city guide - nautical necessities

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Page 1: City Guide - Nautical Necessities
Page 2: City Guide - Nautical Necessities

Shadow of Light 2Cartographer's Shop 5Papa Jack's 9Gentleman's Provissions 11Buttericks Bait Shop 18Shipwright, Port Authority, Pub & Inn 24Ensign Davy's Tattoo Parlor 34White Hart Tavern 36Port Authority Ship �Sudbury� 38Privateer Ship �The Antelope� 41Merchant Ship �Santa Barbara� 45Passenger Ship �Saint Catherine� 50Viking Long Ship �Waterstrider� 54

Writers:Daniel Farley, Laura Campbell, Paula Johanson, Patrick Lawinger, Neal Levin, David Woodrum

Editors:Deana Link, Joanna G. Hurley

Proofreader: John Cooper

Typesetting:Clay Gardner

Line Developer:Darren Pearce

Cover Art: Gillian Pearce

Interior Illustration:Gillian Pearce

www.darkquest.com

Open Game Content & Copyright InformationCity Guide: Nautical necessities is (c)2005 Dark Quest, LLC. All rights reseverved. Reproduction of the product without permis-sion of the publisher is expressly forbidden. City Guide: Nautical Necessities is presented under the d20 License. All textual mate-rial is designated as Open Game Content. All artwork herein is copyrighted Dark Quest, LLC or by their respective artist. "d20System" and the d20 System Logo are trademarks owned by Wizards of the Coast and are used under the terms of the d20license.

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Table of Contents

Page 3: City Guide - Nautical Necessities

"Treasure hunting," Maurin stated, heaving a shovel-full ofdirt over his shoulder, "is vastly overrated."

Daegalwyn rolled her eyes and glanced at Captain Romar,who stood staring moodily down at the small bay where theTorrent rested at anchor. The sun was setting beyond the three-masted ship, staining the western sky a rich orange and sheath-ing the clouds in gold. The Torrent seemed as if she were float-ing on a sea of flame.

"Stupid bloody bard's song about fighting with dragonsand cursed islands," Maurin went on. "All that tripe does is dis-courage people from coming to places like this."

"Lucky for us," Romar remarked without even turning hishead.

"Aye, sir, very true." The dark-skinned human's voice camemuffled this time as his head went below the surface of thehole. "But my point is that it's meant to make all this sound

exciting. I tell you, what I'd give to fight for me gold instead ofdig for it-"

"You want to fight for it?" Romar asked, his voice decep-tively casual.

"Ah, perhaps not...""Then keep digging."There were two other humans down there with Maurin,

and when one of them called for a light, Daegalwyn gesturedwith her right hand, causing a burst of fire to flare brightlyabove the hole. Exclamations came from down below, and aclatter sounded nearby as the elf preparing a lantern almostdropped his oil flask.

"What are you doing, Drow?" Romar demanded sharply.Daegalwyn flinched and the fire-burst, reacting to her

emotions, blazed brighter. "Sir, they... that is, I-"The Captain glared at her. "No magic!"She cancelled her own spell so quickly she almost blacked

out. Romar grabbed her shoulders as she stumbled, but notunkindly. His hands were very warm after the cooling air, shethought irrelevantly, and steeled herself for another rebuke.

"I didn't mean to call you that," he said softly.She shrugged. It was true, in a way. Her father had been a

dark-elf. It took a long time for her to gain the trust of anyonefor that reason. But before she could say anything in return, oneof the humans called out, "Is this what we came for?"

A dirty hand held up something small from the hole andRomar went over quickly, his dark blue cloak swirling. The lampwas carried over and Daegalwyn watched as the three men lift-ed themselves out of the hole and beat dirt from their shirtsand hair. Romar remained crouched facing them, his back toher, examining whatever they'd found.

Whatever it was, it couldn't be the hoard they'd all signedup to look for. Daegalwyn turned to look down at the Torrent,pale blue eyes catching the last ray of sunlight that shimmeredacross the waves before the day ended.

* * *

A steel scroll case, pitted with dirt and rust, held a scrap ofwaxed parchment. Romar wiped the surface clean and pulled amap from inside his jacket - a map pieced together from parch-ment fragments like this one. A satisfied smile crossed his faceas he fit this newest piece to the puzzle and dropped the caseback into the hole. Then he stood, rubbed the back of his neckand looked around for Kandeira.

"Sir," the elf said softly, one gloved hand holding thelantern. "Do we return to the Torrent?"

"The map's complete, 'Deira," Romar replied, holding itout. "That was the final piece. What does it say?"

Kandeira held the lantern closer and squinted at the map."Don't tell me you can't decipher an X, Captain."

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Shadow of Light

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A grin flashed above the blond beard. "What about thescript above it?"

" 'Candel's stash. Found by Flame.' ""So that's the last of the riddle, too." Romar brushed a fin-

ger across other words on separate pieces. 'Reached by Water','Hidden in Earth' and 'Protected by Night'. He frowned at thatlast one, then at the darkening sky.

Kandeira understood. Again he asked, "Sir, do we return tothe Torrent?"

Ignore the warning, or believe it? Thinking of Maurin'sramblings of curses and magical guardians made his lip curl,and he shook his head. "No. But be watchful, nevertheless."

"Aye, sir."

* * *

"You all right there, girl?" Maurin asked.Daegalwyn glanced at him, eyes in a dark face reflecting the

lamplight from up ahead as they followed the Captain throughtropical vegetation. Maurin was the only one of the companyhere that she genuinely liked. For reasons he never shared, hetreated her as a friend without asking anything of her.

"Captain didn't hurt you, did he?""No." She grimaced, not wanting to remember the inci-

dent. "It was nothing. Does he have something against magic?""The Torrent's had her share of incidents. We always

seemed to come out the worse for wear when magic wasinvolved, though." He shrugged. "What I don't get is why hehired you if he doesn't want to make use of you." When sheflushed, he amended, "I mean your powers, girl."

"That's what confused me," she admitted, and peered pastthe two sailors in front of them to where Romar and the elfKandeira strode. "Do you think I should ask him?"

Maurin chuckled deep in his throat, white teeth flashing ina smile. "Don't ask me, girl. That way you can't blame me if itturns out to be bad advice."

Daegalwyn returned the grin and breathed deeply of thesea air, glancing up. It wasn't fully night yet, and stars winkeddown from a very dark blue sky. Wisps of cloud, silvered by therising moon, trailed across the horizon like a horse's mane.

"If you think that's beauty," Maurin said after a moment'ssilence, "wait until we walk in on that treasure. The lantern-lightwashes over it like dawn across the ocean, and the sound ofcoins falling from your hands is like the waves crashing atAvandar Cove."

"I think you missed your calling as a bard, my friend."He flashed her another grin. "When we find the hoard,

you'll understand."

* * *

They found the cave after an hour, bored into the side ofan irregular rock formation and leading down at a steep angle.The air coming up from it was warm; it could have been a trickof the night... but it didn't look completely dark down there.

"These islands were made by underwater volcanoes,"Romar muttered to 'Deira. "Care to make a wager that this isone of them?"

"'Found by Flame'," the elf murmured back. "It makessense, sir. I think I'll keep my money where it is."

Romar clapped him on the shoulder and turned to the restof his people. "Everyone light up a torch. We're going down."

They obeyed and he lit his own brand, holding it out as faras he could into the tunnel to get a good look at the path. Floor,walls, and ceiling were smooth, but his boots, designed to gripslippery surfaces, held him upright. He had to walk carefullyanyway - if he gained speed going down this steep incline therewas no way he'd be able to stop himself.

* * *

The going was slow and taxing on leg muscles. His calvesached and sweat beaded his forehead, though not from pureexertion. The air was getting hotter with every step, and he waswilling to bet that if they doused their lights the darkness aheadwould be tinged with red.

"Stop," he said at last. "We'll rest a moment." He sat cau-tiously, half-expecting to slide down the tunnel, and called forDaegalwyn. The half-Drow came forward as the other sailorsgroaned with relief, and crouched beside him.

"Sir?""Do you have any spells that can detect things?""What kind of things?""Enemies. Living things, undead things. Anything that can

do us harm."She nodded, watching him with those pale-blue eyes."Cast it now. Tell me if there's anything we need fear.""You want me to use magic?""You're a mage, aren't you?" He gestured impatiently.Her mouth twitched, as though she was holding back a

smile. "Yes, sir. Just a moment." Her eyes closed and she madea few motions in the air with her hands. Then she went still.

Romar leaned back with a sigh and waited. Now he'd see iftrusting magic would pay off.

"I sense something."He looked at the back of her head and waited."A horse?""On the surface of the island, you mean?" Romar asked."No, down here. Further down the tunnel. It's black... with

a mane and tail like fire. And eyes..." A shiver coursed throughher. "...and evil."

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"A Nightmare," Kandeira breathed for the Captain aloneto hear. "We can't fight such a beast, sir."

"We'll go back and get more-" he began, but Daegalwyngasped and her eyes snapped open.

"It's coming! It sensed me!"Romar cursed. Damn all magicks to the lower Hells! Now

what? "How far away is it?" he demanded.The black pupils had almost swallowed the rest of her eyes

as she stared at him. "It's coming fast."And then he heard it. Hooves ringing against stone, and

the gleam of fire in the deeper darkness.

* * *

"You wish to pass?"The thought rang in her mind, a challenge."You would pit yourself against me, daughter of Drow?"Hands grabbed the back of her shirt, dragging her up the

tunnel.She knew she was being watched long before she could see

the eyes."Your kind have tamed mine before, but you might have a

hard time with me.""Harder than you think," she heard herself say. "I am only

half-Drow. And half-human."A sensation of mad laughter. "You are right, then. Much

harder than I thought.""Let me go," Daegalwyn ordered, and at first she didn't

know if she spoke to the creature or the person dragging her."Damn you, get up and run," Romar ordered. "I never

leave anyone behind, but I am damned tempted.""Sir!" She tried to free herself, failed, and struggled. "Let

me go! I can fight it!""You?" he snorted. "With magic?""You know full well what it's capable of, or so I've been

told."He stopped dragging her. "Are you that powerful?" He

scowled. "If you're wrong�""I'll apologize later," she promised, and ignored his mut-

tered oath. "You hired a Battle Mage, sir, not someone who'sonly good for telling you which way's east and when it's goingto rain."

"You think you can kill it?" Maurin asked."You think you can kill me?"She smiled, confidant. This was what she was here to do,

what she'd been hired to do. Here she could prove her worth."Yes."

The Nightmare stepped from the shadows and tossed itsfiery mane, nostrils flaring. One hoof scraped sparks from therocks. Daegalwyn pointed and blue-white frost streaked fromher hand in a chilling cloud. The Nightmare screamed and tried

to move aside, but the tunnel was too narrow. Steam roilingfrom its midnight flanks, head lowering against the magic, itcharged. She was dimly aware of Romar drawing his curvedsword on her left, and Kandeira doing the same on her right.She focused harder on the spell, filling the air with a freezingwind and piercing needles of ice.

* * *

"Daegalwyn."A cold hand shook her shoulder."Daegalwyn, it's dead. You can stop."She lowered her hand, allowing the magic to fade. The

Nightmare's half-frozen body sprawled a few feet away fromher, the rocks around it slick with ice.

"Damn, if that isn't a sight," Maurin said. "Are you sure it'sdead, sir?"

Romar sat down and slid on his rump to where the bodywas. After a brief examination, he said, "It's dead," and sliddown a bit further, lifting his torch. He raised a brow at them,the firelight playing across his smile of anticipation. "Are youcoming or not?"

The cavern was vast, and it glowed with heat. Daegalwynstared over a lake of bubbling liquid, knowing instantly it was-n't lava. "Like dawn across the ocean," she breathed to Maurin.

"I thought you were just being poetic." The awestrucksailor only shook his head.

"This might take some effort to get back to the Torrent,"Romar noted.

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Shop's StockVellum: 1 gpPaper: 5 spBlank books for accounting or personal journals: 10 gpThin leather hide: 15 gpTooled: 30 gpScribed: 30 gp

ImportedRice paper from the orient: 2 spPapyrus from Sumeria: 4 spQuills and nubs: 2 spInks of various colors: 2 gpHand made leather traveling envelopes: 5 gp

Custom mapsSmall: 5 spMedium: 10 gpLarge: 100 gpLocal Interest Travel Maps: 3 spGeneral Travel Maps: 3 sp(These are of general interest and are used by foreign explorersto help navigate their travels from village to village)

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A whitewashed stone face covers this two story building,nearly unseen behind a curtain of thick, green ivy climb-ing to the peak of the sloped slate roof. Its shuttered win-dows are dark and smoky with dust from the street andapparent age. The heavy oaken doorway is tall and slender,coming to a point at the top. It's accented with black iron-work hinges and a pull-ring shaped like a pair of monsterscaptured in an endless circular struggle. The door frame iscarved with ancient symbols of direction in many lan-guages, their sigils scarred deep into the oxblood stainedwood, aged smooth to the touch over time. Stone steps,well used by many over the years, lead inside.

Outside the door hangs a wooden shingle bearing thewords "Adlem Luasard, Cartographer and Scribe." in boldscript. A sample of his work depicts the city streets on ascroll between his name and his profession.

Exterior Description

The smell of vellum and wax assaults your senses as youstep inside, and the sharp tang of ink and blotter powdersettles to the back of your throat. Your footsteps echosoftly along the dark stone floor, the dim light of theroom requiring a little adjusting. Eventually, you see thereare bookshelves lining the west and northern walls. Carvedinto the shelves are languages, presumably to identify thevolumes and scrollwork stacked atop their surfaces. Alongthe remaining bare walls are scrolls and maps of all shapesand sizes. They are framed with pride, showing off sturdyhandwriting, colorful artwork, and impeccable talent.

A long table occupies the center of the room, boastingscrolls and stacks of different paper and vellums, thickand coarse to the touch. On one end, leather envelopes fortravel and transferral of valued documents are stacked forpurchase. To the left sits a desk of sorts, with a taller podi-um beside. Scattered along the surface of both are booksand scrolls, and a chipped stoneware mug full of newquills and tips. An inkwell of notable size sits tightly sealedbeside a box of wax and metal stamps.

Behind the desk, moving up toward a loft area is a stair-case with a thick banister of gnarled oak that looks like itwas taken straight from the tree itself and curved alongthe casing of the stairway.

I. Interior

Cartographer�s Shop

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Shop Owner, Adlem LuasardMale human: Exp8: CR 7; Medium-size humanoid (5 ft. 10 in.);HD 8d6; hp 29; Init +0; Spd 30 ft.; AC 10 (touch 10, flat-foot-ed 10); Atk +7/+2 melee (1d6, masterwork light mace); ALNG; SV Fort +2, Ref +2, Will +8; Str 10, Dex 10, Con 10, Int17, Wis 14, Cha 17.

Languages: Common, Celestial, Draconic, Dwarven, Elven.Skills: Appraise +5, Climb +4, Craft (illustration) +15�,Decipher Script +10, Diplomacy +3, Forgery +6, GatherInformation +9, Jump +4, Knowledge (arcana) +4, Knowledge(geography) +13, Knowledge (history) +15, Knowledge (politics)+5, Knowledge (local) +11, Listen +4, Profession (cartograph-er) +14�, Profession (surveyor) +4, Sense Motive +2, SpeakLanguage (4), Spot +4, Swim +4*.Feats: Alertness, Skill Focus (Profession (cartographer)), SkillFocus (Craft (illustration)), Skill Focus (Knowledge (history)).Notes: Adlem is Old according to the PHB Table 6-5:AgingEffects. He had an Intelligence of 15 until 5th level. He usedtwo skill ranks to learn extra languages. He used his attributepoints to add 1 to Strength and Constitution as he aged.Possessions: dwarven light mace (masterwork, bejeweled with gar-nets, 750 gp), goggles of minute seeing, leather apron, clothing,soft shoes (6 lbs., -1 Swim).

Description: Sitting behind the podium and table is an older man,perhaps in his late sixties, bald pate ringed with silver hair thatfalls just past his ears in thick locks. As he lifts his gaze behindthin, silver framed spectacles, two brilliant green eyes blink atyou in an owlish manner, magnified twice their normal size bythe two shifting disks of glass that lower over the lenses.Dressed in dark trousers and boots, his torso is partly coveredin a leather apron, tied around his neck and waist to protect hispristine white shirt, it's wide cuffs rolled neatly to the elbow.Adlem's posture is hunched from hours of detailed work, buthands gnarled with age still guide the delicate strokes of hisquill, the results bringing great pride to his pleasant features.Once a handsome man in his youth, he holds a charm thatexudes warmth and the personality of a storyteller who canweave histories and myth from simple lines of ink and paint.Personality: Adlem Luasard is a man dedicated to his work, hisart. He has a story for every road drawn, for every city mapped,and every land depicted upon scroll or vellum, whether he'sbeen there or not. That is not to say they are not true, but per-haps more colorful than even the illustrations and keys upon histrademark designs. Every detail drawn is accounted for uponeach and every document that leaves his hands, but he has the

heart of an explorer, trapped in the aged body of a wiseman.One could spend hours in his company, and risk losing timeupon their journey if they do not keep track of his work insteadof his stories.

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* See Possessions for weight penalty. Italicized skills are cross-class (0 ranks in Listen and Spot).� Adlem's tools are masterwork tools (+2 circumstance bonus to illustration and cartographer checks; not included in skill totals).

As you move up the stairway to the second floor loft, yousee threadbare quills, stripped of their plumage, clusteredin a blown glass jar on the back corner of a large desk.This desk dominates the room and faces the east wall.Before it sits a curved handled chair with a high back,sporting a small, flat, burgundy cushion on the seat.Candle stubs and wax pooled to hardness along the cornerof the desk's surface speak of time spent in the dark ofnight, over painstakingly penned scrolls and maps foradventurer and traveler alike. A roughly hewn pottery mugsits in its place near the quills as though presiding over allthat clutters the desktop itself.

Along the north wall, under a small round window, sits abed. It's neatly made with worn gray blankets, and a smallwooden chest rests at its foot. In the same corner sits asmall iron stove for heat, with a kettle upon its singleburner. Fed from the kitchen stove below the loft, thestovepipe continues up and through the peak of the roof.A small rug of dull blue rags, tied into intricate circles,graces the floor, and along the west wall, sits a good-sizedwardrobe. Obviously the owner lives above the shop.

II. Loft

Beneath the loft, partitioned off from customers' eyes, is asmall kitchen. It contains a wood-burning stove whosepipe runs up through the ceiling to the second floor, asink, a small wooden table, and two chairs. Against theback wall is a single width bed, neatly made with a smalltrunk at the foot. Beside the stove is a small stack ofwood, and upon one of its burners sits a large iron kettle.Its design is efficient and minimalistic, with no sign of awoman's touch. A man's kitchen for a man's world; meantto be functional above all, it boasts little in the way of dec-oration save a well cared-for axe hanging behind the door.Clean and neat, you get the feeling no dust or dirt woulddare to reside within this room.

III. Kitchen

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There is a trap door with a small ringpull barely seenamong the shadows beneath the table.

Assistant, Ethon TheressMale human Exp1: CR 1/2; Medium-size humanoid (5 ft. 7 in.);HD 1d6; hp 4; Init +0; Spd 30 ft.; AC 10 (touch 10, flat-footed10); Atk +0 melee (1d4/crit 19-20, dagger); AL NG; SV Fort+0, Ref +0, Will +3; Str 10, Dex 10, Con 10, Int 16, Wis 12,Cha 9.

Languages: Common, Celestial, Draconic, Dwarven, Elven.Skills: Appraise +4, Climb +4, Craft (illustration) +7, DecipherScript +5, Jump +2, Knowledge (arcana) +4, Knowledge (geogra-phy) +7, Knowledge (history) +6, Knowledge (politics) +4,Knowledge (urban planning) +6, Listen +3, Profession (cartog-rapher) +7, Profession (surveyor) +2, Speak Language (2), Spot+3, Swim +4.Feats: Alertness, Skill Focus (Profession (cartographer)).Possessions: dagger, clothing, soft shoes (3 lbs.). Ethon has accessto Adlem's tools.

Description: Coming from the kitchen is a young man of perhapsseventeen summers. Shaggy dark hair falls across his forehead,to shadow deep-set brown eyes and expressive features. Wiryarms poke from the coarse sleeves of his light gray shirt, wellbeyond the ties that should ride at his wrists. Lean legs coveredby dark green trousers tuck into calf length boots of notablesize.

Nervous hands twitch and roll the handle of the largefeather duster he carries, as he makes his way toward the shelvesalong the north wall. Fingers of delicate hands stained with inktell of his desire to follow in his Master's footsteps. No physi-cal resemblance exists between the two men, though thereseems a genuine affection, akin to a father and son.Personality: The young man is personable enough, though heseems shy. He flits quickly from one place to another; the clean-liness of the shop is something he takes great pride in.Knowledgeable of the shop's stock and trade, his youthful exu-berance is shown by the fast paced babble of a young manlonging to see the world with his own eyes. Loyal to a fault, hewould never stray from his duty to Adlem Luasard or leave hisposition, but his heart bursts with a curiosity of all the landsand places he has learned about at his Master's knee. He is flu-ent in several languages, so none can really escape his need forconversation once you break past the barrier of his shyness.

What is contained in said jars or bottles is up to your imag-ination. The trunk could hold most anything, and is largeenough to contain or hold someone's past momentos or anadventurer's memories. It is really up to you what one mightfind down here. So many things could be tucked back or hid-den in such a place.

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shop. Basic shelves line the two far walls; one is stackedwith food stuffs, pickled and preserved in glass jars, sealedwith paper and wax, and bound tightly. The other holdstincture spirits to clean inks and stained wood. Paperproducts that were soft enough for other uses, or kept forscrap and packing are stacked along one side, with books,old scrolls, and unidentified bottles and jars. In one cornersits a large locked trunk. Along one wall are large hooksthat store smoked meat wrapped in thin cloth, kept forslow usage within the kitchen above. The temperaturebelow ground allows for storage of such things withoutworry of much spoilage, even in the heat of summer.

Out the back door located in the kitchen you find a sizablecourtyard, paved in stone tiles. To the left side, near theshop, is a well for fresh water, and beyond that, near thefence, is a woodpile and stump where kindling and logsfor the stove are broken. To the right as you exit the dooris a small plot of earth used for a vegetable garden. Therows are kept neat and identified at each end with claymarkers. In the far corner, behind the garden and furthestaway from the shop is a wooden structured privy with astone path leading from the paved tiles to its front step.Around the courtyard is a narrow fence with a gate thatleads to a small alley cutting along behind the other shops,following the length of the street.

V. Back Courtyard

Through the trap door under the kitchen table youdescend a wide ladder to a large root cellar beneath the

III. Kitchen

The structure seems well taken care of, the door embel-lished with a small oval cut out of a candle and flame, forventilation. On the outside wall near the door is a torchsconce, left unlit during daylight hours. Inside, well... it*is* a privy. Candles and scraps of soft paper are stackedalong the bench. As you enter, the boards beneath yourfeet groan protest, though the structure seems very sturdy.The stringent scent of lime is very evident and the wholeplace is kept very clean and neat, for what it is.

VI. Privy/Outhouse

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Treasure!There is a secret compartment that can be found with adecent spot roll or search roll, underneath the secondand third oak plank of the floor just inside the door. Thehint of its presence is the groan or creak as they stepinside. Spot DC: 20 or Search: DC 25. Generally noth-ing is kept in the secret compartment, however in thepast it has been utilized by numerous folk.

The alley is long and narrow. Dark shadows stretch pastabandoned barrels and garbage from packing that hasbeen left stacked just outside the back gates of this andother shops. It is not a place one would wish to lingeralone, unless they had use of its exit paths past the thor-oughfare, or need of areas unseen for quick exchangesand meetings unknown to others.

VII. Alley

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Wood Shutters: Thickness 1 in.; Hardness 4; Break DC 18; HP 5.The shutters are only closed in the event of a storm.

Wood Door: Thickness 3 in.; Hardness 4; Break DC 25 (whenbarred); hp 15; Open Lock (DC 25, when barred). The door isonly closed when there is a bad storm, and only barred if thewind attempts to blow it open.

While curtains don't protect the bunk beds, those whodesire privacy when changing their clothing can simply use thecurtains near the bathtubs. There are no special lockers orchests for belongings; sailors are expected to bring only theclothing they plan to wear, and expected to keep all of theirvaluables with them. The beds are all in excellent shape, and arealways made, unless they are being slept in. During the day, atleast 2d4 sailors can be found here and at night 5d4+5 sailorsare resting here, making theft risky. Some sailors bring in foodfrom the markets or from nearby restaurants and taverns to eatbecause Papa doesn't serve any food. All garbage and leftoversfrom meals are carefully cleaned up and disposed of into trash-cans beside the door.

Clever valves and pipes are used to drain the bathtubs, butwater must be brought into the building from the well outside.Metal coils beneath the tubs are magically treated to producejust enough heat to keep water inside the basins pleasantlywarm. Papa doesn't charge much for baths, and boarders canbathe for free. He believes that clean boarders keep everyonearound them happy, as well as creating a healthy environment.

Owner, Papa JackMale human Exp2: CR2; Medium-Size Humanoid (5 ft. 11 in.)HD 2d6; hp 7; Init +1 (Dex); Spd 30 ft.; AC 11 (+1 Dex); Atk+3 melee (1d6+1, crit 18-20/x2, masterwork rapier); AL:NG;SV Fort +2, Ref +1, Will +2; Str 12, Dex 13, Con 10, Int 14,Wis 8, Cha 15.

Languages: Common, Gnome, and ElvenSkills: Diplomacy +7, Gather Information +7, Knowledge (sail-ing vessels) +7, Knowledge (local) +7, Perform +7, Profession(innkeeper) +4, Profession (sailor) +4, Ride +6, Sense Motive+4.Feats: Great Fortitude, Run.Possessions: Masterwork rapier, silver amulet shaped like a mer-maid (85 gp), a small pouch containing 93 sp, and 75 cp.

Description: Papa Jack is an aged sea dog, bearing a somewhatstereotypical thick white beard and moustache and matchingwhite hair that is tousled and ruffled this way and that. Pale blueeyes and a friendly smile greet the sailors as they enter his

9

A two-story wooden building looms over this part of theroad. Over the doorway, poles jut out to display flags ofvarious colors, most of them bearing insignia of merchantvessels, rather than cities, nations or nobles. Pale greentrim highlights and outlines the otherwise white building,chips in the pale color showing many layers underneath,hinting at the building's great age. Letters over theentrance name this building as "Papa Jack's Board andBath."

"Papa Jack" might once have used a different name, butthe old, friendly ex-sailor is known only as "Papa" or"Papa Jack" nowadays. This simple building has stood forlonger than anyone can remember, as Papa bought it fromthe previous owner almost thirty years ago. It's been aboarding house ever since, a simple establishment thataims only to provide a roof for visiting sailors, and a placeto wash up if they so desire. Papa runs a tight ship; sailorsliving here pay low rates but must work for the privilege.Boarders help sweep the building, mop the floors, cleanthe sheets, and even help run water back and forth to thebathtubs.

The windows of the boarding house have no glass, butthey do have tight shutters that are closed in the event ofstorms. Most of the time the entire building is left wideopen. There are always sailors relaxing or sleeping here, sothe building is never completely empty, making any theftof the meager items that might be found here far morerisky than they are worth.

Exterior Description

Papa Jack�sare in use, and a long stairway along the eastern wallclimbs up to the second floor.

Comfortable bunked cots stand against the west wall inneat rows, with low tables and chairs taking up space inthe center of the room. Privacy curtains protect threemetal bathtubs in the north part of the room when they

I. The Main Hall

Treasure!Some sailors have left behind loose change in the springsand folds of the mattresses (Search DC 28). A total of 83sp and 102 cp can be collected by thorough searchers.

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boarding house; his style of dress is still that of a sailor, mak-ing it easier for them to relate to him and call him "Papa." Healso carries a beautiful rapier at his side.Personality: Papa Jack is somehow both gruff and friendly. Hehas a grouchy, yet humorous manner that puts people off-guard, making him the kind of person that most people feelcomfortable around. Papa tells "bedtime stories" of a purelyadult nature in the evenings, the kind of stories that sometimesgive grown men nightmares. He does his best to keep a peace-ful, quiet boarding house where everyone respects each other,and anyone that shows a lack of respect to Papa, his building,or his patrons, is firmly asked to leave.Information and Interactions: Papa knows more about the local pol-itics and history than he likes to let on, but a little encourage-ment usually reveals a depth of knowledge. He knows aboutevery merchant house that does business on the docks and atleast a few details about every ship that calls to port. Papa Jacklikes to tell tall tales, and enjoys hearing them even more. Hetells many stories, so many stories and with such detail that it ishard to determine which elements he experienced himself, andwhich parts are taken from tales told to him by others.

Papa bought all of his office furniture, which includes twodesks and several bookcases, from a variety of sources.Although the furniture is dusted and carefully tended, the sev-eral different styles and types of wood make everything seemdisorganized. His bedroom furniture is equally mismatched,with some pieces made of oak and others of rare tropicalwoods. A collection of bedrolls is stacked beside one of thebookcases. Papa sometimes has more boarders than bunks;when this happens he simply invites people to use the bedrollsand lets them sleep on the floor in the room below and in hisoffice.

Items Sold:Baths are included in boarding fees, but some people do stopby just to bathe. Papa doesn't sell any food or drinks, but watercan be received from a well in front of the building at nocharge.

Board and bath, one night: 3 spBath: 1 sp

Character Hooks or Stories:1. Papa tells a tale about a pirate's treasure one evening andmysteriously disappears that night. The local militia asks thePCs to check into Papa's disappearance.2. One of the sailors staying in Papa's boarding hall dies froma mysterious poison. Papa recruits the PCs to investigate thedeath and the reasons behind it.3. Papa offers to sell the PCs some old maps he has collect-ed over the years, including several treasure maps he believeshave no real value.

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A long narrow stairway climbs up to the second floor ofthe building where a variety of mismatched office andbedroom furniture dots the room. The bedroom area inthe western half of the room can be separated from theoffice with a long navy blue curtain decorated with goldanchors.

II. Papa�s Office and Sleeping Area

Treasure!Papa stores his wealth in an unlocked desk drawer anddepends on the honesty of his boarders to protect himfrom theft. The drawer contains 89 gp, 190 sp, and 236 cp.

Papa has some old nautical maps stored amid the variousitems in his bookcases. These maps can be used as charac-ter hooks as described below.

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The Gentleman's Provisions Shop is both the home andbusiness of Frans Heartlyre, a handsome, aging explorer whohas won the hearts of widows, sailors, and respectful gentlemenof the community alike. While many regard The Gentleman'sProvisions Shop to be perhaps the most progressive and grow-ing business along the coastline, Frans merely shrugs with asmile and says that it's little more than his "retirement dream."

Though the main purpose of The Gentleman's ProvisionsShop was to provide a wide variety of finer goods for bothsailors and the local gentlemen of the community, Frans decid-ed to invest his wealth into making it a great deal more. Theestablishment also serves as relaxing hangout for many individ-uals, and is a place where both the rich and poor can minglewith a sense of mutual respect and enlightenment. To witnessthe most tattered of pirates peacefully chatting and sharing sto-ries with the better folk of the community over a bit of smokeand wine is no uncommon sight on the grounds outside TheGentleman's Provisions Shop.

While the complimentary wine, bread, and cheese may setFrans back as much as 2gp per day, he quickly earns it backthrough sales. Likewise, despite the fact that it's well known thatFrans deals in some very expensive goods, he has never had asingle incident of burglary or theft. In fact, most of the localthugs even go out of their way to keep a watchful eye on theestablishment in case of trouble when Frans is away. One year

when a tropical storm nearly wrecked the front entrance area ofthe shop, Frans awoke the next morning to find such "thugs"out front fixing things without even being asked or expectingpay. Of course in return for their kind actions, Frans treatedthem to a fine dinner along with new pipes, plenty of tobaccofor each, and imported whiskey from the northern edges of thecoastline.

While the pleasant atmosphere of the establishment hasearned The Gentleman's Provisions Shop a great deal of fame,the real selling point of the establishment is still the goods thatare sold inside. Having explored a great deal of the world,including the more exotic lands, Frans grew quite sophisticatedand diverse in his taste for the finer things in life. While theyalso made him very rich, Fran's travels treated him to a widevariety of luxuries. He has smoked the best blends of thetobacco leaf, drunk the most mellow of wines and spirits, wornthe colognes made from the rarest of flowers, and collected themost intriguing of trinkets. Though he wished to settle downand enjoy his fortunes before his body wore out from the trav-els, Frans realized that he would miss such acquired luxuries toomuch to simply walk away from the things that his exotic expe-riences had to offer. During his final voyage, Frans took a greatdeal of his earned wealth with him and decided to "stock up"on such luxuries.

Although the gathering of the commodities was a bit dif-ficult and time consuming, Frans finally returned with the start-ing inventory of his future establishment. In order to ensure thecontinuation of his business, he bestowed his knowledge upona few young, trustworthy sailors and hired their charters to con-tinue to retrieve the beloved treasures that his shop dealt in.Likewise, word soon got around about the business that Franswas running, and sailing captains and merchants alike from allparts of the coastline stopped in to negotiate trade with TheGentleman's Provisions Shop.

Within a few years, Frans was not only able to keep asteady inventory of the goods that he had grown to love duringhis travels, but also a wide variety of luxury items that wereonce unknown to him. The shop features a wide variety ofpleasures, including smoking pipes, tobaccos, incense, cologne,fine teas, spirits and wines, bejeweled daggers and swords, rarebooks on a variety of subjects, a few fancy hats when available,money pouches and bags, and a great deal of other randomtreats. Such sorts of pleasurable luxuries are often sought outby the local gentlemen, and Frans has often gone a bit out ofhis way in order to keep the interest of this facet of the com-munity. Frans has gradually increased his inventory over time,building stock in a wide range of items that the well-groomedgentleman might hold a need or desire for.

Despite his open generosity and fair spirit, Frans Heartlyrehas done rather well for himself. Now a man in his mid forties,

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Sitting along the edge of the street is an inviting lookingbuilding that's well tended to. It features three cozy chim-neys that ward off the cold chill brought in by the oceanwinds during the autumn and winter. Out front is a publicwell with surprisingly pure, delicious drinking water andseveral tables with benches. Reclining on these benchesare sailors and the local gentlemen alike, sharing a few bitsof small talk and the aroma of smooth, blended tobacco.From the mid part of the day to the early part of theevening, the owner of this establishment often places afew bottles of simple port wine and a bit of cheese uponthese tables as an offering to both devoted customers andpenniless loafers alike. The local seagulls are usually giventheir due respects as well, and bits of breadcrumbs oftensit in simple baskets for the patrons to offer out to thesecreatures.

A sturdy sign of fine wood and brass hangs over theentrance of the establishment, bearing the words "TheGentleman's Provisions Shop".

Exterior Description

The Gentleman�s Provision Shop

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he's still unwed but not complaining in the slightest. His charm-ing personality and dashing looks cause the hearts of the avail-able older ladies in the community to throb whenever Franshappens to stroll by.

This area features a well of fresh, clean drinking water andseveral tables for guests to recline at. Usually during the daytimeof the warmer parts of the year there will be 1d4+2 customersand loafers here discussing business or telling each other stories.Sea gulls wander about, begging for bread scraps. Unless it'sparticularly early or late in the day, Frans has left a few wheelsof cheese, spare clay tankards, and some common port wineout for the guests of his establishment to enjoy. The real reasonthat the water from the well is so pure and fine is because Franshas a local spell caster place purify food and water upon its con-tents from time to time.

Exterior Wood Door (Main Dwelling): Thickness 2 in.; Hardness 4;Break DC 23 (when barred); hp 20; Open Lock (DC 25, whenbarred). The door is closed at night, and barred during storms.The door is barred from the store (area 2) with a wooden board.The outside of the door is fitted to hold a lock (very simple) butFrans uses this precaution only when he plans to be gone onbusiness for several days at a time. Usually the locals are morethan eager to help watch his place in case trouble should arise.

Frans usually opens this area for business from dawn tojust a bit before dusk. During the fall and winter he stays openjust a bit after nightfall. This room, like the two others in thedwelling, has fancy stained glass windows protected by sturdywooden shutters. Most of these window designs are reasonablywell made yet not too elaborate, mostly depicting images ofdragons, shields, towers, or various nautical motifs in their col-orful layouts.

The shelves and tables of this shop room are stuffed to theedges with a wide variety of assorted luxuries and goods.Though most popular with gold jingling sailors and the gentle-men of the local aristocratic, bourgeois portion of the commu-nity, many travelers and merchants from parts near and far haveoften made a pilgrimage to the simple shop. It is usually theirgoal to stop by The Gentleman's Provisions Shop so they canhave a bit of wine with Frans and deal in the business of sale,trade or purchase of his superior, quality items.After hours this room serves as a den for Frans. As he was oncea traveling bard during his days of exploration, Frans can oftenbe found here in his favorite chair, relaxing and playing upon histrusty old lyre.

Exterior Wood Door (South): Thickness 2 in.; Hardness 4; BreakDC 23 (when barred); hp 20; Open Lock (DC 25, whenbarred). The door is closed at night, and barred during storms.The door is barred from the store (area 2) with a woodenboard. The outside of the door is fitted to hold a lock (verysimple) but Frans uses this precaution only when he plans to begone on business for several days at a time. Usually the localsare more than eager to help watch his place in case troubleshould arise.Interior Wood Door (North): Thickness 1 in.; Hardness 4; BreakDC 13 (when barred); hp 10; Open Lock (DC 15, whenbarred). This door does not have a lock but may be barred shutwith furniture and other heavy items if needed. The door canbe barred from the private quarters (room 3), preventing entryfrom the store (area 2).Wood shutters: Thickness 1 in.; Hardness 4; Break DC 18; HP 5.These shutters are often closed.Windows, stained glass: Thickness 1 in., Hardness 2; Break DC 8;HP 2. These windows are made of bits of colorful stained glassthat are mounted together with lead and copper.

Before you stands the establishment better known as TheGentleman's Provisions Shop. Within this entrance courtrests 6 tables with benches and a large well on the eastedge. Several guests to the establishment are here, sharingpleasant conversation and enjoying complimentary serv-ings of port wine and cheese. A few stray sea gulls wanderabout, begging for the breadcrumbs that sit in some bas-kets resting on the tables.

Many of these guests seem to be customers who are eitheron their way in or out of the shop. A few of these gentle-men, obviously friends and acquaintances from the bettersocial circles of the community, are standing about show-ing each other their recent purchases from TheGentleman's Provisions Shop in a manner that is dignifiedyet somewhat boastful.

I. Entrance Court

This large room is reasonably well lit, and a warm, color-ful glow shines into the room from stained glass windowsin the north, east, and west walls. The remaining portions

II. Store Room

of the walls are lined with shelves offering a wide varietyof goods for sale. Tables also surround the walls, featur-ing items that were too difficult to place upon the walls oron the shelves. A wooden interior door sits in the middlepart of the northern wall, and the door to the outside restson the south wall.are in use, and a long stairway along theeastern wall climbs up to the second floor.

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Shop Owner, Frans HeartlyreMale human Brd5: CR 5; Medium-size humanoid (6 ft.);HD 5d6+5; hp 25; Init +6 (Dex, Improved Initiative); Spd 30ft.; AC 12 (touch 12, flat-footed 10); Atk +6 (+3 BAB + 2 Dex+1 magic) melee (1d6+1/crit 19-20, +1 rapier), or +4 melee(1d4/crit 19-20, masterwork dagger), or +7 ranged (1d10/crit19-20, masterwork heavy crossbow w/masterwork bolts); SQBardic knowledge (+6), bardic music; AL NG; SV Fort +2, Ref+6, Will +5; Str 11, Dex 14, Con 12, Int 13, Wis 12, Cha 17.

Languages: Common, Elven.Skills: Appraise +6, Bluff +6, Climb +3, Concentration +3,Craft (leatherwork) +3, Craft (pipemaking) +3, Decipher Script+4, Diplomacy +8, Perform (Act) +8, Perform (Oratory) +9,Perform (Sing) +9, Perform (Wind Instruments) +8,Profession (merchant) +6, Sense Motive +6, Spellcraft +3,Swim +3, Use Magic Device +7.Feats: Improved Initiative, Quick Draw, Weapon Finesse (rapier).Notes: Frans is "Middle Aged" according to the PHB Table 6-5:AgingEffects. See Possessions for weight penalty.

Special Qualities: Bardic music: inspire courage, countersong, fas-cinate, inspire competence.Bard Spells Known: (3/4/2 per day, base saving throw 13 + spelllevel) 0-dancing lights, detect magic, light, mending, prestidigitation, readmagic; 1st-alarm, cure light wounds, identify, unseen servant; 2nd-locateobject, obscure object, tongues.Possessions: +1 rapier (jeweled with small emeralds, +1000 gp),silver dagger (masterwork, jeweled with small emeralds, 850gp), wand of charm person (36 charges), gold ring with largeemerald (2000 gp), gold necklace with jade pendant (500 gp),fancy belt and buckle (buckle features a pattern resembling awreath of ivy with an aventurine cabochon, belt also has smallsettings of aventurine, 100 gp), noble clothing, soft boots, minkpouch: 2 turquoise cabochons (4 gp each), 10 gp, 15 sp, and 8cp (6 lbs., -1 Swim). Frans has a heavy crossbow (masterwork),with 10 bolts (masterwork), and 5 silver-headed bolts in hisshop. He also has a masterwork lute.

Description: A man of decent stature, Frans is a male human ofexactly 6 feet in height and weighs around 180 lbs. His hair andneatly trimmed moustache is silvery in nature, and a relaxedsmile seems to be permanently etched upon his face. Fransdresses in a manner that is conservative yet hints at a bit ofwealth. He wears a bit of jewelry but nothing excessive orgaudy.

Frans Heartlyre is well respected by the community, andkeeps a modest yet important profile amongst his fellow peers.As he readily offers a free bit of luxury to anyone who happensto drop by the establishment, most of the rest of the commu-nity will readily assist him should Frans ever find himself in

unfavorable circumstances.Personality: Though a few individuals have questioned the exactpurpose of Frans's "supposed generosity", the truth is thatFrans freely gives to his community because he wants to.Usually such offerings are also good for the business, as manyof his regular patrons were once just somebody who was pass-ing by but happened to sit down out front to collect theirthoughts and share a bit of wine with a few friendly strangers.Frans Heartlyre is a man of very few harsh words, and typical-ly is content and jolly. Though he has his share of bad days justlike anyone else, Frans sees little point in being unhappy whenmisery and self pity usually offer very little more than sadness.Likewise, Frans is very distinguished in manner and dressthough perhaps in a more modest way.

Information and Interactions: As his business brings in manystrangers from all parts near and far away, Frans is always full ofstories. He's seen his own share of adventure as well, but usu-ally Frans is more interested in discussing the latest tales orhumorous stories of his customers. While it would be obviousthat Frans would have a fair degree of knowledge concerningthe more dark, sinister activities about the town, he usuallytends not to dwell on such things and never has been knownto "rat out" another member of the community.

Frans Heartlyre keeps his shop well stocked through theefforts of a few sailing charters that he works closely with.These individuals have one or two on board merchants at alltimes who pick up the various items that Frans sells at the shop.An honest man, who has a strong desire to see others prosperas he has himself, Frans makes sure that these charters are wellpaid for their efforts.

Though such generosity would seem unprofitable, Fransusually caters to a richer variety of client, and the profits frommost of his sales are more than enough to cover whateverexpenses Frans and The Gentleman's Provisions Shop mighthave.

On a final note, there are a handful or two of patrons toThe Gentlemen's Provisions Shop that are actually activeadventurers. Frans trades for a small portion of his goods fromthese individuals and, likewise, most of the adventurers are ded-icated customers.

Items For Sale:The Gentleman's Provisions Shop offers the following items:

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Item: Cost: Weight:Band Rings, aventurine 8sp *Band Rings, bone 8cp *Band Rings, hematite 1gp *Band Rings, shell 1sp *Belt Pouch, fancy 15gp 3 lbs.Belts, fancy 5gp 1/3 lb.Belt Buckles, fancy 15gp 1 lb.Boiled Sweets, assorted 2sp 1 lb.Boiled Sweets, island mix 2sp 1 lb.Boiled Sweets, minted 2sp 1 lb.Boiled Sweets, cough 2sp 1 lb.Books, general reading 8gp 5 lbs. (average)Cologne, fancy (vial) 10gp *Cologne, superior (vial) 40gp *Dagger, bejeweled 200gp 1 lb.Distilled spirits, imported 25gp 1 1/2 lb.Gentleman's pipes, common 5gp *Gentleman's pipes, fancy 12gp *Grooming Kit, gentleman's 7gp 4lbs.Grooming Soap 1gp 1 lb.Hats, gentleman's 5gp *Incense, sticks or cones 3gp 1 lb.Incense holder, common 1gp 1/4 lb.Knucklebones, superior 25gp *Longsword, bejeweled 350gp 4 lb.Sweet Box, common 8sp **Sweet Box, fancy 3gp 1/4lb.Tea, special blend 3sp 1 lb.Tobacco, blended 2gp 1 lb.Walking Sticks, fancy 4gp 2 lbs.Wiine, imported 10gp 1 1/2 lb.

Description:Band Rings: These simple, band-style, finger rings are made outof various materials, including hematite, shell, bone, and aven-turine. Usually Frans keeps 3d20+25 of each variety and hasseveral different sizes.

Belt Pouches, Fancy: These are fancy varieties of the common beltpouch and are often adorned with gems such as lapis lazuli, bluequartz, or aventurine. Usually The Gentleman's ProvisionsShop has 1d6+4 of these in stock at all times.

Belts, Fancy: These leather belts feature fine detailing and orna-mentation. They come without a buckle so that the owner canpersonalize the belt with a buckle of their choice. Frans can fita buckle to a belt upon purchase. Usually The Gentleman'sProvisions Shop has 2d6+8 of these in stock at all times.Belt Buckles: These fancy belt buckles feature a constructionmade of precious metals, most commonly silver, and are com-

monly adorned with ornamental stones. Often the buckle is inthe shape of a creature or object. Usually The Gentleman'sProvisions Shop has 2d6+8 of these in stock at all times.

Boiled Sweets: As many gentlemen often have a particular "need"for a variety of such small, delightful candies, Frans keeps awide variety of boiled sweets. Sold by the pound, Frans typical-ly offers three selections of these treats. The assorted boiledsweets offer an array of colorful hard candies with flavors rang-ing from sassafras to vanilla to licorice and horehound to a wideassortment of fruity tastes. Also, there's an island mix, popularwith locals and sailors alike, that contain the flavorings ofpineapple, coconut, and various tropical fruits.

Sailors take a particular delight in the cough sweets that areavailable at The Gentlemen's Provisions Shop. These sweetscontain the powerful essences of bladderwrack, horehound,and mint, which are used to soothe one's cough and throat.Finally, the minted sweets are popular with everyone, especiallythe unmarried men and women of the community who want tobe on their best when courting.

Frans usually keeps 2d4+4 lbs. of each variety of boiledsweets in stock at all times. In addition, he also keeps an extralb. of each so that he can offer a piece of candy to customerswho might be curious about the quality of the boiled sweets.

Books: These are books for general reference or pleasurablereading, and cover a wide variety of subjects. Mostly thesebooks are in "near new" condition and Frans usually keeps3d4+8 books on stock for sale at all time. Common titlesinclude: The Guild Master's Book Of Bards And Legendary Ballads,The Book Of Salt Water Creatures And Fine Dining, An Adventurer'sGuide Of Survival In Swamplands, The Master's Book Of SweetMeats, The Journey Log Of Captain Denrat, The Nobleman's Tome OfLost Lands And Primitive Cultures, Favorite Villager Recipes, and The Life And Rulership Of Count Tidestagger.

Cologne: These are perfumes made for men, and incorporate thefragrances obtained from the flora and fauna of exotic lands. Avial of cologne is good for 30 applications. Usually TheGentleman's Provisions Shop has 1d6+8 vials of fancy cologneand 1d4+5 vials of superior cologne in stock at all times.Dagger, Bejeweled: Bejeweled daggers function as normal daggersbut feature gemstones such as garnets, peridot, and tiger's eyeon their hilts. In addition, the hilt may also be constructed in amanner to resemble a mythological beast, most often a mer-maid or dragon. Usually The Gentleman's Provisions Shop has1d6+4 of these in stock at all times.

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Distilled Spirits: Fransnormally does notdeal in the common fare of distilled spirits but rather keeps sev-eral bottles of the more rare, imported varieties around for sale.Usually this includes the blended whiskeys of far mountainregions, spiced rums, and flavored vodkas. He typically has2d4+5 bottles of various, assorted varieties on hand at all times.

Gentleman's Pipes: These pipes are usually made from meer-schaum, bone, or briar. Fancier versions are most often made ofbone or meerschaum and are usually engraved to feature intri-cate design work. Usually The Gentleman's Provisions Shophas 2d8+4 of the common and 1d8+5 of the fancy in stock atall times.

Grooming Kit, Gentleman's: This kit features a wide variety ofgrooming tools that are stored in a fancy leather bag. Includedin the kit are trimming scissors, nail files, combs and brushes,and a straight razor. Usually The Gentleman's Provisions Shophas 1d8+2 kits in stock at all times.Grooming Soap: This is scented, specially formulated soap usedfor shaving. It is sold in 1lb. blocks and bits of the soap arescraped away from the block and used as needed. Usually TheGentleman's Provisions Shop has 2d8+20 lbs. in stock at alltimes.

Hats, Gentleman's: These hats are made of the finest materialsand are collected from a wide variety of lands and cultures.Usually The Gentleman's Provisions Shop has 1d4+2 of thesein stock at all times.

Incense: These sticks and cones are of the more "common use"variety and inferior to the grades of incense found in temples.Nonetheless, the use of such incense is limited to the wealthyin the community. Usually The Gentleman's Provisions Shophas 2d8+4 of the common and 2d8+10 lbs. of incense in stockat all times.

Incense Holder: Usually these are made of brass or stone. A feware also made of exotic woods. Usually The Gentleman'sProvisions Shop has 1d8+10 of these in stock at all times.

Knucklebones, Superior: This is a pair of superior quality gamingdice. Dice of this caliber are extremely precise, and usuallycrafted from gemstone material, including lapis lazuli,

aventurine, jade, tiger's-eye, bloodstone, and onyx. The pips are colored in with thefinest of jeweler's enamel. A set of these knucklebones comesin a small suede bag. Usually The Gentleman's Provisions Shophas 1d6+4 of these sets in stock at all times.

Longsword, Bejeweled: Bejeweled longswords function as normallongswords but feature gemstones such as garnets, peridot, andtiger's eye on their hilts. In addition, the hilt may also be con-structed to resemble a mythological beast, most often a mer-maid or dragon. Usually The Gentleman's Provisions Shop has1d4 of these in stock at all times.

Sweet Box: These are small, dainty boxes that are carried in thepockets and used to hold boiled sweets. Common varieties aremade of wood and feature a variety of engravings. Fancier ver-sions are also engraved, but usually made of bone. Frans keeps2d4+2 of the common variety and 1d4+3 of the fancy varietyin stock at all times.

Tea, Special Blend: These special blends of tea feature normal tealeaves enhanced with additional herbs, spices, and flavorings.Usually The Gentleman's Provisions Shop has 1d4+2 varietiesof specially blend teas and 1d4+8 lbs. of each variety.

Tobacco, Blended: This is exquisite quality tobacco, blended with avariety of different leaves and flavored with a wide array ofadditives. The Gentlemen's Provisions Shop usually has 2d4+5different varieties of flavors and blends, and typically 1d4+10lbs. of each variety. Popular varieties include buttered rum,whiskey vanilla, wild cherry, licorice, mellow vanilla peach,smooth rum and honey, and mild vanilla.

Walking Sticks, Fancy: These fancy walking sticks and canes aremade from a variety of exotic woods and feature engravings,precious metal fittings, and settings of ornamental stones.Usually The Gentleman's Provisions Shop has 1d8+5 of thesein stock at all times.

Wine, Imported: While Frans keeps a keg or two of common portand table wines in the back for the delight of his customers, thebottled wines that he offers for sale are much more superior inquality. Usually Frans keeps around 1d4+8 bottles of such wineon hand at all times.

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Frans uses this area to keep track of his business recordsand for resting. Often during the winter months he's moreinclined to fall asleep in the big chair located in the store (room2). Underneath the bed is a long wooden box that containsmost of Frans's various outfits, neatly folded for later use.

Interior Wood Door (North): Thickness 1 in.; Hardness 4; Break

DC 13 (when barred); hp 10; Open Lock (DC 15, whenbarred). This door does not have a lock but may be barred shutwith furniture and other heavy items if needed. The door canbe barred from the private quarters (room 3), preventing entryfrom the store (room 2).

Interior Wood Door (East): Thickness 1 in.; Hardness 4; Break DC13 (when barred); hp 10; Open Lock (DC 15, when barred).This door does not have a lock but may be barred shut with fur-niture and other heavy items if needed. The door can be barredfrom the private quarters (room 3), preventing entry from thekitchen (room 4).

Wood shutters: Thickness 1 in.; Hardness 4; Break DC 18; HP 5.These shutters are often closed.

Windows, stained glass: Thickness 1 in., Hardness 2; Break DC 8;HP 2. These windows are made of bits of colorful stained glassthat are mounted together with lead and copper.

This area is mostly used by Frans for bathing and prepar-ing food. He also keeps the complimentary wine, cheese, andbread in this room.

Exterior Wood Door (East): Thickness 2 in.; Hardness 4; BreakDC 23 (when barred); hp 20; Open Lock (DC 25, whenbarred). The door is closed at night, and barred during storms.The door is barred from the inside (area 2) with a woodenboard. The outside of the door is fitted to hold a lock (verysimple) but Frans uses this precaution only when he plans to begone on business for several days at a time. Usually the localsare more than eager to help watch his place in case troubleshould arise.

This is the private sleeping quarters for Frans. The bedrests against the western side of the southern wall and isa reasonably nice piece of furniture with an exotic wood-en frame and plush, comfortable mattress. Several quilts,blankets, and pillows stock the bed in the winter and asimple sheet of silk along with a matching pillow servesfor proper resting during summer's hot spells.

A fireplace sits in the center of the west wall and is usedquite often during the winter. A sturdy wooden table sitsin the north east corner of the room along with a simplewooden chair. Various notes, writings, quills, pens, andwells of ink cover the top of the table. In the north westcorner rests a locked treasure chest. Doors can be foundto the south and to the east. Next to the bed is a chamberpot that is kept unusually clean.

During the day, this room glows with colorful beauty dueto the two stained glass windows that sit in portions of thenorthern wall. These windows are decorated with designsof clouds, the night sky, and rolling hills with beautifulpalaces. As with the windows in the main room, these areprotected with sturdy, wooden shutters that are closedfrom the outside.

III. Private Quarters

Treasure!Inside the treasure chest (normal chest with good lock(DC:30)) are the following: fist sized chunk of amethystcrystals worth 120gp, gold bracelet with large settings oflapis lazuli worth 200gp, small jade statuette of a mermaidworth 800gp, an old ivory bowl worth 5gp, 5 opal cabo-chons worth 1,000gp each, 3 clusters of red coral worth120gp each. Also, the chest contains 850gp, 300sp, and125cp.lapis lazuli worth 200gp, small jade statuette of amermaid worth 800gp, an old ivory bowl worth 5gp, 5opal cabochons worth 1,000gp each, 3 clusters of redcoral worth 120gp each. Also, the chest contains 850gp,300sp, and 125cp.

This room features a fireplace on the northern wall, sev-eral shelves and a cabinet stocked with foodstuffs, a cou-ple of kegs of port wine, several wheels of cheese andloaves of bread sitting on a table against the south wall,and several baskets and clay tankards. In addition, twowash basins hang from pegs at the north east corner. Inthe north west corner is a wooden bin containing bits ofdirty laundry.

Mounted in the east wall are two stained glass windowsthat provide glowing, colorful light for this room, as thesimilar windows do for the other rooms of the establish-ment. The window designs for this room feature items offruit and vegetables, along with loaves of bread.

II. Kitchen and Bath Chamber

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Interior Wood Door (West): Thickness 1 in.; Hardness 4; Break DC13 (when barred); hp 10; Open Lock (DC 15, when barred).This door does not have a lock but may be barred shut with fur-niture and other heavy items if needed. The door can be barredfrom the private quarters (room 3), preventing entry from thekitchen (room 4).

Wood shutters: Thickness 1 in.; Hardness 4; Break DC 18; HP 5.These shutters are often closed.

Windows, stained glass: Thickness 1 in., Hardness 2; Break DC 8;HP 2. These windows are made of bits of colorful stained glassthat are mounted together with lead and copper.

Character Hooks or Stories:1. Recently a sailor has been pestering Frans to buy somegoods from him. The sailor is trying to sell bits of green glassas emeralds to Frans, but obviously Frans knows better. Actingdisgruntled at Frans's decision not to buy the bits of glass asemeralds, the sailor threatens to ruin Frans' reputation up anddown the coastline. The sailor is actually a member of a smallguild of thieves located fifty miles south along the coastline.They heard of the good fortune that Frans has had, and of theexpensive items for sale at The Gentleman's Provisions Shop.They have also heard, however, of the dedicated loyalty thatFrans has generated amongst the locals and feel that in order tosuccessfully rob Frans, they must first effectively ruin his repu-tation. Though none of the locals have believed any of the talesthat the sailor has been crafting about the "horrible FransHeartlyre", they do notice that poor Frans is starting to becomea bit flustered at the sudden negative attention.2. Though Frans is never one to want to turn away a guestfrom The Gentleman's Provisions Shop, a new group of thugshave arrived to the community and decided to take over theoutdoor court in front of the shop. They have all but drivenaway Fran's regulars and are even starting to become ratherunruly towards Frans. Often these goons can be heard duringthe daytime hours, yelling for Frans to hurry up with morecheese and wine and making idle threats if he doesn't bring itout fast enough. Though Frans is more than capable of han-dling the thugs himself, he is afraid that such an act could stainhis pleasant and generous reputation. If a few adventurerscould be hired to pose as a rival gang of thugs though�3. While Frans has always been able to keep a steady flow ofinventory coming into the shop, things have been very differentlately. His regular charter of sailors and merchants has notreturned in over three months. As they make a regular returnonce a month or so, Frans is starting to become a bit worried.Likewise, the local families and friends of these individuals havenot received any form of word from the members of the char-ter and are starting to fear the worst. In an effort to locate his

trustworthy charter, Frans has posted a reward of 500gptowards the finding of the lost crew.

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Lyo Butterwick is known as the local bait monger. Adrunken man in his late forties, many a harsh word and threatbears the signs of his "love" for his wife and son. The worn outwooden table at the southern wall of the main entrance to hisestablishment, however, reeks of his more truthful love forstrong port wine, a smoke of cheap, harsh tobacco from the oldbriar pipe, and good times with his friends.

As his father, grandfather, and great grandfather beforehim, Lyo's trade is in the business of providing bait for the localfishermen. Such bait includes small squid, crayfish, freshlycaught chub, mudpuppies and newts from the local marsh, themeat of clams and mussels, and beach worms. While he hasdone his best to enforce this trade upon his half-grown son,Burmin, it seems that such efforts are in vain. Burmin has oftenstated that he would rather sway from rope against the skin rip-ping barnacles that gather underneath a cruel pirate captain'sship than go to his grave knowing that he followed in the samepathetic footsteps of his drunken old man. With a steady sup-ply of loitering, corrupt old pirates who take the occasional leerat the young lad or his wrinkled old mother, it appears thatBurmin could soon get his "wish" after all.

Just at the edge of the beach sits a stone building with awooden shed just a few feet away to the south. Behind theshed is a reeking, horrible looking stone pool that's crawl-ing and bubbling with a combination of life and decayingorganic matter. A large, painted wooden sign sits in frontof the main building and bears the logo "Lyo Butterwick'sBait Shop". Around the wooden post of the sign lies anarray of different decorative shells. The rest of the sur-rounding ground is sandy and littered with the debris ofcut up squid, the cast off remains of various shellfish, andunidentifiable bits of rotting meat. A few sand crabs skit-ter back and forth between hungry sea gulls looking for abit to eat.

Three chimneys protruding from the main building bellowup a heap of foul smelling smoke. If one can tolerate thebeating of their senses long enough, the hint of a boiling,half scalded clam chowder can be detected in the air.

Exterior Description

Butterick�s Bait Shop

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Though in reasonably good shape, Lyo's home and estab-lishment is hardly any shore side castle. The main stone build-ing serves as a storefront, place of gathering, and home for Lyoas well as his customers, occasional employees, and family. It'skept up reasonably well, though sometimes wrecked fromexcessive partying or filled with smoke from cheap pipes andthe often burnt cooking of Lyo's wife, Mora. To the south restsa 10 foot by 10 foot wooden shed where Lyo keeps salt waterfilled buckets of live bait that he sells to the fishermen in theevenings. Behind the shed is a stone pool that's about 5 feet indiameter and roughly four feet deep. In this murky mess ofwaste, food scraps, dead bait, and filth are several hundredshrimp, crayfish, and minnows. Often it's Burmin's lot in life tostir through the mess and capture anything living in a bucket forsale as bait to the fishermen. Though he detests this chore witha passion, Burmin does his best to fill the bucket with as muchlive bait as possible as he fears the dissatisfaction of one of thefishermen worse than the back of his father's hand.

The construction of both the house dwelling and buildingare reasonably simple in design and feature wooden shutterswithout glass windows. Wooden doors protect both buildingsfrom unwanted entry. The exterior door of the main dwelling isshut tight and barred with a wooden plank while the buildinghas a simple lock on its entrance.

The employees of Lyo often shuffle in a bit late in themornings, helping Lyo with the consumption of his breakfastand wine, usually promising to seek out the most dangerousareas in the marshlands for fine returns of bait while Lyo han-dles the shoreline. After their tipsy boss has left, these freeload-ers usually while the day away by the table, warming themselves

up at the roaring fire, and waiting to see if Mora is actually capa-ble of making anything other than chowder. A few hoursbefore Lyo returns they shuffle out behind the building, typical-ly dragging poor Burmin along by the ear. There they threatenthe boy great torture and harm if he doesn't scoop out the bestof shellfish from the pool for them. After such, it's usuallyBurmin's lot to clean these critters up in saltwater to hide thereal source of their origin. Once this deed is done, the miser-able lot usually threatens Burmin some more in order to keephis mouth shut about the whole ordeal. Then, just as Lyoreturns home, his freeloading friends greet him with the pettybucket of crayfish and shrimp along with several tales about thebattles that they had with "headhunting lizard folk and hideousgreen hags."

Exterior Wood Door (Main Dwelling): Thickness 2 in.; Hardness 4;Break DC 23 (when barred); hp 20; Open Lock (DC 25, whenbarred). The door is closed at night, and barred during storms.The door is barred from the inside with a wooden board.

Interior Wood Door (North): Thickness 1 in.; Hardness 4; BreakDC 13 (when barred); hp 10; Open Lock (DC 15, whenbarred). Use these stats for all interior doors on the dwellingsite. This door does not have a lock but may be barred shut withbits of furniture during hostile times. The door can be barredfrom the kitchen (room 2), preventing entry from the mainroom.

Interior Wood Door (West): Thickness 1 in.; Hardness 4; Break DC13 (when barred); hp 10; Open Lock (DC 15, when barred).Use these stats for all interior doors on the dwelling site. Thisdoor does not have a lock but may be barred shut with bits offurniture during hostile times. The door can be barred from thehallway (room 4), preventing entry from the main room.

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A wooden table with a simple wooden stool faces theentrance and rests just five feet away from the door. Thisarea serves as a place for customers to make transactionsand Lyo to go over his account records. In the south eastcorner there is a large fireplace that is usually stocked withdriftwood and/or timber marsh and kept burning exceptduring the hottest times of the spring and summer. Adoor to the lower western part of the room leads into themain living quarters of the establishment, while a door tothe north leads into the kitchen area. Just beyond the fire-place rests another wooden table with several old stools.This table is stained with the spilt wine of many a drunk-en night and quite often is inhabited by a few of Lyo's socalled employees. The names, faces, and exact numbers ofthese individuals vary from time to time but their inten-tions usually remain the same.

I. Main Entrance

Treasure!Carefully secured to the underside the entry table is abejeweled dagger worth 50gp. The grip of this dagger ismade from abalone shell. A small, slightly rough pinkpearl rests just below the base of the blade. Lyo actuallyacquired this treasure from a pirate that he once foughtand murdered during a drunken rage. No one except hiswife knows about the crime and Lyo was quick to toss thebody out to sea after landing the killing blow. Though thebody of the pirate was found a few days later washed upa few hundred yards down shore it was believed to be lit-tle more than the ending results of a ship squabble.

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If Mora has one place of quiet sanctuary in this bitterhousehold, the kitchen would have to be her private haven.Showing no interest in pursuing the art of cooking, Lyo hasprobably never set foot into this room more than a dozen timesor so. Though always eager to help his mother, Burmin is usu-ally out by the bait pool or busy cleaning up the shed.

Beyond the interest of flour, runny butter, a half-ruinedsack of sugar and a few shriveled tubers, there is little of prof-it in this room.

Wood Shutters: Thickness 1 in.; Hardness 4; Break DC 18; HP 5.The shutters are often closed.

Interior Wood Door (South): Thickness 1 in.; Hardness 4; BreakDC 13 (when barred); hp 10; Open Lock (DC 15, whenbarred). Use these stats for all interior doors on the dwellingsite. This door does not have a lock but may be barred shut withbits of furniture during hostile times. The door can be barredfrom the kitchen (room 2), preventing entry from the mainroom.

Interior Wood Door (West): Thickness 1 in.; Hardness 4; Break DC13 (when barred); hp 10; Open Lock (DC 15, when barred).Use these stats for all interior doors on the dwelling site. Thisdoor does not have a lock but may be barred shut with bits offurniture during hostile times. The door can be barred from the

living quarters (room 3), preventing entry from the kitchen.The Butterwick family uses this area as their general sleepingand dressing quarters. Hidden under a pile of dirty clothes andrags under the frame of the rope bed is a small sack containingthe family's fortune.

Wood Shutters: Thickness 1 in.; Hardness 4; Break DC 18; HP 5.The shutters are often closed.

Interior Wood Door (East): Thickness 1 in.; Hardness 4; Break DC13 (when barred); hp 10; Open Lock (DC 15, when barred).Use these stats for all interior doors on the dwelling site. Thisdoor does not have a lock but may be barred shut with bits offurniture during hostile times. The door can be barred withinthe living area (room 3), preventing entry from the kitchen(room 2).

Interior Wood Door (South): Thickness 1 in.; Hardness 4; BreakDC 13 (when barred); hp 10; Open Lock (DC 15, whenbarred). Use these stats for all interior doors on the dwellingsite. This door does not have a lock but may be barred shut withbits of furniture during hostile times. The door can be barredfrom this room, preventing entry from the hallway.

This hallway is mainly for privacy and holds little other usefor the family.

Interior Wood Door (East): Thickness 1 in.; Hardness 4; Break DC 13 (when barred); hp 10; Open Lock (DC 15, whenbarred). Use these stats for all interior doors on the dwellingsite. This door does not have a lock but may be barred shut with

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This area serves as the kitchen of the Butterwick family. Afireplace with a dirty old pot rests in an area that juts offfrom the eastern wall. A knife scarred wooden table witha dirty old stool sits against the northern wall, and doorslead off to the west and the south. A few rickety shelvesline the walls and are full of cluttered cooking utensils andbasic foodstuffs. A couple of bins for biscuits and pota-toes rest against the southern wall. Usually the smokefrom a half-cooked chowder fills the room with smoke,causing Mora to open the two shuttered windows that restin the northern wall. So foul is Mora's cooking that oftenthe rats flee from the fumes by running out these gapingwindows.

II. Kitchen

An old rope bed sits before a large fireplace in this room,while a small straw mat lies on the floor at the southeast-ern corner. A closet of sorts rests in the northwest corner

III. Living Quarters

and is filled with an array of tattered garments, stockings,and stained, old aprons. Several sacks of miscellaneoustrinkets and junk are tacked to the walls. A small, shutteredwindow is set on the western wall in the south portion.There are wooden doors to the south and northeast. Theentire area reeks with dirty clothing, chimney ashes, anddried sweat.

Treasure!A small sack contains 89 cp, 25 sp, 3 gp, and 2 uncutchunks of red coral worth 15gp each.

This is a simple, L-shaped hallway that is about 5 foot inwidth. There are doors to the southeast, south, and north.

IV. Hallway

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bits of furniture during hostile times. The door can be barredfrom the hallway (room 4), preventing entry from the mainroom.

Interior Wood Door (North): Thickness 1 in.; Hardness 4; BreakDC 13 (when barred); hp 10; Open Lock (DC 15, whenbarred). Use these stats for all interior doors on the dwellingsite. This door does not have a lock but may be barred shut withbits of furniture during hostile times. The door can be barredfrom the living quarters (room 3), preventing entry from thehallway.

Interior Wood Door (South): Thickness 1 in.; Hardness 4; BreakDC 13 (when barred); hp 10; Open Lock (DC 15, whenbarred). Use these stats for all interior doors on the dwellingsite. This door does not have a lock but may be barred shut withbits of furniture during hostile times. The door can be barredfrom the bath room (room 5), preventing entry from the hall-way.

This area serves the Butterwick as a bathroom. The familywashes in the basin and uses the bucket for a crude chamberpot.

Wood Shutters: Thickness 1 in.; Hardness 4; Break DC 18; HP 5.The shutters are often closed.

Interior Wood Door (North): Thickness 1 in.; Hardness 4; BreakDC 13 (when barred); hp 10; Open Lock (DC 15, whenbarred). Use these stats for all interior doors on the dwellingsite. This door does not have a lock but may be barred shut withbits of furniture during hostile times. The door can be barredfrom room 5, preventing entry from the hallway.

Though there would seem little else of interest in this shed,if one was to dig up the ground in the center of the shed's dirtfloor, they would discover the rotted remains of a long losttreasure chest buried about two feet deep in the ground. In thisheap of crumbling remains is a fair bit of treasure. This chestwas buried well over a hundred years ago and not a soul near-by, including Lyo and his family, is aware of the treasure's pres-ence.

Usually each bucket contains about 8 cp worth of live baiteach and on a typical day there might be three to five bucketsfull of such bait.

Exterior Wood Door (Shed): Thickness 2 in.; Hardness 4; BreakDC 23 (when barred); hp 20; Open Lock (DC 25, whenbarred). The door is closed and locked at night. The door canbe barred from the inside of the shed.

On days where Lyo is too lazy or hung over to go out look-ing for bait, this nasty pool has proven to be a source of incomeand food for the family. Despite its obvious foul state, many ofthe shrimp and crayfish that have been pulled from the mess ofthe pool have been cleaned off, shelled out, and dumped intoone of Mora's notoriously awful chowders. In addition to feed-ing the family, Burmin usually manages to pull out about 2spworth of bait from the pool each day.

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This small hallway-like room is about ten foot in lengthand five foot in width. A shuttered window is set in thesouthern wall, and a smelly wooden bucket rests on thefloor in front of the window. There is a wooden bathbasin propped up against the western wall and a crudewooden shelf rests in front of the window. A few old,dirty towels and washcloths hang from pegs in the easternwall. There is a door to the northern wall.

V. Bathing and Waste Room

This old wooden shed features a wood door that is locked.Inside, several buckets of live, aquatic bait sit on a dirtfloor. Hanging up on the walls are several old bits of net-

VI. Wooden Shed

ting, a few rusty rakes and spades, and an empty bucket ortwo. A straw broom leans against the corner of the southand east wall, waiting for Burmin's daily cleaning chores.

Treasure!Inside the broken remains of the chest are the following:203 gp, 102 sp, 53 pp, a silver tiara with settings of spo-dumene and topaz worth 3,500gp, and 5 opal cabochonsworth 800 gp.

As you approach this filthy, gurgling stone pool, the stenchof rot becomes overwhelming. Bits and pieces of discard-ed shellfish, in addition to the spill over of sludge andwaste, cover the ground. Often Lyo's son Burmin is herescooping around for shrimp and crayfish in the mess.

VII. Stone Pool

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Items Sold:Lyo Butterwick's Bait Shop is somewhat popular with a

few of the local sailors, despite Lyo's drunken nature and theusually scarce offerings that his employees promise to helpbring in.

Live Bait, bucket's worth 8cpBait Meat, 1/4 lb. 2cpFish/Blood Meal, 1/2lb. 3cp

Shop Owner, Lyo ButterwickMale Human Com 3: CR2; Medium-Size Humanoid (5 ft. 9 in.tall)HD 3d4+3; hp 13; Init +1 (Dex); Spd 30 ft.; AC 10 ; Atk +1melee (1d4, crit 19-20/x2, dagger); AL: N; SV Fort +4, Ref +1,Will +1; Str 11, Dex 10, Con 12, Int 10, Wis 10, Cha 9.

Languages: CommonSkills: Climb +5, Profession (Bait Monger) +4, Spot +4, UseRope +5Feats: Toughness, Great FortitudePossessions: Dagger, wineskin full of cheap port wine, woodenbucket, and a belt purse holding 4 sp, and 11 cp.

Description: Lyo Butterwick is a male human who looks to be inhis late fifties, though he's actually only in his mid forties.Mostly this is due to heavy drinking and not taking care of him-self. Lyo is of average stature and weight, and has rough tannedskin. Usually he has a stale sort of stench about him, and Lyo'sthinning, tangled hair hasn't seen a comb or brush since hiscourting years. Though he owns at least three complete outfits,Lyo usually wears an old beige tunic made of hemp, and filthy,tattered wool leggings that were once a bright green but havelong since been bleached by the ocean sun to a pale mint shade.In the very bitter times of winter Lyo wears soft shoes upon hisfeet; otherwise he's content to wander around barefoot.Personality: Lyo is little more than a harsh old drunk who holdslittle use in life other than the peddling of bait. Lyo's quick towaste the family profits on his drinking habits, and holds a high-er regard of respect and generosity towards his unsavoryfriends than he does his own family. Lyo Butterwick is particu-larly fond of heavily fortified port wine, and prefers the com-pany of crude looking cowards who like to tell long, fancifulyarns over an evening of intoxication by the fire.Information and Interactions: Lyo is mostly full of ignorance,rumors, and lies. However, he does have some knowledge ofthe local criminals. He usually knows where most of the pettyhoodlums of the area hide out at and who their close relationsare. If any stranger, especially the characters, appears to be ofany adequate degree of status, worth, or wealth, Lyo will usual-ly be short of words with such a person and interested only in

the sale of bait. In order for someone to truly gain Lyo's faithand trust, the individual must look the part of a dirty vagabondwith a wandering eye that's looking for trouble.

Lyo�s Wife, Mora ButterwickFemale Human: Non-combatant.Though she spent years putting up with Lyo, Mora is too weakand submissive to prove to be much in a fight.Possessions: Broom or cooking utensil.

Description: Mora Butterwick is a pitiful, mousy creature to gazeupon. Though strong of hope and heart, she gains little respectfrom her husband or her community. Though hardly in her latethirties, Mora's eyes, face, and body tell the tale of a womanwho has seen a very long and bitter life.

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Mora's skin is deeply tanned but wrinkled, and her hair hasturned gray prematurely. Though still fairly young and active,Mora walks with a limp in her left leg and her back is showingthe signs of a developing hunch. Though her husband's busi-ness brings in a reasonable profit, most of this money goes towine and ale for Lyo and his friends. As a result, Mora is awoman who has never seen many possessions. She owns per-haps only one full outfit, and her dirty linen apron seems tomake up an important portion of her clothing. During the win-ter her feet hurt terribly from the cold, as it seems that Lyo isthe only individual in the household worthy enough to own apair of shoes.Personality: There seems to be some women who tend to beattracted to misery, and Mora is no doubt one of them. Whileher situation is pitiful, Mora has openly invited such hardship inher life and really doesn't seem to be too interested in doinganything about it. Though she loves both her husband and herson, Mora Butterwick seems to hold little desire to stop thedownward spiral that her family seems stuck in. She's contentto make the same awful, watery, pasty chowders day in and dayout while putting up with her husband's drunken rages all thewhile.Information and Interactions: As with many individuals with herdegree of passiveness, Mora is a bit on the simple and naïveside. She'll believe just about any story told to her, no matterhow unconvincingly told, and is a rather unreliable source ofinformation. If asked about unusual activities, Mora Butterwickis likely to tell about how her husband's friends killed greatdragons while collecting shrimp and crayfish in the swamps andalso how a few of them have managed to strangle sharks andsea monsters with their bare hands.

Son, BurminMale Human: Non-combatantWhile he often has a fantasy of being the future tyrant captainof the high seas, Burmin is only half-grown and much too frailto do more than whimper and hide in a combat situation.Possessions: Bucket.Description: Burmin is a terribly skinny child with a sickly com-plexion, dark eyes, and the cruel scars of poverty and mistreat-ment. His dirty blonde hair is thick but frayed and his feet seemto be weak and slightly turned in. As a result, Burmin walks ina peculiar, clumsy sort of manner.Personality: Burmin Butterwick is a curious child who's justbetween adolescence and coming of age. He sees the wretchedlife that he and his mother must endure but is not strongenough to do much about it. Besides, it's often been said aboutthe community that Lyo is so cowardly that if Burmin evergrew strong enough in character and body to stand up for therights of his mother and himself, Lyo would probably order hisfriends to help him quiet down his own boy. As a result, Burmin

has lately gained an interest in strong figures of escape andrebellion, particularly pirates, and plans to run off and join sucha profession if things do not get better soon.Information and Interactions: If there's a single person in the wholefamily who's worth half an ounce of useful information whenit comes to the darker or more important activities surroundingthe community, it's Burmin. As this child often listens quietly tothe general talk of the local sailors and roaming privateersailors, Burmin is full of tidbits about various pirates who havebeen spotted in the area. In addition, unlike the other folks inthe community, Burmin is well aware of the dagger that hisfather keeps hidden and has often "put two and two together"when it comes to suspicions about the body that washed upupon the shore a long time ago. If appropriately bribed andoffered a way out of his community, Burmin will be reason--ably quick to rat out his suspicions about his father as wellas mention of the hidden dagger.

Character Hooks Or Stories:1. Some of Lyo's newly found employees are actually wantedpirates. A few suspicious stories are drifting around Lyo's drink-ing table at night when these new friends of Lyo's are all tankedup and in a social mood.2. An elderly sailor sitting in a tavern offers to sell the char-acters an old treasure map. This map points to the ancient chestthat is buried in the ground that the shed sits on.3. A stranger turns up in town looking for a dagger that oncebelonged to his brother. It appears that this dagger was a fami-ly heirloom and the brother of the stranger just happened tohave been the pirate that Lyo killed long ago. While no real con-nection has been made by the villagers in regards to the possi-bility of Lyo's crime, they remember finding the body of thestranger and point out the shoreline area near Lyo's bait shop.

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The unique, acrid smell of seawater fills your nostrils.From afar, the scent of today's bountiful catch saunters upto you. Your mind is soothed by the calming sound of theocean's break, water rippling around ancient and barna-cled timbers. This immense harbor is surely a modernmarvel. Massive timbers pierce through the murky deepand give rise to numerous piers and wharfs. Directly infront of you, stretching onward for several hundredmeters, a large, wide pier serves as the primary dock. Tothe right a second pier of equal length stretches seaward,creating a broad waterway for the docking and undockingof myriad ships. Various types of ships and boats aremoored along the docking structure. Some supply shipsare docked closer inland at the main wharf. The sheernumber of seaworthy craft present here gives this boat-yard an intimidating presence. Nearest the coast, built overthe sandy, rocky beach, a rather solid wooden buildingrests. The building is rather plain and utilitarian, though itssize more than makes up for its lack of novelty opulence.A sign is fastened securely to two large posts extendingupward over the doors, well above the roof height.

Port Scree Shipyard & Port AuthorityMaster Boatwright Klep McWaters

-----------The Scurvy Prawn Pub & Inn

Exterior Description

The majesty of a large, polished oak table sets the scenefor a waiting area to the eastern side of this room.Overstuffed armchairs surround the table, a large stonefireplace providing warmth near the table. The cracklingand popping of the firewood only adds to the allure of theflickering embers. Orange and amber flames dance pas-sionately over the stoked wood. The flames cast their hyp-notic silhouettes against the mirror-like reflection of thehard wood floor in shadowed symphony. A warm con-tented feeling bathes you, emanating from the direction ofthe fireplace. The high ceiling opens to bare, rough-hewntimbers to provide simple "A-Frame" support and gives acomfortable, sturdy feeling.

Various shelves and pedestals are strategically placed,where large galleons and other expensive scale models

I. Interior

make their home. In the center of the table, cognac andother refreshments are placed on a circular spin table.From the direction of the north wall, through a largedoor, the sounds of tradesmen hard at work occasionallyreach your ear. In the west wall is a large doorway that opensup to a small 5 step flight of stairs. Merriment, song andthe general bustle of an active pub flows down the stairsand through this doorway, along with smoke and thesavory smells of hearty dishes.

Two signs occupy spaces over each of the two doors:The north door reads "Dry dock."The west doorway sign reads "The Scurvy Prawn Pub andInn."

This area is one massive room. Large hardwood timberstower upward, making for a high ceiling, the far wall open-ing to the sea. Two waterways make their way through thestructure, splitting it nearly in half. The left waterway isvery broad, wide enough to allow two capital ships to passeffortlessly. The right waterway is about half the width ofthe left one. Several large ships sit atop braced ramps atvarious levels of completion. Scores of smaller boats linethe right waterway, most of which have been completedand await the final coat of sealant. The east wall opens toa large supply area. Mass quantities of sealant, tar andother raw materials of the trade sit in barrels and boxes ona pier-like structure. Mountains of timbers, planks andlarge beams are stacked up high enough to block the sky.Many skilled laborers are hard at work here; both nightand day they toil, working by the callus of their hands andthe sweat of their brows. Just at a cursory glance, dozensif not hundreds of laborers are operating planes, presses,saws and various other tools and machines. The only dis-tinctive sound that seems capable of penetrating the loudnoise of laborers banging and sawing is the bellowingvoice of the dock's foreman.

Near the door a small space is cordoned off, serving as anoffice. A sign above the door of the office reads: KlepMcWaters. Large piles of parchment litter the desk. A greyhaired old man sits at the desk, currently penning some-thing on a piece of parchment.

II. Dry Dock

Shipwright, Port Authority, & Inn

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Master Shipwright, Klep McWatersHuman Male, Exp3: Fighter 3; Medium-Sized Humanoid (5 ft.11 in. tall); HD 3d6; HP 14; Init +3 (Dex); Spd 30 ft; AC 15 (+2Dex); Atk +1 melee (1d6+1 crit 18-20/x2, rapier); AL LG; SVFort +4, Ref +4, Will +6;Str 14, Dex 14, Con 12, Int 16, Wis16, Cha 10.

Skills: Craft (carpenter) +9, Craft (shipwright) +15, Knowledge(arcana) +8, Knowledge (history) +8, Swim +8Feats: Great Fortitude, Skill Focus (shipwright), Skill Focus (car-penter), Iron WillPossessions: Rapier, Pouch with 100pp, Studded leather

Description: This old human man is as leathered by years of sunand wind as he is wiry from decades of manual labor. A char-coal stick behind one ear serves for marking planks or scrawl-ing notes on the go. He wears an off-white tunic, possibly tomask the stains of manual labor that might be accumulatedfrom helping incompetent subordinates.

His trousers are a gray and black mix of plain fiber. Athick, wide leather belt is securely fastened about his waist,which holds a veritable plethora of tools. As healthy as he isold, he appears to be a fountain of energetic enthusiasm.Personality: Klep is overconfident and rightly so. He knows moreabout shipbuilding than probably anyone else in the entirerealm does. This is attributed to his desire to invent, improviseand overcome the severe limitations of sea vessel technology.As surely as a person might say it couldn't be done, Klep willfind a way to do it. He has single-handedly designed and builtcountless numbers of ships and boats, including the entirenaval presence of Port Scree.

Klep is mostly easy going and slow to anger. However, ifthe topic is ship building or carpentry of any kind, there's onerule to remember in order to get along with him: Klep is alwaysright. Anything less and you may have a hard time getting himto cooperate with your requests.

Ship/boat price list:

Ship Type Cost Usage/CapacityCanoe 60gp ocC.25Captain's Yacht 3,000gp sSC30Caravel 12,500gp sSC200Coaster 5,500gp scC90Cog 12,000gp sSC120Currach 600gp osqC5Drakkar 27,000gp oscC80+Dromond 17,000gp oscC100+Galleon 55,000gps SC550+Great Galley 32,000gp osqC150Knarr 3,500gp osSC50

Ship Type Cost Usage/CapacityLifeboat 70gp oC.25Longship 12,000gp osSC50+ Raft 120gp oscC.50Yacht 3,000gp sSC30

o Oars are used to power the vessel.s Sails are used to power the vessel.

Where oars are used, it is the primary source of power. Sail usage would be slow.

S The vessel is seaworthy, readily venturing into the open sea.c The vessel is for coastal use only.q It is possible to sail the vessel into the open sea, but

highly questionable and risky.C# Indicative of the maximum cargo capacity in tons.

C.25 would be 500lbs+ This indicates the ability of the ship to be used for war.

The Galleon is the only ship with this ability that does not require a substantial number of oarsmen for power.

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To calculate minimum number of crewmen required for aship: divide the cost by 1000 and multiply by three. If the resultis one or less, then one oarsman/crewman is required. When adecimal is encountered, always round up. Example: Currach:600/1000 = 0.6*3 = 1.8 = 2 oarsmen minimum. Galleon:55000/1000 = 55*3 = 165. PCs and soldiers may double ascrewmen (or oarsmen where applicable) while on ship.

Accessories/Replacement Parts:

Item CostBarrel, large 4 gpFishing net(50sqft) 24 gpHemp rope(100ft) 4 gpMast 55 gpOar 12 gpRigging kit 34 gpSail 30 gpSea rations 2 gpSealant, barrel 80 gpSpyglass 1,200 gpTack & pulley 20 gp

Ship Descriptions:Canoe: The canoe is a long, narrow, simple boat. Though inex-pensive and easy to tip over, it serves its purpose well for 2 to3 people. Coastal use is risky due to its disposition towards tip-ping. It is about 10 feet long and 3 feet wide at the middle.

Caravel: This ship is about 72 feet in length and 21 feet in width,and has three masts that boast square sails. It can carry a sub-stantial amount of cargo or passengers, is one of the fastestships on sustained oceangoing trips, and is one of the mostadvanced ships, second only to the Galleon.

Coaster: This sailing ship navigates by coastline, and has twomasts that use triangular sails. It is about 65 feet long and 18feet wide. It is slower than most ships of its size, but serves itspurpose by couriering large amounts of cargo with an accept-ably low crew compliment.

Cog: This vessel is a larger oceangoing version of the coaster,with two masts and square sails. Ideal for cheap trans-oceanicshipping, the dimensions of 90x22 feet give it a sizable hold forcargo or passengers.

Currach: The currach is a primitive ship design with treated ani-mal hides stretched over a wood and/or wicker frame. A smallmast can provide some sail propulsion, though primarily oarsare used. It is 30 feet in length. It can make small sea voyages ina pinch, though this is risky.

Drakkar: Also known as the dragonship, this is the largest ofthe Viking longships. Like the longship it has a single mast, butrelies on oarsmen for most of its speed. The drakkar is 100 feetlong and 32 feet wide. It was designed for a raiding party, how-ever this is a short range craft because of its huge size and thesheer number of manpower. It is forced to beach nightly forfood and rest.

Dromond: Though this ship has two masts with triangular sails,the mass of the ship causes it to depend heavily on the two-deck configuration of oarsmen for movement. The ship is verynarrow at 160x16 feet. It can be used for war as well as movingcargo. For war, a ram is mounted at the bow's waterline inhopes of flooding enemy ships; additionally, ballista or cata-pults are placed on deck and the cargo capacity is filled withbattle-ready soldiers. It is not capable of long sea voyages, asthe number of oarsmen required make berthing and sustainedmovement impossible. It is, however, capable of floating inshallow waters and the bottom is flat and sturdy enough tobeach.

Galleon: This ship is the biggest and most technologicallyadvanced that Klep has to offer, boasting 4 masts and threethrough decks. Two castles, one fore and one aft, each have twodecks. It is 180 feet long and 42 feet wide. Galleons make goodcargo ships as well as warships; in fact they're big enough to pullboth roles off at the same time. With properly preservedrations, you could stay at sea with this vessel for years. The shipis extremely heavy and normally cannot get near shore. Sixlanding craft (lifeboats) come with this ship, and if the buyer iswilling to pay for a captain's yacht (see yacht), it can be hoistedin place of two of the lifeboats.

Great Galley: This is basically a technologically advanceddromond. At 132x22 feet, it is capable of carrying a large num-ber of troops or cargo. Three masts compliment the oarsmen,allowing for fast speeds and advanced maneuverability. Whilemore seaworthy than the dromond, it sacrifices the ability tobeach and must anchor just offshore due to the draft of about8 feet. The great galley's seaworthiness is nothing to boastabout; only in a pinch can it make short jaunts across openwaters, and then at great risk. Rough weather or large wavesmay flood or topple her easily.

Knarr: This ship commonly ran cargo around Scandinavia. Ithas a single mast and square sail, though oars at the bow andstern can provide additional power. The ship is somewhat sea-worthy and although there is limited space for the voyage, it isoceangoing. A straight keel and flat bottom allow for navigationof shallow waters and beach landings. It is 60 feet long and 17feet wide.

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Longship: The one mast and square sail of this vessel is rarelyused; oarsmen are usually required for productive speeds. TheVikings designed this ship primarily for war. Despite its size, itis fairly rugged and can be beached as well as traverse open seas;the idea being to land troops into an area quickly. It is about 70feet long and 24 feet wide.

Raft: Little more than a flat rectangular section of planks lashedtogether,this has a small mast in the center for one sail. The raftis usable on rivers or coastline. Its dimensions are 12x9 feet.

Yacht: This is the smallest and most affordable ocean-going ves-sel. Used primarily as a scout for small parties, the largest vari-ety is about 30 feet long and 10 feet wide. A small hold belowcomfortably sleeps 10 and provides room for storage. It may bebeached carefully on silt or sand but is not normally ruggedenough to survive coral or rock.

Item: Price:Anchor, Lite 30 gpAnchor, Heavy 100 gpScurvy Rations 3 cpLemons, 1lb. 5sp

Descriptions:Anchor: These are heavy weights, sometimes shaped like a dou-ble hook, used to prevent the free floating of a sailing vessel.

Scurvy Rations: These rations are usually administered as a tea tothe sailors once per week. The purpose of scurvy rations is toprovide a source of vitamin C for the sailors. 3cp covers onedose. Usually the contents of the scurvy rations include rosehips, lemon peel, and the dried pulp of citrus fruits.

Lemons: These are used on ships where the men have becomerather high risk towards getting scurvy. Typically 1lb. of lemonsequals around 8 doses.

A beautiful young human woman is behind the bar.Apparently the barkeep, this woman is tending to her variousduties; filling a mug with ale here, swabbing up a pool of spilledmead there. She nods at you, smiling, bubbling with cheerful-ness.

Bartender, Ariana TrueheartFemale Human Exp3: Sorcerer 3; CR5; Medium-SizedHumanoid (5 ft. 6 in. tall); HD 3d6;HP 15; Init +3 (Dex); Spd 30 ft; AC 13 (+3 Dex); Atk +1 melee(1d4+2 crit 19-20/x2, dagger); AL LG; SV Fort +4, Ref +4,Will +6;Str 14, Dex 15, Con 12, Int 13, Wis 13, Cha 18.

Skills: Climb +3, Jump +3, Handle Animal +3, Knowledge (his-tory) +4, Knowledge (arcana) +5, Profession (Innkeeper) +15,Ride +3, Swim +2Feats: Iron Will, Great Fortitude, Skill Focus (Innkeeper)Sorceror Spells Known: (6/6 per day, base saving throw 14 + spelllevel) 0-detect poison, touch of fatigue, mage hand, mending, open/close;1st-alarm, cause fear, Tensen's Floating Disk.Possessions: Silvered Dagger, Silver locket

Description: Ample cleavage rises and falls with every breath ofthis vibrant young woman. Long, thick locks of lustrous darkred hair fall about her face, haphazardly pulled back while she'son duty. Emerald green eyes, full of life, gaze back as pools ofyouthful beauty. Pouty red lips and a cute, slender, nose accom-panies pleasantly plump cheeks and a defined jaw line. Themilky white skin of her neck is accentuated by a polished silverchain and locket; a snug dress hugs every curve and arc of herpetite yet womanly form. A red and green bodice, laced up withwhite silk string, blossoms outward, ending where her broadhips begin. Translucent white stockings conform to her sculpt-ed legs and calves. A burgundy apron, tied around her broadhips, completes her wardrobe. Beauty such as this is rarelymatched, even among the finest young women.

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This large room is surprisingly well kept and welcoming,despite the name of the establishment. A large, sectionediron grill occupies an entire wall. Large fireplaces withspits are evenly placed throughout the room, slow roastingto perfection nearly any meat desired. Towards the frontof the room a bar winds about, forming an S shaped pat-tern. The center of the room is filled with tables bothsmall and large, around which people go about their busi-ness, eating, drinking and talking amongst themselves. Thebeautifully finished oak walls are adorned with meticu-

III. The Scurvy Prawn Pub and Inn

lously untangled fish nets. Mounted fish both great andsmall hang on the walls at points best suited for their dis-play. In the center of one wall near the bar, a board is filledwith various postings and decrees related to the area.

A formidable spiral staircase in an otherwise unoccupiedcorner of the room winds upward to the second floor,where one might find adequate bedding for the night.Two doors line the back wall. One is for the servants andchefs; the other leads to areas suited more for discrimi-nate, selective, customers.

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Personality: Ariana outwardly seems the epiphany of careless andjoyful youth. Vibrant and full of life, she is often very cheeryand has grown accustomed to diffusing otherwise violent situ-ations with her charm. Ariana doesn't know it, but her beautyand charm is not purely natural. In fact she has a magical abili-ty to charm, which she wrongly attributes to mere outwardlooks and appealing attitude. Her mother is responsible for this,having conceived Ariana with an unknown, magically imbuedstranger. She enjoys listening to people and helping them withproblems, ideal attributes for a good barkeep.

Master Chef, Gladrel FawnbrothMale Dwarf, Exp3: Fighter 3; Medium-Sized Humanoid (4 ft. 6in. tall); HD 3d6;HP 16; Init +3 (Dex); Spd 40 ft; AC 18 (+3 Dex); Atk +1 melee(1d8+2/1d6+2 crit 19-20/x2, dwarven urgrosh); AL LG; SVFort +4, Ref +4, Will +6;Str 14, Dex 15, Con 12, Int 13, Wis13, Cha 11.

Skills: Climb +3, Jump +3, Handle Animal +2, Swim +1, Ride+3, Profession Cater +7, Knowledge(history) +4,Knowledge(arcana) +4, Craft (cook) +10Feats: Exotic Weapon Proficiency (Dwarven Urgrosh), IronWill, Great Fortitude, Skill Focus (cook)Possessions: Dwarven Urgrosh, Chainmail

Description: Adorned with a once white, now very stained apronand a lopsided hat, this dwarf meets every expectation onemight have of a skilled Master Chef. The thick, short cropped,black hair of his head is a stark contrast to the long snow whitebeard he proudly strokes. From the residue on his beard of theday's preparations, one might wonder if he or his apron hastasted more of his hearty concoctions. He wields a large meatcleaver over the chopping block like a true master.

Personality: Gladrel takes great joy in cooking and satisfying hispatronage. He has been known to go out of his way to welcomenew adventurers, and is a sucker for culinary compliments. Thequickest way to get on his bad side, however, is to insult hiscooking abilities. He will prepare any dish on demand, and hasbeen known to serve adventurers of renown free of charge.

The plaque reads:

Here inhabit the only known remains of the firstcommissioned ship of Port Scree.

PSS Apparition, while valiantly trying to deliver her cargo of precious gems and metals, met a disastrous

and mysterious fate off the Cape of Sorrows.

God-speed to her and her valiant crew,we will miss them.

Wherever her and her crew may now dwell.

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You see a large impressive array of stone fireplaces liningthe walls, built specifically for baking breads and pastries.The center of the room is dominated on one side with acutting and preparation area for salads, fruits and whatev-er else might be ordered. The other side houses a hugeopen flame metal grill, for everything from grilling to sim-mering large pots of soups, broths and gravies. The backof the room is filled with neatly stacked boxes and barrels.A door provides a service entrance for employees and therestocking of provisions. Multiple cooks and servants goabout their routine busily, while one very short dwarfstands out, impatiently barking orders at the chefs and servants.

IV. Kitchen

Beyond the door an air of luxury and opulence engulfsyour senses. A short hallway leads to a large open room,where a private entrance opening to the kitchen is alongthe right wall. Stunted walls of about 6 feet create 4 largedining areas which have been cordoned off for privacyand are just out of earshot from one another. The wallsare made of lavishly finished mahogany and ebony planks.Two ominous suits of platemail armor stand in a niche oneither side of the door. They are wielding finely polishedand ornately engraved Greatswords. Were they not emptysuits of armor, you might be led to believe they wereguarding the place. The central fireplace provides much ofthe light, casting over the room a dim but lively light. Ondisplay in the center of the room is an enormous anchor,which from the look of it has seen many a season sub-merged in seawater. It rests on a large marble stand, meas-uring about 4 feet square. A plaque engraved with writingis embedded at the front base of the stone.

(Read During Daylight Hours)You spy an older human gentleman, dressed as a noble-man might be, in the far corner booth. He seems to besavoring a glass of some dark liquor. Two burly guards inchainmail armor loom near him.

V. Door Marked �Invitation Only�

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Owner, proprietor of Port Scree Shipyards and ScurvyPrawn, Midian Mortgold

Male Human, Exp3: Fighter 3; CR5; Medium-Sized Humanoid(5 ft. 10 in. tall); HD 3d6;HP 15; Init +1 (Dex); Spd 40 ft; AC 11 (+1 Dex); Atk +1 melee(1d6+1 crit 19-20/x2, rapier); AL LE; SV Fort +4, Ref +4, Will+6;Str 14, Dex 12, Con 12, Int 13, Wis 14, Cha 10.

Skills: Climb +3, Jump +3, Intimidate +3, Diplomacy +4,Knowledge (history) +4, Knowledge(arcana) +4, ProfessionAppraiser +7, Ride +3, Swim +1,Feats: Iron Will, Great Fortitude, Skill Focus (Intimidate)Possessions: Rapier, diamond ring 2,100gp, purse with 400gpworth of coins

Description: A bit plump around the waist, years of Fawnbroth'scuisine have taken its toll on this rich old man. The scantremains of a recently devoured platter of food, now pushedaside on the table, could scarcely feed a field mouse. Sated byfood and indulged by cognac, the man appears in a state ofcomplete bliss and carelessness. A fine porcelain service bell iswithin his arms reach, should hunger strike him again.Bloodshot but happy eyes scan the room, lighting pleasantly onyou for a brief second.Personality: If this man is not eating or drinking, chances are he'ssleeping. Overindulgences and guilt from questionable businesstransactions have made him a melancholy alcoholic. His author-ity used to be a point of endless pleasure to him, now it's almosta duty for him to tell someone how it's going to be. If anyonecrosses him, they've crossed the most influential man in PortScree. He has severe mood swings, generally decided by hischeery alcohol buzzes or dreaded hangovers.

Midian's Guards, for each:Male Human, War3: Fighter 3; Medium Sized Humanoid; HD3d8; HP 22; Init +3 (Dex); Spd 40 ft; AC 21 (+3 Dex);Atk +2melee (1d8+2 crit 19-20/x2, longsword) AL LN; SV Fort +4,Ref +6, Will +6; Str 16, Dex 16, Con 12, Int 10, Wis 10, Cha13.

Skills: Climb +5, Jump +5, Intimidate +3, Swim +4, Ride +4,Knowledge(nobility) +4, Search +5Feats: Lightning Reflexes, Iron Will, Great Fortitude, PowerAttackPossessions: Longsword, large shield, full plate, 3d4 gold each

Standard room: 2sp/nightThis room provides all the simple creature comforts requiredfor rest and relaxation. A portrait of a beautiful woman sittingbeneath an old oak tree is on one wall; a small cot is in the cor-ner, with a nightstand and wash basin nearby. A window is inthe center of the wall with the shutters currently closed.

Medium room: 1gp 2sp/nightThis room is somewhat more opulent than the standard room,though nothing compared to the VIP suites upstairs. A large,four-poster bed dominates the room, complete with red silkbedspread and a translucent curtain to keep out any insects thatmay wonder in. A door near one wall leads to a water closetcomplete with a small tub and mirror, where one may take careof all needs hygienic. A large tapestry of a gleaming armoredarmy entirely covers the far wall.

VIP room: 5gp/nightA large four-poster bed, twice the normal size, sits in the cen-ter of the room with an equally oversized antique dresser at itsfoot providing temporary storage space. A mirror doubles as anentire wall, opposite the window, while beside the bed a largebasket of fruits and nuts sit untouched on an opulent antiquenightstand. Beside the basket is a fine porcelain bell, meant forsummoning the hired help. Double doors open up to a spaciousbathing area. Exotic bath oils and perfumes populate fine crys-tal shelves, and many varieties of soaps and hair ointments arestrategically placed around the huge, magnificent, bathtub.

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As you near the top of the spiral staircase the full size ofthis room finally takes hold. A fall from your current loca-tion onto the S shaped bar could spell a broken leg - orneck. The strong smell of simmering wild game, onionsand other meaty seasonings is more powerful here thananywhere else. You reach the top and find yourself in aspacious long hallway with carpeted flooring, apparentlyintended to decrease disturbances to the Inn's patrons. Alarge oil painting of a valiant shining knight atop a mightywhite steed, lance in hand, greets you with awed luxuryjust inside the hallway. Torch-holding sconces sparselypopulate the walls of the hallway, providing pleasingly dimlighting. The doors here are simple enough, three plainoak doors on each side of the hall. Beyond the doors, fur-ther down the hall, about 30 meters, a set of proppedopen double doors reveal another set of doors, 2 on eachside. Beyond these, you can make out a stairway leadingup. Over the stairway a sign reads in large bold lettering:VIP suites, Mr. Mortgold's residence.

VI. Spiral Staircase

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These descriptions are meant only as templates and can beused satisfactorily in a pinch. You are encouraged to tailor themas you see fit.

Mortgold's Quarters:Be imaginative here. What does this grumpy and spoiled oldalcoholic have in his room? A large liquor cabinet perhaps? Ishis bed stuffed with the spoils of greed? Perhaps he has sever-al love slaves in a vain attempt to make himself feel adequate?

Secrets and Rumors:

The PSS Apparition:Where did this grand galleon, the first of her kind, go down?Here are the seeds for a sample quest:

Midian Mortgold, when questioned about the Apparition, willrespond:

�That was a fateful day for the city, for myself, when theApparition was lost. She was transporting my life's worth fromthe far port township of Glaben. I owed most of the money totownsfolk here; the disaster forced me to sell several rare itemsthat had been in my family for several generations. Had I notdone this I would've never gotten this grand enterprise you seebefore you.� He waves his glass about the room sarcastically.

Ariana Trueheart, when questioned about the Apparition, willrespond:

�Ah yes, that was the ship with all the gold in it wasn't it?A shame what Mortgold did to all of those poor slaves. But Isuspect he's paying for it now. I don't think I know of a singlesoul less happy than he. If you ask me, fate dealt him a little bitof justice the day he lost all that wealth; it was gained by thework of a whole island nation. From what I heard, he used hisinfluence in his hometown to gather a small army and secretlyattack an island about 40 miles off the coast of Glaben. Theywent in and raped and pillaged. Burning down the homes,cooking the infants - it was horrible. He went quite mad, ormaybe was already quite mad. A straggler from his army usedto live here. He told me, but then he mysteriously vanished soonafter. He said Mortgold insisted on evil to be done to thenatives of that island, like he had some score to settle.�

She takes a breath, fighting back a tear. �He made them doindecent, unholy things. He forced blood of children down thethroats of their parents. The islanders were forced to eat thecooked flesh of their young, ghastly. He ordered the islandershe didn't kill to put every bone, every scrap of hair, in the holdof the PSS Apparition, probably in an attempt to hide the evi-dence. Then he ordered them to load all the island's valuablesonboard. Mortgold was on his private yacht sailing with theApparition the moment it disappeared. He claims he didn't wit-

ness what happened, but I know better. He was ghost pale andwouldn't speak a word for weeks after it happened. He playedthis off on his 'financial ruin' and the loss of the crew. Youknow, its made a legend, though it only happened 20 years ago.People claim they have seen the PSS Apparition, sailing in thesilent expanse of the night sea� You know, Midian has left thiswhole place to me in his will. I asked him why and he just said,I was the daughter he never had. He doesn't really like me thatmuch, though he doesn't really like anyone that much. He choseright in this case though, I've done a lot for this place, I feel likeI already own it. I've been the Innkeeper for several years nowand I do a right fine job. Midian does little more than empty myliquor cabinet at the bar. He's an evil man, more than once he'stried to force me into bed, but I fight him off. The whole placewill be much more cheery after he's gone��

Klep McWaters, when questioned about the Apparition, willrespond:

�Yes, what a grand ole ship she was. The first galleon thesetwo hands had ever made. Really a shame what happened toher. I cannot believe it was faulty ship design. I built her sturdyand strong; Ariana seems to have heard something ghastlyabout its disappearance, but she almost broke down when Italked to her. I never asked her about it after that, but I wouldlike to know. She would probably be the best person to talk toabout it. I wouldn't trust what Midian might have to say aboutit. He hired a powerful wizard to find the ship, yet all he foundwas that rusty anchor you'll see in the Scurvy Prawn. It was atthe spot the ship was last seen. Problem is, she was supposed tobe underway and on course when she vanished. Why then washer anchor lowered? A link broke on the chain, it must've beendropped while she was going pretty fast for that to have hap-pened.

�The witchdoctor of the island, old and highly skilled,decided he couldn't allow Midian to get away with his injustices.His mouth had been forced open to receive the blood of hisonly daughter. He knew if he revealed his magic ability, theywould kill him straight out. So he waited and seethed�. Heshifted into a bird, and from a high view, kept watch over thegoings on, and when the ship was stocked and left the island, hefollowed silently on the wind. Well after nightfall he swoopeddown, shifted into a mouse and made his way into the hold;there, he spent untold amounts of magical energy raising thebones of his dead fellow citizens. They awoke with a deep,burning rage. Could it have been all the blood they had con-sumed? Rotted corpses and even the bones of cooked babiesrouse with a penchant for vengeance, longing for the taste ofblood on their lips. They spared no crewmember. The crewtried to signal Midian's ship, and indeed he saw the signal. Theysailed close to the Apparition; blood-curdling screams metthem, and sounds of crunching bones as the unholy dead feast-

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ed. One crewmember, in a vain attempt to change things for thebetter, dropped anchor. The dead wailed with wrath, demand-ing the blood of Midian, calling for him by name."Mmmmmidian Mmmmortgold". Midian demanded that hiscrew make full speed and not look back, leaving the Apparitionbehind.

�This ship could be at the island, sailed back by the deadislanders. Perhaps some diligent searching on the night sea willturn it up, a ghost ship creaking along in foggy ocean waters,searching for Midian, the taste of his blood already on their lips.It's completely up to you. A good way to end this would be anexchange. The dead will be at peace after they repay Midian,and they will give the wealth in the hold, or some of it, to theparty that delivers Midian to them.�

After they kill Midian, they will fall as bones, dust and rot-ted remains, inanimate and lifeless, resting in peace. Rememberthese ideas are meant to inspire your imagination; add orremove anything for optimum enjoyment.

Background Information and further ideas for NPCs:

Ariana Trueheart: Ariana's father was a powerful mage; duringgestation he worked his magic and applied special ointments onher mother, Natasha. It is not out of the question that he wasactually a dragon in human form. Long story short, Ariana is asorceress and doesn't know it. A good side quest to offer forthis location would be to help Ariana find her true potential asa caster. She has the natural ability to cast, as a sorceress.However, not knowing this, she has never tried to cast. Shegrew up with her mother, her father having long since disap-peared. Her mother was left to raise Ariana and made endsmeet by doing laundry and cleaning houses. Ariana educatedherself and can speak several languages. The locket around herneck is tied into her past and the realization that she is a sorcer-ess.

Natasha lives still, and has a small cottage near the edge oftown. She's well taken care of by her loving daughter, provid-ing for her every need.

Midian Mortgold: Midian grew up in the lower rungs of the lad-der of nobility in the port city of Glaben. His father was abu-sive and showed little love towards his son. His mother, oftenbeaten, scarcely did more than her duties as a wife. Perhaps thisis why from a very early age he enjoyed torturing animals andplotting against his peers. He was convinced his father was abu-sive because he could not win his family hereditary nobility ora fortune large enough to own anything more than a smallmanor. When Midian was 16 his mother and father met a terri-ble fate in a carriage accident, the authorities reported. Midianwas the only survivor and summarily inherited the family estate.

He quickly set out to expand the estate, but won more than sev-eral enemies in his hometown. Midian had spent his whole lifeshort-changing others and finding new, inventive ways to stealfrom local governments, until the PSS Apparition. Perhaps herealized just how evil he had lived, when the rotted remains ofhis victims demanded his blood. He has tried to change, onlymaking token acts of charity to people. Despite this, he remainsan evil man. He is merely scared into behaving slightly betterthan before. He's still capable of much evil.

Gladrel Fawnbroth: Gladrel's mother, Sileral, and father, Melal,worked in the manor of a local lord. Every day before dawn,Gladrel would get up with his parents and curiously watch them prepare a feast for the lord and lady of the house. Hequickly became enticed by the culinary arts and at an early agebegan to fix appetizing and hearty dishes. Both of his parentsare still alive, and still working for Lord and Lady Timberfield,who just couldn't live without them.

Klep McWaters: Klep's father, Gleon, was a fine boatwright and,for a widower, an exceptional father. And true to the nature ofearly trade skills, as soon as Klep was old enough to lift a smallboard, he was in the center of his father's bustling work. Gleonteased Klep with great and tall tales of huge ships. He once toldKlep that the small boats he built were nothing compared towhat could be built, given the time and funding. He taught Klepwell, and was not at all intimidated by his fervor, dedication orintelligence. Gleon helped Klep with much of the theorybehind the great ships he now builds, such as how to make sucha large keel so sturdy, how to support multiple decks, etc. Gleonpassed away when Klep was only 23, and he vowed to one dayname a great ship after his father.

Drinks and Meals List for the Scurvy Prawn:All beers and Ales are served in steins, spirits in glasses or goblets.

Drinks:Ale 3cp 1gp per pitcherBeer 3cp 1gp per pitcherBlack Beer 4cp 1gp 1cp per pitcherCider 4cp 1gp 1cp per pitcherStout 6cp 1gp 3cp per pitcherHoney Mead 1sp 2gp per pitcherWhiskeys 1sp 2gp per bottleRums 1sp 2gp per bottleBrandy 2sp 4gp per bottleCognac 2sp 4gp per bottle

All common wines, Red, WhiteBy glass or goblet: 2spBy the bottle: 1gp

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Elven wine 7sp glass bottle 1gp 4spDwarven beer 8sp glass bottle 1gp 6spUnderwine 1gp glass bottle 1gp 9sp

House special: Purple Copra (Very Exotic)Dried Coconut Meat, Fermented Coconut Milk, A Touch

of Purple Juniper Berry...Topped with a whipped cream and 200 proof grain liquor

combination...Brought to the customer ablaze, the servant will put the

fire out with a saucer...Made exclusively on the Island of Copra and imported for

your drinking pleasure.Glass only: 3gpBottle only: 14gp

Non-alcoholic drinks:Milk 2cpTea 2cpIced Limon Water 8cp

Honey sweetened and sour(Flavor from the limon vine)Warmed Milk and Ground

Java Beans(Exotic) 1spCreamy Cool (Exotic) 1sp

Chilled and slightly whipped milk with ground mint leaves.

Meals and party platters:Breads and cheeses 3 cp per person

A variety platter of cheeses and breads. (Free with the purchase of a bottle of wine)

Nuts and dried sausages 3 cp per person A variety platter of nuts and dried sausages. (Free with the purchase of a pitcher of ale/beer/etc)

Catch of the day 3 cp per personVariety platter of sample sized seafood, fresh from the sea.

Grilled Fish plate 5 cp per person3 types of slow grilled fish with your choice of garnish and a side item.

House Specialty 8 cp per personYour choice of the many kinds of roasts and the meats grilling on the spits: Venison, Pot Roast, Lamb Chop.Roast Boar, Grilled Rabbit, Baked Ham to name a few.And a side item: Grilled Potato, Onion Garnished Beans,Butter Smothered beans, Corn on the Cob, etc.

Any Variety of bread 1cp (2 slices) 5cp (loaf)Soups, Sauces, Gravies

and Broths 3 cp per bowlSalads 3 cp per plate, 1 gp per platter

Served with a variety of dressings and garnishes.Fruit Cocktail 3 cp per bowl

Served in a thick honey and fruit syrupPoultry 4 cp per plate, 1 gp per platter

Pheasant, Chicken, Turkey, Quail, etc. Served with seasoned bread

�Do you have something special to celebrate? We caterfeasts on demand. A veritable cornucopia of in house and cus-tom edibles can be supplied. Prices negotiable per head.�

You decide a good price per head. Upwards of 5 gp perperson is not unreasonable.

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Ensign Davy Roperigger is the local tattoo artist. Thoughfriendly and polite, Davy is able to mix easily with even theroughest of customers. This is a good thing, however, becauseDavy has had some of the meanest, cruelest of sailors bargeinto his simple establishment and plop down on a stool, thrust-ing their arm out for Davy's needles to decorate. Taking timeand care in his work, Davy always leaves them satisfied withtheir tattoos, and it's been said that the greediest of thievesrespect this artist well enough not to tread across his floor withill intent.

This area is the working space, kitchen, entertaining room,and bedroom of Ensign Davy. His guests and clients arrive hereand sit down on a free chair or stool, waiting for Davy to finishup with another patron or some chore. When no clients arearound, Davy can often be sleeping away in his hammock.

Though several trinkets and items line the walls, there'snothing of any particularly great value here.

Exterior Wood Door: Thickness 2 in.; Hardness 4; Break DC 23(when barred); hp 20; Open Lock (DC 25, when barred). Thedoor is closed at night, and is barred from the inside with awooden board.

Interior Wood Door (North): Thickness 1 in.; Hardness 4; BreakDC 13 (when barred); hp 10; Open Lock (DC 15, whenbarred). Use these stats for all interior doors on the dwellingsite. This door does not have a lock but may be barred shut withfurniture if so needed. The door can be barred from the backroom (room 2), preventing entry from the main room.

Wood Shutters: Thickness 1 in.; Hardness 4; Break DC 18; HP 5.The shutters are often closed.

Though having somewhat of a casual appearance, thewooden chest is perhaps the greatest item of interest in theback room. While protected with little more than a simple lock,

34

A wee bit beyond the last strand of the high tide's spew ofshells, starfish, and debris lies a few small sand dunes thatare circled with the gentle sway of the reed grasses. Sittingin the center of one of these dunes is an old weather beat-en cottage with half a promise of a stone pathway, and abattered wooden sign marking the nature of the establish-ment. Inscribed on the wooden sign with old, faded paintare the words "Ensign Davy's Tattoo Parlor". At the lowerright hand corner of these words is the crude painting ofa red crab sporting a tattoo of an anchor just above oneof his pinchers.

Exterior Description

Ensign Davy�s Tattoo Parlor

This room is used not only for business, but for living aswell. A pot of food usually hangs in the fireplace cookingat all times, and Davy's trusty old hammock is pegged upon the western part of the north wall until needed. An oldwooden table sits against the corner of the south and eastwall and Davy keeps a few extra chairs around for waitingclients. Several simple shelves line the north wall next to adoorway and the hammock and these shelves hold Davy'sinks, tools, personal belongings, trinkets, and old books.Lining the west wall in a nook next to the fireplace are sev-eral tacked parchment sheets. Upon these sheets are thedrawings of several different tattoo designs that Davy spe-cializes in. Though he can draw most anything on a client'sskin, he's like most artists in that Davy has certain themesand images that he prefers to illustrate. A quick browseindicates that Davy has a particular flair for nauticalthemes when it comes to his art. In addition, a couple ofsmall windows rest on the southern and eastern walls. Thewindow openings have no glass but do have wooden shut-ters that usually remain closed except during the summer.

I. Main Room

The entrance door rests on the southern wall and a simplewooden door leading to a back storage room rests on thenorthern wall.

This room is used for both storage and as a privy. An oldchamber pot sits in the north east corner and a woodenwash basin is propped up to the wall next to the chamberpot. Between two shuttered windows on the northern wallare a few shelves containing jars of various goods andfoodstuffs. An old wooden table sits against the southernwall and is partially covered with sacks of tubers, turnips,beets, and onions. A few extra sets of clothing hang frompegs above this table and a few old rickety chairs sit hereas well just in case they might be needed in the front. Inthe north west corner of the room rests an old woodenchest and a straw mat. The straw mat is used in case ofcompany or during times when Davy is feeling sick orespecially tired.

II. Back Room

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the treasure chest contains Davy's fortunes and most cherisheditems. Davy keeps the key to the chest in a false pocket thatresembles a sewn patch on his trousers. The other contents ofthe room are useful enough, but are very commonplace; mostare a bit worn, and probably not worth looting unless the thiefin question was particularly poor or desperate.

Interior Wood Door (South): Thickness 1 in.; Hardness 4; BreakDC 13 (when barred); hp 10; Open Lock (DC 15, whenbarred). Use these stats for all interior doors on the dwellingsite. This door does not have a lock but may be barred shut withfurniture if so needed. The door can be barred from the backroom, preventing entry from the main room (room 1).

Wood Shutters: Thickness 1 in.; Hardness 4; Break DC 18; HP 5.The shutters are often closed.

Items/Services Sold:Ensign Davy's charged prices for his tattoos are as follows:

Single Color Tattoos, per square inch 1spMulti Color Tattoos, per square inch 4sp

Tattoo Artist, Ensign Davy RoperiggerMale Human Exp 3: CR2; Medium-Size Humanoid (5 ft. 11 in.)HD 3d6; hp 16; Init +1 (Dex); Spd 30 ft.; AC 10 ; Atk +3melee (1d4, crit 19-20/x2, dagger); AL: N; SV Fort +1, Ref +1,Will +3; Str 10, Dex 11, Con 11, Int 11, Wis 10, Cha 12.

Languages: CommonSkills: Craft (Ink Making) +5, Diplomacy +2, Profession(Cook) +4, Profession (Sailor) +6, Profession (Tattoo Artist)+5, Search+5, Spot +4, Swim+6,Feats: Toughness, Weapon Focus: DaggerPossessions: Dagger, treasure chest key, artisan tools (tattoo artist)and a belt purse holding 12 sp, and 5 cp.

Description: Ensign Davy is of average height and weight withlooks that are neither particularly attractive nor ugly. Withbrown hair, green eyes, a scraggly bit of a beard and slightlycrooked teeth, Davy easily blends in with his surroundings anddraws very little attention to himself. Unlike many tattoo artistswho decorate their entire bodies with elaborate designs, Davyhas little more than a simple anchor design on his arm.

Though he's earned a fairly lucrative profit through bothsailing and his art, Davy is reasonably simplistic in his mannerof dress and his way of living. He has kept many a trinket fromhis visits to foreign lands but otherwise his dwelling is quitesmall and furnished with only the most basic of needs.Personality: Ensign Davy Roperigger is polite and friendly,though a bit quiet at times. Given the right variety and quantityof alcohol, he is known to lie in his hammock at night and singthe various shanties and tunes that he heard on the high seasduring his many travels. Davy's a man of many friends, thoughnone particularly close, and has never been known to make anenemy.

Davy is a simple man, and is quite happy with the few fur-nishings that he has acquired through both his dedicated workand his past wealth.Information and Interactions: While many of his sources may notalways be the most reliable, Davy hears a lot of talk, rumors,and gossip while working his art on the skin of the establish-ment's customers. As such, Ensign Davy Roperigger couldprove to be quite useful to someone new in the area who justmight need a bit insight on what's going on in the community.

In addition, Davy Roperigger is a walking book of knowl-edge when it comes to learning more about the different sailorsand particularly the captains and navigators who often sail intothe local harbors.

�There's a rumor floating around about most everyone,� asDavy has often stated many times before, �and whether I like itor not, chances are I've heard one or two about somebody inmy time.�

Character Hooks Or Stories:

1. A tough old patron keels over and dies while getting a tat-too. Though nobody really suspects Davy of foul play, it doesappear that the patron was poisoned and Davy wants someoneto get to the bottom of the mystery.2. An old, mysterious sailor comes in and has a strange look-ing map tattooed across his back. Days later Davy realizes thathe tattooed the directions to a lost island but cannot rememberexactly how the map went. In order to find the map (and per-haps great mystery and treasure), one must track down thestranger before he leaves for the island.

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Treasure!Inside the locked treasure chest (Very Simple Lock, DC:20) is a variety of treasure, trinkets, and sentimental items.Included are the following: A small sack containing 105cp, 200sp, and 134 gp, and a bit of green silk containing 5faceted garnets (45gp each) and 10 raw chunks of opal (15gp each). Also wrapped in the snippet of silk is a rawchunk of amethyst secured with copper and hung from aleather cord as a necklace (20 gp total). Under a pile oflove letters and chowder recipes is an unusual object thatDavy once found in the back of an old coastal cave butnever quite understood. This item is actually a decanter ofendless water.

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Wood Shutters: Thickness 1 in.; Hardness 4; Break DC 18; hp 5;Open Lock (DC 15).Although old and heavily weathered, the shutters are made ofsolid oak and nailed shut with long, sturdy nails. Any attempt toopen one of the wood shutters results in a huge amount ofnoise (+8 circumstance bonus to all Listen checks).

Wood Door: Thickness 3 in.; Hardness 4; Break DC 25 (whenbarred); hp 15; Open Lock (DC 25, when barred).Chips and scratches on the solid oak door and frame hint at theyears of weather and other abuse it has withstood, yet the dooris clearly sturdy enough to take much more.

Selma Dart, a portly old woman, runs this simple tavern aslittle more than a drinking stop for sailors fresh in from the sea.She serves only ale and whiskey, with salted fish and othersnacks thrown in at nominal prices. Selma keeps the tavernopen as many hours as she possibly can, often closing justbefore dawn and opening again in the early evening. The woodshutters are always kept shut, and the door is barred from theinside in those rare moments that it is actually closed.

Selma serves her ale in thick clay mugs. The mugs arealmost as sturdy as the heavy oak furniture she has in the bar.Chips and dents in some of the chairs indicate they have seenuse as something other than simple chairs, but it is clear thatSelma does her best to keep everyone under control. Between

2d4 and 7d4 sailors of various races are found in the tavernduring normal working hours. The wide variety of sailors foundhere are always willing to help answer questions about ships,both theirs and others, islands, trade routes, and more generalrumors. Gather Information checks made in the White HartTavern receive a +5 circumstance bonus due to the wide vari-ety of people and backgrounds present. A ladder behind thebar climbs up to Selma's private chambers.

Owner, Selma DartFemale human Exp3: CR 2; Medium-size humanoid (5 ft. 7 in.);HD 3d6; hp 10; Init +0; Spd 30 ft.; AC 11 (touch 11, flat-foot-ed 11); Atk +1 melee (1d6-1, club); AL N; SV Fort +3, Ref +1,Will +5; Str 8, Dex 10, Con 10, Int 12, Wis 14, Cha 13.

Languages: Common, Aquan.Skills: Bluff +6, Craft (brewing) +10, Craft (cook) +3,Diplomacy +6, Gather Information +3, Heal +4, Intimidate+4, Knowledge (local) +8, Listen +3, Profession (innkeeper)+11, Sense Motive +7.Feats: Great Fortitude, Skill Focus (Craft (brewing), Skill Focus(Profession (inkeeper)).Notes: Selma is "Old" according to PHB Table 6-5: AgingEffects; her Int was 10 or 11 during skill acquisition.Possessions: oak club, +1 ring of protection (platinum, shapedlike interlocking anchors), leather apron, clothing, shoes, pouch:8 gp, 49 sp, 32 cp (8 lbs., -1 Swim).

Description: Selma is a large, elderly woman with graying hair andrheumy gray eyes. Wrinkles cut deep valleys into her saggingcheeks and she walks as if the world itself is attempting to pullher to the ground. Selma's simple clothing consists of clothpants and a cloth shirt covered with a thick leather apron. Alarge towel almost always hangs from her shoulder, used toclean up spills and dry glasses. Selma's booming voice fills thetavern when she is angry, happy, or simply making a point, asign that age has begun to steal her hearing along with its otherill effects.Personality: Selma has owned the tavern for as long as she, andanyone else, can remember. She inherited it from her husband,who never returned from a short sailing trip. Selma has a gruff,yet friendly personality and treats any sailor entering her tavernas if they are her own son or daughter. She allows as muchdrunken singing and dancing as the sailors want, but her angryshouts and threats with her oaken cudgel stop any violence

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An oversized, squat building clings to the ground just eastof the docks. A freshly painted sign outside marks thisplace as the White Hart Tavern, though this is the onlypart of the building that isn't dull, dingy and rather oldlooking. Age and weather have faded the wood to a dullgray and stripped away any paint that might once have col-ored the walls. The shutters of the outer windows are allnailed shut, but the single door stands open, beckoning tovisitors.

Exterior Description

White Hart Tavern

The squat building supports a rather large tavern. Barrelsof ale line the back wall behind a long, warped oak bar.Sturdy oak tables and chairs dot the room, and flickeringoil lamps hanging from the ceiling shed a dim, unevenlight.

I. The Tavern

Treasure!Selma keeps a small wood chest hidden behind the bar(Search DC 28). The chest contains 82 gp and 97 sp.

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before it gets a chance to begin. While Selma is generally liked,she has few close friends. She devotes her life to making andbuying the cheap, watery ale she sells, and tending the tavern.Information and Interactions: Selma's business is dependant on themovement of the various sailing vessels that come in and out ofthe docks, so she has a very good knowledge of all the majorshipping companies and their general schedules. She can oftenset up an out of work sailor with a new job, and give advice onships that might be going to a particular destination. Rumorsabout pirates, and dishonest sailors get back to Selma, but sheusually won't repeat such tales for fear of being attacked.

Selma sells watery ale and salted fish. The ale is sold atstandard prices but she makes a good profit on the weak ale.The salted fish are sold at a discount, but they tend to makepeople drink more so everything evens out for her in the end.

Selma's furniture is all made of sturdy oak, but it is old andpoorly cared for. Selma spends more time cleaning and caringfor her tavern than she does in her own room, and rarely cleanshere at all. Those claiming that a messy and disorganized roomis a sign of a disorganized mind would probably be correct inSelma's case. Dirty clothing is mixed up with the clean clothingand her blankets cross her bed at a diagonal angle. A ladderleads through an opening in the floor down to the main tavern.

Items Sold:Selma's watery ale is a hit with sailors, as are the baskets of

dried, salted fish that she sells in an effort to keep people thirsty.

Pitcher of Ale 2 spMug of Ale 4 cpBasket of fish 5 cp

Character Hooks or Stories:

1. Selma and the patrons in her tavern can provide a numberof rumors and stories useful for whisking PCs off on adven-tures.2. Selma hears rumors about her long-lost husband and asksthe PCs to investigate for her.3. One of Selma's patrons trades an old, worn map and a talltale of pirate's gold for a few mugs of ale.4. Several sailors discuss a ghostly ship they keep seeing in theharbor on moon-lit nights. Some claim it is the ghost of a gold-laden ship that sunk in a recent storm as it struggled to make itinto the harbor.5. Selma asks the PCs to protect her from some thugs that areattempting to move into the docks and force tavern and shopowners to pay protection money.

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A long, wide bed stands in the center of the dark, mustyattic. Clothing has been draped over rods attached to therafters above, all of it appearing as worn and tired as itsowner. The faint odor of mildew mixes with the dust inthe air, making the room quite unappealing. There are nowindows in the attic at all, only a few small oil lamps thatSelma must use for lighting.

II. Selma�s Private Chambers

Treasure!An iron box is hidden beneath a loose floorboard (SearchDC 30). The unlocked box contains an ornate platinumbracelet (340 gp) and loose coins totaling 106 gp, 228 sp,and 92 cp.

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The Sudbury is a small tugboat, 40 feet from bow to stern,powered by a propeller, primarily used to bring the PortInspector and his Marine Officers out to all the ships inthe harbor. It is also used to tow vessels which cannot nav-igate reliably in the harbor or shipyard.

The Sudbury carries an array of signal flags, used to com-municate messages to the quay (wharf) and to other ves-sels. There are cork rings hung from the gunwhales alongthe outer sides of the ship to cushion it from small colli-sions at dock; these rings are easily removed to use asfloatation devices.

The Sudbury carries the Port Inspector, who inspectsevery vessel entering the harbor. (Resident fishing boatsare checked from time to time in a more casual routine.)Marine Officers assist the Port Inspector. There are twen-ty-one Marine Officers on staff, at least seven on watch ata time, eight hours on and sixteen hours off. One MarineOfficer remains in the dockyard office when the other sixand a Dockmaster go with the Port Inspector on theSudbury to inspect a ship. Dockmasters are MarineOfficers qualified to pilot a ship through designated areasof the harbor or shipyard. There are three Dockmasterson staff. At the Port Inspector's discretion, the Sudburyalso carries the Port Doctor, who shares with theInspector the authority to quarantine any ship carryingdisease.

Any shipmaster who does not respect the directives of thePort Authority's representatives had better leave the har-bor at once and expect not to return without paying a fine.

Description

Port Authority Ship �Sudbury�

The bow (front) is raised four feet above the level of the deck.The gunwales (side edges) are raised only two feet above thelevel of the deck, as is the stern (back), which is squared off.

The deck is tarred, and scoured smooth. The woodworkand rails are varnished, and all the brass is polished to abuttery gleam. There is not one speck of grime or tarnishvisible anywhere, not even a splinter on the gunwale orrough fibers on a hempen rope.

There are two wooden bins with hinged lids (capacity: 2

I. The Deck

bushels each), set against the wall of the wheelhouse (area2). This is where gear is stored, such as boathooks, marlin-spikes, and coils of rope.

At the stern, there are winches (wound with coiled tow-lines) firmly built into the ship's frame, so that theSudbury can tow other vessels when needed.

The wheelhouse is set in the middle of the deck. It lookslike a square shed (rounded at the corners), fifteen feet ona side, made of red cedar wood, with large windowstrimmed with brass. The ceiling of the wheelhouse is oversix feet high, ample head room for most sailors. The sternside of the wheelhouse is open. In addition to the helm,there are four storage bins (capacity: 2 bushels each) whichhold signal flags, floatation vests made of cork, sealingwax, string and writing materials. The hinged lids of thebins fit tightly to keep out water, and when closed are use-ful for sitting or writing.

There is no mast, but a slim pole is set upright on the roofof the wheelhouse. Guy lines run from the top of thispole to the corners of the wheelhouse roof, and to thebow and stern. The bow and stern lines are used for dis-playing triangular signal flags, to communicate with thevessel being approached and with the Marine Officer backat the dockyard office.

II. Wheelhouse

The ship is moved by a propellor screw (modified from agrain auger) which is driven by a series of gears (modifiedfrom a windmill). The gearbox is between the wheelhouseand the stern. The power to turn the gears is supplied bythe six Marine Officers, who sit facing each other in pairsacross a zig-zag bent handle long enough for them to eachget a grip. Their movement is something like how an oars-man rows a longboat, but the work is more efficient andthe Sudbury is very easily steered.

All of the officials of the Port Authority serve as rowerson the Sudbury, but only trained smiths do maintenanceand repair on the gearbox and propellor. These smithsmaintain a small number of such boats in this harbor, andall the windmills and grain augers in the nearby farmland.

III. Gearbox

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Port Inspector, FiscusMale human Exp5: CR 4; Medium-size humanoid (5 ft. 8 in.);HD 5d6; hp 17; Init +0; Spd 30 ft.; AC 10 (touch 10, flat-foot-ed 10); Atk +4 melee (1d6, masterwork cudgel); AL LG; SVFort +1, Ref +1, Will +5; Str 11, Dex 10, Con 11, Int 14, Wis 13, Cha 13.

Languages: Common, Aquan.Skills: 65 Exp, Balance +2 (4), Appraise +8 (4 + 2 + 2 Sf), Climb+3 (+5 ropes) (6), Craft (carpenter) +5 (3 + 2), Diplomacy +8(5 + 1 + 2 Sense Motive), Intimidate +2 (1 (2) + 1), Knowledge(shipping) +11 (7 + 2 + 2 SF), Profession (accountant) +11 (8+ 1 + 2), Profession (sailor) +4 (3 + 1), Profession (shipwright)+4 (3 + 1), Search +10 (8 + 2), Sense Motive +6 (5 + 1), Swim+1 (+11 with ring) (2), Use Rope +5 (5).Feats: Skill Focus (Appraise), Skill Focus (Knowledge (ship-ping)), Skill Focus Profession (accountant)).Notes: Fiscus is "Old" according to PHB Table 6-5: AgingEffects; his Int was 12-13 during skill acquisition, 14 for level 5.Possessions: cudgel (masterwork), ring of swimming, uniform,boots (7 lbs., -1 Swim).

Description: The Port Inspector visits and inspects all ships arriv-ing in the harbor from another port before they are allowed todock or anyone is allowed to come ashore. Fiscus is in his fiftiesand has been at his post for five years. Though short, he is verystocky, strong, and active. His hair is snow white, his tannedface is creased, and he shaves every morning before donning aneat set of town militia uniform and going to his dockyardoffice on the quay. He carries a notebook, ink and quill pensmade for him by his wife.Personality: Fiscus keeps meticulous records and refers to themwhen called to testify in court or account for his actions. He hasnever missed a day's work, except to be healed of a stomachulcer by the doctor for the Port Authority. He spends the nightbefore Restday drinking with friends at dockside bars, and oftenneeds to be steered home.Information and Interactions: Fiscus is a reliable and honest officialwho expects a good pension when his service is done. The lastincumbent was found floating under the customs dock with histhroat and gizzard slashed. Previously, Fiscus worked at theshipyard, managing ship refits. Before that, he worked on vari-ous ships. He can still row on the Sudbury or a longboat as wellas anyone working under him. He and his wife have two grownsons who left town ten years ago. Fiscus can tread water a little,but otherwise sinks like a stone.

Dockmaster, DahomeyFemale human Exp3: CR 2; Medium-size humanoid (5 ft. 6 in.);HD 3d6; hp 11; Init +3 (Dex); Spd 30 ft.; AC 13 (touch 13, flat-footed 10); Atk +6 (+2 + 3 + 1) melee (1d4/crit 19-20, master-work dagger); AL LG; SV Fort +1, Ref +4, Will +6; Str 11,

Dex 16, Con 10, Int 12, Wis 12, Cha 13.

Languages: Common, Aquan.Skills: 48 Exp, Balance +4 (1 (2) + 3), Appraise +3 (2 + 1), Climb+3 (3), Diplomacy +6 (3 + 1 + 2 Sense Motive), Intimidate +3(2 + 1), Knowledge (shipping) +3 (2 (4) + 1), Profession (sailor) +7(6 + 1), Search +9 (6 + 1 + 2 SF), Sense Motive +7 (6 + 1),Spot +7 (6 + 1), Swim +5 (5), Use Rope +6 (3 + 3).Feats: Iron Will, Skill Focus (Search), Weapon Finesse (dagger).Possessions: dagger (masterwork),gaff hook,uniform,boots (7 lbs.,-1 Swim).

Description: The Dockmaster is a qualified mariner allowed to han-dle ships within designated areas of a shipyard harbor. Dahomeyis tall, long-limbed and slim. She moves with grace, never stum-bling or making a false move. Her skin, eyes, and hair are muchdarker than that of most local people. She carries a gaffing hookand a knife at the belt of her neat set of town militia uniform.Personality: Recently promoted from Marine Officer, Dahomeyis very proud of her new position and performs her new dutiesmethodically. She never gets drunk, and drinks nothing strongerthan low-alcohol beer when drinking with Rhys and her friends.Information and Interactions: Dahomey works well with her col-leagues Fiscus, Rhys and other Marine Officers, and is liked byall of them. She goes home at night to a boarding house run byher mother, who was brought to this port by slavers from a farcountry. She can swim, but prefers to run along the headland tothe point and back each morning.

Marine Officer, RhysMale human Com1/Exp2: CR 2; Medium-size humanoid (5 ft.6 in.); HD 1d4 +1 plus 2d6+1; hp 11; Init +1 (Dex); Spd 30 ft.;AC 11 (touch 11, flat-footed 10); Atk +4 (+1 + 1 + 2) melee(1d4+2/crit 19-20, masterwork dagger); AL N; SV Fort +1, Ref+1, Will +3; Str 14, Dex 12, Con 12, Int 12, Wis 10, Cha 11.

Languages: Common, Aquan.Skills: 16 Com, 16 Exp, Balance +2 (1 (2) +1), Climb +5 (+7 ropes)(3 + 2), Knowledge (local) +6 (5 + 1), Profession (sailor) +6 (6),Search +6 (5 + 1), Swim +10* (6 + 2 + 2 SF), Use Rope +6 (5 + 1).Feats: Martial Weapon Proficiency (longsword), Skill Focus(Swim), Weapon Focus (longsword).Possessions: dagger (masterwork), gaff hook, uniform, boots (7lbs., -1 Swim). Rhys owns an antique longsword (masterwork)used by his grandfather in a bygone war.

Description: Marine Officers assist the Port Inspector. Rhys issmall, with quick hands and feet, and enough muscle to row orhandle cargo when needed. His skin is tanned dark, his hair isbleached by the sun, and his blue eyes stand out in wrinklesfrom squinting. His reflexes are as quick as a sword-fighter, butinstead of a sword he carries a gaffing hook and a knife at the

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belt of his faded, clean uniform.Personality: A skilled sailor, Rhys has never slept out of sight ofthe sea -- nor out of sight of land when on a ship or boat. Heknows every rock and sandbar in the harbor and for a day'sjourney along the coast, and will describe them if the asker buyshim a beer. He married for convenience rather than love, buteven so gets along moderately well with his young wife Elanor.Information and Interactions: At thirty years old, Rhys has been aMarine Officer for six years and has no ambition to be promot-ed. He has worked on fishing boats since he was a child. He isefficient at any sailor's duties, but not inspired. It is possible tobribe him and to blackmail him about previous bribes he tookto look the other way. He once swam across the harbor on a bet.

Marine Officer, ElleryMale human Exp1: CR 1/2; Medium-size humanoid (5 ft. 11in.); HD 1d6+5; hp 9; Init +1 (Dex); Spd 30 ft.; AC 11 (touch11, flat-footed 10); Atk +2 (+ 2) melee (1d4+2/crit 19-20, mas-terwork dagger); AL N; SV Fort +2, Ref +1, Will +1; Str 15,Dex 12, Con 14, Int 12, Wis 9, Cha 12.

Languages: Common, Aquan.Skills: 32 Exp, Balance +2 (1 (2) +1), Bluff +2 (1 (2) +1), Climb +4(2 + 2), Craft (netmaking) +3 (2 + 1), Diplomacy +2 (1 + 1),Knowledge (shipping) +2 (1 (2) + 1), Profession (fisher) +3 (4 - 1),Profession (sailor) +2 (3 - 1), Search +3 (2 + 1), Sense Motive +1(2 - 1), Spot +3 (2 + 2 -1), Swim +6* (4 + 2), Use Rope +5 (4 + 1).Feats: Alertness, Toughness.Possessions: dagger, gaff hook, uniform, boots (7lbs., -1 Swim).

Description: Ellery is a newly-appointed Marine Officer. He isnearly six feet tall, with broad shoulders and big hands. Big fora local, Ellery's tanned skin and brown hair and eyes seem allthe same color. On board a ship, he moves with confidencerather than speed. He wears a gaffing hook and a knife at thebelt of a new, clean uniform.Personality: Ellery is proud to be hired and is loyal to Fiscus andhis colleagues. He takes his cue from the Dockmaster on duty,and follows orders. He charms girls whenever possible.Information and Interactions: At twenty years old, Ellery is youngcompared to the other Marine Officers, but taller and strongerthan most. He earned his muscles working on a fishing boatsince he was a child. Several of his fingers have been broken atone time or another; he is still able to tie knots, fasten a line orsplice a rope, but can't handle a sewing needle. He never getsseasick, and swims well.

FixitMale human Com3: CR 2; Medium-size humanoid (5 ft. 7 in.);HD 3d4+6; hp 13; Init +1 (Dex); Spd 30 ft.; AC 11 (touch 11,flat-footed 10); Atk +3 (+1 + 2) melee (1d4+2/crit 19-20, dag-

ger); AL N; SV Fort +3, Ref +2, Will +1; Str 14, Dex 12, Con14, Int 12, Wis 6, Cha 7.

Languages: Common, Aquan.Skills: 24 Com; Climb +4 (+6 ropes) (2 + 2), Knowledge (local) +6(3 (6) + 1 + 2 SF), Knowledge (sea lore) +3 (2 (4) + 1), Profession(fisher) +2 (4 - 2), Swim +6 (4 + 2), Use Rope +5 (4 + 1).Feats: Endurance, Iron Will, Skill Focus (Knowledge (local)).Possessions: dagger, grubby clothes (3 lbs.)

Description: Fixit's untrimmed beard and hair make it hard to seemuch of his face. His teeth are bad, and stained. His bitten nailsare as grimy as his bare feet. He wears old clothes from theDistressed Mariner's Charity, with a rope for a belt, and a hatRhys gave him years ago. Fixit looks skinny but has sinewy mus-cles and is stronger than he appears. He carries a hidden knife.Personality: Fixit works only until he has enough for a meal anda drink. Sometimes he watches and talks to birds or sea crea-tures for so long, he gets sunstroke or chills. Once he saved achild from drowning.Information and Interactions: Fixit hangs around the dock and doesodd jobs cleaning fish, splicing line or hand-sewing flags, forfood or a coin. He sells rumors to Marine Officers, but tellswhat he knows to Dahomey for free. Whenever the coal wagonrumbles along Wharf Street and onto the quay, Fixit turns upand gets an hour's work shoveling coal for the stoves in thedockyard office and the wharfinger's shack. He envies Rhys forwhat Fixit calls "a cushy job" yet scorns him for not being hisown master.Character Hooks or Stories:1. The wharfinger (dock manager) is an old sailor, who tookan instant dislike to Fiscus when he was appointed PortInspector. She is looking forward to Dahomey's eventual pro-motion to that position, and says so at the drop of a hat.2. The captain of a merchant vessel offers Port Inspector Fiscusa bribe not to inspect his crew. Fiscus is offended, and says he willput a one-week quarantine on the ship, and order an inspection bythe Port Authority's doctor to look for any illness whatsoever.3. Anyone who wants to book passage on a ship could save alot of time by talking to the wharfinger to learn what ships aretaking passengers. The wharfinger's assessment of the relativemerits of one ship over another should not be taken as unbi-ased. 4. The Distressed Mariner's Charity is run by Sven, a one-.

The Distressed Mariner's Charity is run by Sven,a one-legged sailor,in an old warehouse on WharfStreet.Any marinercan come here for soup and a place to sleep.It's clean butunheated,with only a coal stove and a few hammocks and crat

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belt of his faded, clean uniform.Personality: A skilled sailor, Rhys has never slept out of sight ofthe sea -- nor out of sight of land when on a ship or boat. Heknows every rock and sandbar in the harbor and for a day'sjourney along the coast, and will describe them if the asker buyshim a beer. He married for convenience rather than love, buteven so gets along moderately well with his young wife Elanor.Information and Interactions: At thirty years old, Rhys has been aMarine Officer for six years and has no ambition to be promot-ed. He has worked on fishing boats since he was a child. He isefficient at any sailor's duties, but not inspired. It is possible tobribe him and to blackmail him about previous bribes he tookto look the other way. He once swam across the harbor on a bet.

Marine Officer, ElleryMale human Exp1: CR 1/2; Medium-size humanoid (5 ft. 11in.); HD 1d6+5; hp 9; Init +1 (Dex); Spd 30 ft.; AC 11 (touch11, flat-footed 10); Atk +2 (+ 2) melee (1d4+2/crit 19-20, mas-terwork dagger); AL N; SV Fort +2, Ref +1, Will +1; Str 15,Dex 12, Con 14, Int 12, Wis 9, Cha 12.

Languages: Common, Aquan.Skills: 32 Exp, Balance +2 (1 (2) +1), Bluff +2 (1 (2) +1), Climb +4(2 + 2), Craft (netmaking) +3 (2 + 1), Diplomacy +2 (1 + 1),Knowledge (shipping) +2 (1 (2) + 1), Profession (fisher) +3 (4 - 1),Profession (sailor) +2 (3 - 1), Search +3 (2 + 1), Sense Motive +1(2 - 1), Spot +3 (2 + 2 -1), Swim +6* (4 + 2), Use Rope +5 (4 + 1).Feats: Alertness, Toughness.Possessions: dagger, gaff hook, uniform, boots (7lbs., -1 Swim).

Description: Ellery is a newly-appointed Marine Officer. He isnearly six feet tall, with broad shoulders and big hands. Big fora local, Ellery's tanned skin and brown hair and eyes seem allthe same color. On board a ship, he moves with confidencerather than speed. He wears a gaffing hook and a knife at thebelt of a new, clean uniform.Personality: Ellery is proud to be hired and is loyal to Fiscus andhis colleagues. He takes his cue from the Dockmaster on duty,and follows orders. He charms girls whenever possible.Information and Interactions: At twenty years old, Ellery is youngcompared to the other Marine Officers, but taller and strongerthan most. He earned his muscles working on a fishing boatsince he was a child. Several of his fingers have been broken atone time or another; he is still able to tie knots, fasten a line orsplice a rope, but can't handle a sewing needle. He never getsseasick, and swims well.

FixitMale human Com3: CR 2; Medium-size humanoid (5 ft. 7 in.);HD 3d4+6; hp 13; Init +1 (Dex); Spd 30 ft.; AC 11 (touch 11,flat-footed 10); Atk +3 (+1 + 2) melee (1d4+2/crit 19-20, dag-

ger); AL N; SV Fort +3, Ref +2, Will +1; Str 14, Dex 12, Con14, Int 12, Wis 6, Cha 7.

Languages: Common, Aquan.Skills: 24 Com; Climb +4 (+6 ropes) (2 + 2), Knowledge (local) +6(3 (6) + 1 + 2 SF), Knowledge (sea lore) +3 (2 (4) + 1), Profession(fisher) +2 (4 - 2), Swim +6 (4 + 2), Use Rope +5 (4 + 1).Feats: Endurance, Iron Will, Skill Focus (Knowledge (local)).Possessions: dagger, grubby clothes (3 lbs.)

Description: Fixit's untrimmed beard and hair make it hard to seemuch of his face. His teeth are bad, and stained. His bitten nailsare as grimy as his bare feet. He wears old clothes from theDistressed Mariner's Charity, with a rope for a belt, and a hatRhys gave him years ago. Fixit looks skinny but has sinewy mus-cles and is stronger than he appears. He carries a hidden knife.Personality: Fixit works only until he has enough for a meal anda drink. Sometimes he watches and talks to birds or sea crea-tures for so long, he gets sunstroke or chills. Once he saved achild from drowning.Information and Interactions: Fixit hangs around the dock and doesodd jobs cleaning fish, splicing line or hand-sewing flags, forfood or a coin. He sells rumors to Marine Officers, but tellswhat he knows to Dahomey for free. Whenever the coal wagonrumbles along Wharf Street and onto the quay, Fixit turns upand gets an hour's work shoveling coal for the stoves in thedockyard office and the wharfinger's shack. He envies Rhys forwhat Fixit calls "a cushy job" yet scorns him for not being hisown master.

Character Hooks or Stories:1. The wharfinger (dock manager) is an old sailor, who tookan instant dislike to Fiscus when he was appointed PortInspector. She is looking forward to Dahomey's eventual pro-motion to that position, and says so at the drop of a hat.2. The captain of a merchant vessel offers Port Inspector Fiscusa bribe not to inspect his crew. Fiscus is offended, and says he willput a one-week quarantine on the ship, and order an inspection bythe Port Authority's doctor to look for any illness whatsoever.3. Anyone who wants to book passage on a ship could save alot of time by talking to the wharfinger to learn what ships aretaking passengers. The wharfinger's assessment of the relativemerits of one ship over another should not be taken as unbi-ased. 4. The Distressed Mariner's Charity is run by Sven, a one-legged sailor, in an old warehouse on Wharf Street. Any marinercan come here for soup and a place to sleep. It's clean butunheated, with only a coal stove and a few hammocks and cratesfor furniture. No alcohol, no fights, nothing worth stealing. Svenis usually aware of what ships are in the harbor, and for whatpurposes. He can read the signal flags displayed by the Sudbury.He's quite willing to talk with strangers who donate to the Charity.

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Captain, Jane BarretFemale human Exp4: CR 3; Medium-size humanoid (5 ft. 9 in.);HD 4d6+8; hp 22; Init +6 (Dex, Improved Initiative); Spd 30 ft.;AC 12 (touch 12, flat-footed 10); Atk +6 melee (1d6/crit 18-20,masterwork rapier), or +4 melee (1d4/crit 19-20, masterwork dag-ger), or +6 ranged (1d4, masterwork sling); AL CN; SV Fort +3,Ref +3, Will +5; Str 11, Dex 14, Con 14, Int 10, Wis 12, Cha 14.

Languages: Common.Skills: 49 ranks initial; Appraise +3 (3), Balance +2, Bluff +8 (6 +2 Cha), Climb +5 (+7 ropes) 5, Diplomacy +4 (2 from Bluff +2Cha), Gather Information +3 (1 (2 cross class) + 2 Cha), Jump +5(5), Intimidate +8 (4 + 2 Cha + 2 Bluff), Knowledge (sea lore)+5 (5), Profession (sailor) +8 (7 + 1 Wis), Survival +2 (2)Swim +5 (5), Use Rope +7 (5 + 2 Dex).Feats: Improved Initiative, Martial Weapon Proficiency (rapier),Weapon Finesse (rapier).Possessions: rapier (masterwork, bejeweled with jade, basket hilt (+2vs. disarm), 1100 gp), dagger (masterwork), sling (masterwork),pouch (12 bullets), fine clothing, shoes (6 lbs., -1 Swim).

Description: Barrett is tall for a woman, but not unusually so. Herdark hair is sun-bleached to caramel brown, and usually tied in ashort queue like a sailor. Her skin is darkly tanned on her arms andface, less so on her body to the waist, and her lower body isuntanned. When dressed as a Captain (velvet breeches and jacket,with a shirt of silk or linen), her gender is not apparent. Herwardrobe includes silk gowns and plain canvas trousers, but fewshoes to fit her narrow feet.Personality: Few traditional cultural morals have taken root in theheart of Jane Barrett. She has strong loyalties to her crew, andminimal loyalties to anyone else. In her opinion, those weakenough to be captured by her crew deserve to be exploited anddiscarded when of no further use. There are people of manyraces among her crew -- and her victims.Information and Interactions: Jane Barrett ran away to sea, and by agesixteen was in command of a small pirate crew on an old ship.Within a year, Barrett had taken over the Antelope and a largercrew. Months later, her gender was discovered, and even so,Barrett was confirmed as Captain by a democratic election.Barrett has not hesitated to take lovers or to allow herself to beseduced on occasion.

BoatswainMale human Exp3: CR 2; Medium-size humanoid (6 ft. 2 in.); HD3d6+6; hp 22; Init +1 (Dex); Spd 30 ft.; AC 11 (touch 11, flat-footed 10); Atk +6 melee (1d6+2/crit 18-20, masterwork cutlass),or +3 ranged (1d4, sling); AL N; SV Fort +3, Ref +2, Will +3; Str14, Dex 12, Con 15, Int 10, Wis 11, Cha 12.

Languages: Common.Skills: 42 ranks initial; Balance +2 (1 (2) + 1), Bluff +4 (3 + 1),Climb +7 (+9 ropes) (5 + 2 ), Jump +7 5, Intimidate +7* (3 + 2+ 2), Knowledge (sea lore) +4 (4), Profession(sailor)+6 (6),Search +2 (2), Survival +3 (3), Swim +6 (4 +2 Str), Use Rop +6(5 + 1).Feats: Martial Weapon Proficiency (cutlass), Skill Focus(Intimidate), Weapon focus (cutlass).Possessions: cutlass (masterwork, works like scimitar, silver baskethilt (+2 vs. disarm), 450 gp), sling, pouch (20 bullets), gold ear-rings (20 gp each), fine clothing, shoes (7 lbs., -1 Swim).

Description: The Boatswain, pronounced Bo'sun, is the PettyOfficer in this private navy (or equivalent of Sergeant in a landArmy). Where necessary, he assigns individual sailors to carry outorders given by the Captain or Mate. He is dark-skinned, shaveshis head and beard when on shore, and wears small gold rings inpierced ears. He is tall, and broad-shouldered. Usually he wearsonly canvas trousers and goes barefoot, like most of the crew. Hisback shows scars of a long-ago whipping.Personality: The Boatswain is fiercely loyal to his Captain and doeshis best to instill a similar loyalty and pride in the crew. He toler-ates no physical competition on board ship, but on shore heencourages the crew to practice wrestling and sword-practice. Hisweapon of choice is a cutlass that he hones razor-sharp.Information and Interactions: The Boatswain prefers to be addressedonly by his title, and his given name is not used at all by the crew.He has served with the Captain from the first time she set foot onboard a ship, and defended her back in every fight. Without hishelp, Barrett would not have succeeded in her meteoric rise toCaptain. He will deal out a blow for rough discipline when neces-sary, but prefers not to whip any of the crew. He has fewer scru-ples about prisoners or passengers who cause any disorder onboard ship.

MateMale human Exp4: CR 3; Medium-size humanoid (6 ft. 4 in.); HD4d6+15; hp 34; Init +0; Spd 30 ft.; AC 10 (touch 10, flat-footed10); Atk +6 melee (1d6+1/crit 19-20, masterwork rapier), or +5melee (1d4+1/crit 19-20, dagger), or +3 ranged (1d8/crit 19-20,light crossbow); AL N; SV Fort +4, Ref +1, Will +5; Str 13, Dex11, Con 16, Int 15, Wis 12, Cha 11.

Languages: Common, Aquan, Draconic.Skills: 63 ranks initial; Appraise +4 (2 (4) +2 Int), Balance +2 (4),Climb +5 (+7 ropes) (4 + 1 Str), Decipher Script +3 (1 (2) + 2 Int),Forgery +4 (2 (4) + 2 Int),Knowledge (astronomy) +7 (5 + 2 Int), Knowledge (geography)+7 (6 + 2 Int), Knowledge (sea lore) +5 (3 + 2), Profession

* Boatswain uses his Strength modifier to calculate his Intimidate bonus.

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(sailor) +8 (7 + 1 Wis), Search +4 (2 + 2 Int), Spot +7 (6 + 1 Wis),Survival +8 (7 +1 Wis), Swim +5 (4 + 1 Str), Use Rope +5 (5).Feats: Martial Weapon Proficiency (rapier), Toughness, Weaponfocus (rapier).Notes: Mate is "Middle Aged" according to the PHB Table 6-5:Aging Effects.Possessions: rapier (masterwork, tiger-eye cabochon in hilt, 515 gp),dagger (masterwork, tiger-eye cabochon in hilt, 350 gp), lightcrossbow, quiver of 10 bolts, fine clothing, silver belt bucklew/tiger eye (150 gp), boots (14 lbs., -2 Swim).Description: The Mate is a sailor in his mid-forties, taller than mostof the crew, with dark skin and golden-brown eyes. He is far-sighted and weather-wise, and gives clear and effective commandsto the helm and to sailors trimming the sails. There is a cabochontiger-eye set in his belt-buckle, and others in the pommel of hisdagger and rapier.Personality: The Mate has adopted his title as his name, and nolonger answers to his given name, Merril. He is ambitious but loyalto his captain and crew. He covets jewels for a personal fortune tosave towards his retirement.Information and Interactions: The Mate has been a sailor for thirtyyears, first on merchant vessels then as a pirate for the last tenyears. He is a skilled navigator using an old quadrant, and wishesto obtain a sextant. The unusual cleanliness of this ship is partlyat his insistence, and is maintained more willingly on this voyageby the crewmembers who have noticed fewer illnesses as a result.

AntonMale human Com3: CR 2; Medium-size humanoid (4 ft.); HD3d4; hp 8; Init -1 (Dex); Spd 15 ft.; AC 9 (touch 9, flat-footed 9);Atk +3 melee (1d4+2/crit 19-20, dagger); AL N; SV Fort +1, Ref+0, Will +4; Str 14, Dex 8, Con 10, Int 10, Wis 12, Cha 10.

Languages: Common.Skills: 21 ranks initial; Balance +4* (1 (2) - 1 + 4), Climb +8 (+10

ropes) (4 + 2 Str + 2 Skill), Profession (sailor) +5 (4 + 1 Wis),Spot +6 (3 + 1 Wis + 2), Swim +5 (3 + 2 Str), Use Rope +4 (5 -1 Dex).Feats: Iron Will, Skill Focus (Climb), Skill Focus (Spot).Possessions: dagger, clothing (3 lbs.).

Description: Anton is a sailor in his late twenties, with skin rough-ened by sun and wind. He is of mixed race, and his proportionslook a little odd, not conventionally human. His arms are long andvery strong, and he can brachiate very efficiently, swinging fromhand to hand along a rope or rail. This is a useful skill, for Antonlost his legs at the knees eight months ago.Personality: Anton has always been a willing worker, and since hisdisabling injury has honed his skills at handwork (splicing ropes,sewing sailcloth, etc.). He begged to be taken on this voyage, andis determined to prove that he is not useless baggage.Information and Interactions: Anton has been a sailor since he was fif-teen, and he turned pirate five years ago. Most of the crew arelong-time shipmates and friends, but a few bait Anton or teasehim. When he came on board for this voyage, Anton had a smallwooden square on wheels on which he sat to move around, butsomeone has taken it. Anton moves around the ship freely, look-ing a little like a chimpanzee or gibbon, and even climbs the rig-ging. The boatswain rigged a harness and rope to haul Anton intothe crow's nest, and Anton insists on taking that post when it ismost dangerous, to spare others the risk.

TariqMale human Com2/War1: CR 2; Medium-size humanoid (5 ft. 3in.); HD 2d4 plus 1d8; hp 12; Init +1 (Dex); Spd 30 ft.; AC 11(touch 11, flat-footed 10); Atk +4 melee (1d6+1/crit 18-20, mas-terwork scimitar), or +3 melee (1d4+1/crit 19-20, dagger), or+2/-3, scimitar with dagger in off-hand; AL LN; SV Fort +2, Ref+1, Will +1; Str 12, Dex 12, Con 11, Int 11, Wis 12, Cha 12.

Languages: Common.Skills: 15 ranks/ 3 War initial; Balance +2 (1 (2) + 1), Climb +4 (+6ropes) (3 + 1 Str), Knowledge (religion) +3 (1 (2) + 2), Listen +3 (0),Profession (sailor) +5 (4 + 1 Wis), Spot +3 (0), Swim +3* (2 + 1

43

The hold contains a crate of breadfruit and a nearly-emptycrate with a few mangoes. There are also barrels of salt porkand hardtack biscuit and a crate of cabbages taken from thelast ship raided by the Antelope.

There is a wooden box tied with twine and sealed with wax,with two names written on the top. It weighs about thirtypounds and rattles a little when shook, as if it were mostlyfilled with some light rocks. There is considerable room atpresent for more cargo, or loot.

I. The Forward Hold

* Anton has a very stable base granting him +4 to Balance.

The Crew Quarters are in the rear hold. There are fewbunks, as most of the crew prefer hammocks which can beput away when not used. Most crewmen have a woodenchest which is regarded as private, even though some chestshave no lock. Each crewman has a canvas duffle bag for hisclothing and tools.

II. The Crew Quarters

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Str), Use Rope +6 (5 + 1 Dex).Feats: Alertness, Skill Focus (Knowledge (religion)), Two-weaponfighting. * See Possessions for weight penalty. Italicized skills arecross-class.Possessions: scimitar (masterwork, 315 gp), dagger, clothing, shoes(7 lbs., -1 Swim).

Description: Tariq has black hair and eyes and is shorter than mostof the crew. Though he is not as strong as most of his crewmates,he is a willing worker and a ferocious fighter. He carries a knife atall times, and uses a scimitar in battle.Personality: Tariq is self-confident and speaks his mind. He makesno bargain or promise that he does not keep. Several of his crew-mates are offended that Tariq will not drink alcohol with them.Others admire the risks Tariq takes in battle.Information and Interactions: Five times a day, Tariq bathes in a buck-et of seawater, freshly-hauled up for this purpose, before kneelingin prayer. Most of the rest of the crew have few observable reli-gious rituals, but Tariq is indulged in this, as his beliefs are obvi-ously sincere. He has been a pirate for three years, since the trad-ing vessel he was on was captured.

WeaselMale human Rog1: CR 1; Medium-size humanoid (5 ft. 4 in.); HD1d6-1; hp 4; Init +2 (Dex); Spd 30 ft.; AC 12 (touch 12, flat-foot-ed 10); Atk +0 melee (1d3 subdual, unarmed); SA +1d6 sneakattack; AL NE; SV Fort -1, Ref +4, Will -1; Str 10, Dex 15, Con9, Int 11, Wis 9, Cha 10.

Languages: Common, Aquan.Skills: 32 ranks initial; Balance +4 (2 +2), Bluff +5 (3 + 2 SF),Climb +4 (4), Hide +6 (4 + 2 Dex), Listen +3 (4 - 1 Wis), MoveSilently +6 (4 + 2 Dex), Profession (sailor) +1 (2 - 1 Wis), Sleightof Hand +7 (3 + 2 Dex + 2 SF), Swim +4 (4), Use Rope +4 (2+ 2 Dex).Feats: Skill Focus (Bluff), Skill Focus (Sleight of Hand).Possessions: grubby clothing, shoes (3 lbs.).

Description: Weasel is the youngest of the crew, a thin, underfedboy in his middle teens. His stained clothing and hair growing outfrom a rough cut make him look grubby at the best of times.Personality: Weasel would rather manipulate someone into doing anassigned duty, than work up a sweat himself. He knows everynook and cranny of the ship in which to hide himself or squirrelaway something he is hiding.Information and Interactions: The Captain will not tolerate abuseamong her crew, so Weasel is safe from violent sexual attack; buthe is not above selling certain physical intimacies to a crewmate,in return for a consideration. Weasel's pockets never hold a fold-ing knife or useful bit of twine of his own, but often small objects,useful or valuable, belonging to someone else. His given name is

long forgotten, along with his family in a port he left when he wastwelve years old.

Character Hooks or Stories:1. Captain Barrett takes captive three PCs and intends to pros-titute them at an isolated tropical port.2. In a harbor bar, a PC strikes up a friendship over a beer withthe Boatswain, and lets slip the admission that any of the bilgepumps on the PC's ship is far more efficient than the Antelope'slone bilge pump.3. In the harbormaster's office, a PC is charged by an officer ofthe Crown to carry a Letter of Marque to Captain Barrett offer-ing a Royal Pardon for past criminal acts, on the condition that infuture Barrett will prey only on foreign vesels. A previous attemptsaw the messenger dead in a duel with Captain Barrett, and hiscrew sold into slavery. The officer of the Crown who recruits thePC feels this mission is more likely to succeed because the PC'sparty includes female PCs.4. At the last island harbor where the Antelope stopped to takeon fresh water, two of the Antelope's crew went diving to collectcoral. They packed the coral in coconut fiber in a wooden box,sealed it, and with the Captain's permission, put the box in the for-ward hold as their personal possession. The two crewmen ask aPC to look at the coral. If the coral can be sold for sufficient prof-it, the Antelope may return to that island harbor for the crew atlarge to collect much more coral.5. The Mate sends two crewmen to the vessel occupied by thePCs to see if they have a cat on board. The Antelope had beendiligently kept rat-free, but apparently at the last port some vermincame aboard as unwanted passengers. The crewmen have beentold to buy or steal two or three cats if at all possible.

PrivateersMale human Com1/War1 (24): CR 1; Medium-size humanoid;HD 1d4 plus 1d8; hp 7; Init +0; Spd 30 ft.; AC 10 (touch 10, flat-footed 10); Atk +1 melee (1d6/crit 18-20, scimitar), +1 ranged(varies); AL N, NE; SV Fort +4, Ref +0, Will +0; Str 11, Dex 10,Con 11, Int 10, Wis 10, Cha 10.

Languages: Common.Skills: 12 Com, 3 War; Balance +1, Climb +3, Profession (sailor)+3, Spot +2, Swim +2, Use Rope +3.Feats: Endurance, Great Fortitude..Possessions: scimitar, dagger, clothing, shoes (6 lbs., -1 Swim). Someof these desperate men carry slings or crossbows.

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Captain Garcia GalianoMale human Exp5: CR 4; Medium-size humanoid (5 ft. 7 in.);HD 5d6+5; hp 24; Init +0; Spd 30 ft.; AC 10 (touch 10, flat-footed 10); Atk +5 (3 + 1 + 1) melee (1d6+2/crit 18-20, +1saber); AL LN; SV Fort +2, Ref +1, Will +6; Str 12, Dex 11,Con 13, Int 14, Wis 14, Cha 12.

Languages: Common, Aquan.Skills: 65 ranks Exp; Balance +2 (1 (2) +1), Climb+3 (2 (4) + 1),Craft (illustration) +4 (2 (4) +2), Diplomacy +6 (3 +1 + 2 SenseMotive), Intimidate +6 (5 + 1), Knowledge (astronomy)+9 (5 + 2 + 2 SF), Knowledge (geography) +7 (5 +2),

Knowledge (sea lore) +6 (4 + 2), Profession (sailor) +12(8 + 2 + 2 SF), Profession (cartographer) +4 (2 (4) + 2),Sense Motive +7 (5 + 2), Spot (5 + 2),Survival +5 (3 +2), Swim +3 (2 (4) +1), Use Rope +5 (4 + 1).Feats: Martial Weapon Proficiency (saber), Skill Focus(Knowledge (astronomy)), Skill Focus (Profession (sailor)).Notes: Garcia is "Middle Aged" according to PHB Table 6-5:Aging Effects. His Intelligence was 13 until level 5.Possessions: +1 saber (treat as scimitar), dagger (masterwork), spy-glass, fine clothing, shoes (8 lbs., -1 Swim).

Description: The Captain is a vital and strong man, forty-twoyears old, with no grey in his dark hair or beard. Only his faceand arms are tanned; under his clothing his skin is so pale theveins show blue. He wears linen and woolen clothing of a finerweave than his crew.Personality: As the bastard son of a nobleman, Captain Galianohad some education and was helped in his nautical career by hisfather. He believes he achieved his current rank by merit, andsays that any man can rise to respectable status with hard work.He retires to his cabin early each evening, to work on his mapsand drink wine.Information and Interaction: Captain Galiano took an orphanedboy on board a year ago, but never bothered to make him amidshipman instead of a cabin boy. He has never looked afterthe crew's health, and eats finer meals than are served to thesailors. Any of the crew who offends the Captain or does notfollow an order is struck or beaten with a whip.

Father DiegoMale human Clr1/Exp2: CR 2; Medium-size humanoid (5 ft. 5in.); HD 1d8 plus 2d6; hp 11; Init +0; Spd 30 ft.; AC 10 (touch10, flat-footed 10); Atk +1 (+1) melee (1d4/crit 19-20, dagger);SA Turn undead (2x/day); AL LN; SV Fort +2, Ref +2, Will+7; Str 11, Dex 11, Con 10, Int 12, Wis 14, Cha 9.

Languages: Common, Abyssal, Aquan, Celestial, Draconic,Infernal.Cleric Spells Prepared: (3/2+1, base save DC 12 + spell level) 0-detect magic, detect poison, purify food and drink; 1st-bless, protection fromevil, sanctuary.Domains: Law (cast Law spells at +1 caster level) and Protection(Grant someone +1 to the next saving throw 1/day for 1 hour).Domain spells are not italicized above.Skills: 40 ranks Exp, 4 Clr; Concentration +2 (2 Clr), Craft (cal-ligraphy) +6 (5 + 1), Craft (illustration) +6 (5 + 1), DecipherScript +6 (5 + 1), Diplomacy +2 (1 - 1 + 2 SF), Heal +4 (2 +2), Knowledge (arcana) +6 (5 + 1), Knowledge (religion) +8 (5+ 1 + 2 SF), Sense Motive +4 (2 (4) + 2), Speak Language 4,Spellcraft +3 (2 Clr + 1), Swim+2 (2 (4)).

45

The merchant ship Santa Barbara is a galleon with threemasts and many sails. Over a hundred and twenty feetfrom bow to stern, the Santa Barbara is thirty feet wide ather broadest point. There is coal and lead in the bilge forballast.

The crew of sixty includes the Captain, Mate, four juniorofficers and the Boatswain, as well as Cook and crew. Inrough weather, all hands may be needed to control or furlthe sails.

The Santa Barbara is a trading vessel that travels from itshome port to distant climes to trade for spices, gold andsilver, or furs. While the Captain does not prefer to carrypassengers, there is room for passengers to sleep on theforecastle deck so long as they are careful to stay out ofthe way of the crew.

Description

Merchant Ship �Santa Barbara�

At the stern of the ship, the deck of the maincastle is sometwelve feet above the waterline. The Captain is often foundhere beside the helmsman. He uses a spyglass and octant toassist him in navigating the ship.

Under the maincastle is the Captain's cabin, and two smallcabins. Each has a bunk with a chest under it, and an oillamp fastened to the wall. The two small cabins are usuallyused by the Priest and the Supercargo, but these men may beevicted from either or both cabins if the Captain decides theship will carry passengers paying a high enough price.

I. The Maincastle

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Feats: Lightning Reflexes, Skill Focus (Diplomacy), Skill Focus(Knowledge (religion)).Possessions: dagger, fine clothing, books, shoes (6 lbs., -1 Swim).

Description: Diego looks older than his actual age of thirty,because his face is lined with disapproval and disappointment.He wears a black wool robe and black felt hat, and leather shoesthat he makes the cabin boy polish every day or two.Personality: Diego spends much of his time reading his breviaryand prayer book, which he keeps in an oiled leather pouch. Hehas more education and "book learning" than anyone else onboard, and is helping the Captain to make maps of their trav-els, but he pays more attention to drawing cautionary monstersthan to geographical accuracy.Information and Interaction: This mission to travel on the SantaBarbara was not the Priest's first career choice, but he was senthere in disgrace. He is supposed to redeem himself by teachinghis ways to new people, but he has not had much success yet.He has traveled on the Santa Barbara for a year, but does notknow the name of any of his shipmates except for the Captain.

Manuel the BoatswainMale human Com1/Exp2: CR 2; Medium-size humanoid (6 ft.);HD 1d4+1 plus 2d6+2; hp 13; Init +0; Spd 30 ft.; AC 10 (touch10, flat-footed 10); Atk +3 melee (1d8+2/crit 19-20,longsword), or +1 ranged (1d4, sling); AL N; SV Fort +1, Ref+0, Will +3; Str 14, Dex 11, Con 13, Int 10, Wis 11, Cha 11.

Languages: Common.Skills: 12 Com, 14 Exp; Balance +1 (1 (2)), Climb +5 (3 + 2),Jump +5 (3 + 2), Intimidate +4 * (2 + 2), Knowledge (sea lore)+2, Profession (sailor) +8 (6 + 2SF), Sense Motive +3 (1 + 2SF), Spot +2, Swim +4 (2 + 2), Use Rope +3.

Feats: Martial Weapon Proficiency (longsword), Skill Focus(Profession (sailor)), Skill Focus (Sense Motive).Possessions: longsword, sling, pouch (20 bullets), clothing, shoes(7 lbs., -1 Swim).

Description: The Boatswain is the junior officer who assigns workto the other sailors, to follow orders from the Captain or offi-cers. Manuel is taller than most of the crew, tanned dark by sunand wind, and strong enough to knock a few heads together orrepel boarders when necessary.Personality: Manuel orders the crew around but does not asserthis authority to insist that the crew clean their quarters. He hascontempt for people who are fastidiously clean, and also forwomen and foreigners.Information and Interactions: Manuel is in moderately good health,because when he has shore leave he eats fresh meat and evenvegetables, and drinks the good, low-alcohol beer available inmost ports. He has little or no loyalty to the ship's officers andis looking for a better position on a better boat.

PedroMale human Com3: CR 2; Medium-size humanoid (5 ft. 6 in.);HD 3d4; hp 7; Init +0; Spd 30 ft.; AC 12 (touch 12, flat-footed10); Atk +1 melee (1d4/crit 19-20, dagger), +4 ranged (1d4,sling); AL N; SV Fort +1, Ref +3, Will +1; Str 11, Dex 14, Con11, Int 10, Wis 10, Cha 10.

Languages: Common.Skills: 18 ranks, Balance +3 (1 (2) +2), Climb +3 (+5 ropes),Profession (sailor) +6 (4 + 2), Spot +2, Swim +2, Use Rope +7(5 + 2).Feats: Endurance, Skill Focus (Profession (sailor)), WeaponFocus (sling). Italicized skill is cross-class.Possessions: dagger, sling, pouch (20 bullets), clothing (4 lbs.).

Description: Pedro is a sailor who prefers night duty. He goesbarefoot at every opportunity, and wears no more than a loin-cloth if the weather permits. He crops his black hair and beardvery short. He has tattoos on both arms; two are detailed andthe rest are simple geometric designs.Personality: Pedro does not enjoy hot weather, and knows how tocurse it in scraps of four languages. He will tell the story of anyor all of his tattoos to anyone who asks or is willing to listen.Information and Interactions: Pedro has been a sailor for four yearsaboard the Santa Barbara. He became a sailor on release from aprison in his home town. His tattoos are of two contrastingstyles and colors -- black from his time in prison, blue from histime as a sailor. He carries a slingshot and can hit a rat with astone from twenty feet away, if he hasn't been drinking.

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The first thing one notices on coming aboard is that the shipreeks, as do most trader and merchant ships, not only of tarbut fish and unwashed men.

The deck is scrubbed and holystoned clean once a week, butwhen the hatches to the foreward cargo hold and rearwardcrew quarters are opened, an odor is let out that suggestsbelowdecks are rarely scrubbed. There is no latrine onboard; the sailors relieve themselves over the rail or in buck-ets, and their aim appears to be indifferent. There are miceon board, and even rats that come out at night.

II. The Deck

* Manuel uses his Strength modifier to calculate his Intimidate bonus.

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GabrioloMale human Com3: CR 2; Medium-size humanoid (5 ft. 6 in.);HD 3d4; hp 8; Init +0; Spd 30 ft.; AC 10 (touch 10, flat-footed10); Atk +2 melee (1d4+1/crit 19-20, dagger), +1 ranged (1d4,sling); AL N; SV Fort +1, Ref +1, Will +2; Str 12, Dex 11, Con11, Int 12, Wis 12, Cha 10.

Languages: Common, Aquan.Skills: 24 ranks, Balance +1, Climb +4 (+6 ropes) (3 + 1),Profession (fisher) +5 (2 + 1 + 2 SF), Profession (sailor) +9 (6+ 1 + 2), Spot +4 (3 + 1), Swim +4 (3+ 1), Use Rope +5 (5).Feats: Endurance, Skill Focus (Profession (fisher)), Skill Focus(Profession (sailor)).Possessions: dagger, sling, pouch (20 bullets), clothing (4 lbs.).

Description: At 5' 6" tall and 120 lb, Gabriolo is half the weightof the larger sailors, with slim but strong arms and legs. Hegoes barefoot much of the time, but always wears a cotton shirtand trousers, even when most of the crew goes shirtless or barein hot weather. His mustache is sparse, and his dark hair isbraided into a sailor's queue. The knife on his belt is often usedfor splicing lines or carving buttons.Personality: Gabriolo keeps to himself, but has impressed theboatswain as not a weakling nor a whiner.Information and Interactions: Gabriolo likes to fish with a line overthe rail, and brings what he catches to the Cook. Sometimesthere is one fish, which they share, sometimes he catchesenough to make soup for the crew.

MarcoMale human Com2: CR 1; Medium-size humanoid (5 ft. 8 in.);HD 2d4; hp 5; Init +0; Spd 30 ft.; AC 10 (touch 10, flat-footed10); Atk +2 melee (1d4+1/crit 19-20, dagger); AL N; SV Fort+2, Ref +0, Will +0; Str 12, Dex 10, Con 11, Int 10, Wis 10,Cha 8.

Languages: Common.Skills: 15 ranks, Balance +1, Climb +4 (3 + 1), Profession (sailor)+3, Spot +2, Swim +3 (2 + 1), Use Rope +3.Feats: Endurance, Great Fortitude.Possessions: dagger, clothing, shoes (3 lbs.).

Description: Marco is of average height and weight for the crew,about 5' 8" and 150 lb, but his coloring is different from most.His hair and beard are muddy brown and his eyes green, and hisun-callused hands have long, spatulate fingers.Personality: Marco makes little effort to fit in among the crew. It'shard to tell whether he doesn't understand their language wellor is simply lonely and frustrated.Information and Interaction: This is Marco's first voyage as a sailoron the Santa Barbara. Already he has had two fistfights with

members of the crew (one on leave, one on deck) and stolen anextra ration of water. At the Captain's orders, Marco was giventen lashes by the Boatswain. The Supercargo is taking bets onwhether Marco will jump ship or be abandoned at the next for-eign port.

Aldo the CookMale human Com3: CR 1; Medium-size humanoid (5 ft. 6 in.);HD 2d4-2; hp 5; Init +0; Spd 30 ft.; AC 10 (touch 10, flat-foot-ed 10); Atk +0 melee (1d4/crit 19-20, dagger); AL N; SV Fort+0, Ref +1, Will +1; Str 9, Dex 10, Con 9, Int 13, Wis 11, Cha 9.

Languages: Common, Aquan.Skills: 24 ranks Com; Balance+1 (2), Climb +3 (4 - 1), Craft(cook) +9 (6 + 1 + 2 SF), Knowledge (sea lore) +4 (1 (2) +1 + 2SF), Profession (sailor) +5 (3 + 2 SF), Swim +3 (4 - 1), UseRope +3 (3).Feats: Skill Focus (Craft (cook)), Skill Focus (Knowledge (sealore)), Skill Focus (Profession (sailor)).Notes: Aldo is "Middle Aged" according to PHB Table 6-5:Aging Effects.Possessions: dagger, clothing, shoes (3 lbs.).

Description: Aldo is forty-nine years old, with black eyes, andgraying black hair and beard. Several of his teeth are missing,and he has a persistent rash under his shirt. He scowls much ofthe time.Personality: It is easy to annoy or anger the Cook, and those whodo so will suffer inferior meals. Aldo strikes the cabin boy forthe least offence.Information and Interactions: The Cook sleeps on the floor of thegalley, for privacy from his crewmates. He has only one friend

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The forecastle deck is reached by a ladder. There is a chick-en coop here, a barrel of tar and storage bins for rope andmarlinspikes. The cabin boy often hides here or lingers aftercleaning the chicken coop, to be out of the way of his crew-mates. Under the forecastle are two cabins: the officers'cabin, containing four bunks in stacks of two, and fourtrunks holding personal gear, and the galley, which takes upbarely enough room for the cook to turn around in. Thecook allows no one else to set foot in the galley.

There is a small cabinet in the galley, locked and closed tight-ly against vermin or theft. Here the cook keeps spices andhoney, to season the Captain's meals. A larger cabinet holdscooking utensils. Each sailor keeps his own bowl, spoon,and knife in his gear bag.

III. The Forecastle

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among the crew, Gabriolo, who brings him fresh-caught fishwhen he catches them. Years of malnutrition and vitamin defi-ciency are catching up with Aldo, and he is becoming old. Thelast time the Santa Barbara saw any kind of fighting, he shuthimself in the galley and did not take up arms.

JuanMale human Com1: CR 1/2; Medium-size humanoid (5 ft. 5in.); HD 1d4-1; hp 2; Init +0; Spd 30 ft.; AC 10 (touch 10, flat-footed 10); Atk -1 melee (1d4-1/crit 19-20, dagger); AL usual-ly N; SV Fort -1, Ref +0, Will +0; Str 9, Dex 12, Con 9, Int 12,Wis 10, Cha 10.

Languages: Common, Aquan.Skills: 16 ranks, Balance +1 (0), Climb +5 (4 - 1 + 2 SF),Profession (sailor) +4, Spot +2, Swim +2 (3 - 1), Use Rope +5(4 + 1).Feats: Endurance, Skill Focus (Climb).Possessions: dagger, clothing (3 lbs.).

Description: Juan, the cabin boy, is a scrawny, under-fed boy offourteen who is tanned dark by the sun. His hands are quickand sure with fishing lines, or tying knots, and he can climb therigging barefoot faster than anyone else. He is barefoot, wearsragged cast-off clothing, and has no winter coat.Personality: Juan is shy around strangers and his crewmates. Helikes to climb the mast or the rigging and will do so at the leastexcuse. He is quick and willing to work and ready for his lot inlife to improve.Information and Interactions: He is just beginning to learn the sci-ence of navigation, but is very useful trimming the sails anddoing clean-up and other maintenace. The crew does not treathim well, and he avoids several of the crew as much as possi-ble. As an orphan, he has no one to look after him or speak upfor him.

Items in Cargo, for Trade Goods:small mirrors of polished steel glass beadsiron pots small barrels of ale and mead small casks of red ink and black ink

Esteban Olivierimale human Com1/Exp1: CR 1; Medium-size humanoid (5 ft.4 in.); HD 1d4+1 plus 1d6+1; hp 8; Init +0; Spd 30 ft.; AC 10(touch 10, flat-footed 10); Atk +2 melee (1d4+2/crit 19-20,dagger); AL LN; SV Fort +1, Ref +0, Will +3; Str 14, Dex 10,Con 12, Int 12, Wis 12, Cha 10.

Languages: Common, Aquan.Skills: 16 Com, 8 Exp; Balance +1 (1 (2)), Climb +5 (+7 ropes)(3 + 2), Jump +4 (2 + 2), Knowledge (sea lore) +2 (1 + 1),Knowledge (shipping) +6 (3 + 1 + 2 SF), Profession (account-ant) +6 (3 + 1 +2), Profession (sailor) +4 (3 + 1), Swim +4 (2+ 2), Use Rope +5.Feats: Skill Focus (Knowledge (shipping)), Skill Focus(Profession (accountant)).Possessions: dagger, silver locket (10 gp), clothing, shoes (4 lbs.).

Description: The Supercargo is a junior officer whose duties arelargely to look after ship's stores and cargo. Esteban Olivieri'shands are stained with ink rather than tar like a sailor, and cal-lused rather than smooth like the Captain's. His clothes arecleaner than most of the crew's, and he wears shoes most days.Personality: Olivieri carries a silver locket with a small portrait ofhis wife. He shows it to the girls he meets at port.Information and Interactions: Olivieri regrets that he did not per-sonally buy and bring aboard three or four cats before this voy-age. The lone ship's cat is fed fish scraps by the crew and can-not handle all the mice and rats by itself. Olivieri wears a gen-tleman's sword, that he won off a real gentleman after a cardgame and fistfight in a harbor inn five years ago.

SailorsMale human Com2 (51): CR 1; Medium-size humanoid; HD2d4; hp 5; Init +0; Spd 30 ft.; AC 10 (touch 10, flat-footed 10);Atk +1 melee (1d4/crit 19-20, dagger), +1 ranged (1d4, sling);AL usually N; SV Fort +2, Ref +0, Will +0; Str 11, Dex 10,Con 11, Int 10, Wis 10, Cha 10.

Languages: Common.Skills: 15 ranks, Balance +1, Climb +3, Profession (sailor) +3,Spot +2, Swim +2, Use Rope +3. Feats: Endurance, GreatFortitude.Possessions: dagger, sling, pouch of 12 bullets, clothing, shoes (3lbs.).

Character Hooks or Stories:1. The crew tells the PCs that on their last voyage, the shipbrought back many of the finest sea otter furs ever seen, butany expedition back to the island they were obtained at will haveto face Islanders angered by the sailors bringing disease andburning a village.

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The Cargo Hold contains a coal bin and several barrels ofhardtack and salt pork. There are also barrels of trade goodsof cheap and inferior quality. The Captain keeps six smallwine casks here as well.

III. The Cargo Hold

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2. All of the sailors have gold earrings and bracelets, withdesigns in a style never seen before by the PCs. When given lotsof drink, the sailors tell stories of an island where gold nuggetslie along a riverbank, but the river is guarded by great, hairyman-eating monsters.3. One night, a PC stops one of the sailors from abusing thecabin boy. Talking with the orphaned lad, the PC learns thatJuan does not want to be a sailor all his life, but would rather goback to the island where the crew of the Santa Barbara tradedfor sea otters. The Islanders there rescued Juan when he felloverboard and a family adopted him, but the ship's officersdragged him on board when they left.4. The ship's Priest is angry to learn that some of the PCs donot follow his religion. Father Diego tells the Captain that thePCs must learn his religion and be converted if they are to trav-el on the Santa Barbara to any foreign port.5. There is an uproar one night when illness is discoveredamong the crew. One of the PCs is asked by the boatswain tohelp as a healer. This PC discovers that the sailor Gabriolo is awoman who has been disguised as a man.6. In port, one of the PCs is asked by the boatswain of theSanta Barbara if s/he knows any charm to drive the rats andmice off the ship. The Captain would be willing to pay gold forsuch a magic, says the boatswain.

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Captain WillisMale human Exp5: CR 4; Medium-size humanoid (5 ft. 10 in.);HD 5d6+5; hp 24; Init +0; Spd 30 ft.; AC 10 (touch 10, flat-footed 10); Atk +5 (3 + 1 + 1) melee (1d8+2/crit 19-20, +1longsword); AL LG; SV Fort +2, Ref +1, Will +6; Str 12, Dex 11,Con 12, Int 13, Wis 14, Cha 13.

Languages: Common, Aquan.Skills: 64 ranks Exp; Balance +2 (2 (4)), Climb +6 (+8 ropes) (5+ 1), Diplomacy +10 (5 + 2 SF + 2 Sense Motive + 1),Intimidate +3 (2 (4) + 1),Knowledge (sea lore) +9 (8 +1),Profession (sailor) +12 (8 + 2 +2), Sense Motive +7 (5 +2),Spot +7 (5 + 2), Survival +1) (8+2), Swim +8 (7 +1),Use Rope +5.Feats: Martial Weapon Proficiency (longsword), Skill Focus(Diplomacy), Skill Focus (Profession (sailor)).Notes: Captain Willis is "Middle Aged" according to PHB Table

6-5: Aging Effects.Possessions: +1 longsword, dagger (masterwork), spyglass, uniform,shoes (3 lbs.).

Description: Captain Willis is weather-beaten and his dark hairhas silver in it, though he is only in his late thirties. He wears alinen shirt, leather boots, indigo-dyed woolen trousers and coatwith brass buttons but no other trim, and a felt hat of the samestyle worn by his sailors. His sword is not a gentleman's rapier,but a short, light hangar with an edge and a point.Personality: Captain Willis is experienced and confident. He usu-ally sleeps only four hours a night for most of the voyage onthe Saint Catherine's regular route between two ports. He isconstantly checking the rigging and the lines, to ensure that thesails last another season before needing to be replaced.Information and interaction: He is a strict but fair Captain andrespected by his crew, some of whom have served with him foryears. After going on Crusade, Willis served nearly twenty yearson various ships. This is the finest vessel for which he has beenCaptain, and he intends to remain with the Saint Catherine untilretirement.

Purser GoaMale human Exp2: CR 1; Medium-size humanoid (5 ft. 10 in.);HD 2d6-2; hp 5; Init +1 (Dex); Spd 30 ft.; AC 11 (touch 11,flat-footed 10); Atk +3 (2 + 1) melee (1d4+1/crit 19-20, mas-terwork dagger); AL NG; SV Fort +1, Ref +2, Will +3; Str 11,Dex 12, Con 9, Int 12, Wis 11, Cha 12.

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The Saint Catherine is a three-masted ship made of oakand pine, with a forecastle and quarterdeck. The outer hullis black with tar, and the canvas sails are sun-bleachednearly white. The ship has a crew of twelve: Captain, FirstMate, Purser, eight able seamen, and a cook. Work shiftsare four hours on, eight hours off, so that each crewmem-ber usually works two four-hour shifts per day. In practice,the Captain is usually to be found on the quarterdeckexcept when the First Mate is on duty. The cook is exemptfrom most duties except cooking. Under the forecastle isthe galley, where the cook stands duty over the only stoveon board, in barely enough room to turn around. Atop theforecastle are a chicken coop, a barrel of apples, and acrate of turnips. There are five cabins in the stern of theship; the largest is for Captain Willis and the rest are forpassengers. The crew sleeps in hammocks below deck.Cargo is stored in the forward hold along with barrels ofhardtack biscuits and salt pork, and smuggled cargo isdown in the bilge or stashed under the Captain's bunk.There is a narrow, steep set of stairs leading below to threeof the cabins and the crew quarters. A ladder leads downinto the forward hold and the crew quarters. Passengersare forbidden to enter the forward hold or crew quarters,but only the timid obey this rule throughout the journey.Bolder passengers are likely to venture out of their cabinsand play dice with the crew in the hold, if the Captain isabove on the quarterdeck.

Description

Passenger Ship �Saint Catherine�

There is room on deck for all the crew and passengers tomuster. The wooden deck is tarred for waterproofing, andthe rails and gunwales are varnished. The brass doorknobsand fittings are all polished to a buttery gleam. All the linesand the rigging are made of hempen rope in good condi-tion. The canvas sails are mended neatly in a few places, butstill good. There are barrel-hooks and gaffing poles tied justunder the gunwales, to use during loading and unloading. Ingood weather, the ship takes on extra passengers who sleepon deck, rolled in their own cloaks. These passengers aregiven only water and hardtack instead of meals from the gal-ley, and must do their best to stay out of the crew's way.They are expected to help the crew in rough weather, anddefend the ship in the event of attack from pirates or fromrobbers at port. No passengers are allowed to climb the lad-der to the quarterdeck; usually only the Captain or the FirstMate is there at the helm.

I. The Forward Hold

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Languages: Common, Aquan.Skills: 40 ranks Exp; Balance +3 (2 (4) +1), Bluff +5 (4 + 1),Climb +3, Diplomacy +8 (5 + 2 +1), Listen +5, Profession(sailor) +4, Search +4 (3 + 1), Sense Motive +4, Spot +2, Swim+3, Use Rope +4 (3 + 1).Feats: Great Fortitude, Skill Focus (Diplomacy).Possessions: dagger (masterwork), silver flask (whiskey, 35 gp),uniform, shoes (3 lbs.).

Description: The Purser, Goa, handles all dealings with the pas-sengers. Goa's uniform of indigo-dyed wool sweater and can-vas trousers is topped with a white felt cap, so passengers canrecognize the Purser. Goa is of middle height, with short darkhair and a faintly exotic appearance (from a mother born over-seas).Personality: The Purser manages to keep an air of complete com-posure at all times, even when handed a used chamber pot byan angry passenger.Information and Interactions: The Purser keeps a bottle of whiskeyhidden and secretly drinks it hot before falling asleep. This has-n't caused any problems -- yet.

Able Seaman FergusMale half-elf Com3: CR 2; Medium-size humanoid (5 ft. 6 in.);HD 3d4; hp 8; Init +1 (Dex); Spd 30 ft.; AC 11 (touch 11, flat-footed 10); Atk +3 (1 + 2) melee (1d4+2/crit 19-20, dagger);SQ Half-elf traits; AL CN; SV Fort +3, Ref +1, Will +2; Str 14,Dex 12, Con 10, Int 12, Wis 12, Cha 10.

Languages: Common, Aquan.Skills: 18 ranks, Balance +2, Climb +5 (+7 ropes) (3 + 2), Listen+2 (0 + 1 + 1 race), Profession (sailor) +6 (5 + 1), Search +2 (0+ 1 + 1 race), Spot +3 (1 + 1 + 1 race), Swim +4 (2 + 2), UseRope +6 (5 + 1).Feats: Endurance, Great Fortitude.Half-Elven Traits: Immune to sleep spells, +2 vs. Enchantmentschool, low-light vision, +1 to Listen, Search, and Spot, elvenblood.Possessions: dagger, clothing, shoes (3 lbs.).

Description: Fergus is a sailor in his mid-twenties. Under his tan,it's hard to tell the color of his skin or his squinting eyes, but helooks to be of mixed race. He keeps his dark hair and beardclose-cropped. Like his crewmates, he wears canvas trousersand a wool sweater and felt cap, all indigo-dyed, and keeps a beltknife tucked under his sweater out of sight.Personality: Fergus works hard during his duty shifts. His kit andgear are always clean and neatly mended. He usually cleans thelatrine, complaining and swearing that no one else cleans itthoroughly. He drinks only when in port, and then to excess.Information and Interactions: Fergus has knife-scars on both fore-

arms, but these are usually hidden under his sweater. He'drather arm-wrestle than play dice, and usually wins money frompassengers. Fergus is a half-breed of some kind, but whenasked about his father will say only that he was a soldier.Further questions anger him until he starts a fistfight.

Verner the CookMale human Com2: CR 1; Medium-size humanoid (5 ft. 6 in.);HD 2d4; hp 5; Init +0; Spd 30 ft.; AC 10 (touch 10, flat-footed10); Atk +1 melee (1d4/crit 19-20, kitchen cutlery); AL N; SVFort +0, Ref +0, Will +0; Str 11, Dex 10, Con 11, Int 12, Wis11, Cha 10.

Languages: Common, Aquan.Skills: 20 ranks Com; Balance+1 (2), Climb +3, Craft (cook) +8(5 + 1 + 2 SF), Profession (sailor) +6 (4 + 2 SF), Swim +3, UseRope +3.Feats: Skill Focus (Craft (cook)), Skill Focus (Profession (sailor)).Possessions: clothing, shoes (2 lbs.).

Able SeamenMale human Com2 (7): CR 1; Medium-size humanoid; HD 2d4;hp 5; Init +0; Spd 30 ft.; AC 10 (touch 10, flat-footed 10); Atk+1 melee (1d4/crit 19-20, dagger); AL usually N or LN; SVFort +2, Ref +0, Will +0; Str 11, Dex 10, Con 11, Int 10, Wis10, Cha 10.

Languages: Common.Skills: 15 ranks, Balance +1, Climb +3, Profession (sailor) +3,Spot +2, Swim +2, Use Rope +3.Feats: Endurance, Great Fortitude. Italicized skill is cross-class.Possessions: dagger, uniform, shoes (3 lbs.).

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At the head and foot of a narrow bunk, portholes let a littledaylight into the Captain's cabin. The roof is high enoughfor him to stand without crouching, but barely large enoughfor a bunk and a desk. The Captain's clothes and possessionsare stowed in cases under the bunk. All the woodwork in theCaptain's cabin is oiled and polished until it gleams in thelight of his two brass oil lamps. His desk has many drawersthat fit tightly, and one drawer is locked. The Captain keepsthat key in his watch pocket.

II. The Captain�s Cabin Portholes

The doors to these cabins are on either side of the door tothe Captain's cabin. The ceilings are just high enough for aman of medium height to stand without crouching, but the

III. The Main Deck Passenger Cabins

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Lord FindhornMale human Ari4/Ftr1: CR 4; Medium-size humanoid (5 ft. 10in.); HD 4d8 plus 1d10; hp 24; Init +2 (Dex); Spd 30 ft.; AC 12(touch 12, flat-footed 10); Atk +8 (3 + 1 Ftr + 1 Str + 1 feat +2 magic) melee (1d6+3/crit 18-20, +2 rapier), or +6 melee(1d4+1/crit 19-20, masterwork dagger), or +6/+4 rapier withdagger in off-hand; AL LN; SV Fort +3, Ref +3, Will +5; Str12, Dex 15, Con 11, Int 15, Wis 12, Cha 14.

Languages: Common, Draconic, Elven.Skills: 56 ranks Ari, Ftr 4; Bluff +7 (5 + 2), Climb +5 (2 Ftr +2 (4) Ari + 1), Diplomacy +10 (4 + 2 + 2 Sense Motive + 2Bluff), Gather Information +4 (2 + 2 Cha), Handle Animal +5(3 + 2 Cha), Intimidate +7 (3 + 2 Bluff + 2 Cha), Jump +5 (2Ftr + 2 (4) Ari + 1), Knowledge (geography) +5 (3 + 2),Knowledge (politics) +8 (6 + 2), Perform +3 (1 + 2), Ride +8(6 + 2), Sense Motive +6 (5 + 1), Swim +6 (5 + 1), Survival +7(5 + 2).Feats: Ambidexterity, Expertise, Two-Weapon Fighting, WeaponFinesse (rapier).Notes: Climb and Jump are cross-class for aristocrats, 2 ranks (4points) each from aristocrat class.Performance Forms: dance.Possessions: +2 rapier (gold work, +300 gp), dagger (masterwork,gold inlay and etching, 375 gp), fine clothing, boots (8 lbs., -1to Swim). Lord Findhorn has considerable wealth available, atthe DM's option.

Description: Lord Findhorn bears no visible device to identify hisfamily. He speaks three languages without accent. His confi-dence and grace of movement are more striking than his plainface with wide-set eyes or his tea-darkened hair and dark goldbrows. All his black linen clothing was tailored to fit him. Theleatherwork of his boots, belt, and gloves is the finest quality.He is armed with a rapier chased with gold on the pommel, anda main-gauche dagger.Personality: Findhorn has an air of responsibility, overlaid with areckless courage. �I'll take what risk I care to -- I have threebrothers,� he is overheard saying to his equerry. He showscuriosity about his fellow passengers, but does not press thosewho do not talk.Information and Interactions: Findhorn drinks wine or wateredwine at every meal, and eats or at least tries whatever food is

served. Findhorn never goes below-deck, and is never seen ondeck without his equerry, a thin man in his middle years who istired from their recent travel.

Lord Findhorn's Equerry, SegelMale human Exp2: CR 1; Medium-size humanoid; HD 2d6; hp7; Init +1 (Dex); Spd 30 ft.; AC 11 (touch 11, flat-footed 10);Atk +3 melee (+1 +1 +1) (1d6+1, masterwork light mace); ALLN; SV Fort +0, Ref +1, Will +5; Str 12, Dex 12, Con 10, Int13, Wis 14, Cha 12.

Languages: Common, Draconic, Elven.Skills: 42 ranks, Bluff +6 (5 + 1), Diplomacy +9 (4 + 1 + 2Bluff + 2 Sense Motive), Disguise +3 (2 (4) + 1), GatherInformation +3 (2 + 1), Intimidate +3 (0 + 2 Bluff, +1 Cha),Knowledge (politics) +5 (4 + 1), Listen +7 (3 + 2 + 2 feat),Move Silently +2 (1 + 1), Profession (valet) +9 (5 + 2 + 2 SF),Search +5 (5), Sense Motive +7 (5 + 2), Speak Language (1 (2)),Spot +6 (2 + 2 + 2 feat).Feats: Alertness, Skill Focus (Profession (valet)).Notes: Segel is "Middle Aged" according to PHB Table 6-5:Aging Effects.Possessions: light mace (masterwork), dagger (masterwork), fineclothing, boots (10 lbs., -2 Swim).

ErasmusMale human Ari3/Rog2: CR 4; Medium-size humanoid (5 ft. 11in.); HD 3d8+3 plus 2d6+4; hp 28; Init +2 (Dex); Spd 30 ft.;AC 12 (touch 12, flat-footed 10); Atk +7 melee (+2 + 1 + 2 +2) (1d4+2/crit 19-20, +2 dagger), or +4 melee (1d8/crit 19-20,masterwork longsword); SA Sneak attack +1d6; SQ Evasion;AL N; SV Fort +2, Ref +5, Will +5; Str 11, Dex 14, Con 12,Int 14, Wis 14, Cha 13.

Languages: Common, Aquan, Draconic, Elven.Skills: 54 Ari, 22 Rog; Appraise +4 (2 + 2), Bluff +5 (4 + 1),Climb +4 (4 Rog), Craft (illustration) +8 (4 Rog + 2 + 2 SF),Diplomacy +5 (4 + 1), Gather Information +4 (3 + 1),Knowledge (geography) +6 (4 + 2), Knowledge (nature) +10 (6+ 2 + 2 SF), Hide +5 (3 Rog + 2), Intuit Direction +6 (4 + 2),Jump +3 (3 Rog), Listen +8 (4 + 2 + 2), Move Silently +5 (3Rog + 2), Profession (cartographer) +5 (3 Rog + 2 Wis), Ride

52

cabins contain a narrow bunk, pegs to hang clothes, andnothing else. There are no windows, only a brass oil lampfixed to the wall above one end of the bunk. The passengers'possessions are kept in cases under the bunks, or storedbelow deck in the forward hold.

These three cabins are directly below the other cabins. Theceilings are about five and a half feet high. Each cabin has anarrow bunk taking up nearly half the space, pegs to hangclothes, and a brass oil lamp fixed to the wall above one endof the bunk.

IV. The Below Deck Passenger Cabins

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+6 (4 + 2), Search +4 (2 Rog + 2 Int), Sense Motive +6 (4 +2), Speak Language (1), Spot +8 (4 + 2 + 2), Swim +4, Survival+8 (6 + 2).Feats: Alertness, Skill Focus (Craft (Illustration)), Skill Focus(Knowledge (nature)), Weapon Finesse (dagger).Possessions: +2 dagger, longsword (masterwork), scribes kit, spy-glass (masterwork), cartographer's toolkit (masterwork), draw-ing book, fine clothing, fur cloak, boots (18 lbs., -3 to Swim).

Description: The passenger Erasmus is born of a noble family.His hands are soft and uncalloused, but his right hand is staineda little with ink. His linen shirt and wool suit were tailored to fithim, and his cloak is lined with fur (though it is not winter). Hecarries a finer sextant and spyglass than those used by theCaptain, and handles them as familiarly as his rapier.Personality: Erasmus looks at everything and draws sketches ofit, from the bollards at the dock to the ship's anchor chain andwinch, from a moth caught in a spider's web to the sardine onhis plate. He uses a little knife to trim writing quills or to dissectbats and birds, and he keeps it as sharp as a surgeon's scalpel.Information and Interactions: Erasmus is the younger son of hisfamily, and rather than being an idle wastrel, he has opted foradventure. He wishes to explore tropical islands for plants thatproduce strong alkaloids, which he plans to sell to healers andto idle wastrels. He makes notes on everything he sees, and hasa sheaf of letters ready to be posted to his professor atRochdale University. At every meal, Erasmus waters his wineand refuses to eat most vegetables.

Character Hooks or Stories:1. One of the ship's owners is a passenger on this voyage, andduring fair weather has been wondering aloud where all theoperating expenses are spent, if this is all there is to traveling atsea. A storm damages the rigging on the foresail, washes thechicken coop overboard, and injures the owner. The captainasks the PCs to escort the owner and the owner's servant safe-ly home.2. The passenger Erasmus wants to hire the PCs as body-guards to accompany him on a voyage to a tropical island, as hehas heard the native people are cannibals.3. A passenger, equerry for a young nobleman, who needstheir help to get his master safely from the port city they areapproaching to the capital, approaches the PCs. When pressed,he reveals that his master is actually the Crown Prince returningfrom a state visit overseas. In his haste to return after learningthat the King was unwell, the Prince has become separatedfrom most of his staff. One of his former associates is not tobe trusted, and is following him to kill him.4. One of the passengers invites the PCs to a meal preparedwith a spice previously unknown in this part of the world. A PCsees this as an opportunity to learn where the spice came from,

and resolves to go there and bring back enough spice to sell fora king's ransom.5. The passenger Erasmus wants some exercise, and asks oneof the PCs for a friendly bout of fencing.6. The brass oil lamps in the cabins of the Saint Catherine aregimbaled. One of the PCs asks an older sailor about the designof the gimbal fixtures, and the sailor explains that the hinges letthe lamp sway a little so it won't spill in rough seas. The sailortells the PC about a foreign port where many interesting toolsare made of metal.7. A PC watches one of the sailors carving a piece of ivory.When asked, the sailor explains that this is a whale's tooth shegot from another sailor in a bar at port. But, the PC is interest-ed in the carving style of the sailor, which is like the accountingbeads tied onto valuable shipments of mother-of-pearl andcoral and ivory brought into the port from somewhere over-seas.

53

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Thorvald AthelingMale human Ari3/Ftr4: CR 6; Medium-size humanoid (6 ft. 1in.); HD 3d8+6 plus 4d10+4; hp 47; Init +0; Spd 30 ft.; AC 16(touch 10, flat-footed 16); Atk +12/7 melee (+4 Ftr + 2 Ari +3 Str + 2 magic + 1 feat) (1d8+5/crit 19-20, +2 broadsword),+6/+1 ranged (1d3+1, +1 sling of giant bane); AL LN; SV Fort+5, Ref +2, Will +4; Str 16, Dex 10, Con 14, Int 12, Wis 12,Cha 16.

Languages: Common, Giant.Skills: 48 Ari, 16 Ftr; Balance +2 (2 (4)), Appraise +3 (2 + 1),Bluff +8 (5 + 3), Climb +8 (5 + 3), Craft (carpentry) +4 (3 +1), Diplomacy +6 (1 + 3 + 2 Bluff), Handle Animal +6 (3 + 3),Intimidate +8 (3 + 3 + 2 Bluff), Jump +8 (5 + 3), Knowledge(law) +6 (5 + 1), Knowledge (local) +6 (5 + 1), Knowledge(war) +6 (5 + 1), Knowledge (geography) +3 (2 + 1), Ride +4(4), Sense Motive +4 (3 + 1), Swim +7 (4 + 3), Survival +6 (5 + 1).Feats: Cleave, Improved Unarmed Strike, Leadership, LightningReflexes, Power Attack, Sunder, Weapon Focus (broadsword). *See Possessions for weight penalty. Italicized skill is cross-class.Possessions: +2 broadsword, dagger (masterwork), +1 sling of giantbane, pouch of stones (12, -1 to attack, 1d3 damage), +1mithralshirt, steel helm (masterwork), small shield (masterwork, wood-en), silver cuffs (2, 25 gp each), gold ring (50 gp), clothing,boots (24 lbs., -4 Swim).

Description: Unlike most of his crew, Thorvald Atheling has darkhair and green eyes. He is twenty-five years old, and in robustgood health. His woolen tunic and trousers are of a goodhomespun weave, dyed dark brown with walnut husks, andembroidered by his wife. His boots and belt are decorated withbrass trim. His sword, shield, and helmet are the finest onboard, and show signs of hard use and good care.Personality: Thorvald Atheling knows the abilities and weakness-es of every man in his crew. He left the village to go a-Vikingnot only for personal gain, but to bring some needed manufac-tured goods back to his village. If he can earn a reasonableamount of gold without risk to his men, he is willing to make afast, brief trip with passengers or a courier instead of goingraiding.Information and Interaction: The Captain is the younger son of aprince, almost certain not to inherit his father's position. Hisbrother drove him out of the capital, and Thorvald is now mak-ing his own fortune as leader of a backwater community.Thorvald takes turns at the steering oar with the helmsman, andstill pulls an oar as well as any of the crew. This is his third raidas captain, and his sixth raid in eight years. It is rumored amongthe crew that the Captain's mother was a fairy who lived undera hill until her husband won her in a riddle game.

54

The Waterstrider is an open long ship made of pineboards, sealed with pine tar. She can weather most stormson the North Sea, and fairly flies in good weather. Thereis a single mast, and the square canvas sail is dyed red andyellow with herbal dyes of madder and marigolds. All thelines are made of hempen rope and kept in good repair.Though the wood rails and deck are unvarnished, they aresanded smooth, tarred and polished by weather and thehands and booted feet of the sailors. The crew of twenty,including the Captain and Helmsman, are unshelteredfrom the weather except on calm, cloudy nights when theoars are shipped and the sail is taken down to lay overmost of the sleeping men. The crewmen row with longoars, and the helmsman steers with a long oar on the star-board side, used as a rudder. When rowing, each man sitson a wooden case that is both a bench and a trunk for allthe possessions he is not currently wearing. Each man hasa knife sharp enough to clean fish, and a sword stowed inhis case. There are no women among the crew, who aremostly young men unmarried or newly married and seek-ing to improve their fortunes. Any woman who comes onboard the Waterstrider is a passenger or, more likely, a cap-tive. The Captain has occasionally carried passengers forshort journeys at half again the price that a passenger shipwould charge, but offers passengers no cabins, bunks noreven cooked food, only ship's biscuit and water. If theweather is particularly cold, the Captain will order thateach crewman will be given a cup of wine heated over anoil lamp.

Description

Viking Long Ship �Waterstrider�

The helm is in the stern of the long ship, raised a step abovethe level of the main deck. The helmsman and the Captainstand here, with the wind at their back, looking over the ship.The stern of the ship is higher than the gunwhales, nearly ashigh as the bow. Navigation is done by memory, dead reck-oning, and with the assistance of a Jacob's staff, used as aquadrant for celestial navigation. At the peak of the stern iscarved a Norse idol, stained and polished by being rubbedwith blood. This image looks over the helm and the ship.None of the crew looks openly at this idol or will discuss itwith outsiders, not even to name the god represented, but allare acutely aware that it is there, looking over them.

I. The Helm

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Helmsman AndersMale human Exp3/Ftr1: CR 3; Medium-size humanoid (6 ft. 3in.); HD 3d6+3 plus 1d10+1; hp 20; Init +4 (ImprovedInitiative); Spd 30 ft.; AC 15 (touch 10, flat-footed 15); Atk +6melee (+1 Ftr + 2 Exp + 2 Str + 1 weapon) (1d8+2/crit 19-20,masterwork broadsword), +2 ranged (1d3, sling); AL NE; SVFort +4, Ref +1, Will +3; Str 15, Dex 11, Con 12, Int 14, Wis11, Cha 11.

Languages: Common, Aquan, Giant.Skills: 54 Exp, 5 Ftr; Balance +2* (3 (6) - 1 AC), Bluff +5 (5),Climb +6 (+8 ropes) (5 + 2 - 1 AC), Jump +6 (5 + 2 - 1 AC),Intimidate +5 (3 (6) + 2 Bluff), Intuit Direction +8 (6 + 2 SF),Knowledge (geography) +8 (4 + 2 + 2 SF), Ride +3 (3), SenseMotive +3 (3), Swim +7 (5 + 2), Use Rope +5 (5), Survival +8(6 + 2 SF).Feats: Improved Initiative, Skill Focus (Intuit Direction), SkillFocus (Knowledge (geography)), Skill Focus (Survival).Possessions: broadsword (masterwork), sling, pouch of stones(13, -1 to attack, 1d3 damage), chain shirt (masterwork), steelhelm (masterwork), small shield (masterwork, wooden), cloth-ing, boots (34 lbs., -6 Swim).

Description: Anders is a far-sighted, blue-eyed man, taller than hisshipmates and stronger than all but the Captain and a few oth-ers. The handle of the steering oar smoothes the palms of hiscallused hands. He wears leather pants and a woolen tunic dyedyellow with marigolds. His boots fit well, and he inherited agood sword, shield, and helmet from his father.Personality: He takes pride in interpreting the changing windsand sea currents, to bring the ship safely to port. It takes near-ly all of his attention to control the Waterstrider's direction byadjusting the sail, calling directions to the rowers, or using hissteering oar as a side-rudder. He sleeps deeply, but is not hardto rouse.Information and Interactions: He would like to be captain of hisown ship and is considering the merits of arranging Thorvald'saccidental death so he can take command. It will be some timebefore he can make up his mind, as his mind is fully occupiedwhen on duty.

Asbjorn, male human Com3/War1: CR 3; Medium-sizehumanoid (5 ft. 10 in.); HD 3d4+3 plus 1d8+1; hp 19; Init +0;Spd 30 ft.; AC 13 (touch 10, flat-footed 13); Atk +3 melee (+1+1 + 1) (1d8+1/crit19-20, broadsword), +2 ranged (1d6+1,throwing axe); AL N; SV Fort +4, Ref +1, Will +2; Str 13, Dex11, Con 13, Int 10, Wis 12, Cha 12.Languages: Common.Skills: 18 Com, 3 War; Balance +0* (1 (2)), Climb +3* (3 + 1 -1), Handle Animal +4 (4), Intimidate +1 (1), Listen +3 (1 Wis+ 2 feat), Profession (farmer) +7 (4 +1 +2 SF), Perform (sing)+1 (+1 Cha), Profession (sailor) +2 (1 + 1), Spot + 4 (1 + 1 +2 feat), Swim +4** (3 + 1), Use Rope +2 (2).Feats: Alertness, Endurance, Skill Focus (Profession (farmer)).* These skills include an Armor Check penalty of -1 (smallshield), which may not apply if the Waterstrider is at sea, andexpecting no trouble. ** See Possessions for weight penalty.Italicized skills are cross-class.Possessions: broadsword, dagger, throwing axes (2), bearskinshirt (masterwork leather armor, 10 lbs.), bronze helm, woodenshield (small), clothing, boots (32 lbs., -6 Swim).Description: Asbjorn is a rower and crewman on board theWaterstrider. At thirty, he is almost too old to go a-Viking. Hismuscles are strong, but his blue eyes are becoming near-sight-ed. He has a knife, a sword, and his old bronze helm, andinstead of armor he wears a bearskin over leather trousers.Personality: Asbjorn is a good farmer and plans ahead whenev-er possible. He starts no fights among his crewmates, and endsthem where possible, sometimes by singing a vulgar rowingsong. His bearskin is from a bear he killed with a knife when itattacked his cattle, and it was tanned by his wife.Information and Interactions: Asbjorn decided to go raiding onthe Waterstrider again this year, after he had bad luck with theharvest last fall. Much of his rye was spoiled with a fungus.Asbjorn brought ten pounds of it in a sack, because he heardonce about ergot and wants to know if this is it, and if he cansell his rye to foreign healers.

55

* These skills include an Armor Check penalty of -1 (masterwork chain shirt), which may not apply if the Waterstrider is at sea,and expecting no trouble.

On the deck, a barrel of dry biscuit, another of salted her-ring, and a third of cabbages are lashed down so they won'tmove around in a rough sea. Two hen ducks quack unhap-pily in a cage made of willow withies near the bow; they sup-ply eggs and may be sacrificed to the god whose idol is

II. The Main Deck

carved on the stern, looking forward over the ship. There isplenty of room on deck for all the crew and a surprisingamount of loot, but it does not seem like enough room ifanyone is sulking or in an evil temper. Often the Waterstridergoes ashore at an isolated place, to take on fresh drinkingwater and allow the crew to go ashore for an hour's recre-ation -- which may include a brief argument, quickly settled.Under the deck is the bilge, ballasted with rock. Currentlythe Waterstrider has taken on a load of tin ore for ballast, tobring home to the village forge.

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SnorriMale human Exp1/War1: CR 1; Medium-size humanoid (5 ft.11 in.); HD 1d6+1 plus 1d8+1 plus 3; hp 12; Init +0; Spd 30ft.; AC 12 (touch 10, flat-footed 12); Atk +2 melee (+1 +1)(1d8+1/crit19-20, broadsword), +0 ranged (1d3, sling); ALCN; SV Fort +3, Ref +0, Will +2; Str 12, Dex 11, Con 12, Int9, Wis 11, Cha 11.

Languages: Common.Skills: 24 Exp, 2 War; Balance +1 (1 (2)), Bluff +3 (3), Climb +4(3 + 1), Craft (blacksmith) +2 (3 - 1), Handle Animal +2 (2),Intimidate +1 (1), Jump +3 (2 + 1 Str), Knowledge (metallur-gy) +0 (1 - 1), Profession (farmer) +3 (3), Profession (sailor) +1(1), Swim +4 (3 + 1), Use Rope +2 (2).Feats: Endurance, Toughness.Possessions: broadsword, dagger, sling, pouch of stones (15, -1 toattack, 1d3 damage), leather jerkin, iron helm, clothing, boots(21 lbs., -4 Swim).

Description: Snorri is a rower and crewman on board theWaterstrider. He is twenty years old, strong from rowing, fromplowing fields, and helping his uncle, the blacksmith. His blondhair is sun-bleached, and his tanned skin is smooth except forsmall burn scars on his arms and a knife-scar across one shoul-der. He wears a leather jerkin and trousers, and rough boots.There is a knife at his belt, as everyone carries to use for cuttingline or for meals.Personality: At home, Snorri enjoys listening to the scop tell sto-ries and chant the adventures of heroes. He would like to be ahero one day, as he is not particularly good at blacksmithing.Information and Interactions: This is his second time going a-Viking, but Snorri is still young enough to pick fights that hemight not win. When he wins a fight with his crewmates orneighbors back home, he does not inflict crippling injuries.Snorri has no such scruples when fighting strangers, especiallywhen looting a village. He has a helm and a sword given to himby his uncle the blacksmith, but no other armor.

Alfric ScopingMale human Exp1/War1: CR 1; Medium-size humanoid (5 ft. 8in.); HD 1d6 plus 1d8; hp 7; Init +0; Spd 30 ft.; AC 12 (touch10, flat-footed 12); Atk +2 melee (+1 +1) (1d6+1/crit x3, han-daxe), +1 ranged (1d6/crit x3, shortbow); AL N; SV Fort +2,Ref +0, Will +2; Str 12, Dex 11, Con 11, Int 12, Wis 11, Cha 14.

Languages: Common.Skills: 32 Exp, 4 War; Balance +1 (1 (2)), Bluff +6 (4 + 2), Climb+4 (3 + 1), Diplomacy +6 (4 + 2), Handle Animal +4 (2 + 2),Intimidate +4 (2 + 2), Jump +4 (3 + 1), Knowledge (history)

+7 (4 + 1 + 2 SF), Perform +6 (4 + 2), Profession (sailor) +1 (1(2)), Sense Motive +2 (2), Swim +3 (2 + 1), Use Rope +2 (2).Feats: Endurance, Skill Focus (Knowledge (history)).Notes: Jump is class for warrior only.Possessions: handaxe, dagger, shortbow, quiver (20 arrows),leather jerkin, leather helm, clothing, boots (29 lbs., -5 Swim).

Description: Alfric is a rower and crewman on board theWaterstrider. He is the younger son of the village scop, and atseventeen is developing more muscle than singing voice. Hisblond hair is matted with saltwater and no comb can put it inorder. He wears a leather jerkin and trousers, and rough boots.Personality: Alfric can recite epic verses of the adventures ofgods and heroes, and does so when slapped awake by his crew-mates, who need relief from boredom halfway through a watch.He'd enjoy an opportunity to become a victorious hero insteadof chanting the adventures of other heroes.Information and Interactions: This is Alfric's first time going a-Viking, and he has much to learn. The first terrible blisters onhis hands are healed, though, and he has survived two fightswithout serious injury. Young Alfric is willing to try raidinginstead of memorizing all the legends his father can drum intohis head. He has already learned that raiding gets quick rewards.

VikingsMale human Com1/War1 (15): CR 1; Medium-size humanoid;HD 1d4+1 plus 1d8+1; hp 9; Init +0; Spd 30 ft.; AC 14 (touch10, flat-footed 14); Atk +2 melee (varies), +1 ranged (1d3,sling); AL N; SV Fort +5, Ref +0, Will +0; Str 12, Dex 11, Con12, Int 10, Wis 11, Cha 11.

Languages: Common.Skills: 12 Com, 3 War; Balance -1*, Climb +1*, Craft, HandleAnimal, and/or Profession (4 ranks), Profession (sailor) +1,Spot +1, Swim +2, Use Rope +2.Feats: Endurance, Great Fortitude.Possessions: melee weapon (halfspear (1d6+1/crit x3), handaxe(1d6+1/crit x3), or scarmasax (1d6+1/crit 19-20 like short-sword)), dagger, sling, pouch of stones, studded leather, wood-en shield (small), clothing, boots (33 lbs., -6 Swim).

Character Hooks or Stories:1. A crewman on the Waterstrider tells the PCs about a largeisland he has seen that rose out of the North Sea on a clear day;an island that was green and growing and littered with ivorytusks along the beaches.2. Any PCs who can pull an oar with the crew are given a fullshare of the crew's rations, including fish and cabbage. Thisimproves the PC's chance of arriving at the port destination in

56

* These skills include an Armor Check penalty of -2 (studded leather and shield), which may not apply if the Waterstrider is at sea, and expecting no trouble.

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good health and able to travel or work.3. Any PCs who cannot pull an oar with the crew are regard-ed as weaklings to be cheerfully scorned aloud as the crewmakes up new verses for a vulgar song they chant while rowingat a moderate rate. Not all PCs will take this in good humor.Any PCs who can make up and sing another verse of the vul-gar song are seen as good sports, for weakling foreigners.4. Snorri picks a fistfight with a PC while the ship is under-way. The Captain has pitched sailors and passengers over theside for less -- fighting is to be done ashore! Another PC inter-venes and tries to make peace.5. One of the crew has a religious symbol among his loot,and shows it to a PC, asking what it means. The symbol, a littlecopper ornament strung on a leather thong, is from the PC'shomeland and looks familiar.6. One of the PCs asks the off-duty helmsman why he does-n't use a sextant. His description of this navigational instrumentresults in a formal invitation to come to their village and teachthe smith how to make one.

57

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AntelopeHull Type: HugeHull Material: WoodPropulsion: Large Sail and 2 Small SailsSpeed: 50 feet (sails)Crew: 30Cargo: 10 tonsHull

Armor Class: 5Hardness: 5Hit Points: 40

DeckArmor Class: 5Hardness: 5Hit Points: 20

MastArmor Class: 5Hardness: 5Hit Points: 300

Weapons: NoneShip Qualities: Wave Rider

Santa BarbaraHull Type: GargantuanHull Material: WoodPropulsion: Coal Engine plus 1 Large sail and 2 medium sails.Speed: 30 ft (sails), 80 ft (coal engine)Crew: 60Cargo: 150 tonsHull

Armor Class: 5Hardness: 5Hit Points: 50

DeckArmor Class: 5Hardness: 5Hit Points: 20

MastArmor Class: 5Hardness: 5Hit Points: 300

Castles (Main Castle and Fore Castle)Armor Class: 5Hardness: 5Hit Points: 30

Weapons: Heavy CatapultShip Qualities: Fire Tested

Saint CatherineHull Type: LargeHull Material: WoodPropulsion: 2 Medium Sails, 1 Small sailSpeed: 47 feetCrew: 6 requiredCargo: 18 tonsHull

Armor Class: 5Hardness: 5Hit Points: 30

DeckArmor Class: 5Hardness: 5Hit Points: 20

MastArmor Class: 5Hardness: 5Hit Points: 150

Castles (Fore castle)Armor Class: 5Hardness: 5Hit Points: 20

Weapons: NoneShip Qualities: Wave Rider, Transport

WavestriderHull Type: HugeHull Material: WoodPropulsion: 1 Large sail, Oars (3 sets)Speed: 50 feet (sails), 30 feet (oars)Crew: 60Cargo: 10 tonsHull

Armor Class: 5Hardness: 7Hit Points: 60

DeckArmor Class: 5Hardness: 7Hit Points: 20

MastArmor Class: 5Hardness: 5Hit Points: 300

Weapons: NoneShip Qualities: Built to Last, Tough Old Girl, Wave Rider X2

58

Appendix

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OPEN GAME LICENSE Version 1.0a

The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.

1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrightedmaterial including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improve-ment, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell,broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and rou-tines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open GameContent by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes ProductIdentity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines,plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic andother visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, loca-tions, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademarkclearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos,names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by theContributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content.(h) "You" or "Your" means the licensee in terms of this agreement.

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4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with theexact terms of this License to Use, the Open Game Content.

5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your originalcreation and/or You have sufficient rights to grant the rights conveyed by this License.

6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of anyOpen Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHTNOTICE of any original Open Game Content you Distribute.

7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independentAgreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or RegisteredTrademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademarkor Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner ofany Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.

8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.

9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modi-fy and distribute any Open Game Content originally distributed under any version of this License.

10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.

11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission fromthe Contributor to do so.

12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute,judicial order, or governmental regulation then You may not Use any Open Game Material so affected.

13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of thebreach. All sublicenses shall survive the termination of this License.

14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.

15 COPYRIGHT NOTICEOpen Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.

System Reference Document Copyright 2000, Wizards of the Coast, Inc.;Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson.

Open Game Content from The Tide of Years Copyright 2001, Michelle A. Brown Nephew.

Seafarer's Handbook Copyright 2001, Fantasy Flight, Inc.

City Guide: Nautical Necessities, Copyright 2005, Dark Quest Games.