Building an Adventure


Advice


Hello Everyone,

I want to challenge myself and build a little free adventure for lvl 3-4 characters. However; I would love some input on a few things.

A town (Names, size etc)
Random Quests players could do in the town
and 'final boss'

I'm open to plenty of suggestions, I'm just trying to think of a starting point and go from there.


What about a haunted house? The old lord and mayor of the town died decades ago under mysterious circumstances and nobody has dared step foot in that creepy, creaky mansion since.

Could be an ideal adventure for low level characters.


Town - Saltwind, an old coastal village renowned for the magical sea eggs harvested along the shore.

Adventure - explore the old lighthouse. The bridge that connected the small island where the lighthouse stood was washed away in the millennium storm decades ago. At low tide a brave adventurer could wade out to the lighthouse and explore potential shipwrecks. But some locals say the lighthouse is haunted by the ghost of the old lighthouse keeper who disappeared in the millennium storm all those years ago.


That's an awesome premise. I'll get started on that!


Adventure— An old salt find them, either walking along the docks, the shore, his shanty, or in the tavern and mentions he needs some help with a project. He's a net-maker and has some orders to fill, but his usual workers and assistants have taken some temporary jobs during this time of the year. The PCs can help him make nets for a day or so (boring).

A days work:
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I guess if the PCs don't feel like wandering around, they can use their Craft (rope-making, weapons, traps, etc) or Profession (sailor or fisherman) or make an untrained Intelligence check. If they beat a DC 10 on their Craft or Profession check, they earn 1 gp. They earn an additional 1 gp for every 5 points they beat the DC. If they make an untrained Int check, they earn 3 sp and 1 sp per 5 points they beat the DC.
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But, he says what he really wants, is his assistants back. There's three of them but he needs them back within 3 days for them to be of use helping with the orders he needs to do. He knows they're all working at the shore or dock area, but not where. He'll give the PC's a coil of 50-foot hemp rope for free if they convince one to return. He will give them the rope and add a fishing net or a fighting net (exotic weapon) if they get two back. If all three return, he gives them the rope, and a masterwork fishing net (+2 to checks involving it) or a masterwork net (can be sold for half price in a richer place).

Assistants:
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A DC 10 Knowledge (local) or Diplomacy check can reveal the location of one after 1d4 hours spent checking taverns, contacts, or acquaintances. Reduce the time by 1 hour for each 5 points they beat the DC (minimum 1 hour). An untrained Charisma or Wisdom check can be used, buy it always requires 1d4+1 hours of asking around.

Glorug Barnacletooth A half-orc warrior. He's gotten a job as a worker aboard a ship (The Screaming Seagull). Unless bribed heavily (5 gp), he requires a DC 15 Diplomacy check to return to his old job. Otherwise, he says he wants excitement and adventure, and might return if a one of the PCs can beat him in a fist-fight. But the deal is that they all have to agree and which one of them is chosen at random.
If they beat him, he returns, otherwise, they'll have to convince him another way. He has Improved Unarmed Strike (though he deals non-lethal unless there's a good reason), so he doesn't provoke AoO and receives them against untrained attackers.

"Scratch-post" Pete An older human man who does not get along with cats, is supposed to be working at a warehouse, but when they get there, they find out he showed up too drunk to work and was sent off. He wandered along the shore away from the village. The PCs can try and track his prints along the shore. There's a lot of tracks, has this area is well-traveled, but the person at the warehouse also mentioned they saw him cursing at his shoe because it kept falling off, so he just started carrying it. Making it relatively easy to spot his tracks (DC 10).

After 30 minutes of following his tracks or after making a DC 14 Perception check for every 30 minutes they wander along the shore. They find his shoe (it has cat claw marks in it and smells of cat urine). From there, the tracks lead away from the shore to some woods or trees or rocks nearby. The find Pete snoring in a drunken stupor (Perception DC 10 + distance) to locate him. If roused, he assumes that his employment with the warehouse foreman is a bit shaky and is willing to return to the netmaker with a DC 10 Diplomacy check, but requires his shoe (or new shoes) and a bottle of good ale or beer to help him deal with his current 'illness' (available for 1 sp at one of the taverns). Otherwise, he'll accept 1 gp to 'get it himself later' or he tells them to buzz off. If any PC has a cat-like creature or familiar with them, Diplomacy check DC increases by 2.

Gimble Wavecrank is a younger gnomish man, working on the docks as a maintenance worker (he works the cranes and also repairs and maintains the pulleys, winches, and other equipment for moving cargo). He took this job for the higher pay only because his dear old mother is ill and he needs to pay for care and medicine. He can be persuaded to return to the netmaker (which he greatly prefers, since he gets motion-sickness just watching boats bob on waves) for 10 gp (for medicine) or if a PC can help alleviate some of his mother's illness, requiring them to give her a day of care and succeed at a DC 15 Heal check to ease her pain (it's a chronic ailment, old bones or old age, or rheumatism; it comes and goes). Otherwise, he can't be persuaded without magic.
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But what the netmaker would really prefer for adventurers to do, is gather some silk for some of the orders he has pending. And he knows a location with several giant spiders that he thinks will be good to look into. If they gather enough, he'll give them a 50-foot coil of silk rope and 5 gp each.

Spider Grove:
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But the spiders are tended by a druid. A good druid, who can work and deal with spiders. If they seek him out or he happens to come across them, he will gather silk for them safely (for about 20 gp for the amount they need, though it can be in goods that a druid would use). Otherwise, they can try and gather it themselves; he doesn't consider himself the owner of the spiders or their silk, but makes it clear that if they start killing spiders they will have him to deal with (and his bear, which isn't there, but is always nearby.)

Otherwise, there is this pair of smelly goblins that have been camping at a spring nearby, just drinking and generally making it an unpleasant place to be. If the PCs can 'move them along', he'll give them silk they need. He could do it himself, but the PCs came along.

The two goblins, Horp and Kopp, are outcasts, they are camping at the spring, hunting and fishing (poorly, usually by wading out and swinging sticks into the water). They are not hostile, unless there's a dog around. They can be intimidated or convinced to move on with a suitable bribe. They really want to become fisherman, though, and will move on towards the shore if given a fishing net.

If attacked, they are both 2nd-level sorcerers (they have mage armor and shield up before the party arrives unless they're incredibly stealthy.) One knows sleep and the other knows magic missile. The one on the left (Horp... no wait, maybe that's Kopp) has a crude tattoo of a thorn sticking in a mushroom on his left arm, but that's probably not important.

The PCs can buy a fishing net in the village, from the netmaker, but unfortunately, he's got outstanding orders for some, and will only part with one for a premium price (x2 cost), since his reputation is on the line if he can't fill his orders. However... he does need someone to get his assistants back, who have taken jobs elsewhere. IF they can convince at least two of the three to return... he'll give some rope and a fishing net.
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Maverick898 wrote:

That's an awesome premise. I'll get started on that!

Are you going to post it here (or a link to where it is) when are finished?


Boomerang Nebula wrote:
Maverick898 wrote:

That's an awesome premise. I'll get started on that!

Are you going to post it here (or a link to where it is) when are finished?

I'll post updates here as I make my way through the adventure :)


Event— The Fog
At night, the fog rolls in. The sailors and old folks tell the PCs to stay indoors. Other townspeople bolt and shutter their homes. Only the village watch step outside, and even then only in groups of 4 and with bullseye lanterns, standing on the steps of a building.

The wet sounds of tentacles slapping a wall or a cry like a seagull (but it's nighttime) occasionally issue from the darkness if the PCs do hunker down. Or they might here a crash, like someone tripping over a rubbish barrel and a cry for help.

Outside, they might run into a cluster of dripping, wet zombies, tentacled fishmen, or even a group of 6 sailors with clubs risking the fog to press some hapless or drunk sailors into service.


Well before designing the adventure I built the map of Saltwind with a few locations of note.

1. Cathedral to <Insert god name here>
2. Town hall
3. Docks
4. Abandoned Lighthouse
5. ???
6. ???
7. ???
8. ???
9. ???
10. Town Square


Maverick898 wrote:
Well before designing the adventure I built the map of Saltwind with a few locations of note.

Add a few [read as: alot] more numbers over various buildings and we can fill them in.

8. Watch Tower
This square, stone tower stands four stories high. It has shuttered arrow-slits on the 2nd, 3rd, and 4th floors. It is where a small detachment of the town's defenders are stationed to watch over the docks and drive off attackers using the medium catapult atop it.
Watch Tower:
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1st-Floor Common area; chairs and tables.
2nd-Floor Cots and weapon storage, ammunition for ranged weapons.
3rd-Floor Commander and Second-in-Command quarters. Of note, the second-in-command keeps a wand of fireball here for emergencies, as well as two scrolls of make whole to repair the catapult or wall damage if necessary. He could also be persuaded to use it to repair a critically damaged part of town or even a ship if necessary.
4th-Floor Siege equipment. Catapult ammunition and parts for repairing and maintaining it. There is an enclosed, outshoot balcony over the main door, allowing defenders to drop rocks, fire missiles weapons, or pour boiling water from a cauldron set here on attackers below.
Rooftop A medium catapult is positioned here on a rotating base to allow it to attack ships or creatures in the harbor or docks, but can also turn to fire 360° around the tower. It is typically kept covered to protect it from the elements and is mainly maintained by the tower's second-in-command.
While the lighthouse has been abandoned, the watchtower keeps a pair of beacon lanterns up here for signaling or warning ships (or spotlighting things at night). There is also a warning bell for alerting the town and the watch to trouble, similar to the one at the docks and the bell at the Cathedral (#1).
Cellar Food stores and a cistern well containing rainwater channeled from rooftop pipes. Some silver coins are tossed in for purification purposes, as well as some minnows to eat larva or other small contaminants. Every so often, one of the priests from the Cathedral (#1) come by and purify or create water as needed. There are also a dozen rounds of incendiary catapult ammunition stored in protective cases here for dealing with approaching ships or other flammable attackers.
There is also a well-hidden secret passage (also concealed behind a roll of sailcloth that will need to be moved to find it) that leads to the nearby Cathedral (#1). The Commander and Second-in-Command both know of its existence.
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Notable NPCs:
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Geoffrey 'Grimace' Hayden, Tower Commander
This former ship captain is now the tower commander and one of the town leaders. Am older human man with short, steel-gray hair and a scar alongside his lip and cheek that resembles a frown. He doesn't spend a lot of time at the tower. He has a home and normally sits or wanders the docks and can be encountered there speaking with other older sailors or the dockmaster. He's a shrewd judge of character and anyone skulking about the docks will likely attract his attention, causing him to mention his suspicions to others to keep a stricter watch.

He has a few minor protective magical items (ring, potions, etc) from his sailing days but notably he carries a magical cutlass with a wave-patterned handle of ivory and a pearl in the pommel. Unknown to most, 3/day he can throw it as though it had the throwing and returning properties. If it strikes a target (whether it deals damage or not), the target is entangled in a conjured net (max size Large). The net lasts until destroyed, the creature escapes, or 5 minutes pass.

Farthin Kelpetor, Second-in-Command
This half-elven man of about 37 years has shoulder-length blonde hair that he keeps bound with a leather cord and a leather headband (magical). He has a fondness for rainbows, but no one knows that and he not likely to mention it unless he sees one. He's polite when he needs to speak, but is constantly thinking about his duties and is alert to issues regarding the tower or threats.
Farthin is the one actually responsible for most of the scheduling, work, and maintenance at the watch tower. A diligent worker and mage, he also can train siege crew and act as an overseer or spotter as needed.
He doesn't have a home in the town and stays in the tower, but he can occasionally be found around Saltwind when his duties are light or they take him around town. He has a cat familiar that is constantly pestering 'Scratch-post' Pete, a netmaker's assistant in the village.
In addition to his own spells, Farthin carries wands of magic missile and web as well as scrolls and potions of various effects.

Taddyloo Wavecrank
A young, gnomish girl. Sister to Gimble Wavecrank, the netmaker's assistant and sometimes dockworker, she runs errands for the watch tower squad. Cleaning, mopping, and sewing for extra money. She also brings food that her mother makes, though her mother is currently under the weather.
Taddyloo is friendly, cheerful, and eager to please. She has a crush on Farthin, but won't tell anyone. She has a key to the watchtower and its cellar Geoffrey gave her a bit ago to do some chores and he's forgotten to get it back.
In her free time, she lurks around the shipwreck (#5) and sometimes carves things into the wood there with one of Farthin's old daggers that he gave her to sharpen but let her keep it when he got a new one.
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Pizza Lord wrote:
Maverick898 wrote:
Well before designing the adventure I built the map of Saltwind with a few locations of note.

Add a few [read as: alot] more numbers over various buildings and we can fill them in.

8. Watch Tower
This square, stone tower stands four stories high. It has shuttered arrow-slits on the 2nd, 3rd, and 4th floors. It is where a small detachment of the town's defenders are stationed to watch over the docks and drive off attackers using the medium catapult atop it.
** spoiler omitted **...

Putting all of that into the town document :P


Here is an update of the town. Still missing a few details, but it is laying the ground work for a good adventure or two

Saltwind WIP


Maverick898 wrote:

Here is an update of the town. Still missing a few details, but it is laying the ground work for a good adventure or two

Saltwind WIP

Really nice. Looking super-cool. I still want you to number a bunch more buildings though (not ones that you purely want for housing, but some can be business/housing, like the baker can live in/above his/her shop.

Not super-important, and I know you can change it, for the secret passage, I didn't list Commander and 2nd as being the only ones that known. I intended them to 'know', and possibly add in other people in their locations, like a priest or two at the Cathedral would know. But, it's your world.


Pizza Lord wrote:
Maverick898 wrote:

Here is an update of the town. Still missing a few details, but it is laying the ground work for a good adventure or two

Saltwind WIP

Really nice. Looking super-cool. I still want you to number a bunch more buildings though (not ones that you purely want for housing, but some can be business/housing, like the baker can live in/above his/her shop.

Not super-important, and I know you can change it, for the secret passage, I didn't list Commander and 2nd as being the only ones that known. I intended them to 'know', and possibly add in other people in their locations, like a priest or two at the Cathedral would know. But, it's your world.

I'm all for numbering additional places of note. These were just the first 10 I thought of to draw interest.


The only one that needs filling in is #6. Which is a tower out in the sablewood thicket. Could be used for a number of things. thoughts?


Boomerang Nebula wrote:

Town - Saltwind, an old coastal village renowned for the magical sea eggs harvested along the shore.

Adventure - explore the old lighthouse. The bridge that connected the small island where the lighthouse stood was washed away in the millennium storm decades ago. At low tide a brave adventurer could wade out to the lighthouse and explore potential shipwrecks. But some locals say the lighthouse is haunted by the ghost of the old lighthouse keeper who disappeared in the millennium storm all those years ago.

so pretty much this exact adventure exists in the Carrion Crown AP, and it's side quest module Carrion Hill.


Maverick898 wrote:
The only one that needs filling in is #6. Which is a tower out in the sablewood thicket. Could be used for a number of things. thoughts?

What?! Who did all that work?!

The tower could belong to a local wizard of moderate power but little interest in the town. He could make or sell the scrolls of make whole or the wands used by the tower garrison. He could be good, bad, or indifferent. Maybe he has tasks or needs items PCs can acquire.

Or it could be the visible tower of the former mayor or local noble's villa/manor (the current mayor lives in town). And it's all overgrown, just walls with trees shrouding in and the old tower (and maybe cellars) are all that's left.

Or it's a druid grove, and that isn't a tower, but the immense shell of ancient sea snail that's been hollowed out and is used by the local druid coven or lone druid and apprentice in the locale.

Editor mode:
--------------------------
2. Town Hall
2nd word, 'largest is misspelled.

3. Docks
Thorn Ironet > 'owns [strike]on[/strike]one of these buildings'

Joren Wavecrest (not to be confused with the gnomish Wavecrank family)
He is 'nownKnown for his calm demeanor[/i]'

4. Saltwind Lighthouse
People claim they '[/i]can hear is[his/its?] painful wails,[/i]'

9. Fishermen's Guild Hall
1st sentence; should be a space between 'Guild Hall' and 'serves'.

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8. Watch Tower
Additional notes: Farthin's cat familiar is named Dove.

11. Bread Ahead Bakery
This shop and home is run by Byron Thicktack and his wife Maybelline. Byron specializes in making hardtack to sell as rations to sailors and ships. Several barrels of his long-lasting biscuit rations can also be found in a few dockside storehouses, the cellar of the watchtower, and in a few secluded coves and grottos along the shoreline used by pirates and smugglers as restocking points (when the mayor sells supplies illicitly, she replaces the barrels that have the the bakery's markings with plain barrels), Byron has no overt business with such endeavors, but he also doesn't care who eats his hardtack biscuits.

Maybelline bakes more typical fare. Fresh breads and biscuits and occasionally cakes for special occasions and events. The delicious aroma of baking bread is a common occurrence in the early mornings. During the evenings, the shop is closed up and the couple will either be upstairs or about town together.

Bakery:
-----------------------------------------
The shop's sign depicts a sailing ship on a collision course with an immense, floating hardtack biscuit. Known as Thicktack's Hardtack back in the days of Byron's father and grandfather, he relented and changed the name to Bread Ahead when he married the love of his life, Maybelline, years ago. There actually are still some barrels and crates that bear the Thicktack Hardtack symbol and logo lurking around; A circular biscuit with a thick tack driven into the top. It's unsure whether those rations would still be edible today.

A chimney pokes from the roof and is typically wafting a delicious scented aroma of baked goods in the early morning. The shop in front is small, with most of the goods stored in a backroom on cooling racks near the oven. Another connected room contains barrels for storing and containing the hardtack biscuits Byron makes and also supplies of floor, yeast, and other materials.

Upstairs is the couple's living quarters and there is a storm cellar for storage and extra space. They also own a pair of cats named Jelly and Roll. Both cats constantly pester 'Scratch-post' Pete, the netmaker's assistant when they're prowling about town. Leaving small animals in his shoes or on his doorstep; not out of affection, just because they're cats and therefore up to no good.
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Notable NPCs:
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Byron Thicktack is a middle-aged human man with a balding head and a fringe of dark gray hair. He has a large, round nose and a thick gut that matches his thick, strong arms. He's friendly enough with customers and generally sells his stock to the dockmaster and warehouse owners to let them distribute and sell his hardtack to ships and sailors, rather than dealing with bakery customers himself. He leaves that to Maybelline.

He's recently begun thinking about his age and is starting to worry a bit about what awaits after death. He's become a more frequent visitor to the Cathedral (#1) lately. He's been giving them free barrels of hardtack and some loaves of bread as charity to pass out to needy families in the area or orphanages. Maybelline is thrilled with this and that makes him happy.

Maybelline Thicktack A doughy-looking woman (no pun intended) with wispy brown hair typically pulled back in a ponytail but with a constant strand always dropping over her face. She's almost perpetually tinged with flour on her cheek or ear or nose and hands, unless she's going out about town with her husband. She wears a silver chain with a heart-shaped blue coral pendant which she claims was a gift from Byron... and it was.

Maybelline is secretly a member of a secret group that meets about once a week in different locations, typically basements and cellars or homes of other members. This group of 4–7 individuals love playing cards, for money, and they gather to have such a meeting and wager and drink in various amounts one night a week away from their families (or with them, in some cases). Maybelline is good at cards. Byron knows of her card games and is fine with it. He needs a night to himself as well, taking the time smoke a very aromatic brand of cigar that she doesn't approve of.
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Adventure Hooks:
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1. An overland shipment of flour from a nearby mill didn't arrive. Is it just a broken wheel or was it ambushed? Maybe there's trouble at the mill and it just needs some repairs or a part from somewhere. Can the PCs check?

2. A shipment of flour was supposed to come in on a ship that docked, but it hasn't been delivered. Can one of the PCs pop on over to the Docks and see what's taking so long? Has it been stolen? Has it been misplaced? Did it ever even arrive?!
It was probably just misplaced in the warehouse... a short time spent searching with some easy checks should suffice.
Or was it stolen?! Can the PCs track the floury footprints all the way to the culprit?!... No...wait... They just lead to a back room where the sacks were misplaced while waiting for a cart. It's all good. It'll probably get sorted in a day or so if the PCs don't help. But no reward cupcakes for them!

3. An investigator or pirate-hunter is in town. The PCs might notice him lurking about the bakery as well as other locations in town. Some captured pirates had Bread Ahead hardtack in their stores. While it's not too unusual and entirely possible they bought them or took them from captured ships, the investigator is secretly just doing some covert checking to make sure no one is overtly supplying pirates.

If he thinks the PCs are trustworthy or sufficiently shady-looking enough to imitate freebooters, he might ask them to inquire about getting supplies around town for people that aren't necessarily above board. The captured supplies were actually plundered from passing ships and the mayor didn't supply those pirates, since she swaps out labeled barrels of supplies for unmarked ones, but this still might lead to uncovering her operation.
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Maverick898 wrote:
Well before designing the adventure I built the map of Saltwind with a few locations of note.

That's a nice looking map. What did you use to create it?


glass wrote:
Maverick898 wrote:
Well before designing the adventure I built the map of Saltwind with a few locations of note.
That's a nice looking map. What did you use to create it?

I use a combination of Wonderdraft and GIMP to create the map. That's what I will use to create the adventure dungeon maps aswell.

I've also fixed the Errors pointed out by Pizza Lord, and will add the bakery and a 'Adventure Hooks' Section a little later Today.

Also, any suggestions on the Saltwind Statblock (end of the document?)


Maverick898 wrote:
Also, any suggestions on the Saltwind Statblock (end of the document?)

Taddyloo Wavecrank probably shouldn't be notable. She's just a young gnomish lass..

Spoiler:
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... who will be killed horribly by the sea cultists to get the key if the PCs don't first... and then used to sneak into the Watch Tower and sabotage all the incendiary ammunition before the attack.
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Probably just put her in Appendix A or B with your list of NPCs at the end or something.

Other than that, maybe put mention of Priestess Nerdia Coralheart wherever she is normally found. I assumed the Cathedral (#1), but if she's notably encountered elsewhere than there.
Hmm, a few coral hearts showing up. Mermaid with a coral heart rumor... I'm sure it's a coincidence.

Did you think about what you want #6 to be?


Pizza Lord wrote:

Hmm, a few coral hearts showing up. Mermaid with a coral heart rumor... I'm sure it's a coincidence.

Did you think about what you want #6 to be?

Clearly a coincidence....

I have filled in #6, its an old guard tower that has been abandoned after the town really started to take shape. A group of bandits use it to store their illegal goods they have shipped in through the Saltwind docks


12. Thingymabobs and Snuff
This older shanty has a slightly-tilted sign made from a driftwood plank, proclaiming its name, alongside 'Bob Hale, proprietor'. It's helmed by Robert 'Bob'/'Big Bobber' Hale, who can often be found on the porch carving his latest piece with his scrimshaw pipe clenched between his teeth. He sells woodcarvings, scrimshaw, and nautical 'findings', typically driftwood or parts of ships found along the shore. He also sells pipe-weed, pipe tobacco, and cheap, aromatic cigars.

Thingymabobs and Snuff:
-------------------------------
There's a picket fence of gnarled driftwood sticks around a small yard containing some bric-a-brac, like an anchor or a ship's figurehead. A front porch with two rocking chairs with peeling paint sits out front. A ship's bell hangs next to the front door, which looks like it came off a ship's cabin. Anyone with Craft or Profession: Woodworking or Carpentry can tell with DC 12 check that the wood of the house, the porch, and even the seemingly-neglected fence are actually well-made and preserved and the carving and lettering on the sign are deceptively made to look haphazard and crude.

Inside, the shop is cramped but cozy, heated by a woodstove on chilly days and nights. Shelves cluttered with carvings of varying skill and detail line the walls. Along the back wall are small pouches, snuffboxes, or even drying bundles of weed, snuff, and tobacco.

The backrooms are where Bob lives, containing a simple sitting area and sleeping room with a well-made cot. Hooks on the wall allow for hanging two hammocks for when old friends visit and stay over.

A small outbuilding and shed out back hold bigger pieces of driftwood or objects that he's working on. Of note, is a piece of reddish-pink coral about head-size. He's started polishing and shaping it into what might be a coral heart (stylized, not anatomical), or maybe a rounded butt. He does like butts, he'll answer if asked, but a heart might have more mainstream appeal.
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Notable NPCs:
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Robert 'Bob'/'Big Bobber' Hale This white-haired man has tanned, weathered features and a squinty eye. Known as 'Bob' around Saltwind, his old sailing name, which isn't really a secret, was 'Big Bobber'. Bordering between middle-aged and old, a 3-inches long beard of scruffy chin hair is usually his only facial feature except for varying days-growth of stubble, as he shaves every week. He has wiry arms and typically wears a loose-fitting shirt with an old ship's coat on cold or rainy days. He talks in a dry, grizzled manner and uses nautical-speak commonly. He's friendly enough with customers and doesn't mind if they want to sit on his porch and just talk, as long as they're respectful enough and not banal or religion-spouting. Unlikely to come up, but he won't like being called 'Thingyma-Bob', not that anyone has yet. If someone does, they won't likely get a good price on any dealings with him.

He has many tattoos on his arms and back and chest. One of the tattoos, on the inside of his left forearm (a parrot under two crossed, lit torches), might be recognized if spotted (if he has his sleeves rolled up and a DC 15 Perception is passed). A Knowledge: Local DC 14 check recognizes it as a tattoo of a pirate organization, the Salt Skull Brotherhood.

Bob owns a parrot named 'Eye-Gouger, Lord of the Alabaster Foam'. It has green feathers and wings with red tips and a tiny eyepatch. It died of old age (it was old when he inherited it), dying at the age of 65 and it's stuffed and on a perch in his shop A tiny brass plaque has his name on it. Eye-Gouger, Lord of the Alabaster Foam get's along just fine with 'Scratch-post' Pete.

Bob is a skilled carver and is usually seen whittling something or other at any time of the day when he isn't walking around the Docks or at the tavern or Fisherman's Hall, and sometimes even there. He's also competent in a fight and prefers clubs or belaying pins, in addition to his knives and blades for carving. Additionally, while most people think he might have a wooden leg or injury from the bulge at his lower right leg and knee, he actually has a custom brace (slows movement by 5) which is a black powder pistol, triggered if he drives his knee into someone (–4 to attack unless he's in a grapple; 1d8 damage). It provokes since he doesn't have Improved Unarmed Strike. He could theoretically trigger it manually with a free hand if sitting or angled to aim it at a target, but it's at a –4 penalty to hit for aiming purposes.

Additionally, while not a pious or even a good man, somewhere in his life and career, he earned the favor of some sea entity. He is not aware of it. If his life is threatened or in danger, a Large-sized crab will appear and assist him. It's not a real crab, it is clearly made of water in the form of a crab. It's actually a Large-sized saltwater elemental in crab form. It stays as long as needed, but arrives from the water, so its appearance may be delayed, but typically only a round or two to his house or the town square (and it doesn't necessarily wait for combat, if a threat is obvious, the entity sends it). This only happens once.
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Salt Skull Brotherhood:
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Knowledge: Local DC 14: A coalition of pirates in the nearby waters and territory. Their symbol was a parrot under two crossed, lit torches. They've been inactive for about 10 years or so when the coalition apparently just disbanded or its leadership retired (a few captains remained active a bit longer here and there). They were relatively successful and feared, not known for being particularly bloodthirsty in general (but different captains are different). They supposedly amassed enough wealth to retire. Some say they still have rich caches here and there.

Knowledge: Local DC 20: They only disbanded and retired from active pirating. The leaders amassed enough power to become information brokers and backers to other pirates and organizations. They're still very active, just in different operations. They still have a stronghold on a secluded island somewhere where the upper-ranks live in relative comfort and security.

Notes: Big Bobber himself is still an active member, he actually keeps tabs on ships coming and going, cargo shipments, and stories of mercenaries, pirate-hunters, and adventurers. He typically meets with an agent every month or so. An older sailor like him who arrives in town and they spend the day drinking and chatting and walking around. They stay the night or two (which is when they talk business), before departing to pass along any reports.
-------------------------------------


Adventure Hooks:
-------------------------------------
1. An investigator for a merchant cartel is in town, looking into suspected pirate activity. He's focused on who might be supplying pirates or sheltering them. If he thinks the PCs are trustworthy, he might have them ask around. He knows the background of the Salt Skull Brotherhood and can give the basic details from a decade ago. He is not interested in Big Bobber, as he believes that organization is long since disbanded and inactive and has little interested in a retired pirate, unless given evidence otherwise or that he is in cahoots with pirates.

2. Bob remembers there's a sizable chunk of driftwood he passed on the beach some time back (southeast, off the map). It's been a while, but he says it looks like a person reaching up out of the waves (though it's actually in the sand). It's pretty heavy, but luckily the PCs look strong. It takes a DC 12 Intelligence check to spot the right piece of driftwood (there's many), and he only wants that specific one, he has enough other pieces of wood. It's buried in the sand, requiring digging or a horse to pull free. Then it needs to be brought to town, which likely requires a cart, but that's hard to get out on the beach there through the woods. Then, there's the fact that its the favorite perch of a mated pair of razor gulls that will take a dim view of home renovations. There is a nest with two razor gull eggs in it in a small hollow knot, which could be sold to an interested buyer, but not in Saltwind, since the people will want those destroyed.

3. The PCs have been sent to acquire a new ship's figurehead or an anchor for a captain at the docks. Not for himself or his ship, but as a gift for a mate elsewhere who's about to get a new ship. While there, if examining or purchasing it, a part breaks, revealing it's hollow and has a rolled map inside with cryptic markings. Does Bob notice this? Do they tell him before purchasing it? Where does it lead?

4. Bob has seen what he believes is the so-called 'mermaid with a coral heart'. If its brought up, he'll mention he saw a woman swimming in the waves in the moonlight one evening while strolling the beach. He doesn't say he's certain, since he only saw a woman, but he didn't recognize her and she was pretty far out ("Maybe it's Maybelline."). He also admits it was moonlight and it might have been something else. He tells them where he saw her and asks them to go out on the next full moon night and see if they spot anything; to ensure he isn't seeing things.

Whether the mermaid or someone else was there or not, on the night the PCs go looking, a group of smugglers is beaching a rowboat of crates and barrels (no affiliation with the townsfolk), just looking for a place to stash some supplies. If they spot the PCs they will turn and leave, if surprised or already on shore, they will beat or capture any witnesses. If defeated, they and their loot can be turned over to the Watch and mayor for a 25 gp reward plus a percentage of the goods recovered/captured (about 10 gp). Or, the smugglers promise to give the PCs half their goods if they let them go (they will, about 50 gp worth of goods). While most goods are unidentifiable, there's a small chance (10%) that some goods or crates might be linked to pirates (and thus link the PCs) if spotted by a knowledgeable individual: dockmaster, mayor, Bob, the investigator, etc), which might cause issues depending on the individual and how they view smugglers.

4. One of the PCs might recognize a carving as an ancient, Elder God (Knowledge: Religion or History DC 20). Otherwise, they might just take note of a few carving of tentacled creatures, notably squids or octopuses, but some tentacled carvings could be viewed as being darker or more disturbing. Were these found or did Bob carve them? Is he secretly a cultist or under their influence. They might wish to follow-up or investigate secretly. Who knows what the answer is? We do; the answer is no. If directly asked, Bob will say that sometimes a piece of wood is just twisted and gnarled and when he carves them, tentacles just organically fit the natural shape.

But will they believe him?!
---------------------------------


Maverick898 wrote:
Also, any suggestions on the Saltwind Statblock (end of the document?)

Editor's Notes:
--------------------------------

1. I see you added the cleric to area 1. However, I note that you listed her name there as 'Nerida', whereas in the statblock it was 'Nerdia' (What a nerd!). Also, are we sure she isn't an 'aasimar' rather than an 'assimar' (What an ass!) in both listings.
------------------------------


Pizza Lord wrote:
Maverick898 wrote:
Also, any suggestions on the Saltwind Statblock (end of the document?)
** spoiler omitted **

This is what happens when I try to type things from memory instead of looking it up lol


Minor Update to the Saltwind WIP

Update: Just some minor formatting tweaks, headers, page counter etc. Added in Appendix 2: Monster Stat-Blocks feature Haul-Render, the Giant Crab that calls Shipwreck Graveyard Home.

I'm going to work on the map a bit more tonight, adding more houses and locations so I can add in 11 & 12


Maverick898 wrote:

Update: Just some minor formatting tweaks, headers, page counter etc. Added in Appendix 2: Monster Stat-Blocks feature Haul-Render, the Giant Crab that calls Shipwreck Graveyard Home.

I almost thought the crab was called Hull-Render, but I see you named him Haul-Render in both sections.


Pizza Lord wrote:
Maverick898 wrote:

Update: Just some minor formatting tweaks, headers, page counter etc. Added in Appendix 2: Monster Stat-Blocks feature Haul-Render, the Giant Crab that calls Shipwreck Graveyard Home.

I almost thought the crab was called Hull-Render, but I see you named him Haul-Render in both sections.

Ah man, Hull-Render was what I was going for lol. Great catch, I'll make the adjustments.

Edit: Haul-Render is now Hull-Render


Maverick898 wrote:

Ah man, Hull-Render was what I was going for lol. Great catch, I'll make the adjustments.

Edit: Haul-Render is now Hull-Render

That's why they pay me the big bucks for editing.

Editor Notes:
------------------------
1. You still alternate between Nerdia and Nerida in this section. I am honestly not sure which it's supposed to be. ;p

Last sentence would either be 'town's watch tower (or watchtower)' or 'town watch's tower'. Either one.
---------------------------------


Pizza Lord wrote:
Maverick898 wrote:

Ah man, Hull-Render was what I was going for lol. Great catch, I'll make the adjustments.

Edit: Haul-Render is now Hull-Render

That's why they pay me the big bucks for editing.

** spoiler omitted **

Fixed the editor's notes :D

Also added a page about Lir, God of the Ocean's.

In Hull-Render's page, I put a picture of the mighty crab, not sure if its really needed, along with a development of what the party might get if they can defeat it


Also, #7 should be the Salty Seahorse, not the Salty Seashorse... Although, 'Salty Seashore' might have been cool, you note that it's 'Sea Horse' later in the entry.

13. Coral Spring
A freshwater spring just west of Saltwind, between the old guard tower (#6) and the Salty Seahorse tavern (#7). It was an early source of clean water for sailors and ships stopping in the area before Saltwind was founded and later was the source of the settlement's clean water until they dug a few wells to tap into the below-ground reservoir. It's still important, as a lot of homes are too close to the sea to avoid saltwater intrusion into their wells without going very deep.

Coral Spring:
-----------------------------------
The spring lake is about 100 feet across and descends to a depth of about 70 feet in the center, though it goes deeper to its underground spring origins. The overflow forms streams that wind their way through the Sablewood Thicket down to the shore, west of the Shipwreck Graveyard [#5).

The waters are home to several fish, most notably carp, including some sizable ones. There's always tales of someone spotting a particularly giant carp or even catching it on a line or in a net, but these always end in a 'one that got away' tale. Still, the spring is a popular spot for recreational fishing, though the locals don't allow overfishing and anyone spotted abusing the area is sternly chastised. They aren't exactly sure why, but tradition and old stories generally instilled a sense of pride, if not importance, to not spoiling things here.

The spring and lake got its name from the coral remains and pieces that are arrayed along the lake's west bank and even into the water a ways. The founders of Saltwind believed that there was once a shrine or temple here to the sea thousands of years ago. Whether it was an aquatic race who came ashore or a sea-cult. or who or what the shrine was to, they never found it. Now, the old coral garden is just a site of interest and strange beauty to those who find bone-like, twisting branches arrayed into a garden fascinating.
--------------------------------------


Notable NPCs:
---------------------------------------
Ten-Thousand Transcendent Ripples On Nature's Cleansing Waters ('Ripple') is a nature spirit (suijin kami) that has existed here for a very long time. Physically they resemble a 15-foot long giant carp (and is the basis for many of the giant carp stories visitors tell) when Ripple is rarely spotted. Oftentimes they will be merged with their ward and domain, which is both the spring and the streams all the way down to the shoreline west of Saltwind. While merged, they have a general sense of anything going on within 120 feet of those locations, which basically reaches the edges of Saltwind and just short of the Shipwreck Graveyard (#5).

Ripple is capable of moving further than this, such as into the sea or area around Saltwind's lighthouse and harbor, though beyond 120 feet they have no access to many of their powers. Still, on rare occasions, they have traveled around the harbor and even farther out to see. They are aware of the giant crab, Hull-Render, but so far have not encountered any mermaids, with coral hearts or otherwise, but such trips outside their domain are few and far between.

Ripple may also be the source of rumors of a talking fish in the area, since they have on occasion seen fit to talk or call out to creatures at times in the past, though often in darkness or concealed, rarely truly showing themselves. The spirit has little fear of ever actually being caught, thanks to its freedom of movement and ability to just meld and become the lake itself. The kami does have an inexplicable aversion and phobia of the number 13 (Triskaidekaphobia).

The nature spirit enjoys beauty and people do occasionally drop an offering or carving (or coins) into the lake as tribute. There have also been times when Ripple has had to forcibly deal with interlopers causing undue pollution or damage to her domain. Typically goblin tribes trying to build camps nearby or smugglers that dumped too much trash into the stream and lake as they were smuggling things upriver to stash their goods. Typically, a massive tidal wave of water leaves their possessions scattered. Eventually these usually was out to sea and are carried by currents to the Shipwreck Graveyard.

For the most part, Ripple doesn't care about the goings-on in Saltwind or pirates or smugglers, though some local druids might know of the guardian spirit's existence. As long as things don't get ecologically threatening or catastrophic to the lake, spring, or its streams, their presence could remain just a mysterious rumor.
------------------------------------------------


History:
-------------------------------------
A DC 15 Knowledge Local or History check reveals that generations ago, when Saltwind was young, someone tried to dam one of the streams to divert it for other use. The dam burst seemingly overnight and the same thing happened a month later when it was rebuilt, despite the fact that there were no storms or rain those nights. The check might also reveal that some time ago there was a mill with a waterwheel built along the stream. One night, the wheel was found ripped off and all the way at the seashore and the entire mill was waterlogged and flooded (this was because the mill owner had a nefarious side business that involved disposing of alchemical waste and pollutants, as well as garbage into the stream, not because of the water-wheel). The mill was later turn down, its timber used for other projects, leaving little to mark its location.
-------------------------------

Coral Garden:
------------------------------------------
The coral garden and pieces of coral are indeed thousands of years old. The vast majority are on the western shore of the lake and several coral chunks can be found extending into the waters. They were actually placed here by the lake's kami long ago over the course of years at it explored the sea shore around what would later become Saltwind. The coral was already dead and the kami brought back the most beautiful, interesting, and least impactful to the environment specimens (in its opinion) to make a small garden and art display. It doesn't mind if a visitor takes a small piece or rock or two, but anyone damaging or greatly impacting the area will attract its attention, though its reaction varies.

Anyone examining the coral can note with a DC 12 Knowledge: Nature or Geography check that these pieces are all saltwater coral (as most coral is) and would logically have no place in a freshwater lake. They can also tell that these coral specimens have been here (from erosion and other signs) over a thousand years at least.

On an unrelated note, if a visitor were to stand upon the southern shore during the night or similar dark conditions and the light of a full moon were to be setting in the west, they might (DC 15 Perception) note that the moonlight shining through a certain combination of twists and variations in the larger pieces of coral on the shore casts what appears to be a heart-like silhouette (to the southern viewer's orientation) on the surface of the water. Moonlight less than this is not strong enough to penetrate the tree canopy otherwise, though someone holding a suitably bright light-source on the western bank at night could theoretically also cause this occurrence. This phenomenon is probably just a coincidence.
------------------------------------


Adventure Hooks:
-----------------------------------
1. The cook at the Salty Seahorse plans to make several dishes of carp casserole for an upcoming festival or gathering at the Fisherman's Hall or Town Hall or local holiday. They're missing the main ingredient, however; a casserole dishcarp! They happily tell the PCs they'll receive 1sp per carp (or more for a giant carp), and they need at least twelve. While there, the PCs might find the remains of a goblin camp scattered around the shore, with no sign of the creatures, except for tracks leading/running away and one frantic goblin clinging to a piece of debris in the middle of the water, calling frantically for help in broken Common and talking about a massive evil water spirit (it was a wave created by Ripple, he never saw the kami) that destroyed the peaceful finishing camp that the goblins were setting up as a friendly trading post with Saltwind (not true).

2. The netmaker in town wants someone to test out his newest fishing net design. He asks the PCs to test it out at Coral Spring, but warns them to return most of the fish safely after each cast (they can take a few). The net works well, too well. As long as the PCs follow the instructions, they'll be fine, but on the way, they encounter a traveling merchant or ship's quartermaster or procurer whose ship is docked at the harbor. They're securing supplies, including fresh fish, and offer the PCs 1 sp for each fish. He needs about 50, though (and the PCs can do it with the net in about 4 hours with good rolls or luck), but Ripple will not be amused.

3. A local coral enthusiast or naturalist asks the PCs to travel to the coral garden at the spring and bring them a couple samples. They want to compare it with coral in the harbor to try and determine weather and climate effects or other secrets or events that may have occurred or be affecting the nearby shoreline. A few pieces taken should be fine, but if they take more, they'll have issues, if not immediately, than later. However, while there, a rowboat of smugglers is sailing up one of the streams to unload a crate of supplies (The Shadowtide Syndicate or an unknown group, unaware of the Syndicate's lair nearby). Unfortunately, the cargo their hiding, to be picked up later, is highly alchemical reagents and highly dangerous, possibly necromantic. Getting caught with it would be dealt with severely by the law. If they think they can deal with witnesses, they will, be the cargo might be upset into the spring during the fight. If it looks like they can't deal with the witnesses, they will dump the cargo (hoping to come back later) to lighten their load and flee back downstream. If the cargo leaks or Ripple becomes aware of it, a sudden surge of raging water will sweep down the stream, chasing after the smugglers and possibly any PCs who were chasing them.
---------------------------------


14. Pigments of Your Imagination
This ink and dye workshop also serves as a seamstress and tattoo parlor. It has a tailored, cloth banner strung across the front proclaiming its name in vibrant black lettering with a sea-blue background. The proprietress, Allynna Giltwyn ('Alleycat' to old crewmates), keeps the shop open late when a new ship enters the harbor, as new crew are often keen to get tattoos to show their camaraderie or get clothes and sashes stitched and resewn or dyed in crew colors.

Shop:
------------------------------
This large building is mostly made of a backroom and workshop containing ink and dye vats as well as bottles and vials for storing them for sale. Allynna can produce almost any color with a sample item, assuming she has the materials at hand. She keeps a wide selection of basic inks and colored dyes at the ready.

The front room contains cloth samples, dye swatches, and a small alcove with a chair where she does tattoo work with a selection of fine needles. The walls have parchment sheets tacked to them with a broad selection of images running the gamut from sea-creatures both real, monstrous, or imagined and plants ranging from seaweed and kelp to the rarest of flowers, real or imagined. Then there's the combinations; skulls with eels or seaweed writhing through them, ships being crushed by serpents, 'Mom' in a stylized coral heart, etc.

The upstairs contains her living quarters which she very rarely shares with a visiting sailor for an evening if they're handsome enough. In a locked drawer, she keeps a ledger of symbols and tattoos from known pirate, smuggling, trade, or merchant fleets and crews. She's done a few tattoos of this type when asked, but has no association with any pirate organization. This ledger would be valuable or dangerous in the right or wrong hands. It may contain the emblems of the Shadowtide Syndicate and the Salt Skull Brotherhood. She knows of Bob Hale's (#12) tattoo and what it means, but doesn't know that he or the organization are active.
------------------------------


Notable NPCs:
---------------------------------------
Allynna 'Alley Cat' Giltwyn is an elven woman of 170 years, not quite middle-aged yet. She's thin and lean with wiry muscles along her arms and legs. Her skin is tanned and weathered in that way that elves don't normally get with sun alone, but with the spray of salt sea air mixed in. Her thighs and arms, as well as other parts of her body are covered in tattoos, a skilled collage of ink and artwork, some of her own design with other's work and art mixed in. Her head is completely shaved except for her eyebrows and is tattooed with a profile of a leaping jaguar on both sides of her head and a forward-facing arrow piercing a ship's wheel cresting the top of her scalp, with the arrow's fletching resting at the base of her skull and the point stopping at the center of her forehead. Her pointed ears are larger than normal and she wears several small, gold rings in her left earlobe. One functions as a ring of protection +1.

A former freebooter, she's been in her share of sea skirmishes and dockside brawls with her old crews. She carries a dagger at her belt as well as several throwing knives in addition to her needles and sewing gear that she uses for tailoring, but she also bears several magical tattoos. Two that summon creatures and one that contains a magical trident, Kelp Twister, she acquired long ago on a volcanic island inhabited by a cannibalistic tribe of lizardmen. She had a passing wizard enchant the weapon into a tattoo that she can call forth and return to its ink form along her left bicep.

Kelp Twister Allynna's +1 aquatic bane trident is usually in ink form on her arm, but it also has an additional property. When its wielder is submerged, they can breath through the shaft as though it were hollow (it isn't) as long as the fork extends to the surface and, as a standard action, they can have it extend up to 50 feet to the surface. It can curve slightly around objects, but must generally remain straight. It can't be used as a weapon in this manner or even to pierce things from below (other than loose objects or thin obstacles, like kelp, seaweed, or cloth). With another standard action, the wielder can retract it to its normal length and can choose to remain at their depth or instead be pulled upward to its tip. It can only be used upwards, towards the surface, it can't be used to travel horizontally or descend deeper in this manner.
---------------------------------


Services:
-------------------------------------
In addition to providing inks for captains or quartermasters to make logs or maps with, and cloth for patching clothing (sailwork, ropes, and heavy canvas are done by others), and providing dyes for coloring flags or clothing. Allynna does tattoo work. She can create a magical tattoo. She only does this for trusted clients or those who have performed vital service to Saltwind (she's done this for no citizen of Saltwind as of yet, for example).

For 150 gp, she will craft a tattoo that functions as summon monster I. It will be at least a foot in size and the wearer can have no more than two. The tattoo resembles the creature it will call and it takes 1 round of concentration to activate. This removes the tattoo and summons the creature, which exists for 1 minute. Allynna herself has two such tattoos; a dolphin and a coral snake twisted into a vague, heart-shaped coil (treat as viper). Hers are permanent, though she can only use them once an hour (5/day max).
-------------------------------------


Adventure Hooks:
---------------------------------
1. Allynna needs purple dye. It's a rare color since it's hard to procure the proper sources. She asks the PCs to help her gather some from mollusks and snails in the nearby shores and shallow waters (away from Saltwind; off map). The mollusks are relatively harmless, though not really safe to eat, and their secretions are rather unpleasant in odor. It may take several days of searching and harvesting, depending on the season. Unfortunately, this season, several aquatic creatures are also seeking out the snails to make dyes. These could be sahuagin, crabfolk, or even merfolk or selkies. They could even be lizardfolk or shrax (leechmen) from the nearby fens or swamps. If not immediately hostile, they have no desire to cooperate or share the rare mollusks. They might not attack, but will try to drive off competitors unless they get too aggressive, which could lead to brawls and battles.

2. A merchant house or shipping cartel has employed the PCs to investigate Saltwind for any pirate affiliations, or they're approached by an already in-place investigator. They get the idea or hint to try and ask around Allynna's shop or surveil it and watch for any suspicious dealings. While she doesn't have known organization tattoo sketches posted, nor does she suggest them, she will make such tattoos correctly if the client describes them closely enough. If her ledger of such designs is located, it could lead to issues for some people in the area.

3. The PCs are in pursuit or hunting a road bandit. It's rumored this bandit is fond of getting a small tattoo after each ambush where he kills someone. It's not easy to spot and can't be seen with clothing on, but last night or the night before, a wagon was raided and a guard or driver was killed. If it was the work of their target, he might be seeking to get his next 'notch' inked into his skin. Can they stake out the tattoo parlor and follow any customers, or can they find a way to legitimately linger in the shopfront while Allynna works (she doesn't typically let people loiter unless they're crew or friends of the client), and the target, as well as several other more innocent customers, won't agree unless they've been introduced or otherwise made favorable to the PCs earlier.

4. Allynna received three magical beans from a sea druid a short time back in payment for some inkwork she performed (a sea lion roaring on a rock with the backdrop of a wave about to crash over it with a message in a bottle poking out, but that's not likely important). These are like typical magical beans, but instead of being planted, they're tossed into seawater (a body of water, not a container of seawater). She tested one and it seemed to attract or summon a very large crab that has since been lingering about the area. She's not likely to share that detail, to avoid any culpability for injuries, but she mentions she'd like the creature to be driven off. Unknown to her, as the 'planter', the crab will not attack her unless she attacks it, but it otherwise acts normally and could be, or has been, a threat to others in the area.

If they succeed, in addition to any rewards Saltwind offers, she'll offer a tattoo (not a magical one unless they've done other services) or asks if they'll accept two magical beans in payment, as she wants to get rid of them.

The beans have random effects but will likely be nautical in nature, creating waves, whirlpools, summoning sea creatures, creating a boat or even raising or lowering water like control water or causing a storm. They could even cause a lighthouse or buoy to spring into existence (temporarily) or an aquatic maiden's hand may rise up bearing a magical weapon.
------------------------------


Pizza Lord wrote:

14. Pigments of Your Imagination

This ink and dye workshop also serves as a seamstress and tattoo parlor. It has a tailored, cloth banner strung across the front proclaiming its name in vibrant black lettering with a sea-blue background. The proprietress, Allynna Giltwyn ('Alleycat' to old crewmates), keeps the shop open late when a new ship enters the harbor, as new crew are often keen to get tattoos to show their camaraderie or get clothes and sashes stitched and resewn or dyed in crew colors.
** spoiler omitted **...

What class would Allynna Gitwyn be? I was thinking NG Female Elf Ranger 4...but now I'm not sure because of the summon monster tattoo she can do lol


Maverick898 wrote:
What class would Allynna Gitwyn be? I was thinking NG Female Elf Ranger 4...but now I'm not sure because of the summon monster tattoo she can do lol

There's so many classes and she technically only needs 1 level (and some ambiguous ability or power or trait). But I suppose she could be a bard with the buccanner archetype. At least one level, then maybe thee of ranger, possibly with menacing or underhanded combat style

Sometimes it's good to make a characer and then worry about how it would work by the rules. She could be a full wizard with the trident as her bonded item (and a feat to use it), or maybe it's a ring that she had converted to an earring later. Or she's multiclassed. Or any strange or altered abilities are because of something from the past. An item or skill from her adventures, or payment from a seagoing wizard or sorcerer. They're always needing specialized inks and dyes or tattoos. Otherwise, maybe she just owns a magical tattoo needle or ink set that lets her make the tattoo 1/day or week that she got in payment for something, like magic beans. If all else fails, just give them an ambiguous power because they used a magic bean or make them a cultist or something.


Update the Saltwind WIP, added in some art of Lir along with an Adventure Hooks Appendix.

Map was updated, some errors were fixed.

Can see in the Encounter Stat-block what I'm currently working on.


Updated with Serenya, the Harpy Anti-Paladin that roams the Sablewood Thicket. Going to start writing the actual adventure this weekend.


Editor Notes:
----------------------------------------
Technically, the main body and map and town description wouldn't be Appendix I. That would start with the additional sections: the god, Lir, adventure Hooks, creature stat-blocks, then NPCs, etc. The main body would just be broken up into chapters or by locations.

Going with the current labeling for now:
Appendix III (or 3): Adventure Hooks
The Notorious Mark
Synopsis:
3rd sentence: should be 'heading to Pigments'.
Could throw in the location number in parenthesis for ease of reference.

Shadows on the Shore
Objective:
The mayor is referred to as 'Elara Stormheart' instead of 'Elara Stormwatch'.

Appendix IV (or 4): Encounter Stat-blocks
Serenya
Statblock; Tactics; Before Combat:
Should be a scroll of 'bear's endurance', italicized, but see below.
Feats:
Should be 'Great Fortitude'.

Additionally, anti-paladins don't appear to gain a caster level until 4th. Technically she can't use that scroll herself (without Use Magic Device). Even if that wasn't the case, I believe they cast from the antipaladin spell list, which doesn't have bear's endurance. You could make it a potion instead of a scroll and set the CL wherever you like.

Suggestions: Give her a ranged weapon of some kind. If only just a shortbow and some arrows. She'd have to stow her weapon and shield (and you can just give her 10 or 20 arrows at a time) to keep switching from being too easy, but she should definitely have some way to attack at range unless her code of conduct expressly forbids it.

Also maybe a potion or two of cure light wounds or even [cure moderate wounds[/i] for an emergency.
----------------------------------------


Lirion Shadowblade, hmm. Probably any resemblance to the name 'Lir' is purely coincidental... or he's a cultist/follower/disciple of the more violent teaching of the god and took that name... What drives him, I wonder? Were the killings as just violence... or were the wagons transporting something?

Seems like the antipaladin is the boss of the first chapter. If this gets popular or you just want to write more, in the second chapter a pirate fleet or pirate-hunter fleet or other nation's navy, looking to take over Saltwind might be planning a blockade or attack... or will be the initial army of undead sailors and ghost ships from Serenya's so-far hidden true master? A sea-lich (or a sealich... maybe that's too creative)...

But the flagship of the undead fleet is secretly supported from underneath by an immense zombie kraken (a kraken who was supposed to guard the lich's phylactery but attempted to betray it), whose tentacles are punched through the hull beneath the waterline and the PCs must hack them free or swim beneath the waves into its miasmic cloud of rotting, undead fish (harmless, but annoying if you're breathing water, and they soak positive channeling before it hits the kraken if not dispersed).

But then... in Chapter 5, they face another unique undead terror... the Krako-lich!


I'll make sure to make a few edits on those, tidy things up.

Right now I'm struggling to build the map floors of the lighthouse the PC's will explore. Turns out my GIMP and Wonderdraft skills aren't as good as I thought lol


Wow! This project is really cool, the map looks awesome too!


15. Smythological Forging
This open air workshop is the main forge and smithy in Saltwind. Set a short distance from its neighbors, the sounds of metal ringing and the singing of sea shanties to keep time sound out across the street. The blacksmith, Strogar Rocksalt, works almost daily at the forge, hammering out tools, nails, and other implements for passing ships and local farmers and townsfolk.

Smithy:
-------------------------------------------
The smithy consists of a small yard with the smith's home and shed for storing supplies and fuel for the forge, as well as the forge itself. The forge itself is an open air pavilion with sailcloth tarps that can be unrolled to form walls if the weather is overly windy or rainy, though if fully enclosed it becomes oppressively hot and smoky inside.

A banner, bearing the smithy's name typically shows an anvil and some mythological beast, like a cyclops wielding a hammer, a dragon breathing fire into the forge, a group of pixies struggling to pump bellows, a mermaid holding a horseshoe questioningly, etc. Strogar changes out these banners every month, keeping the rest in a storage shed. The current banner is a stylized silhouette of a white deer with 8-point antlers moving through a field of coral. If asked, Strogar calls it the 'Coral Hart' and claims it's a magical creature that roams the Sablewood Thicket and nearby shore. The scene is from a tale he overheard where the teller claims to have seen the hart near the Coral Spring (#13). He's never spotted it himself. Strogar needs two more banners for the final months of the year, but he's currently having issues with Allynna Giltwyn, the dyer and seamstress at Pigments of Your Imagination (#14).

Racks and tables of horseshoes, nails, hinges, and simple items like shovelheads, knives, and hammers are laid out for purchase. Strogar also shoes horses and there's a hitching post and trough nearby for tethering them. He can repair weapons and armor, but he doesn't forge martial weapons in general. He does keep a couple of swords on hand, but mostly it will be daggers, knives, hammers, or arrowheads (he doesn't fletch or make arrows himself).

The house is constructed of stone and has slate tile roofing. It contains living quarters for Strogar and his wife, Rudrithra, as well as a kitchen and guest room. The only apparent entry to the home is the front door, which has a concealed iron shutter that slides down and prevents the door from being opened and all the windows are similarly reinforced. Strogar made and installed these himself back when raids or trouble in Saltwind were far more common, most people don't even know he has them.

The cellar contains more storage and foodstuffs, including a midden (8 ft. x 3 ft and 3 feet high) filled with earth and compost for growing mushrooms. Concealed beneath the midden is a stone-lined shaft with rusting iron rungs. This leads to a tunnel that exits at a concealed hatch in the woods outside town. The tunnel has pools of inch-deep water in places that have seeped in over the years, Strogar hasn't really traversed or maintained it in some time, but it's still safe. The midden itself is incredibly heavy but, if the hidden catch can be found on one of the walls nearby to unlock it, it is constructed on tracks to slide easily enough (total Strength 14 needed of all those pushing), otherwise it's practically immovable.
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Notable NPCs:
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Strogar Rocksalt is a weathered dwarf with graying hair and an impressive beard worn in multiple braids, typically thrown over one shoulder while he's working. He has thick, muscled arms and typically wears no shirt when working, just a blackened, soot-stained leather apron protecting his broad chest from sparks and embers.

Strogar spent many years working on a ship before moving to Saltwind decades ago and starting his business with his wife. Most captains in the area know of him and he has a good reputation for repairs and ironwork. He still knows a great many songs of the sea and uses them to keep time while he works the forge and hammer.

Strogar loves talking about mythological beasts and their ilk. Unicorns, fey creatures, true giants, dragons, and even the White Hart of the Sable Thicket. He'll gladly chat for hours while he works, shouting over the hammer blows, though he has little more than rumors, speculation, and information that is only correct by sheer happenstance. Except for fey; he knows cold iron is baneful to them and claims he's working on a forging technique to make his wrought iron a deterrent and defense against the evil 'sillies', as he calls them.

Rudritha Rocksalt is as muscular as her husband, but wears frumpy dresses and gowns that give her a rounded, plumper figure. She is known for her baked clam chowder at the Fisherman's Hall and many a sailor visiting the tavern has been warmed by a bowl when she stops into the Salty Seahorse (#7) with her husband after a hard days work.

Rudritha grew up in a ghetto in a port city where she met Strogar while he was stopping on a ship. After his second stop in port, they were married and she took a job hefting and loading crates at the dock while he continued working at sea. After many years, they'd saved enough to purchase a business and Strogar knew that Saltwind needed a new blacksmith after the previous one went missing after a night of drinking.

While the couple rarely have overnight guests other than one of the shop's apprentices or helpers, who might stay over after a particularly long day of work, Rudritha is quite skilled at the harp and she has a very nice floor harp in their sitting room that she's learned to play since she's moved here. She and Strogar enjoy an aromatic cigar on certain evenings and she plays while he re-braids his beard.

Scoots is the smith's dog and wears a collar bearing his name on a brass plaque in Common. He's a curly-coated retriever with a white muzzle and black eyes and ears. He has a speckled black and white coat and a bright green tail currently. Scoots is a former ship's dog who ran away from his crew while they were in port and just decided to adopt the Rocksalts. They were a little hard to train at first, but after he showed them all his tricks, like barking when he's hungry, they eventually started feeding him.

If anyone inquires, he says he got his name from when he entertained his crew by scooting his butt across the deck. He still does it. All the time. Additionally, if anyone asks his opinion on cats, he says he's not a fan and likes to chase them off the property when they get too uppity. He thinks 'Scratch-post' Pete is okay, even though he doesn't rub his belly nearly enough and he smells like cat pee, probably because a lot of cats pee on his shoes when he leaves them outside to dry.

If anyone asks him about talking fish, he'll say they can't be trusted. He claims to have met one near the big pond in the woods and it said it would grant his wish. He said he knew Strogar liked vibrant tales of mythological beasts and such, so he wished for a vibrant tale. He says the fish didn't tell him a tale, and in fact, when he came home, Strogar and Rutritha just starting grumbling about the dyemaker, Allynna.

If anyone mentions he has a vibrant green tail, he'll act confused. He doesn't know what green is, he can't see green or even sea-green. He will humor them by trying to look, which will involve him spinning around in place trying to get a good look at his tail. This will go on for several minutes if he isn't stopped and when he is he will likely have forgotten the reason he was doing it.

Bolt is a draft horse. He's currently here because he needed shoeing but his owner got drunk and fell off the docks, fatally, leaving him with Strogar. He's been here only a week, and will probably be sold to a teamster or hauler or possibly to one of the mills or farms, just as soon as the right customer comes into the smithy for work.
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Adventure Hooks:
-----------------------------------------
1. Bolt's deceased owner, Abner 'Abe' Hochman, was a moonshiner. While making liquor isn't illegal in Saltwind, the local authorities and coastal customs inspectors don't like when it isn't being taxed or having tariffs paid on it. An associate of that man, Thomas, doesn't know where Bolt's owner brewed and stored his latest batch of liquor, and it seems Thomas collected payment for the shipment in advance, and most of the money got spent. He knows Bolt is experienced and has been the moonshiner's horse for years and the man often said it could make its own way to and from the still. Thomas hopes that's true and he can follow it to the stash and pay his debts.

Thomas will approach the PCs surreptitiously, near the outskirts of Saltwind or in a relatively quiet part as some of the people he owes definitely have eyes in the town. As they're likely outsiders, he tells the PCs that his brother (not true) 'Abe' passed away without paying for the work done by the blacksmith. He says the man's family really needs it to work their farm (not true) but he can't be seen in Saltwind because he recently deserted a 'despotic, no-good, rotten ship captain' when they got into port (not true). He went all the way to his family farm before finding out his brother had died and he came back. The ship 'The Wave Goblin', is real, it is at harbor in Saltwind, and it's expected to be there for 3 more days. He saw it and thinks that's a good story if needed. If the captain is approached, he has no idea what's going on.

Thomas will ask the PCs to retrieve the horse, offering them 100 gp (true). If they wanted to steal it, they could try and get past Scoots and his keen senses. Otherwise, they could attempt to purchase Bolt. Strogar knows Bolt's value (200 gp) but since he acquired it for services owed, he can be talked done to 150 gp with incredible skill or well-known services to himself and Saltwind. If someone just asks Bolt, he can be persuaded (DC 15) to give vague directions. He doesn't know how to describe it in people terms, but it will be close.

If Thomas is confronted, he may come clean and tell the truth, and reaffirm the offer of 100 gp to do the job. He will also offer a cask of moonshine (worth 50 gp) as well, payable in a day or so when he gets back (he's truthful, but he won't return if he goes alone) or they can accompany him. Bolt will eventually make his way there on his own and the cache is waiting. A pair of giant spiders have moved into the shed, however, attracted by the numerous insects which were attracted by the fermenting booze. Abe also left a snare trap to catch snoopers. If Thomas is alone, he springs it and becomes easy prey for the spiders. Bolt leaves if this happens and can be found back in town a day or two later.

2. Strogar wants to start working on his cold iron forging techniques. He's heard about an enchanted anvil that a ship's smith had. The ship went down in the millenium storm. It's possible that the anvil is still in one of the wrecks washed into the Ship's Graveyard (#5) or out in the harbor or around the Abandoned Lighthouse (#4). Unfortunately, if the ship broke up, the anvil is likely wherever that occurred and would be too heavy to be swept along. He know the name of the ship, 'The Thundering Eel'. Knowledge: History or Local could hear tales of a survivor that might be located at the Fisherman's Hall, who could relay the rough coordinates with some persuasion, or the wreck could be found around Saltwind. If the anvil isn't there, perhaps the ship's final logbook or location on an old chart could be found there, or be sitting on a shelf in some shop, like Thingymabobs and Snuff (#12).

The anvil is indeed magic, but it will require one of the magical sea eggs around Saltwind. One week later, Strogar will present the PCs with a masterwork 'cold iron' mace (light or heavy). It has all the properties of cold iron except it does not bypass DR. Instead, each hit (whether it damages the creature or not) lowers DR/cold iron by 1 point for 1 minute. This property is unknown and unexplained and probably won't be known until someone tests it out thoroughly and uncovers it themselves. If this gets out, Strogar will achieve great fame, but fey from all over will likely come for the anvil, maybe even offering the PCs great rewards to destroy it.

3. Rutritha really likes the whimsy of changing the shop's banner every month. Strogar needs two more banners to have one for each month, unfortunately, he's having a feud with Allynna Giltwyn (#14) because he believes she dyed his dog's tail bright green for digging up some of her plants, which she uses for certain dyes. He can't seem to scrub it off, so it must be one of her special dyes. He can't have the PCs go buy them, since it would obviously have his smithy's name on it. He instead wants the PCs to get her to apologize and remove the coloring, which she won't because she has nothing to do with it (she could come up with something to fade and eventually remove it), and wants him to apologize for Scoots digging up her garden. He won't without being definitively shown it wasn't her and then with difficult persuasion (DC 17), because they've both said some nasty things since.

Fixing Scoots tail can be done with a simple prestidigitation but it requires a DC 17 caster level check (one attempt per day, automatic failure for that caster after the first attempt each day) and each failure turns a body part of the caster bright green, starting with their nose. If the PCs fix Scoot's tail, Strogar will be grateful, but he'll still be mad at Allynna for believing she did it. How will they sort out this squabble?

4. Strogar has heard about a fabled creature, The Red-Eyed Harlequin, a sea cat said to stalk the shores and prey on sailors. He calls it a 'sea lion', which isn't quite accurate. He says it's been rumored to prowl the shores of a nearby cove this time of year. If an offering of eel is laid out, at the right time day or night, the beast may surface. He doesn't want it killed necessarily, but he will pay well for the scaled hide or distinctive parts, he doesn't want the whole body. He mostly wants to know it's real, what it really looks like, what it sounds like, how it moves, everything about it. A DC 12 Perform: Storytelling or similar check will suffice if they observe the beast sufficiently. The DC increases the more they lie or embellish. If they lie or embellish so much that the DC gets to 20 (ie. They describe it with so many fantastic properties) and they pass, he will be astounded that he'll end up offering them a bonus. One of his shop banners may end up changed to resemble their description.
The Red-Eyed Harlequin is a normal sea cat with a distinctive red and black scale pattern that gives it its name, but its eyes are normal, it actually has a leather headband with two large red stone (corundum's, but could be mistaken for rubies; 100 gp each). It takes a DC 12 Perception (+ distance modifiers) to note those aren't its eyes, or at least see that it's a headband. The headband belongs to the sea cat's owner/master, an aquatic creature that may come looking for it if it goes missing.

5. Strogar asks the PCs to take a delivery to a customer. He says he was supposed to take a door he repaired to a customer who's waiting just at the edge of town. He's not being entirely truthful, he's made an iron shutter for a customer, but he's just gotten some work orders in (possibly from the PCs). He will even offer to let them use his cart and Bolt, though he obviously expects them back and he'll have their payment when they return. The cart is loaded and the iron shutter is under a tarp and wrapped, but it could be snooped on if the PCs are inclined, once they're out of Strogar's sight.

If they get to the Salty Seahorse, a man waves them down and approaches. He has a bill of sale and matches the description of the buyer if Strogar was asked. He says his cart is a little farther up the road, he didn't want to park it at the tavern, since they have stables and don't like people parking their animals and carts out front without paying or at least spending money inside. His cart is indeed down the road a ways and the encounter will go smoothly unless the PCs make it difficult. He asks for help loading the door (it's surprisingly heavy if they don't know it's iron), but if they refuse he'll say he can manage and once they're definitely gone he'll whistle for some help from a pair of cronies waiting in the woods.

These are, unknown to Strogar, Shadowtide Syndicate members and they found out about Strogars reinforced shutters, likely from the mayor or one of his assistants drinking at the tavern. They bought one. Thanks to the PCs, after 3 days to install the thing, one of the doors in the Old Guard Tower (#6) will now be heavily reinforced and have an arrow slot for firing out of.
-----------------------------------------


Lighthouse Ground Floor

So far this is what I've managed to cook up for the light house ground floor.

Thoughts, suggestions


Maverick898 wrote:

Lighthouse Ground Floor

Thoughts, suggestions

This is your map and layout. I only have this one floor to go by and the lighthouse location on the Saltwind map. So I am just gonna throw out stuff that may not apply because you're going to put it elsewhere or have already considered it or don't want it.

Looking at the map, the layout seems good for a lighthouse. The island looks big enough that the lighthouse floor map might not show any water or shoals or rocks. That's fine.

Hardly any thoughts at all:
--------------------------------
1. The front area, looks like there's a large tree stump. You have some small trees growing around the building that's fine. I don't know how long it's been abandoned. I see there's a cart next to a wood pile. I guess it could have been stocked up or someone stocked it up since (or that's just the image you had). And I guess a cart could be there because there was a bridge at the time. That's all explainable.

I guess you have to determine how the lighthouse works. I doubt the keeper was hauling big logs up there. There could be a winch on an upper level above the woodpile, but most likely I assume it will be an oil lamp if not a magical light (but if that's the case it would still be working, which it might be and we just haven't touched on that yet). So all that wood is likely going into that woodstove into area #4 or maybe one other room on another floor with a fireplace. It's a lot of wood, considering it's not like the lighthouse is off on an island and getting resupplied every six months. Supplies are just... across the bridge.

We haven't talked about a graveyard or cemetery (or catacombs under the temple, I know they have a shrine to those lost at sea). It's possible there might be a small graveyard here of past keepers. Just a headstone or two, depending on how many or their spouses or whether they had a home or place elsewhere to be interred.

You could also consider a small vegetable garden as well, probably untended and overgrown in this case, but even a barren patch of soil in a small fenced area will add some flavor.

#3 appears to be a study of some kind. The desk is the only way I could tell, maybe a storeroom with a logbook. The shelves look like barrelheads or privy covers, but I doubt that it's the privy, since that's a lot of seats. Consider slapping a small outbuilding on the grounds as the privy (sure, the keeper could have just done chamberpots).

#4 appears to be a bedroom with a wood-burning stove.

#6 appears to be the central staircase. I can't tell if it goes up and down into a cellar. I think the lighthouse would have one. If the staircase doesn't go down, consider adding a hatch in one of the rooms or the gallery(?) #5. Or consider dropping one of those storm cellar doors along the outer wall (there could be a hatch or other entrance and the storm cellar door just an alternate exit (or entrance for the PCs).

I can't speak for every lighthouse obviously, and again, this is your creation, but I think most lighthouse stairs wouldn't be a tight spiral (they could), but would more likely be running around the walls of #6 with an open shaft looking down (although that could be covered by flooring on the floors above it. I just think that typically they would go up the walls, rather than a central axis.

Otherwise, not much I can comment more than that, since we don't have any details on what the situation, status, occupants, time, etc. are supposed to be. and I can only reiterate one of my mottos.
The three things that will make a story better (note, I am saying make it better, not good if it's bad) are: A mysterious stranger, a secret passage, and a tarot card (even if not mystical or necessarily important).
Add those three things in some manner and you're gonna be in better shape.
---------------------------------


First 3 pages of the ADVENTURE are now written and can be viewed. Any feedback and suggestions is very helpful.

Some editing will be done on the backend once the adventure is complete


I know you are planning to edit on the back end, so I will leave these notes here, because otherwise my OCD will beat me, and also I might forget. If you'd prefer these to be just sent in private messages, let me know.

Editor's Notes:
-------------------------------
Adventure Summary
'With her dark intentions drown Saltwind in the name of a sinister patron.
Seems like it should be 'Will' instead of 'With', but then the sentence would end in a question mark. Otherwise I can't quite parse the sentence.

Introduction
After meeting Taddyloo, you mention that she blushes around 'Farthin Kelptor, though he's named 'Farthin Kepetor' in area #8 and the town stat-block. Although 'Kelpetor' does have the word 'kelp' in it, which could be more sea-themed. Just make sure they match up at the end.

Event 1. The Fog

Development wrote:
Some people are taking are seen fleeing and even a few corpses lie dead on the ground, ...

Not sure what people are taking or if they're being taken. Maybe they're taking 'shelter' or 'cover'?

Quote:
...their bodies from being impaled on the trident.

Should be 'on the skums' tridents' perhaps, or 'on the enemies' tridents'

Quote:
Those who succeed will notice that Taddyloo Wavecrest was one of the poor people slain by these Skum.

Her last name is 'Wavecrank' not 'Wavecrest'. I know we've been just throwing weird and similar-sounding names around.

Skum Commander:

Quote:
He orders 2 of his commrades to aid him as he himself engages the PC’s

'comrades' and it should end with 'PCs.' No apostrophe 's.

Development wrote:


... the tide has turned and the remaining Skum retreat into the hungry ocean.

Hungry Ocean should be capitalized.

------------------------------

These are just observations and only my opinion, others might disagree, I am just gonna throw them out there as things to consider. Don't take them too harshly. You just keep building the framework and storyline and I'll just comment as respectfully as I can.

Observations:
-----------------------------------------
Introduction
Read-aloud Text wrote:
As the sun dips below the horizon, casting a warm glow over the serene fishing village of Saltwind, your arrival coincides with the bustling activity in the town center. The tuneful blend of boat horns signaling docking vessels and the lively chatter of people strolling through the streets fills the air. Amid the curious gazes, a friendly presence emerges—a young gnome girl with vibrant purple hair, freckles adorning her face, and an infectious smile introduces herself as Taddyloo Wavecrank. With warmth in her demeanor, she extends an invitation to the party, offering to guide them to the Salty Seahorse, the town's most vibrant tavern and inn.

1. If the sun is setting, things should be winding down. There shouldn't be an increase of activity except maybe at the tavern or a few places where people getting off work might be. I don't know why the Town Square would be lively. If it was a festival or some special evening, maybe, but I see nothing about that. Without an explanation, I would expect a description of activity dying down or business winding to a close.

2. You use 'vibrant' twice almost immediately. Once for Taddyloo's hair and then again for the Salty Seahorse about one sentence later. Not a huge deal, but I would replace the tavern's adjective with something else: lively, welcoming, popular, etc.

3. You describe Taddyloo as a 'young gnome girl' which is okay, she is young, but not really a girl (I believe you have her as Rogue 2), that's not a huge issue normally, and this certainly isn't technically a Paizo product, but since you end up with her dead in about 5 minutes, and to clarify that she's an 'appropriately-aged young lady' (since the players don't get much more detail), consider rewording it to '-a gnomish young lady' or something that hints that she's closer to 20 than, say, 13.

4. You mention boat horns signaling out to each other. I don't typically associate ship's horns with the typical setting of the game. Most of those would need to be steam-powered or I suppose setting-specific horn usage. I think most people might expect ship's bells, signal flags, or just plain loud yelling at close ranges to be the predominant ship communication.

5. I would almost prefer it not to be right at dark, but maybe just a little more in the afternoon, to give the PCs (and Taddyloo) time to actually visit places in town before they theoretically close up. Actually give some time for her to guide them around to key points the GM wants to emphasize, give them a chance to intersperse any NPCs that they want them to run into early. If they do want to rush to the Seahorse, to meet someone, the GM can just say their contact isn't expected until later. You don't have to mention that, but it leaves a bit more time to get familiar with the town before the morning attack.

6. You can leave a note just before the read-aloud for a GM to tailor the description based on whether the PCs arrive by ship or land (otherwise the Salty Seahorse is basically the first building they pass). You should probably mention the abandoned lighthouse in some manner in the text. Something about the edifice, looking forlorn and foreboding on its lonely island, watching over the harbor with its light snuffed. Something to set the tone for the upcoming location. PCs trying to get there earlier would find that low tide isn't until early morning, and those pressing on in the fading light run into a crab.

The Fog
1. Probably don't need the second Skum stat-block. They can just use the first one, the only difference is there's two Skum. Just put that there's 2 Skum and save the page space. The GM can use the provided stat-block, it won't require much page scrolling.

2. The progression of the fog batle you have is fine, I would likely add in some optional encounters or sample scenes for a GM (but that can come from me or others), or added in later or as additional options or for what they might find at certain locations. For example, a scene at Smythological Forging where they see a skum charging at them out of the fog before a crossbow bolt takes it in the head, dropping it before it reaches them and they see the smith and his wife herding their dog inside while admonishing them to "Get off the streets or get to the Town Square with the others!" or if they go to the docks, they see the ship's crews repelling skum from boarding and some dockworkers barricaded around a dock crane, manned by Gimble Wavecrank, fighting while he swings around the cargo it was hoisting like a wrecking ball. We can work on those later, though.

3.

Quote:
Have the PC’s make a DC 10 perception check. Those who succeed will notice that Taddyloo Wavecrest was one of the poor people slain by these Skum.

Boooooo! Seriously, though. This is kind of abrupt and, this might just be my opinion, has no impact. This is a person the PCs will have likely met 3 paragraph ago or 15 IRL minutes ago as the story progresses currently. There is no impact to her being dead here. At best, your players will be like, "Oh... that body has purple hair. That's that gnome in the introduction. We're probably supposed to act upset... soooo...OH NOES!!1!!1!one!" At worse, they'll just feel like they're being manipulated. There's nothing they can do in character to change things. She's dead, she was dead before they got there, they can't even heal her (and likely can't raise dead) and unless you have a reason for it later in the story, I think you're missing an opportunity (as well as losing an NPC for a GM to drive other plot points with).

Contrast this with them showing up and seeing skum carrying off a few people and they (I guess if perceptive) spot the purple-haired gnome being carried off, she's crying for help. Now they have options, they have choices. They can fight other skum, save other people (or hide), or chase after the skum and save Taddyloo. Do they shoot and risk a 50% chance of hitting her? Do they chase them, possibly losing them in the fog? Maybe you or the GM don't want them to catch up yet, so they lose them, but the skum were carrying people to the docks, presumably to take hostages or something. So even losing sight could still bring the PCs to the docks, where they see ships being swarmed and their defenders repelling boarders, and they see dockworkers barricaded behind crates around a crane with Gimble swinging, maybe once every two rounds to clear skum off the barricade. Maybe the line finally breaks and the cargo it had spills out, maybe just fish, maybe barrels of pitch or tar being loaded on a ship. Is it flammable? Do some of the defenders have torches? Does Gimble see his sister being carried away?

Maybe the PCs don't save her, but she isn't killed, they might be taking her to the lighthouse (with some other prisoners) for some purpose for Nereza's ritual or plan and they could maybe save her there. Just, having her dead immediately is currently no more effective than the line where they see other nameless townspeople dead.

4. I know you aren't finished, I know you probably plan to have some read-aloud text blocked off for when The Fog event happens. I hope when you do, you mention the thick morning fog coming in oppressively, maybe note whether the watchtower's beacon lanterns are turned on above it, then maybe before the screams that attract the PCs attention, they hear the clanging of the Dock bells, alerting trouble, then shortly after they hear the Temple's bells ringing out an alarm. Then a couple screams. Maybe a fireball or two blasting from the watch tower (Farthin has to be sparing, since the fog makes targeting hard and he doesn't want to hit townspeople or the other watch who are out on the streets).

I would also suggest that you have it mentioned that maybe the abandoned lighthouse is illuminated, maybe sporadically, maybe with an odd-colored glow, maybe diffused through the gray fog. Just something that is clearly out of the ordinary and will further lead the PCs to conclude they might want to investigate, even without some NPC just saying things are weird there (or possibly suspecting or seeing the skum carrying captives there). They might head there immediately, who knows? but with screaming or a few 'random' scenes scattered, most heroic PCs (at least) will likely repel the initial attack first.
------------------------------------------------


I am not trying to discourage, only offer potential points of view that are, ultimately, only my opinions. I can't wait to see what you have planned.


Pizza Lord wrote:

I know you are planning to edit on the back end, so I will leave these notes here, because otherwise my OCD will beat me, and also I might forget. If you'd prefer these to be just sent in private messages, let me know.

** spoiler omitted **
These are just observations and only my opinion, others might disagree, I am just gonna throw them out there as things to consider. Don't take them too harshly. You just keep...

I actually really appreciate all the feedback and pointing out errors. I'll re-read everything I've written and adjust most errors I find, but always easier when someone else reads your work aswell


I've also got the Skum Statblock in 3 places almost back to back. Wondering if I should remove 2 of them and just have it referenced in the stat blocks.

Skum CR 2
XP 600
(See page 2)


Maverick898 wrote:
I've also got the Skum Statblock in 3 places almost back to back. Wondering if I should remove 2 of them and just have it referenced in the stat blocks.

Yes. There's nothing wrong with having the stat-block in the same location, especially if a lot of the same creature are in that location. Otherwise, yes, just add Skum to the stat-block appendix. Reference it the first time 'see Appendix [x]'. And if the creatures have differing hit points just note that, like 'Skum x3 (hp 20, 16, 16)' or something.


Random, Roving NPCs 1
Thomas Peddly
A young, human man with active hands and an energetic way of talking. He has shaggy, brown curly hair poking from under his knitted cap and, lately, his green eyes look sunken and tired. He's known in Saltwind and has served on a few ships, done some dockwork, and peddles goods, mostly from local farms and such. He won't be encountered in town much until he handles some debts for a business deal that is having a temporary hiccup, but he could be encountered on the road or in the woods. Currently he's staying in dilapidated shack.

Details:
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As outsiders, he's likely to approach the PCs to help with his issue, detailed elsewhere, but asking for help retrieving the horse, Bolt, from the smithy [area 15]. He doesn't mention liquor or moonshine unless pressed or called out.

Asking about him in Saltwind can learn most of the details of his past relatively easily (DC 10); he's likable enough and sells simple wares. A good check (DC 15) might reveal that he's been known to work with some moonshiners and has been selling, or at least offering, supplies of such goods. A great result (DC 18) might uncover that he may owe money or have debts because they overheard someone telling him, "Don't come around here no more," or that he's been living like a refugee in the woods around town. A poor roll or asking questions about liquor, could attract the attention of people who he owes, and they might be interested in finding out the PCs' sudden interest, if only to ask for any information, not necessarily to threaten them. If they find out the details, they might even request the PCs help him out, since they'd rather have their supplies than a beaten up Tom Peddly (they might be okay with both). They might recommend that the next time he fails he'll be learning to fly from the abandoned lighthouse and out in the great wide open air and free falling.

Stats: Simple commoner, simple equipment. 100+ gp remaining from advances he's collected to supply casks of booze and moonshine.
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'Sawtooth Bill' Gunderson
Ostensibly a trapper and woodsman, he arrived in Saltwind about 3 months prior and doesn't talk about where he's from except that it's 'here and there' and 'really cold'. When the distinctive creak off his weight on wooden porch steps and floorboards announces his approach to a building, typically the Salty Seahorse, almost anyone that hears it pauses and internally winces before steeling themselves to the sight of his obese silhouette framing the doorway.

Details:
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An overweight, human-looking man with a round face and stubble on his pudgy cheeks. His stringy black hair hangs down like limp, greasy rat tails around a glistening bald spot on the top of his scalp. He has rubbery lips that match the color of his face which is tanned from being outdoors, but always has a sheen to it like he's sweating or just rubbed cooking grease on it. When he smiles, which is almost always unpleasantly, his yellowed teeth are clearly filed to points and he absently toys with them with his broad, purplish tongue. He greatly resembles a fat, bloated toad, if not for his clear, ice-blue eyes.

If there was ever someone that went straight past obnoxious to just plain noxious, it's 'Sawtooth Bill' Gunderson. Don't worry about the missing B and O, he's got that clinging to him like a mantle, mixing the sour smell of stale sweat, the iron tang of blood, and the musk of a tannery in a pungent cologne that wreathes his corpulent form wherever he goes. Whenever he reaches inside his stained, oilcloth long coat, a veritable steaming cloud assaults the senses.

He's never called himself 'Sawtooth Bill'. No one else ever calls him that either when he's around. When he's chatting, he oozes smarm and snake-oil, but not in an appealing way. His voice is deep but gargly and his typical line is "...or they don't call me 'Honest Bill' Gunderson!" No one calls him 'Honest Bill' Gunderson, but they can't point out any time he's blatantly been caught lying or cheating anyone.

He carries a large, burlap sack to haul pelts and the carcasses of animals he's caught. It's almost always stained reddish (and soggy) on the bottom. These he typically offers to travelers, before eventually selling them to the Saltwind traders or tanners. His wide leather belt creaks with every movement, like it's being strained to its limits holding his gut off the floor, and its loops and sheathes hold knives and hatchets, as well as a stained cleaver and a lead-lined short maul which he uses to stun and clobber bigger animals that he's caught in his traps (the smaller ones he just wrings the life from). He knows how to tan hides, he just doesn't unless it's worth his time.

While he has many others, typically laid out in the woods, there's almost always two iron beartraps dangling from his belt. The clinking of their heavy chains precedes the ponderous footsteps of his approach. One of these is a cold iron beartrap, it's almost indistinguishable from the others (Bill knows). Many a woodland fey caught in it has met a painful end over the years if it couldn't escape before he arrived. Just as many have met an equally painful end being caught in his normal beartraps.

Stats Probably human-ish currently; Ranger 3; favored enemies: (humans) +2; favored terrain:forest; He typically moves at speed 20 or 25 deliberately, but has a base speed of 30.
Gear: Knives, hatchets, stained meat cleaver (treat as hand axe), lead-lined short-handled sledgehammer (treat as warhammer), beartraps (1 cold iron beartrap), 2 cure light wounds potions, two vials of 'Lethe water'. A hooded lantern (he invariably slides open for light as he steps out of the darkness when encountering others in the woods(, various animal pelts or carcasses.
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Additional Notes or rumors RE: Bill Gunderson:
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Bill Gunderson can be encountered around town. He sometimes visits the net and ropemaker or the smithy to sharpen or refit his knives and traps, but mainly at the Salty Seahorse in the evening as he comes in to relax after a day of setting or checking traps. He's been known to rent a room, though the Greybrews charge him extra and always suggest a bath, which he always refuses, though he has been known to use a shaving basin and wash up his face and hands.

If encountered in the woods, he's either checking traps or claiming to. It's possible that PCs might stumble into one of his trap areas. He doesn't set them on paths, but animal trails that people are using as paths, are fair game. While his traps are hidden (DC 15 Perception to spot), he does leave a (unpleasantly stained) red cloth tied to a tree in the vicinity, juuuuust close enough that it's a fair warning (DC 12 Perception to spot). Anyone seeing it can make an DC 12 Intelligence or Survival check to guess its purpose if they don't know. Most often, he says he has a spot in the woods (he can't be tracked in his favored terrain unless he wants to be, despite his apparently slow gait or scent).

If anyone sets off one of his traps, he invariably and inexplicably shows up shortly thereafter (unless the PCs definitely and deliberately came out while he was elsewhere). He'll be helpful and apologetic, and of course offer to help them out. He does not have interest in killing any townspeople or PCs without a good reason at this point.

He knows about the smugglers at the Old Guard Tower [area 6], though he doesn't know who they are or their connections, other than he suspects they're smugglers. He can be persuaded to guide PCs to the tower for the right price, though if asked to help, that basically means he'll lay traps and wave and lure anyone out, for an even better price.

He doesn't act tough or bullying or imply he's anything more than a simple trapper, but there is practically nothing in the Sablewood Thicket (or Saltwind itself), at least in this vicinity that scares him, though the Coral Springs guardian or Hull-Render could give him trouble. Serenya could be hard for him to face, especially aerially, since she can fly. They both know of each other and she finds him disturbing. Otherwise he can be found strolling in the dark with no apparent light at times.

The 'Lethe Water' he carries is a potent item. It causes memory loss in imbibers. If someone states a person or place or memory and drinks it, they forget the major details of that for about a year (Will DC 18 if unwilling). Otherwise they just forget the general details of the last hour or so, unable to recall specifics. He can also leave it on his trail if he suspects he's being followed and anyone with scent crossing his trail can be similarly affected within the hour, but he rarely has need, since he's practically trackless in the woods unless he wants to be. If he really likes someone (or seems to) and they mention a bad memory, he might offer them one, but this is very rare and he'd ask for a high price, not necessarily coin. He does not share how he acquired it, and if asked, just says it comes from the River Lethe and has forgetful properties, and further questions on it results in him feigning a puzzled, forgetful look and saying, "Huh... I guess I... don't remember."

(DC 15) Anyone asking around about 'Sawtooth Bill' Gunderson or asking the Greybrews specifically can hear that early one, a group of sailors took offense at his presence and insulted and berated the man. They'll mention Bill pointedly finished his drink, licked his lips, and left, brushing past them. The men left shortly after, clearly intent on following him into the woods. They weren't weak sailors, but they were drunk... and the woods are dangerous at night and confusing to people who don't know them. They weren't heard from again... but the teller is quick to point out that they might have returned to their ship and left or... just got lost. And Gunderson never threatened or mentioned them. (True, but he did kill them when they 'caught' up to him in the woods.)

Anyone asking cats about 'Sawtooth Bill' Gunderson will be told that he's dangerous and should be avoided. If on good terms with the cat, it mentions that one of the first nights he was wandering around the town, they all got together and attacked him. He didn't scream or shout, he just killed a bunch of them, and then put the dead and unconscious ones in a sack and walked into the woods. They avoid him now. Some might also mention they tried to follow him, but lost him in the woods.
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Chapter 1—The Fog. Random events.
Here's some ideas for GMs who want to add other encounters during The Fog. Some might be more location-oriented, like if the PCs pass the blacksmith or the Docks. The text should be changed to account for whether PCs have met the NPCs or different actions or approaches they took.

Smythological Forging:
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Read Aloud Text wrote:

The fog makes it hard to navigate the town and the daylight is just a diffuse glow in the haze above you. The sound of yelling and the clanging of alarm bells from the docks and the temple ring out elsewhere, but you see a faint orange glow ahead. It looks like the forge fire of the smithy. The form of a hulking creature, a skum, takes shape, looming out of the fog ahead. Suddenly, the air is split by a whistle and a wet, squelch as a crossbow bolt sprouts from the creature's temple and it falls over.

"Get off the streets, ya fools!" comes a gruff voice as the fog swirls a bit, revealing the dwarven smith already reloading a heavy crossbow. His chest is bare and only his leather apron covers him. "Get someplace indoors or to the town hall!" You see a dwarven woman pulling a black and white dog inside the stone house behind them before the smith backs in and the solid door shuts with a resounding thump.

Strogar, Rudritha, and Scoots will stay barricaded inside their home unless on very good terms with a PC. Bolt the draft horse is left outside, he's too big to fit in the house. He's only tied loosely to the hitching post and can pull away if threatened. The skum have little interest in the horse, but the PCs might not know that and, if they wanted to try and abscond with the horse, now would be a good time. If they get spotted by others with the beast, it could come back on them later. He's currently skittish and require a Handle Animal check (DC 12 to calm and another check to get him moving. As a domesticated animal this can be done untrained).

They could also try and grab some items from the forge pavilion itself. There's forging blanks, hammers, horseshoes and some knives. They could gather enough tools to make a smith's toolkit. Strogar will likely suspect skum of looting them but if anyone in Saltwind sees the items, they can easily identify them.

The skum is dead and has a trident and a pouch containing a handful of oddly-colored seaweed that Bob Hale [#12] will buy to dry out and smoke (15 gp; DC 20 Appraise to identify). The crossbow bolt is unusable, but if left behind, Strogar will retrieve it later (along with any other items) and clean and refurbish it. The PCs might see it on a wooden plaque hanging in the forge area later (it was a nice shot).
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'Sawtooth Bill' Gunderson:
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While moving through the town, the PCs hear a metallic *snap!* and a gurgling howl of pain from an alley between two buildings. It's followed by the sound of fighting and someone yelling, "Scum-sucking skum!"

If the PCs investigate (adjust the text if the PCs have met Bill Gunderson:

Read-aloud text wrote:
A short distance down the alley between the two shuttered buildings, the shapes of four individuals come into view. Three skum are facing off against an overweight man in a long, trapper's coat who's glancing over his shoulder with brilliant ice-blue eyes, as if gauging whether he could outrun his assailants in the fog. He's holding a rust-speckled cleaver in one hand and has a set beartrap hanging from a chain in his other. One of the skum has its leg in a beartrap that you heard going off a moment ago and has dropped its trident as it kneels trying to pry the trap open. The other two are advancing on the woodsman when he swings the beartrap over his head like a flail and it connects, snapping shut around the beast's head, before he's forced to fend off their attack. The skum have their backs to you and don't seem to have noticed your presence.

Bill was heading out of town when the attack started and ducked into this alley when he spotted these three coming down the street. They decided to pass through as well. He had time to set one trap and had just armed the second before they spotted him. The skum have not noticed the PCs unless they've been noisy or announced themselves. Bill spots them unless they're exceptionally stealthy. The trapped skum is kneeling and unarmed (immobile and injured, hp 14). If attacked, it will grab its trident and try to stand. The other two skum (hp 20, 14 (injured)) attack Gunderson unless attacked by the PCs, who they will judge as a greater threat (whether accurate or not).

If the PCs retreat, Gunderson will survive with light injuries. He'll remember them, especially if they didn't try to help. If they do, he will try and remain in a position to flank when they move up, and he fights defensively. Notably, if any skum fall near him, he'll either coup-de-grace or attack the fallen foe, depending on if he's threatened.

If saved, he'll thank them, while pointedly thwacking any fallen skum in the head with his cleaver and retrieving his traps. He'll offer to escort the PCs to a safe spot in the woods or back to the Salty Seahorse until the fog clears (it won't). Otherwise he advises them to seek shelter at the town hall near the town square. If the PCs have other townspeople with them, he offers to take them to the Salty Seahorse, which should be safe enough. He won't accompany the PCs or help them fight unless they offer him a generous reward or enticement. He will offer a healing potion to any PC that was badly injured if they tried to help him (meaning they're immediately in need of it, not to hold for later. He will just take it right back.)
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Docks:
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The skum attacked from the water and the docks were hit first. Several townspeople were caught off-guard in the fog before they could start ringing the alarm bell. Several were taken hostage and carried off or killed if they fought back. One of the ships at the docks, 'The Screaming Seagull' is fighting off skum boarders, but most of their crew was in the town proper. The dockworkers that couldn't get to shelter in one of the warehouses have formed a defensive barricade with crates and barrels around one of the loading cranes, manned by Gimble Wavecrank.

Read-aloud Text wrote:

The silhouettes of the harbor warehouses and the shapes of ships at anchor swim into view through the morning fog. Bodies of townfolk and skum are strewn about the docks, indication of the hard fighting that's going on here. Though the temple's church bell is still sounding out, the clanging of the dock's bell has fallen silent as the defenders were either killed or forced back. The sound of fighting and shouting is still audible as you pass tipped-over carts, barrels, and bodies. You see skum all around as menacing shapes in the fog, fighting with the few remaining defenders here. Some forms are carrying bodies, dead or unconscious to the waters, disappearing into the mists.

Straining to make out your surroundings, you see a cluster of amphibious invaders battering at a large warehouse door while the people barricaded inside scream for help. One of the ships in the harbor, still docked at the pier, has a small group of its crew trying to repel several skum boarders who are surging across the gangplank or scaling the ship's sides. Further along the docks, you see a cluster of workers who couldn't get to the warehouses in time. They've erected a barricade of cargo around one of the dock cranes and are fighting off attacks from three sides with the harbor at their back. As you watch, the dock crane, manned by a gnome with a trident stuck in him, swings its load of cargo around and tries to scatter the skum attempting to climb over one side of the barricade.

The PCs are largely ignored by the three groups of skum attacking their targets, but this area still has other skum roaming around or carrying loot or prisoners back with them. There's a 20% chance each round they linger here that a single or pair of skum pass close enough by that they might spot the PCs and attack.

Warehouse:
There are 5 skum battering at the warehouse door. It will hold for 2 minutes (20 rounds) from the time the PCs note it. The defenders will open the door to let the PCs in if the skum are dealt with. There is a rear door, but during the attack, a cart outside got loose and rolled into it and the people can't open the door from inside. The PCs can pull the cart free themselves (combined Strength score of 15) without the skum spotting them if they are reasonably quiet, allowing the people to sneak out. If saved, there are a dozen people in there, but 6 are able to fight.

If the PCs can convince or intimidate them, they can be persuaded to attack the skum at the front or to move to aid one of the other groups (DC 12 to aid the dockworkers, 14 to help the ship, 16 to attack the skum out front if they weren't dealt with). Rather than rolling their attacks, assume they occupy 3 skum in each fight and if the PCs succeed, they do as well with varying injuries amongst them. If not dealt with, the skum outside will move to reinforce the other groups if they see fighting or eventually break in and find no one inside.

The Screaming Seagull:
This ship was tethered at the dock to load supplies when the attack occurred. Other ships ('The Wave Goblin', 'Matilda's Waltz', and 'Nebulous Boomerang') were at anchor out in the open water of the harbor and weren't attacked as heavily. Most of the crew, including the captain, were in town and were injured and forced to take cover elsewhere while trying to fight their way back to the ship. Only the first mate and a small group of crewman were aboard and have been holding back the skum coming across the gangplank and climbing the sides.

The crew can hold off the attackers for 3 minutes (30 rounds) when first spotted. If they see the PCs, they call for assistance. There are 6 skum attacking from the pier trying to move across the gangplank. About 4 others will attempt to scale the sides of the ship at varying times of the attack. There are 8 sailors, with 5 defending the plank, using boarding spears and hooks for distance. The others are patrolling the ship's perimeter, watching for climbers, which they've been fending off so far.

If they aren't saved, the crew is all killed, including the first-mate and Glorug Barnacletooth, one of Thorn Ironnet's assistants who was working on the ship for extra money unless the PCs had persuaded him to quit earlier.

If rescued, they will move to take cover in one of the warehouses. They don't have enough crew to quickly get the ship untethered and prepped to move. Even if they did, the first-mate correctly assumes they'd be more vulnerable if the skum decided to attack. A DC 14 check can convince or intimidate them into helping one of the other groups being attacked. Assume they can occupy up to 5 skum effectively, rather than rolling for attacks between the skum and the sailors.

Cargo Crane:
A dozen dockworkers and some town watch, including Dockmaster Joren Wavecrest, tried to hold back the scum, keeping the alarm bell ringing until forced back onto the pier. Cut off and unable to get to one of the warehouses, Joren had them construct a barricade of barrels, crates, and carts. It varies from waist to chest high in places and the defenders are fighting defensively, hoping to last until reinforcements arrive with boarding hooks, some crossbows, and clubs. Gimble Wavecrank, another one of Thorn Ironnet's assistants, was operating the loading crane for extra money and is working the levers to swing the cargo-net full of barrels he'd been about to load. He's injured from a thrown trident that's still piercing his side as he frantically tries to sweep skum off the barricade whenever they leap or clamber up.

The dock defenders can hold out for 10 minutes, which might be time for reinforcements to arrive from elsewhere if the PCs don't intervene. Otherwise, there's 12 skum assaulting the barricade, none have tried to swim around the pier and climb up to attack the unbarricaded side as of yet. They will try and climb over the boxes and crates and attack the defenders (with higher ground) who are fighting defensively. Every other round, Gimble can swing the crane to sweep a perpendicular line in a 90° arc from 10 feet (the top of the barricade out to 20 feet away. Any creatures in that path take 2d6 bludgeoning damage (Reflex DC 12; half). Or he can direct a specific attack at a single target from 10 to 20 feet away (+0 to hit, 2d6 damage). He will prioritize targets on the barricade. Every time he attacks, there's a 20% chance the rope or cargo snaps and drops. This deals 1d6 damage (Reflex 12; negate) to anyone in a 10-foot area, which could include defenders. The cargo was barrels of pitch, which renders that terrain sticky and difficult. It's also highly-flammable. None of the defenders have torches, since it's daylight, but if any PCs use fire attacks or spells in the area, it ignites and burns hotly. It's also a major threat to the docks and could cause more destruction than the skum assault if no one can deal with it in time. Joren keeps a wand of pyrotechnics in his office. As a bard, he can use it if he can reach it in time before the fire gets too big. He'll turn the fire into a choking cloud, which could be dangerous, but less so than a dock fire. Otherwise, if a massive bucket brigade isn't formed, the damage will be immense, including to The Screaming Seagull if it isn't undocked.

If rescued, the Dockmaster leads the less injured men to assist the Screaming Seagull or the warehouse and these reinforcements will drive off the attackers there. If both sites are still being assaulted, he'll split the force and tell the PCs to help one group while he leads the others. In this case, these men will occupy 5 skum at each location.

XP awards here should be for any random skum encountered (600 each), but otherwise should be awarded for each site rescued and defended (1,000 each). This is less than the skum individually, but each site, except the warehouse, which the PCs can access from the rear without fighting, has NPCs assisting and each cleared site makes it easier to clear the others (unless the PCs can't convince them to help).
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