy and then it becomes covered by water. The 
  border between Sunndi is formed by what normally is a 
  small muddy stream know as Yellow Creek. With the 
  current rains though it has burst its banks. The stream 
  might be flowing quickly, but crossing it is relatively 
  easy. It requires a DC 10 Swim check. Building a 
  makeshift raft for carrying heavy armour is not 
  difficult. Once at the other side, the tracks of the 
  lizardfolk are once again easy to follow, Track check DC 
  9. Proceed with Encounter 2. 
   
  Note that crossing this ‘creek’ is merely an 
  introduction to the Vast Swamp. It should not be a 
  challenge to cross it. 
   
  Encounter 2:  
  Remains of an Ambush 
  Due to the heavy rains, the water level in the swamp
  is much higher then usual. Even though the 
  lizardfolk clearly avoided the deeper channels, they 
  also avoided the densely overgrown dry parts. 
  Hence you are continually walking through a few 
  inches of murky water with even more mud 
  beneath it. Combined with the high temperature, 
  many leeches and biting insects soon you long for 
  dryer ground. 
   
   
  You have been following the tracks of the 
  lizardfolk for about an hour through this hell on 
  Oerth when you start noting the sounds of herons, 
  ravens and loud splashes. Then you see the first 
  bodies lying in the mud, riddled with sky blue 
  feathered arrows and being feasted upon by various 
  carrion eaters including several small crocodiles. 
  Each and every one of the bodies you see from your 
  current vantage point is the body of a lizardfolk. 
  The reeds are covered with splatters of blood and 
  the air is filled with the sound of buzzing insects.  
   
  One glance tells you that the lizardfolk were 
  skilfully ambushed from dense bushes on one side 
  and probably archers across the channel. Who ever 
  attacked them was quick and skilled and apparently 
  they also took the weapon packs the lizardfolk were 
  carrying with them. 
   
  Examining the scene requires a Search check and/or a 
  Survival check. The results of these checks will 
  determine what the PCs will find. A quick examination 
  of the bodies will show that the cause of death of most 
  lizardfolk is the wounds caused by the arrows. Though 
  some have been killed with swords. Since many of the 
  corpses have been partially dragged away by crocodiles, 
  the bite wounds, delivered while the person was still 
  alive, on a few corpses can only be recognized with a 
  DC 20 Heal check. A DC 15 Knowledge (nature) check 
  identifies the bite marks as belonging to adult 
  crocodiles. 
   
  Searching the terrain will reveal loads of used 
   
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  arrows as well as some broken weapons. A DC 15 Search 
  check will let the PCs find a corpse with a piece of cloth in 
  its hands. This piece of cloth contains parts of the coat of 
  arms of the Sunndian army. A DC 15 Knowledge 
  (Splintered Sun) or DC 10 Profession (soldier) will let the 
  PCs recognize both the symbol and the arrows as belonging 
  to the Sunndian army. Since the tracks of the humans 
  leaving the ambush are incredibly easy to find, necessitating 
  only a Tracking check DC 5, it is likely that the one 
  searching the area will also find the trail of the human 
  raiders leaving the area through a cleared trail at the other 
  side of the island from which they ambushed the lizardfolk. 
   
  An expert tracker might find more valuable clues on 
  the scene. A DC 10 Survival check will reveal that about 60 
  humans ambushed the lizardfolk from two sides. The battle 
  was short and brutal and the humans left one hour later 
  with whatever the lizardfolk were carrying. If the PC 
  succeeds this check by more then 5, she will note that 
  apparently some of the lizardfolk were left behind for dead. 
  These wounded lizardfolk left about one hour before the 
  PCs arrived. Actually following the tracks of the lizardfolk 
  survivors though requires a new DC 19 Survival check (see 
  Encounter 3). Obviously they tried to hide their tracks. 
   
  If the PCs think about searching the other side of the 
  channel, they should make another DC 15 Survival check. 
  Success will reveal the tracks of three adult crocodiles 
  hidden between the reeds together with the humans. If 
  they actually succeed on a DC 35 Survival check, they will 
  find the tracks of a lone bullywug. The bullywug apparently 
  came from the water to talk with the humans and then went 
  back in again. 
   
  It is possible to use speak with dead on the lizardfolk 
  corpses. They are all unwilling, making their will saves as 
  the typical lizardfolk from the Monster Manual. As far as 
  the lizardfolk are concerned human warriors from the 
  Sunndian tribe attacked them. None of them saw the use of 
  any magic, though one or two might note that among the 
  human forces there were several crocodiles. Since the few 
  bullywugs at the scene stayed underwater during the attack, 
  none of the lizardfolk has seen them (including the 
  survivors from Encounter 3). They were a precaution 
  against lizardfolk fleeing through the water, but their 
  presence proved to be unnecessary. Only those allowed to 
  survive, survived the ambush. 
   
  Note: This encounter might lead to Encounter 3 or 
  Encounter 5 depending on the tracks the PCs chose to 
  follow. 
   
  Encounter 3:  
  To the Rescue 
  Investigating the ambush scene detailed in Encounters 2 
  has led the PCs further along the tracks of a small group of 
  lizardfolk survivors. The tracks of this small group have 
  become considerably more difficult to follow, since the size 
  of the group has gone down to 4 and they lost all their 
  heavy cargo. If it were not for the fact that they are all 
  wounded and they are in a hurry to get home, following 
  their tracks would have become nearly impossible. A DC 19 
  (base DC 5, +10 muddy water cover, +5 party hiding trail, -1 
  size of the group) Survival check is required to follow 
  these tracks. If the PCs are unable to do so, by failing 
  their Survival check, they should realize this within 10 
  minutes so that they can return and follow the much 
  easier to track human raiders. If they succeed, they will 
  soon realize that they are gaining on the lizardfolk.  
   
  After having followed the tracks for about an hour, 
  they will hear cries of surprise and fear from not far 
  away (though out of sight due to the high reeds), 
  quickly followed by the sounds of combat. The cries are 
  not human. Read aloud the following text to anybody 
  who rushes in to see what is going on: 
   
  Rushing through the bushes and reeds brings you to 
  a large relatively open area covered with water lilies. 
  At the other end of what appears to be a shallow 
  lake, about 100 feet away from your current 
  location, you note 4 lizard-like humanoids only 
  sligh ly 
  larger 
  then 
  a 
  tall 
  human 
  fighting 
  desperately against six of what are best described as 
  brown leather corpses with the skin tightly around 
  the bones and malevolen  glowing red sparks in 
  their deep black eye-sockets.  
  t
  t
  il
   
  One glance tells you that the lizardfolk have a 
  little chance of winning this battle and really could 
  use your help. Already one of them seems to be 
  paralysed by these foul creatures and another 
  appears to be heav y wounded. 
   
  A map of this encounter can be found in Appendix 3: 
  Maps. The water in the lake is about 2 feet deep, except 
  at the channel, where it is nearly 4 feet deep. The water 
  is murky and overgrown with plants. 
   
  While the PCs observe several ghouls fighting a 
  group of lizardfolk, the real threat to the PCs does not 
  come from that direction. A group of bog mummies or 
  ghouls at lower levels (though they are only real 
  mummies at higher APLs) is lying below the surface of 
  the water ready to strike the PCs when they come to 
  the rescue of the lizardfolk. The lizardfolk are aware of 
  these undead and when they note the PCs, they will 
  give a warning shout, but by that time it is too late. The 
  undead will rise from their prone position during the 
  surprise round and attack on the following round. This 
  will cause attacks of opportunity for those characters 
  with Combat Reflexes. At higher APLs the undead will 
  make a prone attack without any of the associated 
  penalties and if they hit, they can rise as a free action 
  without causing an attack of opportunity due to the feat 
  ‘prone attack’ (see Appendix 2: New Rule Items). If all 
  of the PCs will attack the ghouls fighting the lizardfolk 
  from a distance, the undead hiding underwater will try 
  to get closer while remaining underwater. 
   
  APL 2 (EL 5) 
  !Ghouls (6): hp 13 each; See Monster Manual. 
   
  APL 4 (EL 7) 
  !Advanced Ghouls, Rog2 (6): hp 26 each; See 
  Appendix 1: NPCs. 
   
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  Page 9 
   
  
   
  APL 6 (EL 9) 
  !Advanced Ghasts, Rog2 (6): hp 39 each; See Appendix 1: 
  NPCs. 
   
  APL 8 (EL 12) 
  !Advanced Mummies, Rog2 (6): hp 65 each; See 
  Appendix 1: NPCs. 
   
  Tactics  
  The undead of this encounter are intelligent and well 
  versed in combat in the swamp. Unlike most other 
  creatures, they do not need to breath air and they will use 
  this to their advantage. The murky water of the Vast Swamp 
  offers ample opportunity to hide and while an undead is 
  fully submerged it has total cover. This offers ample 
  protection against the ability to turn undead since line of 
  effect is needed for this as well as spells like fireball (see 
  page 93 in the DUNGEON MASTER’S Guide). The undead are 
  fully aware of this. Also remember that undead that are 
  turned, will flee underwater to return later. If a PC casts 
  entangle or a similar spell, the undead will also drop 
  themselves under the water where they are unreachable by 
  spells as well as arrows. 
   
   
  Note: The undead might not need air to breath, but 
  they are just as prone to slip as the PCs are. Apply all the 
  penalties for being in a bog to Balance checks, tumbling and 
  the difficulties of charging and running. Keep in mind that 
  the water might give cover bonuses to the AC of both the 
  PCs and the undead. 
   
  Troubleshooting 
  The intention of this battle is not for the PCs to directly 
  fight the undead described in the boxed text (which are of 
  the same types as the ones attacking the PCs). If the PCs are 
  victorious, the lizardfolk will be as well. Though if the PCs 
  have a real easy time, you could let them face these as well. 
  If the PCs are having a particular difficult time the 
  lizardfolk will not be able to come to their rescue.  
   
  Treasure 
   
  APL 2: L 0 gp; C 0 gp; M 0 gp. 
   
  APL 4: L 1 gp; C 0 gp; M 0 gp. 
   
  APL 6: L 1 gp; C 0 gp; M 0 gp. 
   
  APL 8: L 1 gp; C 0 gp; M 0 gp 
   
  Encounter 4:  
  First Contact 
  It will be impossible to predict how exactly the PCs will 
  meet the lizardfolk. Too much is dependent on how the 
  battle in Encounter 3 went. The following paragraph should 
  contain enough information for a DM to play out the scene. 
   
  The leader of this small band of lizardfolk is about 7 
  feet tall with brown-green scales and yellow reptilian eyes. 
  Besides his size and muscled frame, his most distinctive 
  feature is his metal great axe and several big scares in his 
  side. His name is Kahn. He is the only one who speaks 
  Common (though with a heavy accent and he prefers to 
  speak Draconic), but even if the PCs speaks Draconic 
  the other three will remain silent, though ready to flee 
  or strike at a moment notice.  
   
  After the battle, the lizardfolk are not very sure on 
  what to do next. On the one hand, they have a very 
  strong urge to flee from or fight against the humans (or 
  other PC races). After all, members of that race 
  ambushed them not so long ago and brutally 
  slaughtered many a clan member. On the other hand, 
  these humans just risked their lives to rescue them. 
  This will result in an armed peace with the lizardfolk 
  banding together with drawn weapons, but making no 
  move to attack unless the PCs to do so. 
   
  Kahn is a rather direct man with little diplomatic 
  skills. He was taken along as the leader of the warriors, 
  while the female Jaleng would do the talking. Kahn will 
  ask several questions and during this time he will not 
  answer any of the PCs’ questions (except giving his 
  name). He will rudely interrupt anybody who speaks 
  too eloquently, using too many, or difficult, words. 
  Kahn himself will speak short guttural sentences, 
  which almost appear like a growl until the PCs manage 
  to befriend him. Kahn will introduce himself as Kahn 
  of the clan Ashgirloch of the Chtaan. 
   
  Among the lizardfolk the physically strong rule 
  and hence he will automatically assume the tallest, 
  strongest and sturdiest looking PC is the leader. Among 
  the Chtaan there are bands of kobold servants. He 
  automatically assigns the same station to small-sized 
  PCs and while after some convincing he might accept a 
  weaker PC as a spokes person, he will never accept a 
  halfling or a gnome as one (unless the PC has proven to 
  be a very able combatant in Encounter 3, in which case 
  he is not sure on how to treat them) – to him they are as 
  air. He highly distrusts arcane spell casters and assumes 
  divine spell casters are advisors. 
   
  What follows are the questions he will asks and 
  how he will react to some of the possible answers. Both 
  the questions and the reactions are based on the culture 
  of the Chtaan and the PCs might not comprehend what 
  Kahn is asking or wants to hear. If the PCs succeed in a 
  DC 15 Knowledge (Splintered Sun) you can explain 
  some of the things mentioned. Otherwise the PCs will 
  have to figure it out by themselves. 
   
  Who are you? This question is self-explanatory, 
  though Kahn only wants a name, a clan (family) and 
  tribe (country). He is not interested in titles and if a 
  name is longer then two syllables he will ask for that 
  name again. Clans usually remain separate among the 
  Chtaan, so if the PCs give many separate family names, 
  he will follow with the following question. 
   
  Why are so many different clans united in your 
  band? The only time the different clans of the Chtaan 
  might travel together is when the survival of the 
  complete tribe (or the included clans) is threatened. So 
  Kahn will expect an answer in that direction. Another 
  option for the PCs would be to be blood brothers 
  indebted to one another. Kahn will accept any answer 
  for the moment, but he will clearly show it when he 
   
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  thinks the PCs are lying. Once the PCs have earned his trust 
  though, he will keep asking about it. 
   
  Why did your warriors attack our people? This 
  question might surprise the PCs, but the concept of a nation 
  is alien to the Chtaan. To the Chtaan all Sunndians belong 
  to one tribe and as far as he is aware, soldiers of the Sunndi 
  tribe attacked him and his fellow people earlier on. Of 
  course, if the PCs are not from Sunndi, he will appear 
  relieved. If they are from Sunndi, he will accept answers 
  like the attackers where banished from the tribe or from a 
  rogue clan. Questioning that they were not from Sunndi 
  and that Kahn must have seen it wrong, will be considered 
  an insult of Kahn’s observation skills and intelligence. 
   
  Why are you here? The Chtaan are not an overly 
  curious people. Survival of the tribe as well as the individual 
  is the most important thing to them. Since the live of an 
  adventurer is inherently life threatening, the concept is 
  alien to them. Risking your life for others, besides your clan 
  or tribe just for glory or to help seems very weird. Risking 
  your life to hunt down a criminal who does not threaten the 
  tribe also raises Kahn’s eyebrows. He somewhat lacks the 
  intelligence and foresight to think that one brutal murder 
  might threaten the whole tribe in the future. On the other 
  hand, forming a war-band to track down a threat to the 
  survival of the tribe seems logical.  
   
  It is best to role-play the above, but people should guide 
  their role-playing by a standard Diplomacy check (see 
  Player’s Handbook description of Diplomacy skill) with a –2 
  circumstance penalty due to the differences in culture. If 
  the PC making the Diplomacy check has succeeded in the 
  Knowledge (Splintered Sun) check as described above, he 
  will have no such penalty. Offering healing will give a +4 
  circumstance bonus on the Diplomacy check. The 
  lizardfolk are indifferent at the start of the encounter. Later 
  modify the result based on the answers to the above 
  questions as well.  
   
  If the PCs do not manage to make the lizardfolk 
  friendly, they will be treated coolly, but Kahn will invite 
  them to come to the home of his clan to talk with the 
  chieftain, who knows more. If they manage to befriend 
  them, Kahn will tell what has happened (as far as he is 
  aware anyway). Though he will immediately state that the 
  chieftain knows more and that the PCs should really talk 
  with him about this whole affair. All Kahn knows is that his 
  tribe had made an agreement with the humans to trade furs 
  and rare herbs for steel weapons, which the clan needs to 
  defend themselves now that the War Wind has started to 
  blow. He was the leader of the warriors. Everything went 
  fine. They delivered the goods and received the weapons in 
  return. On their way back, Sunndi warriors, who killed 
  most and stole the weapons, treacherously ambushed them. 
  They were the only ones who managed to escape alive. Now 
  he is on his way back to the clan to warn them about the 
  treachery of the Sunndi tribe. 
   
  Other questions might follow based on the answers of 
  the PCs. Remember that Kahn knows almost nothing of 
  Sunndi and its inhabitants. He has never seen a dwarf or an 
  elf for that matter. All he has seen in his short life is the 
  Vast Swamp and until recently, he was never interested in 
  things outside the direct sphere of influence of his 
  tribe. The meeting with the humans for the weapon 
  trade and this encounter has sparked a sense of 
  curiosity and wonder in the man. So once the PCs have 
  earned his trust, his behaviour will be very friendly and 
  he will ask one question after another about how the 
  PCs people live and how their territory looks like. He is 
  not very intelligent, so some concepts might be very 
  difficult to explain to him. 
   
  All APLs 
  "Kahn, male lizardfolk Brb3: hp 47; See Appendix 1: 
  NPCs. 
  "Talak, Krall and Hiss, male lizardfolk: hp 5 each 
  due to wounds (max. hp 11 each); See Monster Manual 
  (the Chtaan are an advanced tribe and they use 
  weapons and shields). 
   
  Note: The PCs might decide to go back to the ambush 
  site instead of accepting Kahn’s invitation and follow 
  the human tracks from there. If Kahn survived, he will 
  go back to his tribe and tell what happened. In that case 
  Encounter 6: Among Friends will be considerably less 
  violent. Adjust that encounter based on how things 
  went here. If the PCs left Kahn in an unfriendly or 
  indifferent mood, play it as described. If he was friendly 
  or even helpful, they will not attack, but instead they 
  will talk. 
   
  This encounter might lead to Encounter 5 or 
  Encounter 7. 
   
  Encounter 5:  
  Raiders in Disguise 
  There are two possible routes by which the PCs might 
  come here. Either they have followed the tracks of the 
  human soldiers in Encounter 2 or they have come here 
  at the behest of the lizardfolk at Encounter 4 or 
  Encounter 7. While in general the encounter will be 
  the same independent of the entry, there is a small 
  difference. These are described below in the relevant 
  section.  
   
  Following the human tracks from Encounter 2 
  requires a DC 5 Survival check. Thirty soldiers with a 
  heavy load are easy to track. Even though their 
  footprints might not be easy to find, their passing did 
  leave a clear trail through the undergrowth. The fact 
  that these raiders remained together as a group should 
  make the PCs suspicious – either these people are very 
  certain of themselves or stupid. After a successful DC 
  15 Profession (soldier) check, you should tell that 
  particular PC that Sunndian soldiers would split up in 
  smaller groups to lower the risk of leaving obvious 
  tracks to their camp. Smart PCs might expect a trap and 
  in a way they are right. 
   
  5-I Rearguard 
  When the Wastrians raided both Berdan and the 
  Chtaan they expected to be followed. For that reason 
   
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  they would try to keep up the appearance of Sunndian 
  soldiers and at the same time they left behind a rearguard to 
  discourage any Sunndian investigators. After all, they are 
  simple bandits and they are definitely not actors. They have 
  the confidence that they can fool any lizardfolk scout, but 
  they lack that same confidence when it comes to Sunndian 
  scouts. So the task of the rearguard is to openly approach 
  any Sunndians on the trail of the raiders and to talk with 
  them. If on the other hand the PCs came from the Chtaan 
  village then this encounter will be with a patrol keeping 
  their eyes open for unexpected trouble. 
   
  For some time now you have been following the tracks 
  of the humans. Even in this watery domain these tracks 
  prove incredibly easy to follow. A band of about thirty 
  men simply cause too much destruction to the area. For 
  some time now, the band of humans seem to be 
  following something of a slow flowing stream towards 
  the east. The water is murky, but as far as you can see 
  few plants grow there. Small islands of vegetation and 
  branches float lazily on the surface and you are always 
  wondering if something dangerous is hiding in there. 
  Then when you carefully round a bend in the river, you 
  see a huge tree that has fallen over the river. The tracks 
  lead directly to tree and it doesn’t take sharp eyes to 
  note that they proceed on the other side of the river. 
   
  The PCs might fear an ambush and rightly so. The river is 
  deep and even humans will need to swim. There are no 
  humans on this side of the river. Experienced travellers 
  would prefer to use the fallen tree as a bridge – there might 
  be crocodiles hiding below the water after all. In this case 
  though, there is no crocodile within range. There are three 
  human scouts on the other side of the river though. More 
  than likely these three have seen the PCs and they are now 
  preparing for an encounter. 
   
  Swimming across the river requires a DC 10 Swim 
  check. If a PC enters the water, they will hear a loud 
  splashing noise from the reed at the other side of the river. 
  This might get the PCs out of the water and that is exactly 
  what the intention was of the scouts who dropped a stone in 
  the water. Crossing the river by tree is not too difficult. 
  Climbing on the tree does not require a check, but if 
  somebody rushes over (running or charging) the tree a DC 
  7 Balance check will be required because the surface is 
  somewhat slippery.  
   
  One of the scouts, by the name of Velann, will step on 
  the tree with a bow ready to fire once the first PC is at the 
  middle of the tree or river. The other two remain hidden on 
  both sides of the trail behind a tree ready to open fire. 
  Velann is wearing simple brown clothing, a brown-green 
  cloak and a clear silver brooch – a DC 10 Knowledge 
  (Splintered Sun) or Knowledge (nobility) will allow the PCs 
  to recognize the uniform as that of the Royal Warders. He 
  will want to know who the PCs are and what they are doing 
  here. Only after the PCs have answered him, will he 
  introduce himself. 
   
  He will state that he is part of a group of Sunndian 
  soldiers send in the Swamp to fight a group of renegade 
  lizardfolk (a real Royal Warder would name them Chtaan) 
  who according to the Sunndian’s intelligence were 
  planning to steal a shipment of weapons. Apparently, 
  they had arrived too late, since the lizardfolk already 
  had the weapons, but after a short battle they had won a 
  victory and taken the weapons. He will advise the PCs 
  to return to civilization because some of the renegades 
  escaped and soon the area will be crawling with 
  dangerous lizardfolk. If the PCs want to speak with the 
  officer in charge, he will try to get them to step away 
  from that idea. Once again, he is NOT a good liar. Allow 
  the PCs a DC 10 Sense Motive check to realize he is 
  rather nervous and that he is trying real hard to get the 
  PCs to leave the swamp. Sometime during this 
  conversation the PCs should realize that they are not 
  dealing with Sunndian soldiers. The scouts will attack if 
  the PCs try to cross, though Velann might act as if he is 
  going to bring the PCs to his boss. 
   
  Adjust the above encounter as necessary when the 
  PCs cross the river on another point and backtrack to 
  the bridge. In that case the scenery might be different, 
  but the reaction from Velann will be the same. 
   
  Raiders on the Prowl 
  When the PCs come from the Chtaan village, more 
  then likely a day has past. While the PCs will meet the 
  scouts in the same spot, the scouts will not bother 
  acting like Royal Warders anymore, nor will any of 
  them step into the open to announce his presence. In 
  this case they will just attack the first to cross the 
  bridge. 
   
  Tactics 
  The scouts are cowards and once the PCs have crossed 
  the river in number, they will flee. The PCs might 
  rightly fear that the scouts will warn their leaders. At 
  APL 2 and 4 though they are rather afraid of their 
  leaders, so they will flee into the wilderness. Of course, 
  the PCs might not be aware of this.  
   
  The PCs should try to capture at least one of the 
  scouts alive. Once captured, they might threaten with 
  the wrath of Sunndian army, but they will soon drop 
  the facade and start threatening with the wrath of the 
  cult of Wastri. It will not take much pressure to get 
  them to talk. All three know exactly how the camp 
  looks like and that most of the raiders are cowards. 
  Only their leader, Tarna (a cleric of Wastri), and her 
  bodyguard will pose a real threat to the PCs. The scouts 
  are very willing to make some kind of deal to help the 
  PCs defeat the raiders. 
   
  APL 2 (EL 2) 
  !Scouts, male human Rng1 (3): hp 9 each; See 
  Appendix 1: NPCs. 
   
  APL 4 (EL 4) 
  !Scouts, male human Rng2 (3): hp 14 each; See 
  Appendix 1: NPCs. 
   
  APL 6 (EL 6) 
  !Scouts, male human Rng3 (3): hp 20 each; See 
   
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  Appendix 1: NPCs. 
   
  APL 8 (EL 8) 
  !Scouts, male human Rng5 (3): hp 31 each; See 
  Appendix 1: NPCs. 
   
  Treasure 
  Note that wearing the cloaks and brooches of the Royal 
  Warders without being a member of this organization is 
  illegal within Sunndi. 
   
  Looting one scout: 
   
  APL 2: L 12 gp; C 5 gp; M 0 gp. 
   
  APL 4: L 24 gp; C 5 gp; M 0 gp. 
   
  APL 6: L 43 gp; C 5 gp; M potion of cure light wounds 
  (4 gp). 
   
  APL 8: L 68 gp; C 5 gp; M potion of cure light wounds 
  (4 gp), cloak of elvenkind (208 gp). 
   
  5-II Hidden Camp 
  Note: By the time the PCs arrive at the camp, it will be the 
  end of the day. A map of this area can be found in Appendix 
  3: Maps. 
   
  The hidden camp of the raiders lies on a small hill at 
  the banks of a deep channel. It is overgrown with many 
  trees and dense undergrowth except for a small path that 
  leads from the channel towards the top of the hill. At the 
  place where the path leaves the channel a fallen tree gives 
  the impression of a dock, though it might just be 
  coincidence. About halfway up the hill there is something 
  of a clearing where the undergrowth has been removed. 
  The moss-covered trees still grow there. Built against the 
  slope of the hill is a small wooden cabin, craftily 
  constructed to blend in with the surroundings. For an 
  outside observer is appears to be rather small (about 10 ft. by 
  10 ft.). In reality the cabin is partially built into the slope of 
  the hill, so that there is much more space inside than one 
  can see from the outside.  
   
  The cabin was built sometime ago by a monk of Wastri 
  who retreated into this lone place to meditate. The monk 
  though is long dead, but the area is a convenient location 
  for the raiders – it is just close enough to Sunndi to be used 
  as a starting point for such a raid and just far enough to 
  remain unseen. For the moment 15 outlaws and their 2 
  leaders have set up camp around and in the cabin. An 
  enterprising PC who circles the campsite and has the Track 
  feat will realize after a successful DC 15 Survival check that 
  small groups of people already have left the place. There are 
  no signs the stolen weapons have been transported. The 
  same PC will also note that the raiders have not set out any 
  guards. Combined with the dense undergrowth, it is should 
  be relatively easy to get right into the campsite unseen. 
   
  The human outlaws sleep in hammocks with a piece of 
  tarp as a makeshift roof above them. Any live prisoner will 
  gladly tell what is going on if they think it will save their 
  lives. The common raiders though only know that Tarna 
  hired them to raid a band of lizardfolk and pose as Sunndian 
  soldiers while doing so. At the first day the raiders will be 
  wearing the Sunndian uniforms, but at the second day these 
  will have been buried in the ground just outside the camp. 
  While any Sunndian would immediately recognize that 
  these men are no soldiers (they lack discipline, are 
  wearing their uniforms the wrong way and are to 
  coarse), the Chtaan have less experience with humans. 
  If the PCs need proof they will have to capture some 
  raiders alive and they will also need to enter the cabin. 
  The campsite does contain the weapon packs of the 
  Chtaan. That though offers no proof whether the 
  raiders where outlaws or Sunndians. 
   
  The Cabin 
  The cabin consists of two rooms. A smaller one in the 
  real cabin, which is about 10 ft. by 10 ft in area and 10 ft. 
  high, and a bigger room inside the hill. A simple 
  wooden door leads from the cabin into the hill. In 
  better days it might have had a lock, but now there is no 
  lock to be seen. The whole place looks like it has not 
  been repaired in a long time. 
   
  The cabin itself has the appearance as if somebody 
  has cleaned here recently. There are two beds, a small 
  rickety table, two chairs and a fireplace with hot ash 
  still in it. In a large cabinet some worn down cooking 
  utensils and drinking cups can be found. The place is 
  crawling with bugs. Searching through the cabinet is 
  especially risky since the raiders have not been using it 
  and there is a scorpion hiding in it. While the scorpion 
  poses little threat, it can be used to scare the PCs. Tarna 
  did hide some important things under a rock in the 
  fireplace. A DC 15 Search check will let the PCs find it. 
  It is a small pouch containing some minor gems to be 
  used to pay the raiders and a letter (see Handout 1 at 
  the end of this scenario) detailing her assignment. Of 
  course, given time Tarna will take it with her when she 
  leaves. 
   
  The room in the hill is about 20 ft. by 20 ft. It is a 
  dark and damp place supported by several wooden 
  beams. These do not look too strong. If Tarna or Elak 
  are unable to flee they might enter this place for a last 
  stand. The raiders also imprisoned one of the Chtaan of 
  the trading band – a female lizardfolk by the name of 
  Jaleng. She was the spokeswoman of the band and 
  Tarna was hoping to gain some useful information from 
  her. Depending on when the PCs arrive, she might 
  have been questioned only hastily (showing only a few 
  bruises), thoroughly (clearly tortured) or she might 
  have been killed and skinned, in which case all they 
  find in here is her corpse. If you feel the need to press 
  the PCs into action, Tarna might actually start 
  questioning Jaleng in earnest at some point that the 
  PCs are scouting out the place.  If the PCs rescue Jaleng, 
  she will obviously be very grateful. Though depending 
  on circumstances she might be too delirious because of 
  her wounds to be coherent. Tarna is not above using 
  Jaleng as a hostage, but she is not to be trusted. Once 
  Tarna is outside of immediate danger she will kill 
  Jaleng. 
   
  Note: Either Tarna or Elak will always be awake, 
  more then likely spying the camp through a window in 
  the cabin. It will be very difficult to surprise them. 
   
   
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  Page 13 
   
  
  Role-playing Jaleng 
  Note: If the PCs already had an extensive role-play session 
  with Kahn and in the Chtaan village, and you are pressed 
  for time, you can easily gloss over the meeting with Jaleng. 
  Otherwise she is a good source for information on what has 
  happened and the opinion of the Chtaan on events. 
   
  Unlike Kahn, see Encounter 4, Jaleng is much more 
  educated on the ways of humans. She speaks Common 
  fluently and she has been in extensive contact with several 
  humans. Hence she will tend to formulate her questions 
  more like a human would. Still, she has only seen humans 
  in her life and even to her concepts such as marriage, family 
  and mountains are alien. Lizardfolk culture is also male 
  dominated, even while Jaleng is a respected storytelller, 
  keeper of the local lore and an excellent contact person 
  with humans, she is still submissive to the male hunters. 
  She will also behave rather submissive to male PCs without 
  even realizing she is acting in such a way. 
   
  Before the PCs can speak with her though, they need to 
  gain her trust. Obviously, rescuing her and telling her what 
  has happened to Berdan will help. Showing her Tarna’s 
  letter will also be a great aid in convincing her of the good 
  intentions of the PCs. Once she realizes the full extend of 
  the plot, she will want to go to her village as quick as 
  possible, before things might escalate. Obviously, she will 
  ask the PCs to come along as key-witnesses and protection 
  on the journey. 
   
  She can also answer some of the questions the PCs 
  might have. She is fully aware of the deal made between the 
  Ashgirloch clan and Berdan (see Background above). She 
  can also give some details on the ambush. Though more 
  then likely the PCs are not very interested in it any more by 
  this time. 
   
  Tactics 
  The human outlaws are relaxing after a hard battle. Since 
  they have a rearguard, they are not expecting any trouble. 
  At the moment they are also not very well prepared to deal 
  with an attack. In their hearts they are all cowards whose 
  first reaction is to flee when unexpectedly attacked. None 
  of them are also very well trained. So while it might appear 
  to be very difficult for the PCs to defeat the common 
  outlaws, in reality even at low APLs there should be hardly 
  any combat. Most of the raiders will flee or surrender unless 
  it is absolutely clear how many attackers there are and that 
  they have a 100% chance of winning that battle. So at most 
  there will be one or two rounds of battle if the PCs chose a 
  direct assault.  
   
  Whatever the situation, the raiders will make a lot of 
  noise. Which will alert the real threat: the cleric Tarna 
  Pranak and her bodyguard Elak Delei. These two have no 
  loyalty towards the outlaws, since the outlaws are only here 
  for the money and hold no loyalties to the cause. So they 
  will stay within the cabin ready to deal with anybody 
  entering the place – after all, the small area works in their 
  benefit. They will be standing close to the door though, 
  ready to close it if the PCs want to shoot dangerous spells 
  through it. They will fight to the death unless the PCs give 
  them a good opportunity to flee. Elak is willing to give his 
  life for his charge, but Tarna is much less scrupulous. 
   
  Note: Note that the raiders have no intention of 
  staying here long enough for a counter-attack by the 
  Chtaan. 48 hours after their attack on the Chtaan they 
  will leave this camp in small groups with the loot. The 
  Chtaan female Jaleng will be killed and skinned, but 
  her remains can be found in the cabin. If the PCs have 
  delayed this long, they are better off fleeing the Swamp, 
  because almost no real evidence will remain that the 
  raiders were not Sunndian soldiers. The buried 
  Sunndian uniforms are by themselves hardly solid 
  proof. 
   
  Troubleshooting 
  If the PCs do not manage to free Jaleng alive, they 
  might not grasp the seriousness of what is going on and 
  decide to take the weapons and leave the swamp. Then 
  this will be the end of the adventure. In which case 
  they will miss several rewards and potential xp. If an 
  adventurer does not see the opportunity for an 
  adventure, then they should not reap the reward. 
  Though you might decide to give them encounter 6-I 
  on the way back. 
   
  ALL APLs 
  !Raiders, male human War1 (15): hp 5 each; See 
  Appendix 1: NPCs. 
  !Jaleng, female lizardfolk Brd1: hp 19; See Appendix 
  1: NPCs. 
   
  APL 2 (EL 5) 
  !Tarna Pranak, female human Clr3: hp 24; See 
  Appendix 1: NPCs. 
  !Elak Delei, male human Ftr3: hp 28; See Appendix 
  1: NPCs. 
   
  APL 4 (EL 7) 
  !Tarna Pranak, female human Clr5: hp 38; See 
  Appendix 1: NPCs. 
  !Elak Delei, male human Ftr5: hp 44; See Appendix 
  1: NPCs. 
   
  APL 6 (EL 9) 
  !Tarna Pranak, female human Clr7: hp 52; See 
  Appendix 1: NPCs. 
  !Elak Delei, male human Ftr5/Dev2: hp 62; See 
  Appendix 1: NPCs. 
   
  APL 8 (EL 11) 
  !Tarna Pranak, female human Clr9: hp 66; See 
  Appendix 1: NPCs. 
  !Elak Delei, male human Ftr6/Dev3: hp 79; See 
  Appendix 1: NPCs. 
   
  Treasure 
  All APLs (per raider): L 6 gp; C 2 gp; M 0 gp. 
   
  Gems: L  0 gp; C 25xAPL gp; M 0 gp.  
   
  In addition the following treasure can be found: 
   
  APL 2: L 194 gp; C 10 gp; M cloak of resistance +1 
   
  Murky Waters 
   
   
  Page 14 
   
  
  (83 gp), elixer of swimming (21 gp), potion of cure light 
  wounds x2 (4 gp each), wand of cure light wounds (63 gp), 
  scroll of remove paralysis (13 gp), scroll of cure moderate 
  wounds (13 gp). 
   
  APL 4: L 128 gp; C 10 gp; M cloak of resistance +1 (83 
  gp), bastard sword +1 (195 gp), breast plate +1 (113 gp), 
  elixer of swimming (21 gp), potion of cure light wounds x2 
  (4 gp each), wand of cure light wounds (63 gp), scroll of 
  remove paralysis (13 gp), scroll of cure moderate wounds 
  (13 gp), scroll of invisibility purge (31 gp). 
   
  APL 6: L 95 gp; C 10 gp; M cloak of resistance +1 (83 
  gp), bastard sword +1 (195 gp), 2x full plate +1 (221 gp each), 
  ring of swimming (208 gp), elixer of swimming (21 gp), 
  potion of cure light wounds x2 (4 gp each), potion of cure 
  serious wounds (63 gp), wand of cure light wounds (63 gp), 
  scroll of remove paralysis (13 gp), scroll of cure moderate 
  wounds (13 gp), scroll of invisibility purge (31 gp). 
   
  APL 8: L 95 gp; C 10 gp; M cloak of resistance +2 (333 
  gp), bastard sword +1 (195 gp), 2x full plate +1 (221 gp each), 
  2x ring of protection +1 (166.5 gp each), ring of swimming 
  (208 gp), elixer of swimming (21 gp), amulet of natural 
  armor +1 (167 gp), potion of cure light wounds x2 (4 gp 
  each), potion of cure serious wounds (63 gp), wand of cure 
  light wounds (63 gp), scroll of remove paralysis (13 gp), 
  scroll of cure moderate wounds (13 gp), scroll of invisibility 
  purge (31 gp). 
   
  Encounter 6:  
  Among Friends 
  The PCs will only have this encounter if they have not yet 
  made peaceful contact with the Chtaan in Encounter 4. It is 
  also assumed that the PCs rest for the night after Encounter 
  5. If they are willing to travel through the night point out 
  the dangers of doing so. If Jaleng is alive she will certainly 
  refuse to travel by night. If the PCs decide to attack during 
  the early morning in Encounter 5, and immediately 
  proceed to the Chtaan village, this encounter might be 
  difficult – be warned. The Vast Swamp is a dangerous place 
  and those who rush things, will get into trouble. 
   
  Note: Encounter 6-I should ONLY be used if the PCs 
  did not play through Encounters 3 & 4 and if they did 
  manage to free Jaleng alive in Encounter 5. 
   
  Encounter 6-I: Natural Hunters 
  The Vast Swamp is a dangerous area, but the natural threats 
  far outstrip the unnatural ones. While on the journey to the 
  Chtaan encampment, they are attacked by a group of 
  crocodiles hungry for a meal. The EL has been slightly 
  modified due to the terrain since they will attack while the 
  PCs are up to their middle in the water. 
   
  APL 2 (EL 5) 
  !Crocodiles (2): hp 22 each; See Monster Manual. 
   
  APL 4 (EL 7) 
  !Crocodiles, giant (2): hp 59 each; See Monster Manual. 
   
  APL 6 (EL 9) 
  !Crocodiles, giant (5): hp 59 each; See Monster 
  Manual. 
   
  APL 8 (EL 11) 
  !Crocodiles, advanced 13 HD (4): hp 123 each; See 
  Appendix 1: NPCs. 
   
  Encounter 6-II: Chtaan Hunters 
  The Chtaan are always alert for intruders. They might 
  hold little fear for natural predators, but both the 
  undead and bullywugs form a constant danger to the 
  continuous existence of the clan. So the Chtaan patrol 
  the area around the village extensively. Avoiding these 
  patrols will be virtually impossible for somebody who 
  does not know the way around the village. About a day’s 
  travel from the camp of the human raiders the PCs will 
  encounter one such patrol. Their reaction will depend 
  highly on what the PCs did before this encounter. 
   
  If the PCs rescued Kahn and his fellow lizardfolk 
  warriors, this encounter will be over very quickly and it 
  can be described in a few sentences. They will know 
  whom the PCs are and they will come forward to guide 
  the PCs to the village.  
   
  If on the other hand the PCs never rescued any 
  lizardfolk in Encounter 3 this encounter will be much 
  more tense. In that case the Chtaan have learned of the 
  so-called treachery of the Sunndian soldiers (either 
  through Kahn as the sole survivor of the encounter 
  with the undead or due to a scout coming across the 
  scene described in Encounter 2) and they will simply 
  attack the PCs. Killing any lizardfolk will not endear 
  the PCs to the Chtaan and unless they are very good 
  liars, they are probably better off just leaving the Vast 
  Swamp. Chasing the Chtaan away or using nonlethal 
  damage though, will allow them to approach the village 
  relatively unscathed to talk with the chieftains. 
   
  If the PCs on the other hand have Jaleng with 
  them, the Chtaan will confront them for some serious 
  questioning. Jaleng will remain silent, curious how the 
  PCs will act. This encounter will basically go the same 
  as described under Encounter 4, though the leader of 
  this group has another name. Of course, in this case the 
  PCs probably have more to tell. Once the PCs have 
  satisfied the curiosity of the Chtaan leader, he will 
  quickly question Jaleng in Draconic. Unless the PCs 
  have lied, she will basically confirm the PCs story and 
  she will stress that both they and the Sunndians have 
  become the victims of manipulation by Wastri 
  worshippers. 
   
  Note, that the EL of this encounter is one higher 
  then the CR of the creatures suggests. This is due to the 
  fact, that to truly win, the PCs can only resort to 
  nonlethal damage, which complicates matters for the 
  PCs. 
   
  APL 2 (EL 5) 
  "Lizardfolk warriors (4): hp 11 each; See Monster 
  Manual. 
   
  APL 4 (EL 7) 
   
  Murky Waters 
   
   
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  "Lizardfolk warriors (4): hp 11 each; See Monster 
  Manual. 
  "Rtan, male lizardfolk Brb5: hp 69; See Appendix 1: 
  NPCs. 
   
  APL 6 (EL 9) 
  "Lizardfolk warriors (4): hp 11 each; See Appendix 1: 
  NPCs. 
  "Rtan, male lizardfolk Brb6: hp 79; See Appendix 1: 
  NPCs. 
  "Nak, male lizardfolk Drd4: hp 50; See Appendix 1: 
  NPCs. 
   
  APL 8 (EL 11) 
  "Lizardfolk warriors, Brb2 (4): hp 39 each; See Appendix 
  1: NPCs. 
  "Rtan, male lizardfolk Brb6: hp 79; See Appendix 1: 
  NPCs. 
  "Nak, male lizardfolk Drd6: hp 66; See Appendix 1: 
  NPCs. 
   
  Treasure 
  APL 2: L 2 gp; C 0 gp; M 0 gp. 
   
  APL 4: L 27 gp; C 0 gp; M heavy shield +1 (96 gp), 
  potion of cure light wounds (4 gp). 
   
  APL 6: L 52 gp; C 0 gp; M heavy shield +1 (96 gp), 
  potion of cure light wounds (4 gp). 
   
  APL 8: L 102 gp; C 0 gp; M heavy shield +1 (96 gp), 5x 
  potion of cure light wounds (4 gp each), scroll of cure 
  moderate wounds (12 gp).  
   
  Encounter 7:  
  Among a Chtaan Tribe 
  The PCs can come in the village of the Ashgirloch clan 
  either from Encounter 4 or Encounter 6. Depending on the 
  route the PCs took to get here and the time still available 
  this encounter might be more or less important to act out 
  fully. When pressed for time or when all combats already 
  have taken place (unless the PCs had a fight with the 
  Chtaan in Encounter 6), this encounter could be 
  summarised. 
   
  To the untrained eye the hill you just approached looks 
  like any o her isle in this dismal swamp. In short, it 
  looks like a densely overgrown hill surrounded by a 
  murky lake. Then suddenly without warning, the water 
  appears to be coming to life. Out of nowhere lizardfolk 
  rise out of the water, staring at you with their yellow 
  reptilian eyes. There is something in their posture that 
  reminds you of a crocodile – silen ly and still, ready to 
  strike at a moments notice. Even from behind you, 
  several lizardfolk approach as if they appeared out of 
  nowhere. 
  t
  t
  l
  i
  t
   
   
   
   
  l
   
   
  Proceed with the next bit if the PCs have a free lizardfolk as 
  a guide with them. If the PCs have no guide, the armed 
  warrior will ask them to wait and he will get Dtan. If the 
  PCs have tied up lizardfolk with them, the situation will be 
  a lot tenser. In this case the warrior will get Dtan as 
  well. Adjust the scene described below as necessary. 
   
  Your guide quickly announces your arrival in 
  Draconic. One of the bigger lizardfolk, armed with a 
  club and a shield, has a quick short conversation 
  with your guide in Draconic. Their body language 
  makes it clear they are discussing your presence*. 
  Then your guide motions you to follow him. 
  Without checking if you follow him, he proceeds to 
  the eft of the lake. The other l zardfolk move out of 
  the way: some of them disappear below the surface 
  of the lake while o hers follow you from a short 
  distance. Apparently they have not met many 
  humans before. Their faces show as what you hope 
  is a guarded curiosity. 
  After about 100 meters your guide turns to the 
  left, where he follows a small creek for another 100 
  meters. He then takes you to a small island, where 
  most of the vegetation is removed except for a huge 
  tree covered with beard moss. Even part of the ever-
  present reed has been removed, providing easy and 
  open access to the island. At the foot of the tree the 
  image of a reptilian face has been carved. Directly 
  under the carving there is a small altar covered with 
  small offerings.   
  “This is the Bearded Tree, a shrine to our gods. 
  Usually we take our visitors to the Bank, but since 
  the Bank is flooded, we are forced to come here. 
  Please, show proper respect for our holy place.” 
  After having said that, your guide sits down on the 
  edge of the open place motioning for you to sit 
  down in such a way that he is between you and the 
  altar. The lizardfolk who have been following you 
  now all seem to have disappeared except for a few 
  warriors who are standing in the creek. 
  After having waited for a few minutes, you hear 
  the splashing sounds of two lizardfo k approaching. 
  Soon you see an old lizardfolk with dull grey-green 
  scales and yellow teeth supporting himself with a 
  long black staff, closely followed by a younger 
  brown scaled lizardfolk who is clearly the lesser 
  ranked of the two. 
  “Greetings strangers, I am Dtan, shaman of this 
  clan. Who might you be?” the old lizardfolk says in 
  perfect Common. 
   
  * If there is a PC who speaks Draconic, tell them that 
  they are discussing where the PCs should hold their 
  meeting with Dtan (the shaman). Apparently the usual 
  meeting place is flooded due to the rains, so they finally 
  decide to hold the meeting at what they call “The 
  Bearded Tree”. 
   
  Dtan is a 9
  th level cleric of Semuanya with the 
  animal and plant domain. His pupil is Tchek, a 1
  st level 
  cleric. During the whole encounter Tchek will remain 
  silent, helping his master with little things, such as 
  giving him support when he wants to sit down or stand 
  up again. Dtan is a man of little words, even if the PCs 
  speak Draconic. He will be direct, leaving all pretence 
   
  Murky Waters 
   
   
  Page 16 
   
  
  of diplomacy behind. He wants to know everything about 
  the PCs and their reason for being here. Only if the PCs 
  have satisfied his curiosity, will he answer their questions.  
   
  If the PCs came with Kahn, he will talk with Kahn at 
  the same time as with the PCs. When he learns about the 
  attack of the Sunndi soldiers, he will be furious. It is clear 
  that he believes his prime hunter above the PCs and that he 
  is willing to accept treachery by the Sunndians rather 
  quickly. If the PCs protest their and Sunndi’s innocence, he 
  will demand solid proof. In short, he will demand that they 
  go back and follow the tracks of the humans. In fact, the 
  only reason he is even speaking with the PCs is because 
  they have proved themselves to be capable hunters by 
  defeating the undead. Since he does not trust the PCs, he 
  will send a lizardfolk scout with them both as a guide and to 
  make sure the PCs will be telling him the truth when they 
  return. The scout is a standard Monster Manual lizardfolk 
  who will remain out of combat unless cornered.  
   
  If the PCs want more than just a guide, such as magical 
  healing, they will need to roll a DC 14+APL Diplomacy 
  check. If they succeed, he will offer to heal them (even 
  going so far as using the two potions of remove disease he 
  has available) and he can provide mundane items from the 
  Player’s Handbook that cost less then 40 gp and are not too 
  technological advanced (use common sense when 
  providing the PCs with items – items like alchemist fire, 
  sunrod and paper for example are not available). 
   
  If the PCs came with Jaleng, he will act more hostile at 
  the start of the encounter (having heard of the ambush by 
  Sunndian warriors from Kahn). Though the PCs should be 
  able to convince him of Sunndi’s innocence in this matter 
  with what they have found at the camp of the human 
  raiders. Once convinced though, he will reward them as 
  described below in the reward section. 
   
  Convincing him of Sunndi’s innocence if the PCs have 
  imprisoned lizardfolk with them (or no lizardfolk at all) will 
  be very difficult. Though eventually the PCs should succeed 
  in this as well.  
   
  Troubleshooting 
  While it makes sense to kill PCs for rude behaviour or 
  insults, this will hardly be fun for the players involved. 
  When a PC breaches etiquette, all observing lizardfolk will 
  react aggressively as if they are ready to assault the PCs. 
  Dtan will motion the other lizardfolk to withhold their 
  attack, giving the PCs the time to apologize. Dtan might be 
  a direct man, but he knows that other people have other 
  habits. If no apology is forthcoming, he will either send the 
  PCs away (at which point they might decide to go the 
  raiders camp without Dtan asking them to do so) or when 
  the PC in question had been truly insulting, his people will 
  attack the PCs. The PCs can escape if they want to, but they 
  then have earned the disfavour of the lizardfolk. If they 
  remain, but resist their capture they will eventually be 
  overwhelmed, stripped of all their gear and released in the 
  swamp. If they do not resist, they PC in question will be 
  escorted away and he will also have earned the disfavour of 
  the Chtaan. In this case the PC can keep his or her 
  equipment though. 
   
  Rewards 
  Besides the fact that the PCs can proudly proclaim that 
  they have kept the peace between Sunndi and the 
  lizardfolk, Dtan might offer a more substantial reward if 
  and only if the PCs return the weapons to the 
  Ashgirloch clan.  
   
  The reward will not take the form of gold coins, 
  because that is an alien concept to the Chtaan. Instead 
  he will offer the PCs membership of his clan. This will 
  cost 1 TU spend during some basic training in Chtaan 
  etiquette and initialisation rites (including adding 
  several tattoos as proof of one’s membership of the clan) 
  and 1 TU/year afterwards. If the PC has no TUs left in 
  his yearly allocation he must spend his first TU of the 
  subsequent year to access this reward. Handle this at 
  the table, but after this the PC is unplayable until the 
  start of the next year. In return they will gain a +2 
  competence bonus on Diplomacy checks with 
  lizardfolk and a +2 competence bonus on Survival 
  checks in the Vast Swamp. Of course, Chtaan will act 
  more favourably towards the PC in future scenarios. 
  Finally, a neutral half-orc may become a tribal protector 
  of the Chtaan. The tribal enemy are either the undead 
  of the Vast Swamp or the Bullywugs of the Vast Swamp. 
  The Homeland is the Vast Swamp. A member of the 
  clan is also expected to always come to the aid of the 
  clan and the Chtaan. If a PC refuses to join the clan, 
  they will earn 1 favour instead.  
   
  In either case Dtan will also offer regional access to 
  several items as noted on the AR (depending on APL: 
  elixir of swimming, elixir of sneaking, elixir of natural 
  clarity, potion of cure serious wounds, potion of 
  neutralize poison, potion of remove disease, potion of 
  water walk). 
   
  Conclusion:  
  Back to Civilization 
  The text below assumes the PCs were successful. Adjust 
  the text where necessary if this was not the case. 
   
  For the past couple of days you have wandered 
  through the watery Vast Swamp. There is not one 
  spot on your body that has not been covered with 
  mud and if it is not covered in mud it is covered 
  with insect bites and small scratches from bushes. 
  Hardly any piece of equipment is dry. You really 
  long for a truly dry place, a warm bath and a night’ 
  sleep without biting insects. Luckily, such will be 
  yours in an hour. All you have to do is give report to
  Narlana about what has happened. The news will 
  not be good, since you have nei her found her 
  husband murderers nor technically the goods stolen 
  from her. At least though you know more or less 
  who is responsible and you can be proud to have 
  prevented hostilities from flaring up between 
  Sunndi and the Chtaan. 
   
  t
   
  Obviously, Narlana will not be thrilled about the news 
   
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  Page 17 
   
  
  the PCs will have to tell her. If they can prove though that 
  the Wastrians were behind the attack, which will be 
  enough for her to pay the PCs their reward. If the PCs 
  accept the money and leave it at that, they will earn her 
  respect. If they demand more, she will state that they found 
  neither her husband’s murderers nor the stolen goods. If 
  they want a reward for preserving the peace between the 
  Chtaan and Sunndi, they should go the local authorities to 
  make a demand for a reward. Even if they returned the 
  weapons, she will not be more lenient. Since by both the 
  legal laws as the laws of decency, she does not own the 
  weapons anymore. So she will send them back to the 
  lizardfolk at the first opportunity (unless a war is raging on). 
  Of course, demanding a reward from the Sunndian 
  authorities will not work either. Though even if the PCs do 
  not go to the local authorities, these will hear about the PC’s 
  actions and if that resulted in peace between the Sunndians 
  and the Chtaan, they will earn a favour both from the Royal 
  Warders and Count Kestor. 
   
  If the PCs on the other hand never tried to contact the 
  Chtaan or were so violent or rude that peaceful contact was 
  impossible, then Narlana will still give the monetary 
  reward. Neither she nor the local authorities will give them 
  a favour. While XP and gold might not be dependent on 
  success with the lizardfolk, any special reward is. 
   
  Critical Event Summary 
  At the conclusion of this module the DM should answer the 
  following questions regarding how events transpired. These 
  answers should be emailed to madfox@planet.nl. 
   
  1. What was the composition of the party? 
  2. At what APL was this event run? 
  3. Did the PCs rescues Kahn’s life? 
  4. Did the PCs found the letter send to Tarna? 
  5. Did the PCs rescue Jaleng? 
  6. Did the PCs had any hostile encounter with the 
  lizardfolk? 
  7. Did the PCs manage to preserve the peace 
  between the Chtaan and the Sunndians? 
  8. Did the PCs return the weapons to the Chtaan or 
  to Narlana? 
   
  Of course, besides the answers to these questions, a short 
  summery of what transpired and a review of the scenario is 
  welcome as well. If there are any things you or the players 
  particularly liked or disliked, let us know as well. 
   
   
  Murky Waters 
   
   
  Page 18 
   
  
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished and assign the experience 
  award accordingly. Then assign the discretionary role-
  playing experience award. The role-playing award should be 
  given for consistent character portrayal and contribution to 
  the fun of the game. You can award different role-playing 
  amounts to different characters. Award the total value 
  (objectives + role-playing) to each character 
   
  Encounter 3: To the Rescue 
  Defeating the undead (note that the PCs either had this 
  encounter, encounter 6-II or encounter 6-I. So they should 
  only get xp for one of those encounters) 
  APL 2 150 XP 
  APL 4 210 XP 
  APL 6 270 XP 
  APL 8 330 XP 
    
  Encounter 5-I: Raiders in Disguise, rearguard 
  Defeating the scouts 
   APL 2 60 XP 
   APL 4 120 XP 
   APL 6 180 XP 
   APL 8 240 XP 
   
  Encounter 5-II: Raiders in Disguise, campsite 
  Defeating Tarna and Elak 
   APL 2 150 XP 
   APL 4 210 XP 
   APL 6 270 XP 
   APL 8 330 XP 
   
  Encounter 6-I: Among Friends, natural hunters 
  Defeating the crocodiles (note that the PCs either had this 
  encounter, encounter 6-II or encounter 3-I. So they should 
  only get XP for one of those encounters) 
   APL 2 150 XP 
   APL 4 210 XP 
   APL 6 270 XP 
   APL 8 330 XP 
   
  Encounter 6-II: Among Friends, Chtaan hunters 
  Defeating the Chtaan hunters (note that the PCs either had 
  this encounter, encounter 6-I or encounter 3-I. So they 
  should only get XP for one of those encounters). The PCs 
  will gain full XP if no Chtaan was killed. Else they will gain 
  the value between the brackets 
   APL 2 150 (75) XP 
   APL 4 210 (105) XP 
   APL 6 270 (135) XP 
   APL 8 330 (165) XP 
   
  Discretionary Role-playing Award 
   APL 2 90 XP 
   APL 4 135 XP 
   APL 6 180 XP 
   APL 8 225 XP 
    
  Total Possible Experience 
   
   APL 2 450 XP 
   APL 4 675 XP 
   APL 6 900 XP 
   APL 8 1,125 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.  
  Because this is a Sunndian regional scenario, characters 
  from Sunndi may spend additional Time Units to 
  practice professions or create items immediately after 
  the adventure so this total may be modified by other 
  circumstances. 
   
  Treasure Key 
  L = Looted gear from enemy; C = Coin, Gems, Jewellery, 
  and other valuables; M = Magic Items. 
   
  Maximum Treasure Totals 
  The maximum amount of treasure that a player 
  character is able to take from this module is linked to 
   
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  Page 19 
   
  
  the APL at which the module is played. These totals are: 
   
  APL 2:  
  400 gp 
  APL 4: 
  600 gp 
  APL 6: 
  800 gp 
  APL 8: 
  1,250 gp 
   
  Note: More then likely the treasure caps will be past due to 
  the treasure found in the raiders camp. As an explanation 
  for the loss of gold, one should realize that most of the 
  equipment found in the raiders camp is clearly recognizable 
  as belonging to Wastri. Hence traders will give less money 
  for it. 
   
  Encounter 3: To the rescue 
  Looting the undead 
   
  APL 2: L 0 gp; C 0 gp; M 0 gp. 
   
  APL 4: L 1 gp; C 0 gp; M 0 gp. 
   
  APL 6: L 1 gp; C 0 gp; M 0 gp. 
   
  APL 8: L 1 gp; C 0 gp; M 0 gp. 
   
  Encounter 5-I: Rearguard 
  Looting one scout 
   
  APL 2: L 12 gp; C 5 gp; M 0 gp. 
   
  APL 4: L 24 gp; C 5 gp; M 0 gp. 
   
  APL 6: L 43 gp; C 5 gp; M potion of cure light wounds 
  (4 gp). 
   
  APL 8: L 68 gp; C 5 gp; M potion of cure light wounds 
  (4 gp), cloak of elvenkind (208 gp). 
   
  Encounter 5-II: Raiders in Disguise 
  Looting 1 human raider 
   
  All APLs: L 6 gp; C 2 gp; M 0 gp. 
   
  Taking the gems hidden in the cabin 
   
  APL 2: L 0 gp; C 50 gp; M 0 gp. 
   
  APL 4: L 0 gp; C 100 gp; M 0 gp. 
   
  APL 6: L 0 gp; C 150 gp; M 0 gp. 
   
  APL 8: L 0 gp; C 200 gp; M 0 gp 
   
  Looting Tarna and Elak 
   
  APL 2: L 194 gp; C 10 gp; M cloak of resistance +1 (83 
  gp), elixer of swimming (21 gp), potion of cure light 
  wounds x2 (4 gp each), wand of cure light wounds (63 gp), 
  scroll of remove paralysis (13 gp), scroll of cure moderate 
  wounds (13 gp). 
   
  APL 4: L 128 gp; C 10 gp; M cloak of resistance +1 (83 
  gp), bastard sword +1 (195 gp), breast plate +1 (113 gp), 
  elixer of swimming (21 gp), potion of cure light wounds x2 
  (4 gp each), wand of cure light wounds (63 gp), scroll of 
  remove paralysis (13 gp), scroll of cure moderate wounds 
  (13 gp), scroll of invisibility purge (31 gp). 
   
  APL 6: L 95 gp; C 10 gp; M cloak of resistance +1 (83 
  gp), bastard sword +1 (195 gp), 2x full plate +1 (221 gp each), 
  ring of swimming (208 gp), elixer of swimming (21 gp), 
  potion of cure light wounds x2 (4 gp each), potion of cure 
  serious wounds (63 gp), wand of cure light wounds (63 gp), 
  scroll of remove paralysis (13 gp), scroll of cure moderate 
  wounds (13 gp), scroll of invisibility purge (31 gp). 
   
  APL 8: L 95 gp; C 10 gp; M cloak of resistance +2 (333 
  gp), bastard sword +1 (195 gp), 2x full plate +1 (221 gp 
  each), 2x ring of protection +1 (166.5 gp each), ring of 
  swimming (208 gp), elixer of swimming (21 gp), amulet 
  of natural armor +1 (167 gp), potion of cure light 
  wounds x2 (4 gp each), potion of cure serious wounds 
  (63 gp), wand of cure light wounds (63 gp), scroll of 
  remove paralysis (13 gp), scroll of cure moderate 
  wounds (13 gp), scroll of invisibility purge (31 gp). 
   
  Encounter 6-II: Chtaan hunters 
  Defeating all the lizardfolk patrol (assuming they keep 
  it) 
   
  APL 2: L 2 gp; C 0 gp; M 0 gp. 
   
  APL 4: L 27 gp; C 0 gp; M heavy shield +1 (96 gp), 
  potion of cure light wounds (4 gp). 
   
  APL 6: L 52 gp; C 0 gp; M heavy shield +1 (96 gp), 
  potion of cure light wounds (4 gp). 
   
  APL 8: L 102 gp; C 0 gp; M heavy shield +1 (96 gp), 
  5x potion of cure light wounds (4 gp each), scroll of 
  cure moderate wounds (12 gp). 
   
   
  Conclusion: Arrival 
  Monetary reward from Naralana. 
   
  APL 2: L 0 gp; C 50 gp; M 0 gp. 
   
  APL 4: L 0 gp; C 50 gp; M 0 gp. 
   
  APL 6: L 0 gp; C 50 gp; M 0 gp. 
   
  APL 8: L 0 gp; C 50 gp; M 0 gp. 
   
   
  New Items 
  Please but the following items on the Adventure 
  Record with the notice “Cross out the items this 
  character did not acquire.” 
   
  Favour with the Chtaan: The Chtaan will not forget 
  that PCs returned steel weapons stolen from them by 
  Wastri cultists. 
   
  Membership of Ashgirloch Clan of the Chtaan 
  Tribe: The PC has spent 1 TU (and will spend 1 TU at 
  the start of each year) to become a member of the 
  Chtaan. A tattoo will make sure the PC is easily 
  recognizable as a member of the tribe. While a member, 
  the PC gains a +2 competence bonus on Diplomacy 
  checks involving lizardfolk and on Survival checks in 
  the Vast Swamp. Of course, other Chtaan will treat the 
  PCs favourably.  
   
  A true neutral aligned half-orc member may take 
  levels in the prestige class Tribal Protector from Sword
  and Fist (tribal enemy: either bullywugs of the Vast 
  Swamp OR undead of the Vast Swamp; homeland: the 
  Vast Swamp). A member is expected always to come to 
  the aid of the Chtaan. 
   
   
  Lizardfolk as a cohort: By rescuing one or more 
  lizardfolk from certain death by claws of undead or 
  Wastrian cultists, the PC has earned the respect of 
  individual lizardfolk members. For more information 
  on lizardfolk, see the Monster Manual. A lizardfolk has 
  an ECL of 3. 
   
   
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  Page 20 
   
  
  Disfavour of the Chtaan: The PC has insulted or killed 
  Chtaan during this scenario. As such he does not exist for 
  the Chtaan. If the PC ever breaches another taboo or law, 
  the PC will be killed. 
   
  Elixir o  Natural Clarity: This elixir bestows an unnatural 
  clarity to the drinker while in the wilderness, granting a +10 
  competence bonus on survival checks for 1 hour. Due to the 
  duration the potion cannot be used for living on the wild 
  checks. 
  f
   
  Faint transmutation; CL 2
  nd; Craft Wondrous Item, 
  creator must have 5 ranks in the Survivor skill; Price 250 gp.  
   
  (Based upon the potion of natural clarity from Masters 
  of the Wild) 
   
  1 Favour with the Royal Warders: By discovering and 
  preventing a plot of Wastri cultists to drive a wedge 
  between the Chtaan the PC has earned the gratitude of the 
  Royal Wardens. 
   
  1 Favour with Count Kestor of Corul: By discovering and 
  preventing a plot of Wastri cultists to drive a wedge 
  between the Chtaan the PC has earned the respect of Count 
  Kestor of Corul. 
   
  Respect from the Merchant House of Haneatix: While 
  the PCs where unable to return the stolen goods or find the 
  real murderers of Narlana’s husband. They have earned her 
  respect. This will have consequences in future 
  scenarios. 
   
  Items Found 
  List the following in the “Items Found During the 
  Adventure” section. Items that the PCs always have 
  access to have been left of the list. 
   
  APL 2  
  Elixir of natural clarity (Regional; See above) 
  Elixir of sneaking (Regional; See DMG) 
  Elixir of swimming (Regional or Adventure; See DMG) 
  Wand of cure light wounds [50 charges] (Adventure; 
  See DMG) 
   
  APL 4 
  Potion of neutralise poison (Regional; See DMG) 
  Potion of remove disease (Regional; See DMG)  
   
  APL 6 
  Potion of cure serious wounds (Regional or Adventure; 
  See DMG) 
  Potion of water walk (Regional; See DMG) 
  Ring of swimming (Adventure; See DMG) 
   
  APL 8 
  Cloak of elvenkind (Adventure; See DMG) 
  Cloak of resistance +2 (Adventure; See DMG) 
   
  Murky Waters 
   
   
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  Appendix 1: NPCs 
  APL 2 
  Encounter 4: First Contact 
  Kahn, male lizardfolk Brb3: CR 4; Medium 
  Humanoid (Reptilian); HD 2d8+3d12+15; hp 47; Init 
  +1; Spd 40 ft.; AC 19, touch 11, flat-footed 18; Base Atk 
  +4; Grp +8; Atk +8 melee (1d12+6/20/x3, great axe) or 
  +4 melee (1d4+4, claw); Full Atk +4 melee 
  (1d12+6/20/x3, great axe) and +2 melee (1d4+2, bite) 
  OR +4/+4 melee (1d4+4, claw) and +2 (1d4+2, bite) OR 
  +4 ranged (1d6+4, javelin); Space/Reach 5 ft./5 ft.; SA 
  rage 1/day; SQ hold breath, uncanny dodge, trap sense 
  +1; AL N; SV Fort +6, Ref +5, Will +2; Str 18, Dex 13, 
  Con 16, Int 8, Wis 12, Cha 8. 
    
  Skills and Feats: Balance +8*, Jump +10*, Listen +3, 
  Survival +9, Swim +10*; Multiattack, Track. *Lizardfolk 
  have a +4 racial bonus on these checks, which is 
  included. 
   
  Hold Breath (Ex): A lizardfolk can hold his breath 
  for a number of rounds equal to four times its 
  Constitution score before it risks drowning. 
   
  Possessions: Greataxe +1, masterwork studded 
  leather, 5x javelins. 
   
  Encounter 5-I: Rearguard 
  Scouts, male human Rng1 (3): CR 1; Medium 
  humanoid (human); HD 1d8+1; hp 9; Init +2; Spd 30 ft.; 
  AC 15, touch 12, flat-footed 13; Base Atk +3; Grp +3; Atk 
  +3 melee (1d6+2/19-20/x2, short sword) or +3 missile 
  (1d8/20/x3, longbow); Full Atk +3 melee (1d6+2/19-
  20/x2, shortsword) or +3 missile (1d8/20/x3, longbow); 
  Space/Reach 5 ft./5 ft.; SA favoured enemy (elf) +2; SQ 
  wild empathy; AL NE; SV Fort +3, Ref +4, Will +1; Str 
  14, Dex 15, Con 13, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Hide +5, Knowledge [Geography] 
  +2, Knowledge [Nature] +2, Listen +5, Move Silently +5, 
  Spot +5, Survival +5, Swim +4; Point Blank Shot, Precise 
  Shot, Track. 
   
  Possessions: 
  Studded 
  leather, 
  shortsword, 
  longbow, 20 arrows, quiver, wooden holy symbol of 
  Wastri, silver brooch of the Royal Warders. 
   
  Encounter 5-II: Raiders in Disguise 
  Raiders, male human War1 (15): CR ½; Medium 
  humanoid (human); HD 1d8; 5 hp each; Init +0; Spd 30 
  ft.; AC 15, touch 10, flat-footed 15; Base Atk +1; Grp +1; 
  Atk +3 melee (1d8+2/19-20/x2, long sword) or +1 
  missile (1d6/20/x3, shortbow); Full Atk +3 melee 
  (1d8+2/19-20/x2, longsword) or +1 missile (1d6/20/x3, 
  shortbow); Space/Reach 5ft./5ft.; AL NE; SV Fort +2, 
  Ref +0, Will +0; Str 14, Dex 11, Con 13, Int 10, Wis 10, 
  Cha 9. 
   
  Skills and Feats: Climb +6, Listen +2, Spot +2, 
  Survival +2, Swim +4; Alertness, Weapon Focus (long 
  sword). 
   
  Possessions: Studded leather, heavy wooden shield, 
  longsword, shortbow, 20 arrows. 
   
  Jaleng, female lizardfolk Brd1: CR 2; Humanoid 
  (reptilian); HD 2d8+1d6+3; hp 19; Init +1; Spd 30 ft.; AC 
  16, touch 11, flat-footed 16; Base Atk +1; Grp +1; Atk +1 
  melee (1d4, claw); Full Atk +1/+1 melee (1d4, claw) and 
  –1 melee (1d4, bite); SQ hold breath, bardic music 
  (counter song, fascinate, inspire courage +1), bardic 
  knowledge; AL N; SV Fort +3, Ref +6, Will +2; Str 10, 
  Dex 12, Con 13, Int 12, Wis 10, Cha 15. 
   
  Skills and Feats: Balance +10*, Diplomacy +5, Jump 
  +9*, Perform [Oratory] +6, Swim +9*; Great Fortitude, 
  Multiattack. *Lizardfolk have a +4 racial bonus on these 
  checks, which is included. 
   
  Languages: Common, Draconic. 
   
  Hold Breath (Ex): A lizardfolk can hold his breath 
  for a number of rounds equal to four times its 
  Constitution score before it risks drowning. 
   
  Spells Known (2; Base DC = 12 + spell level): 0 lvl – 
  Dancing Lights, Ghost Sound, Mending, Message. 
   
  Possessions: None. 
   
  Tarna Pranak, female human Clr3: CR 3; Medium 
  humanoid (human); HD 3d8+6; hp 24; Init +0; Spd 30 
  ft.; AC 15, touch 10, flat-footed 15; Base Atk +2; Grp +3 
  Atk +5 melee (1d10+1/x3, masterwork glaive) or +2 
  missile (1d8/19-20/x2, light crossbow); Full Atk +5 
  melee (1d10+1/x3, masterwork glaive) or +2 missile 
  (1d8/19-20/x2, light crossbow); SA rebuke undead 
  3/day, spontaneous inflict wounds; AL LE; SV Fort +5, 
  Ref +2, Will +5; Str 13, Dex 10, Con 14, Int 12, Wis 15, 
  Cha 10. 
   
  Skills and Feats: Concentration +11, Diplomacy +2, 
  Knowledge [Religion] +3, Spellcraft +7, Survival +3, 
  Swim +4; Combat Reflexes, Improved Initiative, Skill 
  Focus [Concentration], Weapon Proficiency [Glaive], 
  Weapon Focus [Glaive]. 
   
  Spells Prepared (4/4/3; base DC = 12 + spell level): 
  0 lvl – detect magic, detect poison x2, resistance; 1
  st lvl – 
  calm animal*, cure light wounds, magic weapon, shield 
  of faith; 2
  nd lvl – cure moderate wounds, shield other, 
  spiritual weapon*. 
   
  * Domains: Animal (speak with animals 1/day); 
  War (free martial weapon proficiency and weapon 
  focus with glaive) 
   
  Possessions: Masterwork glaive, light crossbow, 20 
  arrows, masterwork breastplate with spikes, wand of 
  cure light wounds, elixer of swimming, scroll of remove 
  paralysis, scroll of cure moderate wounds. 
   
  Elak Delei, male human Ftr3: CR 3; Medium 
  humanoid (human); HD 3d10+6; hp 28; Init +2; Spd 30 
  ft.; AC 12, touch 12, flat-footed 10; Base Atk +3; Grp +6; 
  Atk +7 melee (1d10+3/19-20/x2, masterwork bastard 
  sword) or +5 missile (1d8/x3, composite longbow); Full 
  Atk +7 melee (1d10+3/19-20/x2, masterwork bastard 
  sword) or +5 missile (1d8/x3, composite longbow); AL 
  LE; SV Fort +6, Ref +4, Will +4; Str 16, Dex 14, Con 14, 
  Int 12, Wis 10, Cha 8. 
   
  Skills and Feats: Climb +5, Listen +2, Search +4, 
  Sense Motive +3, Spot +5, Swim +7; Alertness, Combat 
  Reflexes, Exotic Weapon Proficiency [bastard sword], 
   
  Murky Waters 
   
   
  Page 22 
   
  
  Iron Will, Weapon Focus [bastard sword]. 
   
  Languages Spoken: Common, Suel. 
   
  Possessions: Masterwork bastard sword, composite 
  long bow, 20 arrows, masterwork banded mail with 
  spikes, masterwork heavy shield, cloak of resistance +1, 
  2x potions of cure light wounds, 2x tanglefoot bags. 
   
   
   
   
   
   
  Murky Waters 
   
   
  Page 23 
   
  
  APL 4 
  Encounter 3: To the Rescue 
  Advanced ghouls, Rog2 (6): CR 2; Medium Undead; 
  HD 4d12; hp 26 each; Init +5; Spd 30 ft.; AC 19, touch 
  15, flat-footed 14; Base Atk +2; Grp +5; Atk +5 melee 
  (1d6+3 plus paralysis, bite); Full Atk +5 melee (1d6+1 
  plus paralysis, bite) and +0/+0 melee (1d3+1 plus 
  paralysis, claw); Space/Reach 5 ft./5 ft.; SA ghoul fever, 
  paralysis, sneak attack +1d6; SQ +2 turn resistance, 
  undead traits, evasion, trap finding; AL CE; SV Fort +0, 
  Ref +8, Will +8; Str 16, Dex 20 Con –, Int 14, Wis 17, 
  Cha 14. 
    
  Skills and Feats: Balance +12, Climb +8, Hide +11, 
  Jump +10, Listen +8, Move Silently +11, Spot +10, Swim 
  +7, Tumble +14; Lightning Reflexes, Prone Attack. 
   
  Ghouls Fever (Su): Those hit by a ghoul’s bite 
  must succeed on a DC 14 Fortitude save or succumb to 
  ghoul fever (incubation period 1 day, damage 1d3 Con 
  and 1d3 Dex). A humanoid who dies of ghoul fever 
  rises a ghoul at midnight of the next day. 
   
  Paralysis (Ex): Those hit by a ghoul’s bite or claw 
  attack must succeed on a DC 14 Fortitude save or be 
  paralysed for 1d4+1 minutes. Elves are immune to this 
  paralysis. 
   
  Undead Traits: Darkvision 60 ft.. Immunity to 
  poison, magic sleep effects, paralysis, stunning, disease, 
  and death effects. Not subject to critical hits, nonlethal 
  damage, ability drain, or energy drain. Immunity to any 
  effect that requires a Fortitude save (unless the effect 
  also works on objects or is harmless). Not at risk from 
  massive damage, but destroyed when reduced to 0 hit 
  points or lower. 
   
  Possessions: Leather armour. 
   
  Encounter 4: First Contact 
  Kahn, male lizardfolk Brb3: CR 4; Medium 
  Humanoid (Reptilian); HD 2d8+3d12+15; hp 47; Init 
  +1; Spd 40 ft.; AC 19, touch 11, flat-footed 18; Base Atk 
  +4; Grp +8; Atk +8 melee (1d12+6/20/x3, great axe) or 
  +4 melee (1d4+4, claw); Full Atk +4 melee 
  (1d12+6/20/x3, great axe) and +2 melee (1d4+2, bite) 
  OR +4/+4 melee (1d4+4, claw) and +2 (1d4+2, bite) OR 
  +4 ranged (1d6+4, javelin); Space/Reach 5 ft./5 ft.; SA 
  rage 1/day; SQ hold breath, uncanny dodge, trap sense 
  +1; AL N; SV Fort +6, Ref +5, Will +2; Str 18, Dex 13, 
  Con 16, Int 8, Wis 12, Cha 8. 
    
  Skills and Feats: Balance +8*, Jump +10*, Listen +3, 
  Survival +9, Swim +10*; Multiattack, Track. *Lizardfolk 
  have a +4 racial bonus on these checks, which is 
  included. 
   
  Hold Breath (Ex): A lizardfolk can hold his breath 
  for a number of rounds equal to four times its 
  Constitution score before it risks drowning. 
   
  Possessions: Greataxe +1, masterwork studded 
  leather, 5x javelins. 
   
  Encounter 5-I: Rearguard 
  Scouts, male human Rng2 (3): CR 2; Medium 
  humanoid (human); HD 2d8+2; hp 14; Init +2; Spd 30 
  ft.; AC 15, touch 12, flat-footed 13; Base Atk +4; Grp +4; 
  Atk +4 melee (1d6+2/19-20/x2, short sword) or +4 
  missile (1d8/20/x3, longbow); Full Atk +4 melee 
  (1d6+2/19-20/x2, 
  short 
  sword) 
  or 
  +4 
  missile 
  (1d8/20/x3, longbow) or +2/+2 missile (1d8/20/x3, 
  longbow); Space/Reach 5 ft./5 ft.; SA favoured enemy 
  (elf) +2; SQ wild empathy; AL NE; SV Fort +4, Ref +5, 
  Will +1; Str 14, Dex 15, Con 13, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Climb +4, Hide +7, Knowledge 
  [Geography] +2, Knowledge [Nature] +2, Listen +6, 
  Move Silently +7, Spot +5, Survival +6, Swim +7; Point 
  Blank Shot, Precise Shot, Rapid Shot, Track. 
   
  Possessions: Masterwork studded leather, short 
  sword, longbow, 20 arrows, quiver, wooden holy 
  symbol of Wastri, silver brooch of the Royal Warders. 
   
  Encounter 5-II: Raiders in Disguise 
  Raiders, male human War1 (15): CR ½; Medium 
  humanoid (human); HD 1d8; 5 hp each; Init +0; Spd 30 
  ft.; AC 15, touch 10, flat-footed 15; Base Atk +1; Grp +1; 
  Atk +3 melee (1d8+2/19-20/x2, long sword) or +1 
  missile (1d6/20/x3, shortbow); Full Atk +3 melee 
  (1d8+2/19-20/x2, longsword) or +1 missile (1d6/20/x3, 
  shortbow); Space/Reach 5ft./5ft.; AL NE; SV Fort +2, 
  Ref +0, Will +0; Str 14, Dex 11, Con 13, Int 10, Wis 10, 
  Cha 9. 
   
  Skills and Feats: Climb +6, Listen +2, Spot +2, 
  Survival +2, Swim +4; Alertness, Weapon Focus (long 
  sword). 
   
  Possessions: Studded leather, heavy wooden shield, 
  longsword, shortbow, 20 arrows. 
   
  Jaleng, female lizardfolk Brd1: CR 2; Humanoid 
  (reptilian); HD 2d8+1d6+3; hp 19; Init +1; Spd 30 ft.; AC 
  16, touch 11, flat-footed 16; Base Atk +1; Grp +1; Atk +1 
  melee (1d4, claw); Full Atk +1/+1 melee (1d4, claw) and 
  –1 melee (1d4, bite); SQ hold breath, bardic music 
  (counter song, fascinate, inspire courage +1), bardic 
  knowledge; AL N; SV Fort +3, Ref +6, Will +2; Str 10, 
  Dex 12, Con 13, Int 12, Wis 10, Cha 15. 
   
  Skills and Feats: Balance +10*, Diplomacy +5, Jump 
  +9*, Perform (oratory) +6, Swim +9*; Great Fortitude, 
  Multiattack. *Lizardfolk have a +4 racial bonus on these 
  checks, which is included. 
   
  Languages: Common, Draconic. 
   
  Hold Breath (Ex): A lizardfolk can hold his breath 
  for a number of rounds equal to four times its 
  Constitution score before it risks drowning. 
   
  Spells known (2; Base DC = 12 + spell level): 0 lvl – 
  Dancing Lights, Ghost Sound, Mending, Message. 
   
  Possessions: None. 
   
  Tarna Pranak, female human Clr5: CR 5; Medium 
  humanoid (human); HD 5d8+10; hp 38; Init +0; Spd 30 
  ft.; AC 16, touch 10, flat-footed 16; Base Atk +3; Grp +4 
  Atk +6 melee (1d10+1/x3, glaive) or +3 missile (1d8/19-
  20/x2); Full Atk +6 melee (1d10+1/x3, glaive) or +3 
  missile (1d8/19-20/x2); SA rebuke undead 3/day, 
  spontaneous inflict wounds; AL LE; SV Fort +6, Ref +2, 
  Will +7; Str 13, Dex 10, Con 14, Int 12, Wis 16, Cha 10. 
   
  Skills and Feats: Concentration +13, Diplomacy +4, 
   
  Murky Waters 
   
   
  Page 24 
   
  
  Knowledge [Religion] +3, Spellcraft +9, Survival +3, 
  Swim +5; Combat Reflexes, Improved Initiative, Skill 
  Focus [Concentration], Weapon Proficiency [Glaive], 
  Weapon Focus [Glaive]. 
   
  Spells Prepared (5/5/4/3; base DC = 13 + spell 
  level): 0 lvl – detect magic, detect poison x2, read magic, 
  resistance; 1
  st lvl – bless, calm animal*, command, cure 
  light wounds, magic weapon; 2
  nd lvl – cure moderate 
  wounds, hold person, shield other, spiritual weapon*; 
  3
  rd lvl – dispel magic, magic circle against good, magic 
  vestment* 
   
  * Domains: Animal (speak with animals 1/day); 
  War (free martial weapon proficiency and weapon 
  focus with glaive) 
   
  Possessions: Masterwork glaive, light crossbow, 20 
  arrows, breastplate +1 with spikes, wand of cure light 
  wounds, elixer of swimming, scroll of remove paralysis, 
  scroll of cure moderate wounds, scroll of invisibility 
  purge. 
   
  Elak Delei, male human Ftr5: CR 5; Medium 
  humanoid (human); HD 5d10+10; hp 44; Init +2; Spd 30 
  ft.; AC 12, touch 12, flat-footed 10; Base Atk +5; Grp +8; 
  Atk +10 melee (1d10+4/19-20/x2, bastard sword +1) or 
  +7 missile (1d8/x3, composite longbow); Full Atk +10 
  melee (1d10+4/19-20/x2, bastard sword +1) or +7 
  missile (1d8/x3, composite longbow); AL LE; SV Fort 
  +7, Ref +4, Will +4; Str 17, Dex 14, Con 14, Int 12, Wis 
  10, Cha 8. 
   
  Skills and Feats: Climb +7, Listen +2, Search +5, 
  Sense Motive +4, Spot +6, Swim +9; Alertness, Combat 
  Reflexes, Dodge, Exotic Weapon Proficiency [bastard 
  sword], Iron Will, Weapon Focus [bastard sword]. 
   
  Languages Spoken: Common, Suel. 
   
  Possessions: Bastard sword +1, composite longbow, 
  20 arrows, dagger, masterwork banded mail with spikes, 
  masterwork heavy shield, cloak of resistance +1, 2x 
  potions of cure light wounds, 2x tanglefoot bag. 
   
  Encounter 6-II: Chtaan Hunters 
  Rtan, male lizardfolk Brb5: CR 6; Medium humanoid 
  (reptilian); HD 2d8+5d12+21; hp 69; Init +1; Spd 40 ft.; 
  AC 19, touch 11, flat-footed 19; Base Atk +6; Grp +10; 
  Atk +11 melee (1d6+4, masterwork club) or +10 melee 
  (1d4+4, claw) or +7 missile (1d6+4, javelin); Full Atk 
  +11/+6 melee (1d6+4, masterwork club) and +8 melee 
  (1d4+2, bite) or +10/+10 melee (1d4+4, claw) and +8 
  melee (1d4+2, bite) or +7/+2 missile (1d6+4, javelin); SQ 
  rage 2/day, improved uncanny dodge, traps sense +1, 
  hold breath; AL N; SV Fort +7, Ref +4, Will +2; Str 18, 
  Dex 13, Con 16, Int 8, Wis 12, Cha 8. 
   
  Skills and Feats: Balance +7*, Climb +8, Jump +8*, 
  Survival +6, Swim +14*; Cleave, Multiattack, Power 
  Attack. *Lizardfolk have a +4 racial bonus on these 
  checks, which is included. 
   
  Languages: Common, Draconic. 
   
  Hold Breath (Ex): A lizardfolk can hold his breath 
  for a number of rounds equal to four times its 
  Constitution score before it risks drowning. 
   
  Possessions: Heavy wooden shield +1, masterwork 
  club, 5x javelins, potion of cure light wounds. 
   
   
  Murky Waters 
   
   
  Page 25 
   
  
  APL 6 
  Encounter 3: To the Rescue 
  Advanced ghasts, Rog2 (6): CR 2; Medium Undead; 
  HD 6d12; hp 39 each; Init +5; Spd 30 ft.; AC 21, touch 
  15, flat-footed 16; Base Atk +3; Grp +8; Atk +8 melee 
  (1d8+5 plus paralysis, bite); Full Atk +8 melee (1d8+5 
  plus paralysis, bite) and +6/+6 melee (1d4+2 plus 
  paralysis, claw); Space/Reach 5 ft./5 ft.; SA ghoul fever, 
  paralysis, stench, sneak attack +1d6; SQ +2 turn 
  resistance, undead traits, evasion, trapfinding; AL CE; 
  SV Fort +1, Ref +11, Will +7; Str 20, Dex 21 Con –, Int 
  15, Wis 16, Cha 14. 
    
  Skills and Feats: Balance +12, Climb +11, Hide +14, 
  Jump +13, Move Silently +14, Spot +9, Tumble +15, 
  Swim +5; Lightning Reflexes, Multiattack, Prone 
  Attack. 
   
  Ghouls Fever (Su): Those hit by a ghoul’s bite 
  must succeed on a DC 15 Fortitude save or succumb to 
  ghoul fever (incubation period 1 day, damage 1d3 Con 
  and 1d3 Dex). A humanoid who dies of ghoul fever 
  rises a ghoul at midnight of the next day. 
   
  Paralysis (Ex): Those hit by a ghoul’s bite or claw 
  attack must succeed on a DC 15 Fortitude save or be 
  paralysed for 1d4+1 minutes. Even elves can be affected 
  by this paralysis. 
   
  Stench (Ex): Living creatures within 10 feet must 
  succeed on a DC 15 Fortitude save or be sickened for 
  1d6+4 minutes. A creature that successfully saves 
  cannot be affected again by the same ghast’s stench for 
  24 hours. A delay poison or neutralize poison spell 
  removes the effect from a sickened creature. 
   
  Undead Traits: Darkvision 60 ft.. Immunity to 
  poison, magic sleep effects, paralysis, stunning, disease, 
  and death effects. Not subject to critical hits, nonlethal 
  damage, ability drain, or energy drain. Immunity to any 
  effect that requires a Fortitude save (unless the effect 
  also works on objects or is harmless). Not at risk from 
  massive damage, but destroyed when reduced to 0 hit 
  points or lower. 
   
  Possessions: Leather armour. 
   
  Encounter 4: First Contact 
  Kahn, male lizardfolk Brb3: CR 4; Medium 
  Humanoid (Reptilian); HD 2d8+3d12+15; hp 47; Init 
  +1; Spd 40 ft.; AC 19, touch 11, flat-footed 18; Base Atk 
  +4; Grp +8; Atk +8 melee (1d12+6/20/x3, great axe) or 
  +4 melee (1d4+4, claw); Full Atk +4 melee 
  (1d12+6/20/x3, great axe) and +2 melee (1d4+2, bite) 
  OR +4/+4 melee (1d4+4, claw) and +2 (1d4+2, bite) OR 
  +4 ranged (1d6+4, javelin); Space/Reach 5 ft./5 ft.; SA 
  rage 1/day; SQ hold breath, uncanny dodge, trap sense 
  +1; AL N; SV Fort +6, Ref +5, Will +2; Str 18, Dex 13, 
  Con 16, Int 8, Wis 12, Cha 8. 
    
  Skills and Feats: Balance +8*, Jump +10*, Listen +3, 
  Survival +9, Swim +10*; Multiattack, Track. *Lizardfolk 
  have a +4 racial bonus on these checks, which is 
  included. 
   
  Hold Breath (Ex): A lizardfolk can hold his breath 
  for a number of rounds equal to four times its 
  Constitution score before it risks drowning. 
   
  Possessions: Greataxe +1, masterwork studded 
  leather, 5x javelins. 
   
  Encounter 5-I: Rearguard 
  Scouts, male human Rng3 (3): CR 3; Medium 
  humanoid (human); HD 3d8+3; hp 20; Init +2; Spd 30 
  ft.; AC 15, touch 12, flat-footed 13; Base Atk +5; Grp +5; 
  Atk +5 melee (1d6+2/19-20/x2, short sword) or +5 
  missile (1d8+2/20/x3, composite longbow (str +2)); Full 
  Atk +5 melee (1d6+2/19-20/x2, short sword) or +5 
  missile (1d8+2/20/x3, composite longbow (str +2)) or 
  +3/+3 missile (1d8+2/20/x3, composite longbow (str 
  +2)); Space/Reach 5 ft./5 ft.; SA favoured enemy (elf) +2; 
  SQ wild empathy; AL NE; SV Fort +4, Ref +5, Will +4; 
  Str 14, Dex 15, Con 13, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Climb +6, Hide +8, Knowledge 
  [Geography] +2, Knowledge [Nature] +2, Listen +6, 
  Move Silently +8, Spot +6, Survival +7, Swim +8; 
  Endurance, Iron Will, Point Blank Shot, Precise Shot, 
  Rapid Shot, Track. 
   
  Possessions: Masterwork studded leather, short 
  sword, composite longbow (+2 strength), 20 arrows, 
  quiver, wooden holy symbol of Wastri, silver brooch of 
  the Royal Warders, potion of cure light wounds. 
   
  Encounter 5-II: Raiders in Disguise 
  Raiders, male human War1 (15): CR ½; Medium 
  humanoid (human); HD 1d8; 5 hp each; Init +0; Spd 30 
  ft.; AC 15, touch 10, flat-footed 15; Base Atk +1; Grp +1; 
  Atk +3 melee (1d8+2/19-20/x2, long sword) or +1 
  missile (1d6/20/x3, shortbow); Full Atk +3 melee 
  (1d8+2/19-20/x2, longsword) or +1 missile (1d6/20/x3, 
  shortbow); Space/Reach 5ft./5ft.; AL NE; SV Fort +2, 
  Ref +0, Will +0; Str 14, Dex 11, Con 13, Int 10, Wis 10, 
  Cha 9. 
   
  Skills and Feats: Climb +6, Listen +2, Spot +2, 
  Survival +2, Swim +4; Alertness, Weapon Focus (long 
  sword). 
   
  Possessions: Studded leather, heavy wooden shield, 
  longsword, shortbow, 20 arrows. 
   
  Jaleng, female lizardfolk Brd1: CR 2; Humanoid 
  (reptilian); HD 2d8+1d6+3; hp 19; Init +1; Spd 30 ft.; AC 
  16, touch 11, flat-footed 16; Base Atk +1; Grp +1; Atk +1 
  melee (1d4, claw); Full Atk +1/+1 melee (1d4, claw) and 
  –1 melee (1d4, bite); SQ hold breath, bardic music 
  (counter song, fascinate, inspire courage +1), bardic 
  knowledge; AL N; SV Fort +3, Ref +6, Will +2; Str 10, 
  Dex 12, Con 13, Int 12, Wis 10, Cha 15. 
   
  Skills and Feats: Balance +10*, Diplomacy +5, Jump 
  +9*, Perform (oratory) +6, Swim +9*; Great Fortitude, 
  Multiattack. *Lizardfolk have a +4 racial bonus on these 
  checks, which is included. 
   
  Languages: Common, Draconic. 
   
  Hold Breath (Ex): A lizardfolk can hold his breath 
  for a number of rounds equal to four times its 
  Constitution score before it risks drowning. 
   
  Spells known (2; Base DC = 12 + spell level): 0 lvl – 
  Dancing Lights, Ghost Sound, Mending, Message. 
   
  Possessions: None. 
   
  Murky Waters 
   
   
  Page 26 
   
  
   
  Tarna Pranak, female human Clr7: CR 7; Medium 
  humanoid (human); HD 7d8+14; hp 52; Init +0; Spd 30 
  ft.; AC 19, touch 10, flat-footed 19; Base Atk +5; Grp +6 
  Atk +8 melee (1d10+1/x3, glaive) or +5 missile (1d8/19-
  20/x2, light crossbow); Full Atk +8 melee (1d10+1/x3, 
  glaive) or +5 missile (1d8/19-20/x2, light crossbow); SA 
  rebuke undead 3/day, spontaneous inflict wounds; AL 
  LE; SV Fort +7, Ref +3, Will +10; Str 13, Dex 10, Con 14, 
  Int 12, Wis 16, Cha 10. 
   
  Skills and Feats: Concentration +15, Diplomacy +6, 
  Knowledge [Religion] +6, Spellcraft +10, Survival +3, 
  Swim +11; Combat Reflexes, Improved Initiative, Iron 
  Will, Skill Focus [Concentration], Weapon Proficiency 
  [Glaive], Weapon Focus [Glaive]. 
   
  Spells Prepared (6/6/5/4/2; base DC = 13 + spell 
  level): 0 lvl – detect magic, detect poison x2, purify food 
  and drink, read magic, resistance; 1
  st lvl – bless, calm 
  animal*, command x2, cure light wounds, magic 
  weapon; 2
  nd lvl – cure moderate wounds x2, hold 
  person, shield other, spiritual weapon*; 3
  rd lvl – dispel 
  magic, magic circle against good, protection from 
  energy, magic vestment*; 4
  th lvl – cure critical wounds, 
  divine power*. 
   
  * Domains: Animal (speak with animals 1/day); 
  War (free martial weapon proficiency and weapon 
  focus with glaive) 
   
  Possessions: Masterwork glaive, light crossbow, 20 
  arrows, full plate +1 with spikes, ring of swimming, 
  wand of cure light wounds, elixer of swimming, scroll 
  of remove paralysis, scroll of cure moderate wounds, 
  scroll of invisibility purge. 
   
  Elak Delei, male human Ftr5/Dev2: CR 7; Medium 
  humanoid (human); HD 5d10+2d12+14; hp 62; Init +2; 
  Spd 30 ft.; AC 23, touch 12, flat-footed 23; Base Atk +7; 
  Grp +10; Atk +12 melee (1d10+6/19-20/x2, bastard 
  sword +1) or +9 missile (1d8/x3, composite longbow); 
  Full Atk +12/+7 melee (1d10+6/19-20/x2, bastard sword 
  +1) or +9/+4 missile (1d8/x3, composite longbow); SQ 
  harm’s way, defensive strike; AL LE; SV Fort +10, Ref 
  +7, Will +4; Str 17, Dex 14, Con 14, Int 12, Wis 10, Cha 
  8. 
   
  Skills and Feats: Climb +7, Listen +6, Search +5, 
  Sense Motive +6, Spot +8, Swim +9; Alertness, Combat 
  Reflexes, Dodge, Exotic Weapon Proficiency [bastard 
  sword], Iron Will, Weapon Focus [bastard sword], 
  Weapon Specialization [bastard sword]. 
   
  Languages Spoken: Common, Suel. 
   
  Harm’s Way (Ex): The devoted defender may 
  ellect to place herself in the path of danger in order to 
  protect his single charge. Any time that you are within 
  5 feet of your charge, and your charge suffers an attack, 
  you may switch places with your charge and receive the 
  attack in his place. You must declare this before the 
  attack roll is made. You select your charge when you 
  roll initiative, and it is a free action to do so. You may 
  not change your charge for the duration of that combat.  
   
  Defensive Strike (Ex): You can make an attack of 
  opportunity against any adjacent opponent who attacks 
  your charge in melee. You gain a +1 bonus to this attack 
  for every two levels after 2nd. 
   
  Possessions: Bastard sword +1, composite longbow, 
  20 arrows, dagger, full plate +1 with spikes, masterwork 
  heavy shield, cloak of resistance +1, 2x potions of cure 
  light wounds, potion of cure serious wounds, 2x 
  tanglefoot bag. 
   
  Encounter 6-II: Chtaan Hunters 
  Rtan, male lizardfolk Brb6: CR 7; Medium humanoid 
  (reptilian); HD 2d8+6d12+24; hp 79; Init +1; Spd 40 ft.; 
  AC 19, touch 11, flat-footed 19; Base Atk +7; Grp +11; 
  Atk +12 melee (1d6+4, masterwork club) or +11 melee 
  (1d4+4, claw) or +8 missile (1d6+4, javelin); Full Atk 
  +12/+7 melee (1d6+4, masterwork club) and +9 melee 
  (1d4+2, bite) or +11/+11 melee (1d4+4, claw) and +9 
  melee (1d4+21, bite) or +8/+3 missile (1d6+4, javelin); 
  SQ rage 2/day, improved uncanny dodge, traps sense 
  +2, hold breath; AL N; SV Fort +8, Ref +5, Will +3; Str 
  18, Dex 13, Con 17, Int 8, Wis 12, Cha 8. 
   
  Skills and Feats: Balance +7*, Climb +9, Jump +8*, 
  Survival +7, Swim +15*; Cleave, Multiattack, Power 
  Attack. *Lizardfolk have a +4 racial bonus on these 
  checks, which is included. 
   
  Languages: Common, Draconic. 
   
  Hold Breath (Ex): A lizardfolk can hold his breath 
  for a number of rounds equal to four times its 
  Constitution score before it risks drowning. 
   
  Possessions: Heavy wooden shield +1, masterwork 
  club, 5x javelins, potion of cure light wounds. 
   
  Nak, male lizardfolk Drd4: CR 5; Medium humanoid 
  (reptilian); HD 6d8+18; hp 50; Init +1; Spd 30 ft.; AC 18, 
  touch 11, flat-footed 17; Base Atk +4; Grp +4; Atk +4 
  melee (1d4, claw) or +4 melee (1d6, club) or +5 missile 
  (1d6, javelin); Full Atk +4/+4 melee (1d4, claw) and +2 
  melee (1d4, bite) or +4 melee (1d6, club) and +2 melee 
  (1d4, bite) or +5 missile (1d8 javelin); SQ wild empathy, 
  woodland stride, trackless step, resist nature’s lure, hold 
  breath; AL N; SV Fort +7, Ref +5, Will +7; Str 10, Dex 
  13, Con 16, Int 10, Wis 16, Cha 10. 
   
  Skills and Feats: Balance +10*, Concentration +10, 
  Jump +9*, Knowledge [Nature] +4, Listen +5, Spellcraft 
  +2, Spot +5, Survival +5, Swim +9*; Multiattack, Skill 
  Focus [concentration], Track. *Lizardfolk have a +4 
  racial bonus on these checks, which is included. 
   
  Languages: Common, Draconic. 
   
  Hold Breath (Ex): A lizardfolk can hold his breath 
  for a number of rounds equal to four times its 
  Constitution score before it risks drowning. 
   
  Spells Prepared (5/4/3; Base DC = 13 + spell level): 
  0 lvl – detect magic x2, detect poison, mending, purify 
  food and drink; 1
  st lvl – cure light wounds, detect 
  animals and plants, entangle, magic fang; 2
  nd lvl – 
  barkskin, hold animal, resist energy. 
   
  Possessions: Heavy wooden shield, club, 5x 
  javelins. 
   
   
  Murky Waters 
   
   
  Page 27 
   
  
  APL 8 
  Encounter 3: To the Rescue 
  Advanced mummy, Rog2 (6): CR 6; Medium Undead; 
  HD 10d12; hp 65 each; Init +6; Spd 20 ft.; AC 24, touch 
  12, flat-footed 22; Base Atk +4; Grp +13; Atk +13 melee 
  (1d6+13 plus mummy rote, slam); Full Atk +13 melee 
  (1d6+13 plus mummy rot, slam); Space/Reach 5 ft./5 ft.; 
  SA despair, mummy rot, sneak attack +1d6; SQ damage 
  reduction 5/-, vulnerability to fire, undead traits, 
  evasion, trapfinding; AL CE; SV Fort +4, Ref +9, Will +8; 
  Str 28, Dex 15, Con –, Int 9, Wis 14, Cha 16. 
    
  Skills and Feats: Hide +11, listen +6, Move Silently 
  +11, Spot +6, Tumble +12; Great Fortitude, Improved 
  Initiative, Lightning Reflexes, Prone Attack. 
   
  Despair (Su): At the mere sight of a mummy, the 
  viewer must succeed on a DC 17 Will save or be 
  paralysed with fear for 1d4 rounds. Whether or not the 
  save is successful, that creature cannot be affected again 
  by the same mummy’s despair ability for 24 hours. 
   
  Mummy Rot (Su): Those hit by a mummy’s slam 
  must succeed on a DC 18 Fortitude save or succumb to 
  mummy rot (incubation period 1 minute, damage 1d6 
  Con and 1d6 Cha). Unlike normal diseases, mummy rot 
  continues until the victim reaches Constitution 0 (and 
  dies) or is cured. It is a powerful curse, not a natural 
  disease. A character attempting to cast any conjuration 
  (healing) spell on a creature afflicted with mummy rot 
  must succeed on a DC 20 caster level check, or the spell 
  has no effect on the afflicted character. To eliminate 
  mummy rot, the curse must be broken first with break 
  enchantment or remove curse (requiring a DC 20 caster 
  level check for either spell), after which a caster level 
  check is no longer necessary to cast healing spells on 
  the victim, and the mummy rot can be magically cured 
  as a normal disease. 
   
  Undead Traits: Darkvision 60 ft.. Immunity to 
  poison, magic sleep effects, paralysis, stunning, disease, 
  and death effects. Not subject to critical hits, nonlethal 
  damage, ability drain, or energy drain. Immunity to any 
  effect that requires a Fortitude save (unless the effect 
  also works on objects or is harmless). Not at risk from 
  massive damage, but destroyed when reduced to 0 hit 
  points or lower. 
   
  Possessions: Leather armour. 
   
  Encounter 4: First Contact 
  Kahn, male lizardfolk Brb3: CR 4; Medium 
  Humanoid (Reptilian); HD 2d8+3d12+15; hp 47; Init 
  +1; Spd 40 ft.; AC 19, touch 11, flat-footed 18; Base Atk 
  +4; Grp +8; Atk +8 melee (1d12+6/20/x3, great axe) or 
  +4 melee (1d4+4, claw); Full Atk +4 melee 
  (1d12+6/20/x3, great axe) and +2 melee (1d4+2, bite) 
  OR +4/+4 melee (1d4+4, claw) and +2 (1d4+2, bite) OR 
  +4 ranged (1d6+4, javelin); Space/Reach 5 ft./5 ft.; SA 
  rage 1/day; SQ hold breath, uncanny dodge, trap sense 
  +1; AL N; SV Fort +6, Ref +5, Will +2; Str 18, Dex 13, 
  Con 16, Int 8, Wis 12, Cha 8. 
    
  Skills and Feats: Balance +8*, Jump +10*, Listen +3, 
  Survival +9, Swim +10*; Multiattack, Track. *Lizardfolk 
  have a +4 racial bonus on these checks, which is 
  included. 
   
  Hold Breath (Ex): A lizardfolk can hold his breath 
  for a number of rounds equal to four times its 
  Constitution score before it risks drowning. 
   
  Possessions: Greataxe +1, masterwork studded 
  leather, 5x javelins. 
   
  Encounter 5-I: Rearguard 
  Scouts, male human Rng5 (3): CR 5; Medium 
  humanoid (human); HD 5d8+5; hp 31; Init +3; Spd 30 
  ft.; AC 15, touch 12, flat-footed 13; Base Atk +7; Grp +7; 
  Atk +7 melee (1d6+2/19-20/x2, short sword) or +9 
  missile (1d8+2/20/x3, masterwork composite longbow 
  (str +2)); Full Atk +7 melee (1d6+2/19-20/x2, short 
  sword) or +9 missile (1d8+2/20/x3, masterwork 
  composite longbow (str +2)) or +7/+7 missile 
  (1d8+2/20/x3, masterwork composite longbow (str +2)); 
  Space/Reach 5 ft./5 ft.; SA favoured enemy (humanoid - 
  elf) +4, favoured enemy (humanoid - reptilian) +2; SQ 
  wild empathy; AL NE; SV Fort +5, Ref +7, Will +4; Str 
  14, Dex 16, Con 13, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Climb +8, Hide +15, Knowledge 
  [Geography] +4, Knowledge [Nature] +4, Listen +6, 
  Move Silently +10, Spot +6, Survival +9, Swim +10; 
  Endurance, Iron Will, Point Blank Shot, Precise Shot, 
  Rapid Shot, Track. 
   
  Spells Prepared (1; Base DC = 11 + spell level): 1
  st 
  level – entangle. 
   
  Possessions: Masterwork studded leather, short 
  sword, masterwork composite longbow (str +2), 20 
  arrows, quiver, wooden holy symbol of Wastri, silver 
  brooch of the Royal Warders, cloak of elvenkind, 
  potion of cure light wounds. 
   
  Encounter 5-II: Raiders in Disguise 
  Raiders, male human War1 (15): CR ½; Medium 
  humanoid (human); HD 1d8; 5 hp each; Init +0; Spd 30 
  ft.; AC 15, touch 10, flat-footed 15; Base Atk +1; Grp +1; 
  Atk +3 melee (1d8+2/19-20/x2, long sword) or +1 
  missile (1d6/20/x3, shortbow); Full Atk +3 melee 
  (1d8+2/19-20/x2, longsword) or +1 missile (1d6/20/x3, 
  shortbow); Space/Reach 5ft./5ft.; AL NE; SV Fort +2, 
  Ref +0, Will +0; Str 14, Dex 11, Con 13, Int 10, Wis 10, 
  Cha 9. 
   
  Skills and Feats: Climb +6, Listen +2, Spot +2, 
  Survival +2, Swim +4; Alertness, Weapon Focus (long 
  sword). 
   
  Possessions: Studded leather, heavy wooden shield, 
  longsword, shortbow, 20 arrows. 
   
  Jaleng, female lizardfolk Brd1: CR 2; Humanoid 
  (reptilian); HD 2d8+1d6+3; hp 19; Init +1; Spd 30 ft.; AC 
  16, touch 11, flat-footed 16; Base Atk +1; Grp +1; Atk +1 
  melee (1d4, claw); Full Atk +1/+1 melee (1d4, claw) and 
  –1 melee (1d4, bite); SQ hold breath, bardic music 
  (counter song, fascinate, inspire courage +1), bardic 
  knowledge; AL N; SV Fort +3, Ref +6, Will +2; Str 10, 
  Dex 12, Con 13, Int 12, Wis 10, Cha 15. 
   
  Skills and Feats: Balance +10*, Diplomacy +5, Jump 
  +9*, Perform (oratory) +6, Swim +9*; Great Fortitude, 
   
  Murky Waters 
   
   
  Page 28 
   
  
  Multiattack. *Lizardfolk have a +4 racial bonus on these 
  checks, which is included. 
   
  Languages: Common, Draconic. 
   
  Hold Breath (Ex): A lizardfolk can hold his breath 
  for a number of rounds equal to four times its 
  Constitution score before it risks drowning. 
   
  Spells Known (2; Base DC = 12 + spell level): 0 lvl – 
  Dancing Lights, Ghost Sound, Mending, Message. 
   
  Possessions: None. 
   
  Tarna Pranak, female human Clr9: CR 9; Medium 
  humanoid (human); HD 9d8+18; hp 66; Init +0; Spd 30 
  ft.; AC 21, touch 11, flat-footed 21; Base Atk +6; Grp +7 
  Atk +10 melee (1d10+2/x3, masterwork glaive) or +6 
  missile (1d8/19-20/x2, light crossbow); Full Atk +10/+5 
  melee (1d10+2/x3, masterwork glaive) or +6 missile 
  (!d8/19-20/x2, light crossbow); SA rebuke undead 
  3/day, spontaneous inflict wounds; AL LE; SV Fort +8, 
  Ref +4, Will +11; Str 14, Dex 10, Con 14, Int 12, Wis 16, 
  Cha 10. 
   
  Skills and Feats: Concentration +17, Diplomacy +6, 
  Knowledge [nature] +4, Knowledge [Religion] +6, 
  Spellcraft +12, Survival +4, Swim +6; Combat Reflexes, 
  Improved Initiative, Iron Will, Quick Draw, Skill Focus 
  [Concentration], Weapon Proficiency [Glaive], Weapon 
  Focus [Glaive]. 
   
  Spells Prepared (6/6/6/5/3/2; base DC = 13 + spell 
  level): 0 lvl – detect magic, detect poison x2, purify food 
  and drink, read magic, resistance; 1
  st lvl – bless, calm 
  animal*, command x2, cure light wounds, magic 
  weapon; 2
  nd lvl – bull’s strength, cure moderate wounds 
  x2, hold person, shield other, spiritual weapon*; 3
  rd lvl – 
  bestow curse, dispel magic, magic circle against good, 
  protection from energy, magic vestment*; 4
  th lvl – cure 
  critical wounds, divine power*, poison; 5
  th lvl – flame 
  strike*, summon monster V. 
   
  * Domains: Animal (speak with animals 1/day); 
  War (free martial weapon proficiency and weapon 
  focus with glaive) 
   
  Possessions: Masterwork glaive, light crossbow, 20 
  arrows, full plate +1 with spikes, ring of swimming, ring 
  of protection +1, amulet of natural armor +1, wand of 
  cure light wounds, elixer of swimming, scroll of remove 
  paralysis, scroll of cure moderate wounds, scroll of 
  invisibility purge. 
   
  Elak Delei, male human Ftr6/Dev3: CR 9; Medium 
  humanoid (human); HD 6d10+3d12+18; hp 79; Init +2; 
  Spd 30 ft.; AC 24, touch 13, flat-footed 24; Base Atk +9; 
  Grp +13; Atk +15 melee (1d10+6/19-20/x2, bastard 
  sword +1) or +11 missile (1d8/x3, composite longbow); 
  Full Atk +15/+10 melee (1d10+6/19-20/x2, bastard 
  sword +1) or +11/+6 missile (1d8/x3, composite 
  longbow); SQ harm’s way, defensive strike, deflect 
  attack +1; AL LE; SV Fort +12, Ref +9, Will +7; Str 18, 
  Dex 14, Con 14, Int 12, Wis 10, Cha 8. 
   
  Skills and Feats: Climb +9, Listen +8, Search +5, 
  Sense Motive +6, Spot +10, Swim +11; Alertness, 
  Combat Reflexes, Dodge, Exotic Weapon Proficiency 
  [bastard sword], Improved Critical [bastard sword], Iron 
  Will, Mobility, Weapon Focus [bastard sword], Weapon 
  Specialization [bastard sword]. 
   
  Languages Spoken: Common, Suel. 
   
  Harm’s Way (Ex): The devoted defender may 
  ellect to place herself in the path of danger in order to 
  protect his single charge. Any time that you are within 
  5 feet of your charge, and your charge suffers an attack, 
  you may switch places with your charge and receive the 
  attack in his place. You must declare this before the 
  attack roll is made. You select your charge when you 
  roll initiative, and it is a free action to do so. You may 
  not change your charge for the duration of that combat.  
   
  Defensive Strike (Ex): You can make an attack of 
  opportunity against any adjacent opponent who attacks 
  your charge in melee. You gain a +1 bonus to this attack 
  for every two levels after 2nd. 
   
  Deflect Attack (Ex): The devoted defender can 
  attempt to parry a melee attack against her charge. She 
  must be within 5 feet of her charge to attempt this and 
  holding a melee weapon or shield to deflect the attack. 
  Once per round when your charge would normally be 
  hit with a melee - weapon, you may make a Reflex 
  saving throw against DC 20. (If the melee weapon has a 
  magic bonus to attack, the DC increases by that 
  amount.) You gain a competence bonus to your Reflex 
  save as indicated on the chart. If you succeed, you 
  deflect the blow as a free action. You must be aware of 
  the attack beforehand and not flat-footed. 
   
  Possessions: Bastard sword +1, composite longbow, 
  20 arrows, dagger, full plate +1 with spikes, masterwork 
  heavy shield, cloak of resistance +2, ring of protection 
  +1, 2x potions of cure light wounds, potion of cure 
  serious wounds, 2x tanglefoot bag. 
   
  Encounter 6-I: Natural Hunters 
  Crocodiles, advanced 13 HD (4): CR 6; Huge animal; 
  HD 13d8+65; hp 123 each; Init +1; Spd 20 ft., swim 30 
  ft.; AC 17, touch 9, flat-footed 16; Base Atk +9; Grp +26; 
  Atk +16 melee (3d8+13, bite) or +16 melee (1d12+13, 
  tail slap); Full Atk +16 melee (3d8+13, bite) or +16 
  melee (1d12+13, tail slap); Space/Reach 15 ft./10ft.; SA 
  improved grap; SQ hold breath, low-light vision; AL N; 
  SV Fort +14, Ref +10, Will +5; Str 28, Dex 12, Con 20, 
  Int 1, Wis 12, Cha 2. 
   
  Skills and Feats: Hide +3*, Listen +7, Spot +7, Swim 
  +16; Alertness, Endurance, Improved Natural Armor, 
  Improved Natural Attack [Bite], Skill Focus [Hide]. *A 
  crocodile gains a +4 racial on Hide checks when in the 
  water. Further, a crocodile can lie in the water with 
  only its eyes and nostrils showing, gaining a +10 cover 
  bonus on Hide check. 
   
  Improved Grapple (Ex): To use this ability a 
  crocodile must hit with its bite . 
   
  Hold Breath (Ex): A crocodile can hold its breath 
  for a number of rounds equal to 4x its constitution 
  score before it risks drowning. 
   
  Encounter 6-II: Chtaan Hunters 
  Lizardfolk warriors, Brb2 (4): CR 3; Medium 
  humanoid (reptilian); HD 2d8+2d12+12; hp 39 each; 
   
  Murky Waters 
   
   
  Page 29 
   
  
  Init +1; Spd 40 ft.; AC 18, touch 11, flat-footed 18; Base 
  Atk +3; Grp +7; Atk +8 melee (1d6+4, masterwork club) 
  or +7 melee (1d4+4, claw) or +4 missile (1d6+4, javelin); 
  Full Atk +8 melee (1d6+4, masterwork club) and +6 
  melee (1d4+2, bite) or +7/+7 melee (1d4+4, claw) and +5 
  melee (1d4+2, bite) or +4 missile (1d6+4, javelin); SQ 
  rage 1/day, uncanny dodge, hold breath; AL N; SV Fort 
  +6, Ref +4, Will +1; Str 18, Dex 13, Con 16, Int 8, Wis 12, 
  Cha 8. 
   
  Skills and Feats: Balance +4*, Climb +9, Jump +4*, 
  Survival +6, Swim +2*; Cleave, Multiattack, Power 
  Attack. *Lizardfolk have a +4 racial bonus on these 
  checks, which is included. 
   
  Languages: Common, Draconic. 
   
  Hold Breath (Ex): A lizardfolk can hold his breath 
  for a number of rounds equal to four times its 
  Constitution score before it risks drowning. 
   
  Possessions: Heavy wooden shield, masterwork 
  club, 5x javelins, potion of cure light wounds. 
   
  Rtan, male lizardfolk Brb6: CR 7; Medium humanoid 
  (reptilian); HD 2d8+6d12+24; hp 79; Init +1; Spd 40 ft.; 
  AC 19, touch 11, flat-footed 19; Base Atk +7; Grp +11; 
  Atk +12 melee (1d6+4, masterwork club) or +11 melee 
  (1d4+4, claw) or +8 missile (1d6+4, javelin); Full Atk 
  +12/+7 melee (1d6+4, masterwork club) and +9 melee 
  (1d4+2, bite) or +11/+11 melee (1d4+4, claw) and +9 
  melee (1d4+21, bite) or +8/+3 missile (1d6+4, javelin); 
  SQ rage 2/day, improved uncanny dodge, traps sense 
  +2, hold breath; AL N; SV Fort +8, Ref +5, Will +3; Str 
  18, Dex 13, Con 17, Int 8, Wis 12, Cha 8. 
   
  Skills and Feats: Balance +7*, Climb +9, Jump +8*, 
  Survival +7, Swim +15*; Cleave, Multiattack, Power 
  Attack. *Lizardfolk have a +4 racial bonus on these 
  checks, which is included. 
   
  Languages: Common, Draconic. 
   
  Hold Breath (Ex): A lizardfolk can hold his breath 
  for a number of rounds equal to four times its 
  Constitution score before it risks drowning. 
   
  Possessions: Heavy wooden shield +1, masterwork 
  club, 5x javelins, potion of cure light wounds. 
   
  Nak, male lizardfolk Drd6: CR 7; Medium humanoid 
  (reptilian); HD 8d8+24; hp 66; Init +2; Spd 30 ft.; AC 18, 
  touch 12, flat-footed 17; Base Atk +5; Grp +5; Atk +5 
  melee (1d4, claw) or +5 melee (1d6, club) or +7 missile 
  (1d6, javelin); Full Atk +5/+5 melee (1d4, claw) and +3 
  melee (1d4, bite) or +5 melee (1d6, club) and +3 melee 
  (1d4, bite) or +7 missile (1d6, javelin); SQ wildshape 
  2/day, wild empathy, woodland stride, trackless step, 
  resist nature’s lure, hold breath; AL N; SV Fort +8, Ref 
  +7, Will +8; Str 10, Dex 14, Con 16, Int 10, Wis 16, Cha 
  10. 
   
  Skills and Feats: Balance +10*, Concentration +12, 
  Jump +9*, Knowledge [Nature] +4, Listen +5, Spellcraft 
  +4, Spot +5, Survival +9, Swim +9*; Multiattack, Skill 
  Focus [concentration], Track. *Lizardfolk have a +4 
  racial bonus on these checks, which is included. 
   
  Languages: Common, Draconic. 
   
  Hold Breath (Ex): A lizardfolk can hold his breath 
  for a number of rounds equal to four times its 
  Constitution score before it risks drowning. 
   
  Spells Prepared (5/4/4/3; Base DC = 13 + spell 
  level): 0 lvl – detect magic x2, detect poison, mending, 
  purify food and drink; 1
  st lvl – cure light wounds, detect 
  animals and plants, entangle, magic fang; 2
  nd lvl – 
  barkskin, hold animal, resist energy, tree shape; 3
  rd – 
  call lightning, cure moderate wounds, spike growth. 
   
  Possessions: Heavy shield, club, 5x javelins, scroll 
  of cure moderate wounds. 
   
   
  Murky Waters 
   
   
  Page 30 
   
  
  Appendix 2: 
  New Rule Items 
   
   
  New Feats 
  Prone Attack [general] 
  You attack from a prone position without penalty. 
   
  Prerequisites: Base attack bonus +2 or higher, Dex 
  15+, Lightning Reflexes. 
   
  Benefit: You can make an attack from a prone 
  position and suffer no penalty on your attack roll. If 
  your attack roll is successful, you may regain your feet 
  immediately as a free action. 
   
  Special: Prone attack is a bonus feat for fighters. It 
  can be taken whenever a fighter is eligible for a bonus 
  feat, as long as the character has met the prerequisites. 
  (Source: Sword & Fist)   
   
  DEVOTED DEFENDER 
  The devoted defender is a professional guardian. She is 
  an individual who is skilled at protecting a designated 
  client from harm, often by taking her charge's place as 
  the target of threats and attacks. In return for these 
  services, the devoted defender usually receives 
  compensation in the form of coin, room and board, and 
  some-times in resources such as access to magic 
  healing, hut the exact details of the agreement are 
  between the individual devoted defender and her 
  employer. It is not uncommon for a noble or other 
  important personage to number at least one devoted 
  defender among his personal retinue, and sometimes to 
  make a devoted defender the chief of his security 
  services.  
   
  Most devoted defenders are fighters, but any 
  character who becomes a devoted defender benefits 
  from the attack, save and Armor Class bonuses. Monks 
  sometimes become devoted defenders, as do clerics, 
  when they are assigned to protect important 
  individuals within their order or clergy. NPC devoted 
  defenders are mostly fighters who either left military 
  service and turned to security work to make a living.  
  Hit Die: dl2.  
   
  REQUIREMENTS 
  To qualify to become a devoted defender a character 
  must fulfill the following criteria.  
   
  Base Attack Bonus: +5.  
   
  Feats: Weapon Focus (any melee weapon), 
  Alertness.  
   
  Search: 4 ranks.  
   
  Sense Motive: 4 ranks.  
   
  Spot: 4 ranks. 
    
  CLASS SKILLS 
  The devoted defender's class skills (and the key ability 
  for each skill) are Climb (Str), Innuendo (Wis), Jump 
  (Str), Listen (Wis), Profession (Int), Sense Motive 
  (Wis), Search (Int), and Spot (Wis). See Chapter 4: 
  Skills in the Player's Handbook for skill descriptions.  
  Skill Points at Each Level: 2 + Int modifier. 
   
  CLASS FEATURES 
  Weapon and Armor Proficiency: The devoted 
  defender is proficient with all simple and martial 
  weapons, all types of armor, and shields.  
   
  Armor Class Bonus: The devoted defender 
  concentrates on defense, both for herself and her 
  charge. She receives this dodge bonus to AC as a result 
  of that focus.  
   
  Harm's Way: Beginning at 1st level, the devoted 
  defender may elect to place herself in the path of 
  danger in order to protect her single charge. Any time 
  that you are within 5 feet of your charge, and your 
  charge suffers an attack, you may switch places with 
  your charge and receive the attack in his place. You 
  must declare this before the attack roll is made. You 
  select your charge when you roll initiative, and it is a 
  free action to do so. You may not change your charge 
  for the duration of that combat.  
   
  Defensive Strike: You can make an attack of 
  opportunity against any adjacent opponent who attacks 
  your charge in melee. You gain a +1 bonus to this attack 
  for every two levels after 2nd.  
   
  Deflect Attack: Beginning at 3rd level, the 
  devoted defender can attempt to parry a melee attack 
  against her charge. She must be within 5 feet of her 
  charge to attempt this and holding a melee weapon or 
  shield to deflect the attack. Once per round when your 
  charge would normally be hit with a melee - weapon, 
  you may make a Reflex saving throw against DC 20. (If 
  the melee weapon has a magic bonus to attack, the DC 
  increases by that amount.) You gain a competence 
  bonus to your Reflex save as indicated on the chart. If 
  you succeed, you deflect the blow as a free action. You 
  must be aware of the attack beforehand and not flat-
  footed. 
  (Source: Sword and Fist) 
   
   
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  Table 2 – 2: The Devoted Defender 
  Class 
  Level 
  Base Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  AC 
  Bonu
  s 
   
  Special 
  1
  st 
  +1 
  +2 
  +0 
  +0 
  +1 
  Harm’s Way 
  2
  nd 
  +2 
  +3 
  +0 
  +0 
  +1 
  Defensive Strike  
  3
  rd 
  +3 
  +3 
  +1 
  +1 
  +2 
  Deflect Attack +1 
  4
  th 
  +4 
  +4 
  +1 
  +1 
  +2 
  Defensive Strike +1 
  5
  th 
  +5 
  +4 
  +1 
  +1 
  +3 
  Deflect Attack +2 
  6
  th 
  +6 
  +5 
  +2 
  +2 
  +3 
  Defensive Strike +2 
  7
  th 
  +7 
  +5 
  +2 
  +2 
  +4 
  Deflect Attack +3 
  8
  th 
  +8 
  +6 
  +2 
  +2 
  +4 
  Defensive Strike  +3 
  9
  th 
  +9 
  +6 
  +3 
  +3 
  +5 
  Deflect Attack +4 
  10
  th 
  +10 
  +7 
  +3 
  +3 
  +5 
  Defensive Strike +4 
   
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  Appendix 3: 
  Maps 
  Map 1: Encounter 3 – To the Rescue 
  The battle scene of this encounter is a shallow lake 
  where two channels combine into one channel. The 
  channel consists of slow flowing water and contains no 
  floating plant growth. The channels are 5 ft. deep. 
  Crossing a channel requires a DC 10 Swim check for 
  small creatures and most medium sized creatures. Tall 
  medium creatures can wade across at half movement. 
  The shallow lake is two feet deep and is covered with 
  water lilies. Due to the plants and the mud movement is 
  halved in this region. The rest of the map consists of 
  reed. The water and mud is about 1 ft. deep. The 
  empty spot in the bottom right corner is densely 
  overgrown solid ground. 
   
  The PCs arrive at the spot marked with PCs. The 
  “L”s are the lizardfolk. The “U”s are the undead. The 
  undead, who will attack the PCs, are hiding in the 
  channel near the point  
  where the PCs arrive. They will attack at the border 
  with the deep water, because they cannot fight very 
  well in the channels either. 
   
  The above map also gives a good indication of 
  the terrain of other unmapped encounters taking 
  place during this adventure. 
   
  Map 2: Encounter 5-II - Raiders campsite 
   
   
   
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  Appendix 4: 
  The Vast Swamp at a Glance 
  As the name suggests, the Vast Swamp is huge and as 
  such a single page cannot contain enough information 
  to describe it completely. It should contain enough 
  information though to run this adventure, which takes 
  place in the northern fringes of the Vast Swamp. If a 
  scenario requires more specific information, then this 
  will either be given at the proper scene or in another 
  appendix. 
   
  Description 
  The Vast Swamp as a whole is hot, humid, wet and 
  teeming with life. Large parts of the swamp are 
  impassable for humans without a boat. Here humans 
  and elves do not reign supreme, but lizardfolk and 
  bullywugs are the most dominant sentient life. 
   
  The northern fringes in which this adventure takes 
  place though contain bigger patches of dry ground 
  either due to vegetation or low hills that rise above the 
  mud and water. In open areas and waterways sight can 
  extend several hundred yards before being blocked by 
  reeds and bushes; within the reeds it is limited to a few 
  feet at best. Mosquitoes and leeches are a constant pest, 
  leaving bleeding wounds (no damage, but distressing) 
  when removed. Large, hairy (harmless) spiders scuttle 
  through the reeds, and small crocodiles swim about 
  (and flee when the PCs pay them any attention). Other 
  swamp life includes otters, muskrats, silver white 
  herons, king fishers, ducks, geese and countless other 
  birds. Alders or other swamp trees cling on to life on 
  the numerous dry spots, covered in Spanish moss and 
  similar, long tendrilled lichen and surrounded by 
  patches of tall reed and reed-like plants.  A constant 
  warm wind makes the temperature bearable, but causes 
  the reeds to rustle, giving a –2 circumstance penalty to 
  any Listen checks. 
   
  There are many reasonably dry points within the 
  northern fringes, though these are covered with dense 
  plant growth and relatively difficult to traverse 
  through. Even these dry grounds in general are muddy 
  even outside the rain season. Though there are always 
  exceptions to the rule on top of exceptional tall hills 
  that arise out of the surrounding muck on several 
  places. These dry areas are islands within huge patches 
  of shallow water that become more rare the farther 
  south one goes. These patches are overgrown with reed 
  and trees especially adapted to having wet feet. In these 
  watery areas there is about 3 inches of mud covered by 
  one foot of water, though occasionally this may change 
  to 1 ft. of mud under 2 ft. water for a total depth of 3 
  foot. Also, if any traveller through this does not take 
  steps to test the ground (prodding with sticks), they 
  might be surprised by a sudden dip into a mud-filled 
  hole. Deeper channels of slowly flowing water and 
  small lakes overgrown with water lilies cut through 
  these shallow areas like veins. These channels and lakes 
  can be quite deep, forcing travellers to swim through 
  murky water. 
   
  A traveller in this region in general will only get 
  wet feet and if you know the way, a boat will not be 
  needed. Though even an experienced wanderer will 
  have to wade through the muddy water frequently, 
  which may cause occasional trouble for halflings and 
  dwarves, as well as spell books and miscellaneous 
  equipment. It pays to have watertight bags with you, 
  though the high humidity and many rains during the 
  rain season prevents anything from ever becoming 
  truly dry during this season. So everything will be 
  slimy, smelly and filthy in no time whatsoever. 
   
  Sentient Life and Unlife 
  Even though the Vast Swamp is inhospitable to human 
  or olven inhabitation, it is still considered the home by 
  several different groups of sentient creatures. Three 
  groups of creatures are the true masters of the region 
  and they are either feared or respected by those who 
  travel through the Swamp. 
   
  The Vast Swamp is most infamous for the 
  bullywugs that have made this area their home and who 
  continually raid Sunndi to the north. The bullywugs of 
  the Vast Swamp are more intelligent and organized 
  then their more wild cousins described in the 
  Forgotten Realms Monster Manual. They worship the 
  lawful deity Wastri who promotes the destruction of 
  dwarves, elves, gnomes and halflings, and who 
  considers humans and amphibians far superior. Unlike 
  regular bullywug clerics, clerics of Wastri are treated as 
  normal clerics and they can chose from the domains 
  Animal, Law and War. They can only rebuke undead 
  and cast spontaneous inflict spells. Rumours tell of a 
  monastery deep in the Vast Swamp where Wastri 
  himself resides, ruling over his minions like a mad 
  tyrant surrounded by both amphibious and human 
  servants as well as more unnatural things. 
   
  Most feared by all are the undead, the origins of 
  which are a mystery for most. They are particular 
  common in a specific part of the Vast Swamp as if they 
  are drawn to it like moths to a light. Still, they can be 
  encountered everywhere. Most of common of all are 
  corporeal undead: hungry ghouls and fearsome bog-
  mummies – all that remains of unwary travellers who 
  drowned far from home and civilisation. With the 
  undead comes those who study them and the energy 
  that empowers these vile creatures: necromancers and 
  clerics of deities of death, decay and magic. Sometime 
  ago the undead in the form of a pack of adventurers had 
  become a real threat to the safety of Sunndi, but 
  adventurers on the pay-role of Sunndi had put an end to 
  this threat. Now the undead and their masters tend to 
  remain within the borders of the Swamp. 
   
  Least known, but most friendly to the average 
  traveller are the lizardfolk of the Chtaan tribe. By 
  human standards these savage hunters are cruel and 
  unforgiving, willing to do anything for the survival of 
  their tribe. Still, unlike the bullywugs and undead, they 
   
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  can be reasoned with and once a traveller manage to 
  gain their trust and becomes part of their tribe, they are 
  staunch unwavering allies whose friendship can be a 
  great boon to any traveller in their homeland. The 
  Chtaan are divided in different clans who live in 
  separate villages spread over the northern parts of the 
  swamp forming a buffer of some sort between Sunndi 
  to the north and the bullywugs and undead to the 
  south. While relations between the different clans as 
  well as the Sunndians to the north are cordial at best, 
  they seldom come to violent clashes. The constant 
  threat of dangerous natural predators, human outlaws, 
  bullywugs and undead unite them into a single group. 
   
  Game Mechanics 
  When running a scenario within the Vast Swamp it is 
  advisable to be familiar with the swimming rules as 
  well as the effects of the environment on combat. 
  Swimming rules can be found on page 84 of the Player’s 
  Handbook (all water in the Vast Swamp is considered 
  calm unless specifically mentioned otherwise). Also 
  remember that most the area is at the very least lightly 
  obstructed and lightly slippery, giving a +4 modifier of 
  the DC of any tumbling and balance checks (and that 
  tumbling is impossible in water deeper then one knee). 
  Hence, running or charging requires a DC 14 Balance 
  check. More rules on running encounters in swamps 
  and in deeper water can be found in the Dungeon 
  Master’s Guide at page 88 and 92. Drowning rules can 
  be found at the end of the Dungeon Master’s Guide at 
  page 304. 
   
   
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  Player’s Handout 1:  
  Letter to Tarna Pranak
   
   
   
   
   
   
   
  Murky Waters 
   
   
  Page 36 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Greyhawk/Living Greyhawk - RPGA/SND (Sunndi)/SND3-02 Murky Waters (3E).pdf