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Published by necron43, 2024-06-01 10:05:35

Curse of The Userper (Compressed)

Curse of The Userper (Compressed)

BOOK 1


Credits Credits Overlord Cass Suwinski Lead Writer Dillon Olney Character Writer Cameron DeFord Editors Sarah Olney and Caitlin Smith Art Director Graphic Design & Layout Chris Knowles Artists Beto Lima, Danilo Esteban Valdez Jr., Eri Welli, Flavio Garcia, Eamonn McCormick, Bram Willemot, German Varona, Matsya Das, Julie Bolinho Cover Artist Bram Willemot Renowned Sculptors Christine Van Patten, Jason Weibe, Chris Lewis, Glenn Harris, Bobby Jackson, Joshua Black Lead Voiceover Actor Ciaron Davies Music Composer Ian Fisher Video Graphics Designer Jason Goebel Lead Cartography Lez Johnson Brand and Marketing Brandon Popovich On the Cover Bram Willemot illustrates the heroes chasing a young owlbear through the streets of Havdhir before he gets away. Copyright @2023 Tomb Guardians, Inc. This material is protected under copyright law. Tomb Guardians Inc., the Tomb Guardians Inc. monogram, and all other identifying marks herein are trademarks or service marks of Tomb Guardians Inc. Any reproduction or unauthorized use of the material or artwork contained herein without the prior express written consent of Tomb Guardians Inc. (“permission”) is prohibited. This product is a work of fiction. This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systemsreference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode. Product Identity The following items are hereby identified as Product Identity, as defined in the OGL, Section 1(e), and are not Open Game Content: All trademarks, registered trademarks, service marks, proper names (characters, place names, new deities, new spells, etc.), dialogue, plots, story elements, locations, characters, artwork, graphics, sidebars, and trade dress. Product Identity belongs to its creator(s) and/or assignee(s) and may not be used without their permission. Open Game Content The Open Game Content includes all material from the SRD included in this work and the user-created content, if any, that is clearly defined as Open Game Content in this work. No other portion of this work may be reproduced in any form without permission. 2


Table of Contents About This Campaign ...................................................5 Introduction.....................................................................5 The Books ........................................................................5 How to Use this Book....................................................5 Read-Aloud Text.............................................................5 Icons..................................................................................5 Skill and Ability Checks................................................5 Adventure Path...............................................................5 Challenges .......................................................................6 History of Shjekhel......................................................... 7 Prologue: Tavernsbane Freighter Introduction....................................................................11 Interacting with People Aboard .................................11 The Ship........................................................................12 Main Deck..................................................................13 Side Quest: Catching Rainbow Snappers.........14 Captain’s Quarters....................................................16 Crew’s Quarters......................................................... 17 Cabin Quarters.......................................................... 17 Side Quest: Missing Charter............................... 17 Cargo Hold.................................................................19 Side Quest: Rats in the Hold...............................19 Aquatic Nihidium-Spawned Abomination Attack.. 21 Passing the Curse .....................................................22 Level Advancement.....................................................23 What’s Next? .................................................................23 Port City of Havdhir Introduction...................................................................29 Level Advancement in Havdhir.................................29 Map of Havdhir.............................................................30 Important NPCs ...........................................................32 Reputation .....................................................................34 About the City...............................................................34 Factions ..........................................................................35 Crime and Punishment in Havdhir...........................36 Exploring Havdhir........................................................38 Exiting the City.............................................................38 Residential Areas .............................................. 40 Barnacle Barrows..................................................... 40 Stonecentre................................................................43 Coastal Locations ..............................................44 Greyport .....................................................................44 Side Quest: Ships and Shipments......................45 Cemetery....................................................................47 Inns, Taverns, and Entertainment.......... 50 The Guzzling Goblin ............................................... 50 The Crystal Lounge..................................................52 Side Quest: Appropriate Attire ..........................54 The Sunken Dream Tavern.....................................56 Side Quest: Kraken Contest...............................58 Morvin’s Sorrow Pit..................................................58 Civic Buildings .....................................................62 Havdhir Notary and Exchange...............................62 Major Quest: Vrehnor Isle (see separate section)...........................................62 Hall of the Triumvirate ............................................63 Temple of the Manifold Gods.................................67 Major Quest: Stolen Scrolls (see separate section)...........................................69 Lorton Bank ...............................................................70 Side Quest: Robbery of the Century ................ 71 Azkhell’s Tower.........................................................76 Major Quest: Azkhell’s Agoraphobia (see separate section)...........................................76 Market District...................................................76 Haggling...................................................................... 77 Navigating the Crowd.............................................. 77 Market District Shops .........................................78 Brong’s Bashy Things ...............................................78 Side Quest: Deeds for a Discount..................... 80 Wolf’s Last Rest........................................................ 80 Side Quest: Deeds for a Discount..................... 81 Histell’s Alchemical Mysteries...............................82 Side Quest: Scents and Perfumability .............84 Ardhos’s Bounty........................................................85 Side Quest: Scents and Perfumability...............86 Verin’s Second-Hand Goods...................................87 The Menagerie ..........................................................88 Side Quest: The One That Got Away................89 Additional Shops.....................................................92 Percival’s Appraisal ..................................................92 Side Quest: Appraising a Mimic ........................93 Freya’s Fantastical Items .........................................94 Major Quest: Paying the Grifter’s Guild… a Visit (see separate section)...............................................97 Havdhir Stables.........................................................98 Side Quest: Owlbear Antics..............................100 Mourner’s Respite...................................................102 Military/Guard Outposts............................104 Goldtower....................................................................104 Side Quest: Burning Bugbears..........................106 Blacktower ...............................................................110 Side Quest: A Night in Blacktower.................. 110 Havdhir Barracks..................................................113 Training Area............................................................113 1st Floor: Legal Issues .............................................113 Major Quest: Vrehnor Isle (see separate section)..........................................114 3 Table of Contents


4 Table of Contents 2nd Floor: Mess Hall ...............................................114 Side Quest: Helping with Svelvhar’s Soup ......112 3rd Floor: Armory....................................................115 4th Floor: Sleeping Chambers ..................................116 Still-Echo Prison...............................................117 Major Quest: Innocent in Still-Echo (see supplemental book).....................................117 Major Quests Vrehnor Isle .........................................................120 The Wrecked Keelhaul Marauder..........................120 Island Traps...............................................................121 Quicksand Trap ....................................................121 Fearful Visage Trap ............................................123 Snake Pit...............................................................124 Pirate Cave...............................................................124 What’s Next?............................................................126 Continuing the Adventure ....................................126 Stolen Scrolls....................................................129 Horn’s Head Cave ...................................................130 Littered Tunnel.........................................................131 Bugbear Living Chamber.......................................131 Torch-Lit Tunnel......................................................132 Gluck-glubruhk’s Lair.............................................132 Sunken Tunnel.........................................................134 Orphos’s Lair............................................................135 What’s Next?............................................................136 Continuing the Adventure ....................................137 Paying the Grifter’s Guild… a Visit.......140 Drain’s End................................................................141 Grifter’s Market.......................................................142 Interrogation Room................................................143 Drain’s End Prison ..................................................144 Sewer Ogre Maze ...................................................145 Drain Rat Nest.........................................................147 Sewer Ogre Hoard Room ......................................148 What’s Next?............................................................149 Continuing the Adventure ....................................150 Azkhell’s Agoraphobia..................................153 Azkhell’s Tower - Exterior ........................................153 Azkhell’s Tower - Interior .........................................156 1st Floor....................................................................156 Foyer..........................................................................156 Right Side of the Chamber ...................................156 Basement..................................................................157 Left Side of the Chamber......................................157 2nd Floor ..................................................................159 Puzzle Room ............................................................159 Servant’s Quarters ..................................................159 Riddle Room ............................................................160 Hallway ......................................................................161 Closet.........................................................................161 West Balcony............................................................161 Hibernaculum..........................................................162 East Balcony ............................................................162 Upper Stairwell .......................................................162 3rd Floor...................................................................164 Chamber of Song ....................................................164 Chamber of Slime...................................................164 Room of Shifting Doors.........................................164 Derelict Room..........................................................165 Room of Dire Fortunes ..........................................165 Upper East Balcony................................................166 Upper West Balcony ..............................................167 Stairwell of Slipperiness........................................168 4th Floor...................................................................170 Living Tales Library ...............................................170 Ezmeralda and the Tale of the Talking Toad ............170 Rhet Tikha’s Curse......................................................171 The Wandering Armor.............................................. 173 Weather of the Darklands of Vlaskhell..................... 174 The Siege of Havdhir.................................................175 5th Floor...................................................................178 Banquet Hall ............................................................178 6th Floor....................................................................181 Room of Pocket Dimensions .................................181 Dwarven Portal ........................................................181 Thorny Portal...........................................................183 Ghostly Portal..........................................................184 Forest Portal.............................................................185 Abyssal Portal..........................................................187 Ancient Portal..........................................................188 Basilisk Portal..........................................................190 7th Floor...................................................................193 Giant Gelatinous Cube Room ..............................193 8th Floor...................................................................195 Library of Rare Texts .............................................195 9th Floor...................................................................198 Azkhell’s Private Study..........................................198 Tower Top................................................................. 202 What’s Next? .............................................................. 202 Continuing the Adventure....................................... 202 Appendix: Stat Blocks 204 Appendix: Items 266 Appendix: Spells 275 Appendix: Diseases & Curses 277 Appendix: Feats 279 Appendix: Ancient Dwarvish Alphabet 281


About this Campaign 5 About this Campaign Introduction The Curse of the Usurper is a three-part campaign that grows characters from level 1 to level 15 and traverses unique locations including the following: • Havdhir: an ancient, dwarven, port city where low-level characters can experience a sandboxstyle adventure of compartmentalized quests that easily fit into other campaigns. • The Darklands of Vlaskhell: an icy land of undead that is bathed in constant light half of the year and is plunged into darkness the other half, allowing the wretched vampires within to emerge from their frozen keep. • Ardhos: a warm, southern land of green fields and twisted swamps filled with happy halfling farmers, wretched hags, and undead beasts. • The Lost Mines of Shjekhel: an ancient, haunted mine controlled by a dark creature that inhabits the very stone itself. The Books This book is part of the Curse of the Usurper campaign which spans three books: Trouble in Havdhir, Darklands of Vlaskhell, and Lost Mines of Shjekhel. In addition to these is the supplementary book, Innocent in Still-Echo. How to Use This Book Primarily, these books serve as a series that creates an overarching campaign, and the books are intended to be played through and used together. However, you could instead pull segments from the books, or use the material (lore, side quests, locations, characters, monsters, items, and more!) in your own campaign setting. Read-Aloud Text Read-aloud text is included in all three of the Curse of the Usurper campaign books. This text is accompanied by QR codes which, when scanned, will read the text aloud for you and your group. Of course, you as the Game Master might read the text aloud yourself, paraphrase it, or alter it entirely. Read-aloud text often assumes that the characters have followed along a certain path, and the text occasionally will provide options for likely alternatives. However, readaloud text is to be used as a tool to give a fuller and more immersive experience and not as a hard rule to follow. Players often chart a path that no Game Master can anticipate, and the read-aloud text or sections of the adventure might need to be altered to fit the world the players create. That is okay! Don’t stress if the campaign isn’t following a certain path. This is a game of relationships, changes, challenges, and choice; so fear not if the read-aloud text becomes irrelevant or if the characters completely disrupt a portion of the campaign. There are plenty of tools and springboards for creativity provided in the Curse of the Usurper campaign to aid you in bringing your own story to life. Icons 123 You will note certain icons throughout these books. When you see one, it denotes a new stat block, item, spell, etc. unique to the Curse of the Usurper campaign and not found in other products. The icon is followed by brief text specifying which appendix contains the relevant information. For example, the text might read “Erwin (1 Stat Block) the doppelganger.” In this case you should refer to the Stat Blocks appendix of Book 1. 1 Book 1 - Trouble in Havdhir 2 Book 2 - Darklands of Vlaskhell 3 Book 3 - Mines of Shjekhel Skill and Ability Checks Some skill and ability checks allow for passive checks (such as when a character might spot a hidden door without using an action to roll to look for one). Some Game Masters might enjoy this mechanic while others might find it annoying or out of place in their games. You are free to use them all or ignore them completely as you see fit. The Adventure Path The primary focus of the Curse of the Usurper campaign centers around an ancient, dwarven curse that is passed on to the characters—a curse which they must strive to lift before they are slain and the Usurper emerges from his stony and unhallowed halls. The campaign centers around this curse and presumes that at least one of the characters is accursed for the entirety of the campaign. You can learn more about the curse in the Trouble in Havdhir book, particularly in the History of Shjekhel section on pages 7-9.


About this Campaign Challenges There are some unique challenges that may come about for this campaign should the whole of the party be slain. Since the adventure presumes the adventurers are seeking to lift the curse, if all of them die, the curse (and the Usurper) have essentially “won.” A few suggestions are provided here for Game Masters who are seeking to continue the campaign with a whole new party or just a few new characters. These options might contradict some of the lore of the campaign, but they are simply intended to give Game Masters options for reintroducing the main conflict of the adventure to allow it to continue: • The cursed characters (or the last character surviving with the curse) are favored by a dwarven deity that does not wish for the Usurper to emerge from his mines. Each time the characters die, instead of their souls being transported to Shjekhel the characters are resurrected as if via the true resurrection spell, but lose one level. In this variant, if the characters are finally reduced to level 0, the campaign is lost. • A new character or party of characters is cursed by another dwarf of the Shjelborn clan unbeknownst to the main quest giver, Vrormir. In this variant, Vrormir is not the last surviving dwarf of his clan as he supposed, and the new character or characters now carry the curse. •Vrormir’s soul escapes imprisonment and is able to take physical form for a brief time, passing the curse to a new character or party of characters. 6


History of Shjekhel 7 History of Shjekhel In times of old, in ages so long past that none now know what truly occurred (though a few elderly dwarves and elves claim to know the events’ rough dates and origins), there existed the mines of Shjekhel. These mines were dug deep into the earth by the Shjelborn clan, a family of dwarves once resplendent in wealth, power, and progeny. These dwarves dug deep mines, mines connected to hallowed halls filled with elaborate stone carvings dedicated to their ancestry. The mines poured forth an abundance of wealth: jewels, gold, and platinum ore that would provide financial and economic security for thousands of generations. But most precious of all was the rare stone found deep within the earth. It was called “nihidium.” This stone possessed incredible magical properties—properties that allowed for the summoning and raising of the dead, enhanced magical prowess, and so much more. Its extraction from the earth earned the Shjelborn clan and its fellow family miners much wealth and fame, and their small mine soon grew into a dwarven kingdom. The ruler of the kingdom at the time with which we are concerned was King Kassimer, a kindly dwarf lord who cared a great deal for his people and ensured they prospered for many years. But such grand things were not to last. The rare nihidium stone had a mind of its own: an old mind, one formed from the collective consciousness of those buried beneath the earth, clawing in the dark; one that cared little for the lives of dwarves, humans, elves, or their like. The stone crept subtly into the dreams and minds of the Shjelborn clan… infecting them, possessing minds, and slowly, ever so slowly, interposing itself onto the foundation of the mines of Shjekhel. One day, a child was born to the Shjelborn clan, one of many heirs to the throne. This boy was strange. He was a quiet, stony child who rarely made a sound. Some believed he was a gift from the very stones themselves. But others knew the truth: this child WAS Music


8 History of Shjekhel the stone. The nihidium had taken on a physical form through which it could release all its malice. Over the years, the child grew—ever silent, ever watching—staring with cold eyes, black and unyielding as nihidium. Eventually, the child did speak, in a voice cold and distant, as if stretched through miles of loose earth. This son of King Kassimer was no dwarf but a usurper. A manifestation of the ancient stone fueled by the buried dead. The child spoke, and his speech was old and dark. He spoke with words that reverberated with many of the clan who had dug so deeply into the ground, for it was the voice of stone, of cold, of uncaring inevitability, of spirits buried beneath the earth, of souls trapped in dark, of sunless places in the tunnels of the deep. When the child spoke, the dead of Shjekhel walked once more as spirits wandering the halls, rising from their long rests. Some thought him a miracle worker while others thought him a demon. Over the years, the city grew dark. The earth refused to yield its riches to the dwarven clan, and many fled the place…many, but not the clan of Shjelborn. As the mine declined, the power of the dwarven prince grew, and many began to whisper a name in the dark, a new name for this prince that betrayed his intentions for the mine: “the Usurper.” King Kassimer saw the evil within his son and tried to stamp it out. For he knew, despite what the miners who examined the earth said, that this strange boy’s presence was responsible for the withering of the mine and for the dead that now walked many of its halls. He sought the aid of sages, diviners, and clerics; frantically looking for a way to root out the dark force that had crept into his home. But it was all for naught. The Usurper, possessing a following of dwarves and creatures of the dark reaches beneath the earth, led a revolt against his father that attempted to reclaim the mines for the cold stone they “truly” belonged to. The king commanded that the mines be closed, the walls shut, and the holes sealed. But each day, they would find the mines opened again. No spell or wall could hold back what had been unleashed in the dark. King Kassimer knew in his heart the only way to stop this strange curse was to kill his son, the Usurper, who had become a conduit for the stone. But try as he might, he could not bring himself to do it. Eventually, Kassimer was running out of options— the failure of the dwarven kingdom pressing hard on his conscience. Desperate to stop the evil spreading from his home, he set out to make a deal. King Kassimer bound his lineage to a pact, one not with a demon nor a devil but with the wicked force that dwelled within nihidium stone itself. A force that was hard, cold, and old as the stone…if not older. Without the consent of any of his subjects, the king offered himself and the entirety of his lineage as prisoners to the nihidium. He asked that the dark being that dwelled within it and within his son seal off the gate of Shjekhel so that no one could ever partake of its dark powers again; trapping most of the Shjelborn clan, King Kassimer, and the Usurper inside. The stone agreed in the form of a curse—one last punishment for the dwarves who delved too deeply into the earth… ITS earth. The curse halved the lifespans of all members of the Shjelborn clan and their descendents and bound their souls to return after death to wander the sunless halls for all eternity. King Kassimer split the key of Shjekhel into three pieces, sending his two remaining sons and one daughter out into the world in hopes of sealing Shjekhel forevermore. Years passed. Centuries passed. Many who once walked the halls returned as spirits or Undead; restless beings unable to escape. For centuries, descendents of the original Shjelborn have been desperately seeking a cure for their curse, passing it on to their own offspring in hopes of one day freeing themselves and their ancestors’ souls from the haunting of Shjekhel, that once-proud city which is now a ruin filled with wrathful spirits and the specters of the dead. Worst of all, the Usurper remains. A manifestation of the hate and cold and dark of nihidium stone—the stone which should have never been mined or pulled from the earth—the Usurper lurks within the halls of Shjekhel, locked inside. And though he made the bargain, he sits in the dark, and he plots…


Curse of the Usurper 9 Curse of the Usurper The surviving members of the Shjelborn clan suffer from the ancient curse that was the result of the pact made by King Kassimer of Shjekhel. Any descendent of the Shjelborn clan that dies has its soul transported to the ancient mines of Shjekhel, where it is reincorporated as a nihidiumspawned ghost. This curse can be passed on by a Shjelborn descendent by transferring ownership of a specially crafted nihidium stone to a successor or group of successors. Doing so risks damning more innocents to an eternity in Shjekhel but may yet save fallen ancestors or offspring. As a very old dwarf and the last living member of the Shjelborn clan, Vrormir is desperate to remove the curse or pass it on. Anyone afflicted by the curse of the Usurper bears an identifying mark upon the wrist. In addition to this, a creature afflicted with this curse may be plagued by dreams of the mines of Shjekhel, of the key characters in the fall of the ancient city, of ominous portents, of the locations of Shjekhel keys, or of the nihidium itself. Anyone afflicted by this curse ages considerably faster than usual—the average racial lifespan is halved. If any of the characters die (of any cause) while cursed, the character’s soul is transported to the mines of Shjekhel, where it becomes a nihidiumspawned ghost. Since the soul isn’t free, neither the resurrection spell nor the true resurrection spell will normally work; the revivify spell will function normally, since it works before the soul has a chance to be transported. The curse can be broken in only two ways: 1. The Usurper can be destroyed and the evil sentience of nihidium bound to him destroyed along with it. Accessing the mines requires having the three pieces of the nihidium-stone key. 2. The descendents (and those to whom the curse of the Usurper has been passed) can all be slain, removing the barriers around the mines, freeing the Usurper and the Undead that reside there.


10 Tavernsbane Freighter


Tavernsbane Freighter 11 Prologue: Tavernsbane Freighter Introduction to the Quest The Curse of the Usurper campaign begins with the “Tavernsbane Freighter” quest. This quest introduces the players to the campaign setting. It is also a great starting point for new Game Masters to get a feel for how to run the adventure as a whole. The “Tavernsbane Freighter” quest is a prelude to the rest of the campaign, with the events of this quest spurring the rest of the adventure onward. The Quest The adventure begins with the players sailing as passengers aboard the Tavernsbane Freighter. They are accompanying Vrormir Shjelborn (the last heir of the Shjelborn dwarven clan) on his return from searching for his ancestors’ mines. As the last of his line, Vrormir is running out of time to remove the curse from the Shjelborn clan that is causing him to grow increasingly ill. Servants of the Usurper are seeking to end his life and any chance the Shjelborn clan has of lifting the family curse. Vrormir has hired the characters to accompany him on his voyage to Havdhir (also known as the Cauldron) in hopes of speaking with Azkhell, a mage residing in the city. Finding this mage is a last-ditch effort to lift the family curse. Introducing the characters to the setting, read the following aloud: You have traveled near and far, seeking treasure, opportunity, and adventure in the port city of Havdhir, an ancient dwarven settlement. On your journeys toward the city, you each happened upon Vrormir Shjelborn—a dwarf of supposedly noble heritage who was seeking escorts to help him safely arrive in Havdhir. Vrormir has promised a sum of five gold pieces for each of you for assisting him in reaching Havdhir, giving you promissory notes that can be exchanged at a notary in town in order to receive your gold. You have been traveling for several weeks aboard the ship the Tavernsbane Freighter, and Vrormir has become increasingly agitated (or so it seems... the dwarf never leaves his room aboard the ship). He spends his time muttering about a curse and about “someone coming after him.” His health seems to be declining rapidly based on the ever-increasing coughing fits coming from his room. You and your companions stand upon the prow of the ship, listening to the sound of splashing waves and the calls of the sailors as you near port, mere miles from your destination. Starting a new campaign is easiest when the players get to know each other’s characters and motivations, especially if they are new to the game. Take this time to allow the players to introduce themselves to each other if they haven’t already done so. Encourage roleplay and have them introduce themselves in character if the players are comfortable with this. Ask the players what they think about their patron and (potentially) each other. Allow them to draw their own conclusions as to why they are venturing with Vrormir or why each member of the crew is taking the journey. Perhaps it is simply for a payout, maybe Vrormir is an old family friend, or possibly someone owes a life debt to Vrormir. Use this time to develop a connection to the story and to one another, springboarding off of the players’ ideas. It is often best to give the players the read-aloud synopsis ahead of time and answer any questions that will not give away too much of the main plot. This can be done to help players get a foothold on the world and their part in it prior to sitting down to play. Interacting with People Aboard The players can interact with the people onboard during their voyage—learning additional information about fellow voyagers, lore of the surrounding area, and details about the port of Havdhir. If the players are new to the game, have a few of the NPCs introduce themselves and strike up conversations with the players. Some of the NPCs have side quests available. None of the side quests are mandatory, but they do allow Music


12 Tavernsbane Freighter players to learn more about the ship and the people aboard; and about the setting and the game in general. Rumors and Information Any of the people on board can reveal information about the ship and/or Havdhir, and they may also have opinions about Vrormir: The Ship • The ship is called the Tavernsbane Freighter. It was so named due to being a floating tavern with ridiculously cheap booze. Locals and sailors alike would come to the ship just for food and drink, putting many of Havdhir’s other taverns out of business. While the freighter no longer sells the cheap booze it now ferries (having moved wholly into the transport business of both persons and parcels), the name stuck. • Captain Marrow operates the freighter, taking passengers from far beyond Havdhir or simply to other ports along the coastline. He has done so since he “retired” from a life of piracy. • Usually, the ship is filled with crew members and travelers, but rumor has it that Vrormir paid an exorbitant amount of money to the captain in order to keep the number of travelers to a minimum and the sailors operating on a Skeleton crew. Havdhir • Havdhir is an ancient port city that was constructed by dwarves several thousand years ago. It has since become populated with all kinds of creatures, and its architecture has been influenced by the many cultures and races that have settled there over time from across the sea. Havdhir is commonly referred to by the locals as the Cauldron since it is a mix of multiple languages, customs, religions, and races. • Havdhir is a thriving city with a population of nearly five thousand. • Havdhir has little to offer in the way of produce or manufactured goods and acts primarily as a trade city to far off lands. Many have made fortunes by simply trading their goods from this port to people from far off places. Vrormir • Some aboard the vessel believe Vrormir is the last descendent of the Shjelborn clan, a group of dwarves that were cursed in times of old. • No one on board has seen Vrormir come out of his room since his voyage began. • Vrormir had been adventuring south, beyond the region of Ardhos, but decided to travel to Havdhir for a reason he did not disclose to the crew or anyone else on board (apart from the characters, if they ask). His agitated mutterings, though, have allowed some of the crew to put together the pieces. Shjekhel and the Shjelborn Clan • The Mines of Shjekhel, also called simply Shjekhel, is an ancient dwarven city that fell prey to a horrible curse and swarms of Undead. The city has been lost to time, but many have been searching for the entrance to the mines and for the lost gate key, which is rumored to have been shattered into three pieces. • The Shjelborn clan were the founders and rulers of Shjekhel. However, legend has it that when the city fell, most of the clan was killed, and those that survived were cursed. They and their offspring are doomed to return to the halls of Shjekhel as ghosts upon their deaths. Overview of Captain Marrow’s Crew Members Each crew member has rumors or information they can share as part of your roleplay. If you are new to being a Game Master, use this opportunity to start honing your skills and practicing playing as multiple NPCs. There are some examples provided below of information that the crew members might share: • I’ve heard that Vrormir is descended from one of those cursed dwarves from the Lost Mines of Shjekhel. Supposedly the last of his line... • Finally headed back to Havdhir! Greatest city in the realm in my view! Formed by the ancient dwarves and built upon for ages. You want drink? Supplies? To take on a bounty or two? You can do it all in Havdhir! • I’ve spent most of my life on the water—hate going into port—but that damned dwarf needs to reach some wizard in Havdhir, and he’s paying handsomely for it, so what is one to do? • Are you friends of Vrormir? I heard a rumor that he is looking for the mage Azkhell to remove the curse on himself and his family. Word of advice though, I wouldn’t trust that mage as far as I could throw him… had him put a hex on my ex-wife two years ago, and all I got in return was a bad case of gout.


Tavernsbane Freighter 13 • You ever seen a weapon made of nihidium? Sharpest blades there are; and when carved with the proper runes, I hear they come alight with magic! Supposedly that dwarf’s descended from the clan that once mined it, but their mines were lost long ago. • You’re lucky we aren’t sailing anywhere near the Darklands of Vlaskhell… damned vampires and their treaties with Havdhir. The Main Deck The main deck of the ship is slippery. Water and years of accumulated sea life cling to the decks. A man in a rumpled captain’s uniform smokes a pipe while steering the ship. Meanwhile, a scruffy-looking sailor launches a spear tied to a rope over the side, lazily staring into the depths. Captain Marrow can be found on the Main Deck. While the captain has no direct side quests associated with him, interacting with him is a great way for new players to experience roleplay (potentially without rolling any dice), and it can assist in building the story and the environment. When the characters first interact with Captain Marrow, read the following aloud: A weary-looking man dressed in a rumpled blue captain’s uniform and sporting a ragged cap smokes his pipe and rests a weathered hand on the sun-bleached helm of the ship. He pays you little mind, chewing on the end of his pipe and staring toward port. Roleplaying Captain Marrow Captain Marrow has a habit of chewing on the pipe that he smokes almost constantly, and he speaks with an accent picked up from his days as a “not-so-respectable collector of other peoples goods…” (a pirate). “Aye, that be a fine cutlass ya have there, laddie!” (etc.). Captain Marrow is suspicious of Vrormir, who paid him a princely sum for the use of the majority of the ship and banning other passengers from coming aboard by buying up most of the beds and rooms usually used for travelers. But coin is coin, and Marrow is willing to look the other way if Vrormir is willing to pay. Captain Marrow (1Stat Block) is a neutral human. The captain may disclose his concerns about several of the other members aboard the ship, including the following: • I’m concerned about that cabin boy, Danny… keeps sneaking food and such down into the bowels of the ship. Someone should keep an eye on that kid. • That old lady, Coraline, sure has been a pain in my side… lost her charter and gods know what else. She is going to have to talk with the notary upon our arrival if she doesn’t find it soon. • Scur has been acting up of late…constantly complaining about his wages…ungrateful sod. • That Vrormir fellow concerns me… paid more than I ought to say for use of most of the ship, and I don’t trust ’im… not in the least.


14 Tavernsbane Freighter Side Quest: Catching Rainbow Snappers First Mate Scur Bellos can be found standing on the Main Deck. When the characters first interact with Scur, read the following aloud: A disheveled half-elf rocks back and forth on the ship, staring blankly into the water and leaning part-way over the side—one hand on the rigging and the other gripping a spear with a thick line of rope tied to it. He glances at you for a moment, turning back to the sea before doing a double take. “Oy! Want to earn a bit of coin?” the half-elf calls to you. Roleplaying First Mate Scur Bellos Scur scratches a patchy goatee regularly and squints suspiciously at anyone that questions him. He speaks in a gravelly voice and frequently mutters under his breath. Scur is frustrated by his low wages and long hours aboard the ship. He has even considered venturing out on his own several times but has never had the coin to do so. Scur resents his captain and has been seeking more lucrative means of making a living. One such venture is spearing rainbow snappers off the side of the ship as it nears port (whether or not spearing endangered rainbow snappers is strictly “legal” is a matter of debate for Scur). Scur is looking for additional hands to help him reel in some rainbow snappers and is willing to offer 5 silver pieces (only one quarter the price he will fetch for them in port) for each rainbow snapper caught.


Tavernsbane Freighter 15 Characters can discern Scur is cheating them by making a Wisdom (Insight) check opposed by Scur’s Charisma (Deception) check. Characters might also know the value of rainbow snappers with a successful DC 15 Intelligence check. This also reveals the fact that the rainbow snapper is a protected species. First Mate Scur (1Stat Block) is a chaotic neutral half-elf. Catching Rainbow Snappers This side quest serves as a great way to introduce your players to skill checks and how attack rolls work without the pressures of being attacked (as long as the characters do not incite an attack from the swarm of flying squid (1Stat Block)trailing the snappers). Rainbow snappers (1Stat Block) can be caught by spearing them with a successful ranged attack using a spear or other weapon affixed to a rope (or with a net). If the characters do not have rope, Scur offers 100 feet of hemp rope affixed to a spear to help them fish but requests that these items be returned afterwards. The distance to the water is 20 feet, and the snappers swim roughly 5 feet below the surface. Thus, attacks made with a thrown spear have disadvantage. If a rainbow snapper is hit by an attack but the damage is not enough to kill it, a creature holding the rope or net can attempt to reel the snapper aboard by using an action to make a Strength check opposed by the rainbow snapper’s Strength check. The creature on board the ship has advantage on this check. If the rainbow snapper succeeds on the first opposed check, it remains in the water. If it succeeds on a second check, it escapes. A rainbow snapper killed by a spear attack does not make an opposed check and can be reeled aboard as an action. A total of 10 rainbow snappers can be found swimming alongside the ship and remain for 2d4 rounds after the first attempt to catch one is made. During the attempts to catch the rainbow snappers, if a character rolls a 1 or fails an opposed Strength check against a rainbow snapper by 5 or more, a swarm of flying squid bursts from the water in an attempt to devour the snappers, attacking anyone nearby. If this occurs, read the following aloud: A strange, conical head bursts from the water, sailing through the air on outstretched tentacles with a thin membrane of flesh between them. This is followed by another, and another. These creatures are erupting from the water and gliding through the air, their tentacles reaching toward you and toward the rainbow snappers in a swarm of flailing limbs. Loot Up to 10 rainbow snappers (5 sp each from First Mate Scur or 20 sp each if sold in port).


16 Tavernsbane Freighter Captain’s Quarters The captain’s quarters are locked, but a creature using thieves’ tools can pick the lock with a successful DC 10 Dexterity check. The crew and captain are busy about the ship, and unless they are alerted to something amiss, Dexterity (Stealth) checks are not required to sneak up to the door (though they would be required once inside if within earshot of a crew member). Alternatively, if the characters can come up with a good reason why they should be entering the captain’s cabin, Marrow will unlock the door for them. This would require a Charisma (Deception or Persuasion) check opposed by Captain Marrow’s Wisdom (Insight) check. The characters could also bash the door down, but this would make quite a racket and likely alert the crew that mischief is afoot. The door has AC 15 and 10 hp. If the characters are caught attempting to steal from the captain, Captain Marrow informs the characters that he will be making a note of their attempted theft to the Havdhir notary who will likely impose a fine on any future travels the characters might take. Captain Marrow will then keep a wary eye on the characters for the rest of the voyage. If the characters enter the captain’s quarters, read the following aloud: This room is filled with fine pieces of furniture: a hardwood writing desk sits at the center of the room, a beautiful bed rests near the large window at the back, a heavy wooden trunk sits in front of the writing desk, and the walls are decorated with a myriad of paintings. The paintings have all been done by Captain Marrow himself (who fancies himself a bit of an artist). A DC 10 Intelligence (History) check reveals that these paintings are not of great value seeing as there is no recognizable style or markers of a master in them. The chest and drawers of the desk are both unlocked, due to the captain relying on his door lock to keep his valuables safe. Loot Inside the desk 5 sp Cartographer’s tools (15 gp) Filthy spyglass, almost useless (2 gp) Soul-freeing tome (This tome can be read aloud to free the souls of the skeletons on Vrehnor Isle. See the “Vrehnor Isle” quest.) Inside the chest Within this chest is a small, rolled-up piece of vellum. Unfurling it, you discover it is some form of treasure map with a large X on an island just off the coast of the port city of Havdhir. The island is labeled “Vrehnor Isle.” Exploring the Captain’s Quarters With a successful DC 14 Intelligence (Investigation) check, characters exploring the captain’s quarters can discover scuff marks on the floor that lead directly to a small shelf stacked with books and charts. If the characters move the shelf aside, read the following aloud: A narrow opening beneath the shelf can be squeezed through and leads down a set of rickety wooden steps into a secret chamber. Crates, barrels, chests, and rows of bottles line the shelves. Loot 10x Bottle of Havdhirian whiskey (1 sp each) 6x Bottle of Havdhirian rum (1 gp each) 10x Nautical chart (1 sp each) Chest 1 Key shaped like a skull (this key opens the treasure chest in the “Vrehnor Isle” quest) Chest 2 Captain’s outfit, complete with hat and trimmed in faux gold and silver filigree. The outfit bears a skull and scimitar, a classic pirate insignia. (50 gp)


Tavernsbane Freighter 17 Crew’s Quarters The crew’s quarters are open, but the crew members keep their valuables on them at all times, not being too trusting of one another with their belongings. If the characters enter the Crew’s Quarters, read the following aloud: You enter a dimly lit room. A few dozen hammocks are strung up on the wall, and some filthy clothes are piled about. The smell of body odor assails you. Each character in the area must succeed on a DC 10 Constitution saving throw or be poisoned for 1 minute by the overwhelming stench. Loot There is nothing of value in this area. Cabin Quarters Searching one of the four empty rooms could reveal additional loot. Roll 1d4 to determine what is discovered. Note that some of the options require a successful Intelligence (Investigation) check. On a failure, nothing is discovered. 1. DC 13 Intelligence (Investigation) check: Fine agate jewelry (10 gp) left beneath a cot 2. DC 8 Intelligence (Investigation) check: Polished stone brooch (2 gp) 3. Carved bone statuette of a dwarf (5 gp) 4. Copper flask depicting a dragon (3 gp) Side Quest: Missing Charter This side quest introduces roleplay and conversation /non-combat-oriented skill checks to the players. Old Lady Coraline can be found in her cabin. When the characters first interact with Coraline, read the following aloud: An elderly tiefling woman rocks back and forth with the pitching of the ship, nearly losing her footing before leaning heavily on a crooked wooden cane. She squints at you over the top of a pair of spectacles and croons, “Is that you, Captain? No? Oh dear. No, it’s not him, eh? I do so hope someone can talk to that wretched captain. He says my chartered forms are missing and that I owe him for the whole of the journey. Well, dearies, I can’t pay that much, not at all. And I just KNOW he has them stashed away somewhere. Would you be willing to help? I’ve some old brews my husband gave me before he passed. He was quite an adventurer in his day, bless his soul.” What is a charter? A charter is like a combination ticket and passport, and can be acquired at the Havdhir Notary and Exchange or its branches in other lands. You cannot legally sail on a Havdhirian ship without one. Old Lady Coraline has misplaced her charter earning her passage to Havdhir. Normally, showing a charter to a captain when boarding would be enough, but Captain Marrow is a stickler for rules after giving up his life of piracy. He demands that the papers all be in order upon arrival or that Coraline purchase new papers when they arrive to show she paid for her voyage. The characters cannot give Coraline one of their charters because each charter is unique to the person who bought it.


18 Tavernsbane Freighter Roleplaying Old Lady Coraline Old Lady Coraline speaks in a soft, crooning voice, often with upward inflections at the end as if she were asking a question. Her hands shake subtly with age, and she leans heavily on her cane. Old Lady Coraline (1Stat Block) is a neutral good tiefling. This side quest can be resolved in a number of ways: 1. Coraline’s charter is crumpled up in an old bodice of hers within her chambers. It can be discovered with a successful DC 12 Intelligence (Investigation) check. 2. Captain Marrow could be persuaded to let slide this loss of charter. The characters must succeed on a DC 12 Charisma (Persuasion) check or DC 14 Charisma (Deception or Intimidation) check to convince the captain to forge the paperwork for Coraline. 3. A character with proficiency with a forgery kit could forge a charter for Coraline. When Captain Marrow first looked at the forgery, he would make an Intelligence (Investigation) check opposed by the Charisma (Deception) check of the character who created the document. If the characters are successful in discovering or forging the charter, Old Lady Coraline gives them a dusty bottle. Within it is a potion of healing. Loot Potion of healing (common) Vrormir is the catalyst for the major events of the adventure, sending the characters reeling into a plot filled with curses and monsters. Vrormir can be found in his cabin. The door to his room is shut, but if the characters knock and announce who they are, Vrormir will invite them inside. The door is not locked, but no one has entered because everyone is suspicious of the old dwarf. When the characters enter Vrormir’s room, read the following aloud: A sickly-looking dwarf sits on a small cot in his room. His beard is flecked with gray, and the corners of his eyes are creased with age. Something seems off about his appearance, as though the signs of age have been plastered over the face of a much younger man. As you enter the room, he looks up from his writing. A small journal is laid upon his lap as he sits in bed. He greets you with a shaking wave of his hand, its wrist covered by a heavy, metal band cinched tightly. Roleplaying Vrormir Shjelborn Vrormir is nearing the end of his life. The curse afflicting his family has shortened his lifespan considerably. He has spent the majority of his life searching for the Shjekhel keys that will open the mines of his ancestral home in hopes of lifting the curse on his family. Recently, Vrormir has realized that he is far too “old” and weak to continue his quest and has asked the characters to accompany him. He plans (somewhat selfishly) to pass the curse to them if he is too weak to reach the mage Azkhell, who he hopes can lift the curse. Vrormir wears a band of illusion specially designed to hide his cursed marking. Vrormir (1Stat Block) is a chaotic good dwarf.


Tavernsbane Freighter 19 If the characters search Vrormir’s room (if he is dead or allows them to rummage through his things), they can discover the following: Journal. Anyone that speaks Dwarvish can make a DC 15 Intelligence check to read the messy handwriting and decipher the vague phrases about “passing the curse,” “a final voyage,” and “holding the key to the mines of my forefathers, Shjekhel.” Cargo Hold The smell of old spices, aged liquors, and quite a bit of rat excrement affronts your nostrils as you enter this storage area at the bottom of the ship. Cabin Boy Danny can be found in the Cargo Hold. 2 giant rats are hiding in the Cargo Hold. Side Quest: Rats in the Hold When the characters first interact with Danny, read the following aloud: A worried-looking halfling is pacing back and forth, nearly stumbling into the walls of the cabin quarter halls. Spotting you, his eyes grow wide, and he rushes over while whispering quietly, “Oh, please, please won’t you help me? The captain will throw me overboard if he finds out I let them on board! Oh, by the divines, please say you’ll help!” Roleplaying Cabin Boy Danny Danny speaks in a frantic, high-pitched voice. He rushes from one subject to the next and has a habit of frequently going offtopic. Danny made the mistake of buying two baby “mice” from a traveling salesman at the last port he visited, only to discover these “mice” were an entirely different type of rodent… they quickly grew into giant rats. Danny has been harboring the creatures aboard the ship, but they have grown too large to be hidden and are beginning to devour large stores of food on the ship (not to mention gnaw on Danny’s shoes). Danny does not wish for any harm to come to the rats but needs them controlled or at minimum knocked unconscious so that he can remove them quietly from the ship when it docks. If the characters agree to help him, he offers to let them keep one of the rats as a pet, stating, “It’s too much trouble trying to control them both.” Cabin Boy Danny (1Stat Block) is a chaotic good halfling.


20 Tavernsbane Freighter Dealing with the Rats This side quest is a great way to introduce new players to combat and skill checks as well as the possibility of using non-lethal or skill options to solve various problems. The rats are located in the Cargo Hold and are currently hiding and gnawing on scraps of food. The rats can be spotted with a successful DC 12 Wisdom (Perception) check or a passive Perception of 12 or higher. If they are not spotted when the characters enter the Cargo Hold, the rats immediately attack, and the characters are surprised. When the rats are spotted or attack, read the following aloud: Two massive rats skitter between crates upon the ship. Rushing toward you, they appear emaciated, like they haven’t eaten in some time. The rats can be knocked out, or they can be convinced to back down and respond to commands with a successful DC 10 Wisdom (Animal Handling) check (Danny has spent several weeks trying to domesticate them). The DC reduces to 8 if the rats are offered food.


Tavernsbane Freighter 21 If the rats are killed, Danny is distraught and runs away crying. Investigating the cargo hold reveals additional loot. Note that some of the items require a successful Intelligence (Investigation) check to discover. Loot 3x Barrel of Mornhaven ale (84 sp each) Abacus (2 gp) Crowbar (2 gp) Grappling hook (2 gp) Fish tackle (1 gp) DC 13 Intelligence (Investigation) check 10 gp tucked inside a small crawl space 1 lb. of cheese hidden in a hole in the wall (1 sp) Aquatic Nihidium-Spawned Abomination Attack At a point of your choosing, or after the characters have interacted with all of the NPCs on board, an aquatic nihidium-spawned abomination (1Stat Block) attacks the ship, seeking Vrormir. The aquatic abomination ignores the ship itself and focuses on killing anyone on board. Note that if any of the characters have expended a decent amount of spells, class abilities, or have lost hit points, they should be allowed some time to rest before the attack. Otherwise, some of Captain Marrow’s crew members (1Stat Block) might need to assist them, lest the encounter prove deadly. A DC 9 Wisdom (Perception) check or a passive Perception of 9 or higher lets a creature spot the location of the aquatic nihidium-spawned abomination just before the attack. Otherwise, the creature is surprised when the abomination attacks. To each creature who spots the abomination, convey the following: The sea froths off to the side of the ship, and you can just barely catch a glimpse of a dark shadow moving swiftly beneath the water. When the aquatic nihidium-spawned abomination attacks, read the following aloud: A creature of stone crashes up from beneath the waves. The rushing water pushes the ship away from it. The creature resembles a mass of stone carved into sharp edges that appear as though they could cut through air, water, and flesh with ease. The jagged stones are carved with wicked, glowing runes. Tendrils of magical energy extend from the creature like glowing tentacles which reach menacingly toward the ship. The crew cries out as they rush to their stations in a desperate attempt to steer the vessel away from this strange abomination. The aquatic nihidium-spawned abomination is seeking Vrormir, attempting to kill him before he can pass his curse on to a successor. The creature will try to climb the 20 feet up to the deck of the ship. The creature focuses on attacking any creatures that appear to be putting up a fight, though it may also focus on killing sailors to slow the progress of the ship. Characters can use the sides of the ship to provide themselves with cover if they wish to hide or protect themselves from the attacks of this creature while it is in the water. This is a great opportunity to introduce environmental effects to new players. The crew is too busy struggling to steer the ship out of harm’s way and into port to retaliate (though you may use some of the crew to assist the characters in dire straits), and the ship has no ballistic weapons aboard, being a freighter and not a fighting ship. At a time of the Game Master’s choosing during the fight, read the following aloud: Vrormir bursts onto the main deck, calling out, “It’s after me! Oh, by the gods!” Vrormir coughs, and a great burst of blood splatters from his mouth onto the


22 Tavernsbane Freighter deck. His face is pale, and thin, black veins reminiscent of runes crisscross his exposed skin. He rushes toward the creature, lifting a heavy club. As soon as Vrormir appears, the abomination attacks him. When he has been hit once, but before the damage from the hit is resolved, read the following aloud (Note that this is a crucial plot point for the start of the adventure!): Vrormir turns toward you, bloodied and sickly-looking. He appears exhausted, and a haunted look fills his bloodshot eyes. “I’m sorry, but my family… my ancestors, the fate of so many… it relies on this curse being lifted… I am sorry, but… you must bear this now. My time is done… forgive me.” Vrormir coughs, more blood splattering on the deck as he extends his hands toward you, holding forth a broken piece of stone carved with ancient runes. “This is yours now,” he coughs. You feel a strange, sickening sensation wash over you. As you watch, the black veins vanish from Vrormir’s skin, and a single, grotesque rune appears on your own wrist with a searing sensation. “Forgive me… seek the pieces of the gate key of Shjekhel. Seek…Azkh… Azkhe… the mage Azkhell.. He.. should… be ... able to help… oh… oh no… I go to the halls of Shjekhel… or far worse...free… free me, my friends,” and with those final words, the dwarf collapses, writhing for a moment before lying still. His cold, stony eyes stare sadly into the sky. Vrormir passes his curse along with the earth key of Shjekhel to the characters. The mark appearing on the characters’ skins is the cursed mark of Shjekhel, borne by any of the Shjelborn bloodline or those to whom they choose to pass the curse. This curse has several effects which are revealed throughout the adventure and can be beneficial or detrimental in the characters’ interactions. If all the characters are knocked unconscious or are dying, have them awaken on the shore, with Vrormir and themselves as the only survivors of a shipwreck. If the characters wash ashore after combat with the aquatic nihidium-spawned abomination, read the following aloud: You awaken on a cold beach, coughing seawater from your lungs. Nearby, Vrormir coughs, and a great burst of blood splatters from his mouth onto the sand. His face is pale; and thin, black veins reminiscent of runes crisscross his exposed skin. “I’m sorry, but my family… my ancestors, the fate of so many… it relies on this curse being lifted… I am sorry, but… you must bear this now. My time is done… forgive me.” Vrormir coughs, more blood splattering on the sand. He extends his hands toward you, holding forth a broken piece of stone carved with ancient runes. “This is yours now,” he sighs. You feel a strange, sickening sensation wash over you. As you watch, the black veins vanish from Vrormir’s skin, and a single, grotesque rune appears on your own wrist with a searing sensation. “Forgive me… seek the pieces of the gate key of Shjekhel. Seek…Azkh… Azkhe… the mage Azkhell. He… should… be ... able to help… oh… oh no… I go to the halls of Shjekhel… or far worse...free… free me, my friends,” and with those final words, the dwarf collapses, writhing for a moment before lying still. His cold, stony eyes stare sadly into the sky Passing the Curse When the nihidium-spawned abomination attacks the freighter, Vrormir realizes that his time is up—he’s too weak to continue his journey and too harried by assailants. He must pass his curse on to someone else in order to save the souls of his ancestors. The Cursed With the presentation of the earth key of Shjekhel, Vrormir passes to the characters the curse of the Usurper, which halves their normal lifespans and


Tavernsbane Freighter 23 results in a tattooed rune upon their wrists. With this curse being a pivotal part of the adventure, it is recommended that neither the remove curse spell nor the greater restoration spell have any effect on the curse of the Usurper—that nothing but the completion of the main quest be able to end it. If any of the characters die while cursed, that character’s soul is transported to the mines of Shjekhel, where it becomes a nihidium-spawned ghost. The aging effect of the curse will not be readily apparent (unless any of the characters is playing an elderly creature), but do attempt to convey feelings of weariness to the players and potentially relay strange dreams (per the curse) when they sleep. In addition, most residents of Havdhir and the surrounding regions will recognize the cursed symbol on the characters’ wrists, and most will be wary of (or completely avoid) the characters if the symbol is visible. Loot Earth key of Shjekhel (one of a kind) (1Item) Vrormir Band of illusion (common) (1Item) Promissory note stamp (1 gp) Level Advancement Advance the characters to level 2 upon completion of this quest. What’s Next? Now that the characters have arrived on shore they can venture through the city of Havdhir to determine the origin of the strange key they have been given as well as the curse now laid upon them. Alternatively, characters may wish to venture about the town to earn some coin or learn more about the local area. If any of the crew or passengers on the Tavernsbane Freighter remain alive, the characters may ask them about the key or the curse upon them, but all respond with hushed exclamations of fear, displays of superstitious ritual, or otherwise refuse to talk to the characters other than to exclaim they should “take their curse elsewhere.” Seeing the Notary Each character possesses a promissory note for 5 gold pieces that can be exchanged by speaking with a notary of Havdhir. Vrormir need not be alive for the promissory note to be exchanged, due to the note stating only that the characters assist in getting him to Havdhir, regardless of his condition. They might also attempt to forge documents using Vrormir’s promissory note stamp, but upon attempting to use the stamp in the Lorton Bank or in the Havdhir Notary and Exchange, the characters discover Vrormir has spent most of his finances searching for the lost city of Shjekhel, and (after their initial 5 gold pieces each have been removed from Vrormir’s account) it has a paltry 20 gold pieces remaining.


Tavernsbane Freighter Main Deck Key 1 Crew Member 2 Captain Marrow 3 First Mate Scur Bellos 4 Captain’s Quarters A Aquatic NihidiumSpawned Abomination S Secret Door 1 Square = 5ft. 2 1 A 3 1 4 S 24


Tavernsbane Freighter Crew & Passenger Deck Key 1 Crew Member 5 Lady Coraline 6 Vrormir 1 Square = 5ft. 1 1 5 6 25


Tavernsbane Freighter Cargo Hold Key 1 Crew Member 2 Cabin Boy Danny R Rats 1 Square = 5ft. 1 2 R R 1 26


Tavernsbane Freighter Captain Marrow's Secret Room Key C1 Chest 1 C2 Chest 2 1 Square = 5ft. C1 C2 27


28 Port City of Havdhir


Port City of Havdhir 29 Port City of Havdhir Introduction The Curse of the Usurper overarching adventure begins in Havdhir after the characters have been cursed. In this adventure the characters must earn a reputation in Havdhir by completing various quests in order to gain access to Azkhell’s tower and speak with the mad mage about the curse and what can be done to remove it. At the end of the adventure the characters will leave the city behind, venturing through the Darklands of Vlaskhell in search of the second piece of the key to the Lost Mines of Shjekhel. The city of Havdhir is meant to serve as a sandbox for lower-level characters as well as a hub for purchasing supplies, resting, and starting to experience side quests. Some side quests are deadly at lower levels, so be sure to gauge the characters’ level against a side quest’s difficulty before reading aloud the text introducing it. The Port City of Havdhir adventure is designed for characters level 2-6. Level Advancement in Havdhir Rather than using experience points, characters in this book advance in level when they have successfully completed enough quests. To advance one character level in Trouble in Havdhir, the group of characters must earn eight quest points. Points Quests 1 Side quests are worth one point each. 3 “Vrehnor Isle,” “Stolen Scrolls,” and “Paying the Grifter’s Guild… a Visit” are major quests, worth three points each. 4 “Innocent in Still-Echo” (supplemental book) is worth four points. 8 “Azkhell’s Agoraphobia” is worth eight points. Characters will likely reach level 5 or 6 before they leave Havdhir to continue their journey to solve the curse of the Usurper. Major Quests Azkhell’s Agoraphobia Innocent in Still-Echo (supplemental book) Paying the Grifter’s Guild… a Visit Stolen Scrolls Vrehnor Isle Side Quests Appraising a Mimic Appropriate Attire Burning Bugbears Deeds for a Discount Helping with Svelvhar’s Soup Kraken Contest A Night in Blacktower The One That Got Away Owlbear Antics Robbery of the Century Scents and Perfumability Ships and Shipments Random Encounter Locations Barnacle Barrows The Guzzling Goblin The Market District Morvin’s Sorrow Pit


30 Port City of Havdhir 4 3 17 26 14 13 11 20 7 23 8 6 9 22 25 26 2 24 10 18 20 15 12 16 19 21 28 Stonecentre Civic Buildings Market District Fang's Peak Mountains Fang's Peak Mountains Barnacle Barrows Greyport


Port City of Havdhir 31 Key 1 Cemetery 2 Guzzling Goblin 3 Crystal Lounge 4 Crystal Lounge Distillery 5 Sunken Dream Tavern 6 Morvin’s Sorrow Pit 7 Havdhir Notary & Exchange 8 Hall of the Triumvirate 9 Temple of the Manifold Gods 10 Lorton Bank 11 Brong’s Bashy Things 12 Wolf’s Last Rest 13 Histell’s Alchemical Mysteries 14 Ardhos’s Bounty 15 Verin’s Second-Hand Goods 16 The Menagerie 17 Percival’s Appraisal 18 Freya’s Fantastical Items 19 Havdhir Stables 20 Mourner’s Respite 21 Goldtower 22 Blacktower 23 Havdhir Barracks 24 Still Echo Prison 25 Azkhell’s Tower 26 Fang’s Peak Mountains 27 Redwater Tide 28 Bugbear Grove 29 Horn’s Head Cave 30 Entrance to Drain's End 1 29 30 20 5 Barnacle Barrows L o s t S o u l S e a 27


Port City of Havdhir Important NPCs 32 Name Description Prominent Location Quest Associations Random Encounter Associations Arbus Quensel • Overworked soldier who watches the territories around Havdhir through a magical pool • Prone to sounding the alarm without good reason Goldtower Burning Bugbears Brong • Ogre blacksmith and salesman in desperate need of a new leather apron Brong’s Bashy Things (Market District) Deeds for a Discount Captain Silford Viddle • Scheming captain with a deep hatred for vampires; is in charge of a crumbling outpost near the mountains • Believes the ends justify the means Blacktower A Night In Blacktower Charlotte • Halfling baker operating a small shop Ardhos’s Bounty (Market District) Scents and Perfumability The Dragon • Bugbear leader attempting to raid settlements in Ardhos Bugbear Grove Burning Bugbears Drelzigok • Bouncer for the Crystal Lounge • Despises his gaudy uniform The Crystal Lounge Appropriate Attire Erwin • Doppelganger that murdered the original owner of the cemetery and is now acting in his stead Cemetery Ferelix Gorelia • Stable master; fond of all creatures that crawl, fly, swim, or squirm Havdhir Stables Owlbear Antics Freya • A disguised arcane witness running a magic item shop • Sells a wide variety of magical goods Freya’s Fantastical Items Paying the Grifter’s Guild… a Visit Garren Dirth • Corrupt guard who commonly steals from the people of Havdhir Havdhir Barracks Deeds for a Discount Gholbin Hearth • Cleric serving in the Temple of the Manifold Gods Temple of the Manifold Gods Stolen Scrolls Gronth • Operator of pit fights in Morvin’s Sorrow Pit Morvin’s Sorrow Pit Pit fighting matches Histell • Lizardfolk alchemist madly in love with a halfling across the street Histell’s Alchemical Mysteries (Market District) Scents and Perfumability Isha Grey • Master shipbuilder Greyport Ships and Shipments Ivan Hearthstone • Notary at the Havdhir Notary and Exchange, primarily deals with charters and ships Havdhir Notary and Exchange Vrehnor Isle Ivar Lorton • Head of the Iron-Lenders Association • Operates Lorton Bank • Serves on the Triumvirate Hall of the Triumvirate Azkhell’s Agoraphobia Izak Pilf • Owner of the Sunken Dream Tavern • Organizes “arm wrestling” contests with an animated tentacle in his bar Sunken Dream Tavern Kraken Contest


Port City of Havdhir 33 Name Description Prominent Location Quest Associations Random Encounter Associations John Mason • Young man who discovered a map to the treasures of Vrehnor Isle Havdhir Notary and Exchange Vrehnor Isle Linrin Softstep • Best friend of Yornil Grimdelver and suspicious of others, attempting to rob Lorton Bank with Yornil Lorton Bank Robbery of the Century Percival Bingsley • A stuffy, high-society appraiser • Has a problem with mimics imitating his merchandise Percival’s Appraisal (Stonecentre) Appraising a Mimic Phillius Pennyworth • Representative for the Triumvirate and coordinator of meetings with the ruling group Hall of the Triumvirate Rufus Welfore • Foolhardy former sailor in outrageous debt to the Grifter’s Guild Freya’s Fantastical Items Paying the Grifter’s Guild… a Visit Selene Glintyal • Owner of the Crystal Lounge • Eccentric and forward-thinking, always pushing the edge • Member of high society The Crystal Lounge Appropriate Attire Sir Archibold Scath • Head of the Shipbuilder’s Guild • Former sailor and captain • Serves on the Triumvirate Hall of the Triumvirate Azkhell’s Agoraphobia Snick the Guzzling • Proprietor of the Guzzling Goblin • Possesses underworld contacts The Guzzling Goblin Bounty boards posted in the bar Svelvhar • Demoted guard in charge of making soup for guards in the main barracks…. and he is terrible at it Havdhir Barracks Helping with Svelvhar’s Soup Terra • Fletcher and tanner with a deep hatred for ogres and mistrust of the town guard Wolf’s Last Rest (Market District) Deeds for a Discount Verillin Sylva • Head of the Golden Trade Company • Has ties to the vampires of Mornhaven • Serves on the Triumvirate Hall of the Triumvirate Azkhell's Agoraphobia Verin • Charlatan and purveyor of used and stolen goods Verin’s SecondHand Goods (Market District) Viekiir • Purveyor of exotic animals and barding • Desperately desires a shark to attract new customers The Menagerie (Market District) The One That Got Away Vlaskor • Guard captain primarily working to train troops in Havdhir and maintain its main barracks • Currently dealing with the disappearance of the Marigold, a ship formerly docked in Greyport Havdhir Barracks Vrehnor Isle Yornil Grimdelver • Dwarf cat burglar working for the Grifter’s Guild and seeking to establish himself as the greatest thief in the realms Lorton Bank Robbery of the Century


Port City of Havdhir Reputation Completing quests in Havdhir helps the characters earn a reputation as their level increases. Word travels fast in Havdhir, and while the characters might not have near the same fame or renown in other areas, in Havdhir they may quickly become well-known. At 1st-2nd level the characters are considered average citizens, or perhaps mercenaries or untrained adventurers at best. By 3rd level the characters may have a nickname given to them by the common folk, and are known for helping others or being a force to be reckoned with. By 4th level rumors both true and false circulate about the characters, and most on the street would recognize them; the average citizen is more likely to seek their aid. By 5th-8th level the characters are considered respected (or formidable) forces within the city and may be granted favors above the average citizen or called to help in a time of need. They have some political power and are viewed as valuable assets by those in positions of power. By 9th-14th level the characters have more political and social sway in Havdhir, and have advantage on Charisma-related checks when dealing with any of its citizens; they are viewed as minor celebrities. At 15th level and above the characters are thought of as heroes of legend—people to call to save the city from a dragon’s fire, or stop the approach of an oncoming army. They have significant political and social power within the city, and are frequently asked for by people in power. They are often invited into homes, given gifts, or sought after, and many songs are sung and fables told about them. About the City Dwarven Origins Havdhir was founded roughly 5,000 years ago by the Iron-Sails dwarf clan. These dwarves built the city of Havdhir on top of an immense store of iron ore, building their city in the protective shadow of the Fang’s Peak Mountains, a mountain range that hugs the shoreline and runs along the Darklands of Vlaskhell. The dwarves became expert sailors and shipbuilders over the years, and they built immense stone structures that are still used by the various residents of Havdhir. Over time the veins of iron beneath the city ran out, and the dwarves took to the seas, venturing out in small family troops to seek new fortunes on their ships and abandoning the city for the most part. Only a few of the Iron-Sails dwarves remain in the city today, and they exist as a small segment with little control over the city or governance of it, fading mostly into obscurity after making deal after deal with neighboring businesses and governments to keep their failing nation afloat. Over time, the remnants of the Iron-Sails clan handed over the majority of their power to nearby factions, and Havdhir became largely a market city, providing shipping services and hubs for the sale of goods. A Mix of Cultures Havdhir is often referred to as “the Cauldron,” since it is a melting pot of various cultures, races, and nationalities from near and far. Many of the buildings of the port city still bear the classic identifiers of dwarven construction and iconography, but over time, many of these ancient stone buildings have had additions built on in the styles of other races or cultures. It is not uncommon to find a stone building built in the squat and strong style of the dwarves with an elegant addition crafted in elvish style expanding the property. Most of the municipal buildings remain heavily dwarven in architectural influence, but the nearer one gets to the sea, the more diverse the architectural styles become. The city has expanded and been added on to for thousands of years, with layers upon layers of history and culture. Economy Havdhir has developed into a thriving port city over the years. Its main sources of wealth are the following industries: • Market sales, import and export of goods both mundane and magical • Shipbuilding • Chartering of ships and ferrying to distant lands • Trade deals with neighboring nations Government The rule of Havdhir has been messy. While it was once ruled by the king of the Iron-Sails clan, various deals over the years after the dissolution of the iron mines led to the partial rule of foreign kings and queens, local merchants, and various dignitaries that complicated the governmental systems of Havdhir for several hundred years. This complication eventually led to infighting, stalemate, diplomatic breakdown, and a great decline for the port city. It was at this time that the vampire queen of Mornhaven Stronghold stepped in, offering a resolution for the various groups that were vying for control of the city. The armies of Mornhaven could have easily wiped out the squabbling rulers of Havdhir, but instead, she made a deal with some of them. 34


Port City of Havdhir The vampires of Mornhaven reside in the Darklands of Vlaskhell, a region lit by sun only half the year and steeped in darkness the other half. Because of this odd astronomical phenomenon, the vampires are able to venture about half of the year, but they hide in their halls the other half. Herds of “feeding stock” tend to run short in the summer months, and the vampire queen of Mornhaven offered the few merchants with majority claims to the rule of Havdhir a dark deal. She wiped out the partial rulers of Havdhir and allowed the merchants to rule the city as a party of three merchant factions: The Golden Trade Company, the Shipbuilder’s Guild, and the Iron-Lenders Association. In exchange, the new rulers of Havdhir vowed to send prisoners to Mornhaven every summer, providing food for the vampires. This deal was known as the “Crimson Concordat.” Many in Havdhir protest the concordat, but the vampires have left Havdhir alone for the most part and occasionally provided troops to protect the city when in need. In light of this (and due to the fact that those offered up as sacrifices to the vampires of Mornhaven are criminals doomed to languish in Still-Echo Prison), the practices established in the concordat have been upheld consistently. Nearly 500 years after the deal was struck, the city is still ruled by the three factions established in the concordat, each faction with an appointed representative that votes on any and all diplomatic or governmental actions in the city. These three are known collectively as “the Triumvirate.” Neighboring Relations Havdhir is tied to the vampires of Mornhaven, offering prisoners each summer, and there is a tentative alliance between the two cities. Some in Havdhir wish to end the hundreds of years old agreement with the vampires, but many fear a retaliation from their armies, leaving the merchant governors of the city often arguing over how to best deal with the “neighbors of the north.” Havdhir’s relations with most other nations are friendly, with Havdhir functioning as a port city and shipping stop for many travelers and for the wealth of various settlements and nations. Havdhir gets the majority of its food from the region of Ardhos; the small hamlets provide livestock, grains, and vegetables for a far lower price than what can be transported to the city by sea. Religion Havdhir, the Cauldron, is as varied in religious practices as it is in architectural style, customs, and inhabitants, with dozens of small churches to various gods (even some of the more heinous ones) accepted within the city. Many of the inhabitants of Havdhir hold to an ideology called “the Manifold,” which teaches that all gods are aspects of one singular god, and all are deserving of worship in their various forms. “The Temple of the Manifold Gods” is a hub of religious practice dedicated to hundreds of different gods, with regular services dedicated to one, many, or all gods at the same time. Factions Merchant Guilds Golden Trade Company The Golden Trade Company regulates mercantile business within the city of Havdhir: setting fair pricing for merchants to follow, organizing trade deals for the city of Havdhir as a whole, and acting as a guild for merchants. Most merchants pay a fee to the Golden Trade Company in exchange for the ability to vote on appropriate values for products produced in Havdhir or shipped in from outside of the city, with the result of the votes conveyed to the Triumvirate by the leader of the Golden Trade Company. The company also reviews grievances and requests for building permits and stall locations in the Market District. Currently, the company is headed by Verillin Sylva, a well-to-do elf who has run the company since its inception. She was one of the merchants to strike a deal with the vampires of the north in the Crimson Concordat; as such, she has close ties to the vampires of Mornhaven. Shipbuilder’s Guild The Shipbuilder’s Guild is responsible for the maintenance of the Havdhir naval ships and makes a great deal of money rebuilding, repairing, and leasing vessels. The Shipbuilder’s Guild is composed of skilled craftsmen, and over time has expanded to include not just ship builders, but privateer sailors, fisherman, and dock workers. Any person working near the docks of Havdhir is highly likely to be a member of the Shipbuilder’s Guild, or pay dues to the guild for prime fishing spots, docking locations, or the first pick of lumber brought in for building ships. The Shipbuilder’s Guild has close ties with the Iron-Lenders Association, often requiring large sums of money for prolonged building projects, which the association provides. The Shipbuilder’s Guild is currently led by Sir Archibold Scath, a privateer who made his fortunes on the high seas. This guild is the most democratic of the three merchant guilds, with the leader of the guild elected each year by popular vote. 35


Port City of Havdhir Iron-Lenders Association The Iron-Lenders Association acts as the primary bank for all of Havdhir. Merchants taking out loans to build new storefronts, farmers or sailors looking to store their coin in a safe place, or people looking to invest in new ventures are all likely to seek out the aid of the Iron-Lenders. The association was formed around the time of the Iron-Sails clan’s decline, the name coming from the organization’s propensity to lend iron to the clan at a steep interest rate. The Iron-Sails clan desperately needed iron to fulfill its trade deals and the Iron-Lenders took advantage of this need, purchasing or trading for vast sections of the city in its age of decline. The Iron-Lenders Association primarily operates out of the Havdhir Notary and Exchange, as well as Lorton Bank, the most well-protected location in all of Havdhir for storing precious items. The association is currently controlled by Ivar Lorton, a dwarf whose grandfather, Isac Lorton, was one of the merchants to make a deal with the vampires of Mornhaven some 500 years prior. Power in the Iron-Lenders is passed directly from one predecessor to a successor, thus… the guild has always been run by a Lorton. Other Organizations The Grifter’s Guild The Grifter’s Guild is an underground organization with ties to many of the shops, taverns, and political leaders in the city of Havdhir. The guild is led by Velless the Red Hand, a woman with a propensity for violence and a knack for blackmail. The guild has existed in Havdhir ever since the power of the Iron-Sails clan declined, passed from one guild master to the next and influencing a great deal of commerce and politics within the city of Havdhir. The Grifter’s Guild has many bases of operation around Havdhir and a few outside the city limits. Many members of the Grifter’s Guild reside in the waterways beneath the city, in (mostly) dry rooms referred to as the Undercity, safe from the prying eyes of the Havdhir guard. There is almost nothing the guild does not sell, and almost nothing they won’t do, considering murder a part of the cost of doing business. The guild is held together in a strict hierarchy that promotes members based on their thieving prowess, and theft from—or murder of—other guild members is accepted as a way of moving up in the ranks. High-ranking guild members are always on their toes, watching their backs for knives in the dark. Most high-ranking guild members surround their homes or lairs with traps, and often carry powerful magical items to ward off assassins or thieves that might attempt to steal their positions within the guild. To display membership in the guild, members often carry symbols which are easily destroyed or abandoned if they are arrested. Often the symbol comes in the shape of a roughly hewn, red, porous stone in the shape of a hand, which crumbles when exposed to saliva. Some higher-ranking guild members infuse these symbols with a horrid poison which kills them if they ingest the stone. The Triumvirate The Triumvirate is composed of the three leaders of the merchant guilds of Havdhir. The organization votes on everything: the amendment of laws of Havdhir, appropriate taxation, requests for pardons, and anything else the people of Havdhir may need a ruling on. The Triumvirate relays a great number of requests directly to the Havdhir guard whenever possible. With the trio operating their own organizations as well as running the city, it can take weeks or months for a request to reach the Triumvirate floor. Mourner’s Respite Mourner’s Respite is an organization of alchemists and healers dedicated to assisting the people of Havdhir when they are injured or fall ill. The organization continues to operate due to donations and volunteer work, though it does charge for more advanced healing. The organization can be found all throughout Havdhir, but it is most prominent in the Barnacle Barrows and Market District, where the diseased and injured of Havdhir can be found in throngs. Crime and Punishment in Havdhir Havdhir has a strict legal system of governance. Criminals are usually dealt with directly by the city guard, but in extreme cases (or if they seek an appeal), they are brought before the Triumvirate of the city to determine their fates. Each crime has an associated punishment as well as a fine that can be paid to avoid all or part of the usual punishment associated with the crime. While murder is the only crime to officially carry the sentence of being shipped off to serve as food for the vampires of Mornhaven Stronghold, more than one criminal has been shipped off for lesser crimes, usually when diplomatic relations with the vampires to the north are deteriorating. 36


Port City of Havdhir 37 Armed Robbery • Punishment. Removal of a hand. The criminal can no longer hold anything with two hands and can hold only a single object at a time. • Fine. Five times the value of anything that was stolen or attempted to be stolen. If the second offense, the sentence also carries with it the same punishments and fines associated with assault. If it’s the third offense, the sentence carries with it the same punishment and fines of murder. Arson • Punishment. Facial brand. The criminal is burned with a symbol showing them to be an arsonist. This symbol is easily recognizable and imposes disadvantage on Charisma (Persuasion and Deception) checks made in Havdhir. • Fine. The fine varies depending on the extent of destruction caused by the arson, and punishment may also include charges associated with assault or murder if anyone was harmed as a result of the fire. Most often, the fine is roughly one-fifth the total value of all destroyed property. A criminal that commits more than one count of arson is usually imprisoned for 3 months for subsequent counts or charged double, triple, or more of the usual fine to avoid prison time. Assault • Punishment. Public beating, after which the criminal is sentenced to 6 months of prison time. On a third offense, the prison time is extended to 1 year. • Fine. For a first offense, public beating and prison time can be avoided by paying a fine of 500 gold pieces. On a second offense, only the prison time can be avoided by paying the fine. On a third offense, neither beating nor prison time can be avoided. Disturbing the Peace (often associated with drunkenness) • Punishment. Punishment varies depending on the degree of disruption. Usually, the sentence is 1 month of prison time or two weeks working as an indentured servant on a cargo ship. • Fine. Prison time or work orders can be avoided by paying a fine of 50 gold pieces. Fraud • Punishment. Varies based on the damages caused by the fraud. Most often, it includes a hefty fee and prison time. • Fine. No fines can be paid to avoid fees or prison time incurred because of fraud. Illegal Use of Magic (charming a shopkeep, blinding a guard, etc.) • Punishment. Most often, removal of the tongue or removal of the eyes. A creature whose tongue has been removed cannot speak to cast spells with verbal components. A creature that has its eyes removed is considered blinded. • Fine. Mutilation can be avoided by paying a fine of 500 gold pieces. The fine increases by 500 gold pieces for each offense after the first. The city guard is responsible for determining the severity of the previous crimes and if a fine will be permitted. Murder • Punishment. Public execution: The criminal is tied to a stone and hurled into the sea. Alternatively, a criminal may be sentenced to be taken as food for the vampires of the Darklands of Vlaskhell in Mornhaven Stronghold. • Fine. For a first or second offense, execution can be avoided by paying a steep fine and serving time in prison. The fine is established by the family of the deceased (or by the city guard if no living family can be found), and is usually in the realm of 5,000 gold pieces. The fine is tripled for the second offense. The prison time is often related to the expected racial longevity of the criminal, with 25% of life expectancy being the most common sentence for a first offense. On a second offense, the punishment is twenty-five years to life. For a third offense, execution cannot be avoided. Theft • Punishment. Removal of a finger, resulting in a -2 to Dexterity- or Strength-related skill or ability checks using one’s hands. • Fine. Three times the value of whatever item was stolen. If not the first offense, the fine doubles for each count of theft after the first.


Port City of Havdhir Vandalism/Destruction of Property • Punishment. Varies based on the degree of vandalism or value of property destroyed. Most often, a fee of equal value to the vandalized or destroyed property and prison time ranging from a few weeks to several months. • Fine. Varies, but paying twice the fee associated with the crime usually avoids prison time. Exploring Havdhir The characters may also wish to ask around about local businesses or about Havdhir in general. Most residents are willing to give helpful information regarding the various establishments, factions, and key players of Havdhir. Many characters may have different ideas about what they wish to do first in the city of Havdhir. The following can serve as a guide to help the Game Master direct them to places they may wish to visit depending on their desires: • Seek out information on the curse that’s now upon them or on the symbols appearing on their arms. Most residents of Havdhir and the surrounding regions will recognize the cursed symbol on the characters’ wrists, and most will be wary of (or avoid) the characters if the symbol is visible. Some helpful city dwellers may suggest the characters seek out the aid of a cleric in the Temple of the Manifold Gods. • Search for the treasures of Vrehnor Isle. If the characters ask around the city about how to arrange passage to the isle, they’ll be directed to visit the Havdhir Notary and Exchange. • Ask about Azkhell. The people of Havdhir speak in hushed tones of Azkhell, who is said to have gone quite mad. He is no longer seeing anyone apart from those with a very good reputation in the city and has heavily reinforced his tower against incursion. Since the characters are newcomers, most city folk will not offer them much information on the location of Azkhell’s tower (since he is not seeing anyone apart from those of high renown), but some might suggest seeking out bounties or chasing rumors of other adventures throughout Havdhir to help improve the characters’ standing in the city and, therefore, be allowed into Azkhell’s tower. • Look for a place to buy equipment. City dwellers will direct the characters to Freya’s Fantastical Items for magic items or to the Market District for more mundane ones. • Look for a place to earn some coin. Residents will direct the characters to the Guzzling Goblin’s bounty boards, the pit fights of Morvin’s Sorrow Pit, or the kraken contests of the Sunken Dream Tavern. Exiting the City As long as it is daylight, anyone can exit or enter the city gates without much trouble. Anyone who appears suspicious or who is transporting a large amount of goods may be stopped and questioned by the guards, but usually, people may come and go as they please. At night, the city gates are shut and patrolled by contingents of guards and knights. 38


Port City of Havdhir 39 Key 1 Havdhir 2 Bugbear Grove 3 Vrehnor Isle 4 Whispering Wall 5 Willowbrook River 6 Shirebrook 7 Amberdale 8 Evergreen Hollow 9 Ravensfield 10 Fang Peak Mountains 11 Ardhos 12 Darklands of Vlaskhell 1 3 10 12 4 4 10 6 7 8 9 2 5 5 11 10


40 Residential Areas Havdhir Locations Residential Areas Barnacle Barrows Small shacks and hovels built on stilts atop inlets of sea water and muck spread out before you. Rickety, barnacle-covered walkways of wood connect the houses in a confused web of crooked structures. A heavy, choking fog hangs in the air, and the constant sounds of hammering, calls of folk at work, and wretched coughing fill the air. Barnacle Barrows offers the lowest-income housing in Havdhir, running primarily along the coast just in from Greyport and the cemetery. The Barrows are named for the huge masses of air-feeding barnacles that cling to the buildings. Most of the port and its docks are well maintained by the Shipbuilder’s


Residential Areas 41 Guild, and the properties not included in the Barrows are largely kept up by business owners and guilds. However, the less-than-affluent people living in the Barrows have hardly enough time to scrape by, let alone scrape barnacles off their wooden hovels. This has led to many of the homes in the Barrows being encased in encroaching sea life. Many of the houses built on stilts above small inlets of sea water now appear as if they’ve almost been reclaimed by the ocean. The Barrows are covered in a heavy fog that blows in from the sea. A slew of industrial expulsions, airborne pathogens, and cold mixes with the naturally-occurring fog; creating a thick, metallic cloud that burns the eyes and mouth. Any creature spending 24 hours in the area or taking a long rest there must make a Constitution saving throw to resist contracting sea lung disease (1 Disease).


Residential Areas Buying a House in Barnacle Barrows The characters can purchase a house in the Barrows if they so desire; the available buildings are little more than slums, with a few cots and a small fireplace, so houses are fairly cheap. Spending time in the Barrows may cause the characters to contract sea lung disease. The characters can find a house for sale for as little as 350 gold pieces. Crime in the Barrows A house in the Barrows does not necessarily mean that one’s possessions are safely stored there. While in the Barrows, there is a chance the characters might fall victim to some of the crime in the area. Some encounters that could befall those owning a home in the Barrows are included here: • A thug attempts to break into the characters’ home (whether they are there or not) to steal the most valuable items in sight. The characters might be able to stop the thief, or hunt her down if she escapes. • A small band of drunkards begin vandalizing the walkways and houses near the one the characters own, starting fires and spreading mayhem. The fire is quickly approaching the house… • An upstart gang calling themselves “the Red Tongues” breaks into the characters’ home and demands they pay tribute. The 3 gang members use the statistics of bandits. • A local drug dealer sets up shop outside of the characters’ house with product stolen from the Grifter’s Guild. The Grifter’s Guild sends a representative to the house (thinking the characters are responsible) to deal with them. The representative uses the statistics of a veteran. • A strange man appears at the door of the characters’ house at night asking for permission to come in. The man is a vampire spawn outcast from Mornhaven, hoping to gain the characters’ trust and to drain them of blood, taking their home as his own. Note: this would be a deadly encounter for lower-level characters. • A group of landlords has seen property prices falling in the Barrows and has set out to raise the price of their own properties by destroying some of the established buildings, smashing the stilts on which the buildings are built and plunging them into the sea. The characters awaken or arrive at home to find 2 veterans smashing their house’s stilts with hammers. Trouble in the Barrows Living in the Barrows means the characters are likely to hear about calls for aid or underhanded deeds taking place in Havdhir and could join in some of the activities or thwart them. Barrows residents will not discuss these potential jobs unless the characters own a home in the Barrows or show obvious signs of being afflicted with sea lung (showing they aren’t just passing through). • A local cleric says she might have a cure for sea lung, but it means stealing something from Histell’s alchemy shop. (Histell is unwilling to sell the item; if told about the cleric, he thinks she must be a fraud.) The cleric is willing to pay 20 gold pieces for the item. • A member of the Grifter’s Guild is looking for muscle to help rob a caravan coming into the city tomorrow, ambushing it about 5 miles out of town. The guild has promised any of the muscle a 25% cut of the goods taken from the caravan. • A Havdhir guard (1 Stat Block) has been harassing the residents of Barnacle Barrows, taking enormous “taxes” for their supposed “protection.” The Triumvirate has done nothing about it, and now the residents need to take matters into their own hands. The community has taken up a collection of 10 gold pieces for anyone that can stop the guard… by any means necessary. • A vigilante has been operating in the Barrows, taking out criminals one by one, but he has left a path of destruction in his wake, and the residents want someone to put a stop to his activities. The vigilante uses the statistics of an assassin. • A black dragon wyrmling has been damaging some of the properties in the Barrows. Some of the owners of rental properties have put out a bounty on the creature, willing to pay 30 gold pieces for its head. • An anonymous business owner has requested a member of the Iron-Lenders Association be murdered and his body laid out on the steps of Lorton Bank. If the task is completed, the anonymous patron is willing to pay with a bloodstone worth 50 gold pieces. 42


Residential Areas 43 Stonecentre Stretching away on either side of you are massive, clean streets constructed of white stone, and towering stone buildings made of marble. The area appears to be encircled by a low, iron gate, and the buildings are accented with goldpainted eaves, small balcony gardens, and picturesque stepping stones that lead up to polished oak doorways. Stonecentre is where the most affluent live in Havdhir. The streets are heavily patrolled by the city’s guards, and crime is minimal (if it occurs at all). Most residents of Stonecentre are nobles, wealthy merchants, or high-ranking guild members. Stonecentre is comprised of some of the oldest buildings in the city, crafted by the Iron-Sails clan during the city’s founding years. Stonecentre has a strict curfew, and the gates to this section of the city are closed at sundown every night and then patrolled. Anyone walking outside in the district after hours must be wearing a Stonecentre resident’s cloak (1 Item) which glows in the dark with a dim golden light. These cloaks are given out by the Golden Trade Company to the residents of Stonecentre. Anyone not wearing one of these cloaks is immediately accosted by the guard and questioned about the after-hours activities. The Golden Trade Company owns the majority of the houses in the area and rents them to the wealthiest citizens of Havdhir. Stonecentre is a safe place for characters to store their belongings without fear of anyone attempting to steal from them, damage their property, or attack them. Living in Stonecentre Stonecentre’s buildings are rarely for sale, and, most often, anyone wanting to live in the area must rent an apartment or a building from the Golden Trade Company. Houses are built in a classic dwarven style with supplementary accents added by the Golden Trade Company over the years. Most houses sport a heavy oak door, multiple rooms (including a basement, kitchen, living area, storage room, bathing chamber, attic, terrace, and 3 to 5 additional rooms for living, lusting, and general leisure). Apartments are more modest, usually entered through a communal staircase and sporting a kitchen, bathing room, bedroom, and one storage room. Most apartments and houses are purchased or rented unfurnished. Renting an Apartment 5 gp per day (30 day minimum) Renting a House 10 gp per day (30 day minimum) Purchasing an Apartment 1,000 gp Purchasing a House 5,000 gp


Coastal Locations Coastal Locations Greyport A port comprised of gray stone and pale wood spreads before you; the cold, black waters of the sea slapping against the dreary-colored structures. A handful of ships of all sizes bob in the water, anchored to the docks or in small inlets. Ships in Greyport Characters may wish use of a ship in Greyport; perhaps to sail far away from Havdhir, explore the coast, or even as a place to stay… floating just offshore if they have invoked the ire of a noble or local crime lord. These ships also serve as a way of transitioning characters to a new land or to a new campaign should you want to introduce your own elements or additional settings to this campaign. To book passage or hire a boat, characters must buy charters—combination ticket-passports—from the Havdhir Notary and Exchange (see page 62). Characters wanting to avoid the legalities might be able to find a ship willing to take them on the sly, but can expect to pay dearly for the privilege. 44 Renting an Apartment You have a +1 to Charisma-based skill checks when dealing with people in Havdhir who are not in the Barnacle Barrows or members of the Grifter’s Guild. Renting a House You have a +2 on Charisma-based skill checks when dealing with people in Havdhir who are not in the Barnacle Barrows or members of the Grifter’s Guild. Owning an Apartment You have advantage on Charisma-based skill checks when dealing with people in Havdhir who are not in the Barnacle Barrows or members of the Grifter’s Guild. Owning a House You have advantage on Charisma-based skill checks when dealing with people in Havdhir who are not in the Barnacle Barrows or members of the Grifter’s Guild. Once per day, you can use your action to cast the charm person spell on a resident of Havdhir. The target can resist being charmed with a successful DC 11 Wisdom saving throw.


Coastal Locations 45 Building a Ship Characters might also wish to construct a ship of their own, using it as a base of operations or a means of traveling to new parts of the world. If the characters are looking to have a ship built, the price is exorbitant, but it is possible that they could afford one after a great deal of adventuring. Ships take a very long time to construct and are often made to order over a period of weeks or months. The prices and time to build a ship are provided here: Galley 30,000 gp 12 months Longship 10,000 gp 6 months Sailing Ship 10,000 gp 3 weeks Keelboat 3,000 gp 2 months Rowboat 50 gp 1 week If the characters are looking for a shipbuilder, they are directed to Isha Grey: a gnome craftsman and veteran member of the Shipbuilder’s Guild. Roleplaying Isha Grey Isha is a middle-aged gnome who is almost always covered in pitch, wood shavings, or other evidence of his hard work of crafting ships. Isha is a master shipbuilder and could spend most of his time simply drafting schematics, but he prefers to get his hands dirty and personally oversee the construction of the ships that he and his workers produce. Isha Grey (1 Stat Block) is a neutral good gnome. Side Quest: Ships and Shipments Isha has recently been having trouble with shipments of supplies—namely, that a great amount of supplies intended for ship building are vanishing each night right off the docks. Isha has attempted to have the guards look into the thefts, but the Havdhir guard is currently stretched thin. They have only made a few attempts to check in on the supplies at night. The gates to Isha’s docks are closed in the evenings, so it’s likely that whoever is taking them is coming by sea. Strangely, no raiding ships have been spotted, and seashells and bits of sea glass are always left in place of the stolen supplies. By all accounts, the robbery makes little sense. The guards haven’t seen anything out of the ordinary, and Isha believes the guard showing up in force will likely scare off whoever is stealing his supplies. A new shipment of supplies just arrived today with everything from pitch to nails, wood, rigging, and more. Isha is worried that this latest shipment will also be stolen. Isha asks the characters to spend the night on his dock in Greyport to see if they can catch the perpetrator. Isha gives the characters a small torch that glows with a blue light, explaining it is a signal to the town guard that they are working for him and not to attack them as they patrol the docks in the evening. If the characters agree to help him, Isha will offer to speed up the progress on a ship-building endeavor for the characters, cutting the time to construct the ship in half. If the characters are not interested in building a ship, he instead offers a special compass as payment.


Coastal Locations Reward 1/2 duration to build a ship or Special compass (common) (1 Item) Blue-light torch. This torch functions like a regular torch but lets off a blue light. (2 cp) Waiting on Isha’s Dock in Greyport If the characters wait on Isha’s dock after dark, read the following aloud: As the light fades, dockworkers and craftsmen clamber away from their work. Many half-finished ships sit near the shoreline or bob in the waves. Isha’s building project spans a large dock area with crates, barrels, and waterproofed wood lying on the docks. A guard nods at you as he moves to close the gate to this section of the docks for the evening. (People not displaying blue-light torches are immediately accosted by the guard and questioned about their after-hours activities.) The guard points up to a small tower built into the city wall and says, “Be up there if you need any help. I’ve the eyes of a hawk and haven’t spotted anyone sneaking onto the dock or sailing here to steal supplies. Odd, huh?” 2 merfolk have been stealing supplies off the docks, using the waterproofed wood and other supplies to construct a small aquatic home for themselves near the dock. The merfolk are difficult to spot as they swim up to the docks, grabbing supplies before quickly disappearing beneath the surface again. When the merfolk approach the dock, have them roll Dexterity (Stealth) checks with advantage opposed by the characters’ Wisdom (Perception) checks, or, if the characters are not actively observing the water, against the characters’ passive Perceptions. If the characters do not spot the merfolk as they approach the dock, the merfolk begin stealing items off the dock. Each time they steal an item, have the merfolk make new Dexterity (Stealth) checks with advantage opposed by the characters’ Wisdom (Perception) checks, or, if the characters are not actively observing the water, against the characters’ passive Perceptions. If a character spots the merfolk, read the following aloud: You spy two Humanoids swimming toward the docks just under the dark surface of the water, their forms illuminated by the moon above. Each of these creatures has a long tail and piscine features. As you watch, one of them nears the dock, grabbing a sack from amongst Isha’s supplies and dragging it slowly into the water, creating little more than a ripple. The merfolk are a couple with two small children residing in their aquatic home. They believe the seashells and sea glass to be a fair trade for the supplies they have taken, and are fearful of the fishermen and workers patrolling the docks by day. The characters may be able to convince the merfolk to stop stealing from the docks or propose some other form of trade that would be fair for Isha and the merfolk. The characters could also slaughter the merfolk, resolving the situation with violence rather than diplomacy. Loot Characters may decide to try and steal some of the supplies lying about the dock. The following items are available for them or the merfolk to steal: 10x Rope, hempen (50 ft) (1 gp each) 10x Nails (bag of 1,000) (1 sp each) 20x 6-foot plank of waterproofed wood (1 sp each) 20x Quart of pitch (5 cp each) 46


Coastal Locations Cemetery Walking along the steep cliffs of Havdhir, you spy a small congregation surrounding the corpse of a Humanoid wrapped in linens. “And with our best wishes for your soul to reach the halls of your mothers and fathers, we commit you to the sea,” calls a man dressed in white robes. At the same time, a pair of dwarves lift the wrapped figure and hurl it into the crashing waves below. Peering over, you can see a sort of bobber floating where the corpse fell in, and there are dozens of similar bobbers in the wake. The crowd murmurs, and some weep as they wander away from the spot, moving past a cliff face carved with thousands of stone doors. A grimy-looking man leaning on a shovel and wearing fingerless gloves and an askew top hat waves at the mourners then looks at you quizzically. “Here to request a burial at sea or in stone?” he calls, “Erwin’s the name, master of burials and disposer of bodies… or whatever you like.” Erwin operates the cemetery and offers two services: burial at sea or burial in stone. The stone edifice behind him is one of the Fang’s Peak Mountains and is carved with thousands of tombs, filled with the corpses of the people of Havdhir. The sea below is littered with the corpses of those too poor to afford a burial in the stone face of the mountain. Bodies thrown into the sea are affixed to large bobbers, about 12 inches around, and their feet tied to heavy stones, which keep the corpses near the shoreline and provide floating “headstones” that bob above the water. Characters may wish to lay a fallen party member to rest in the cemetery, dispose of a body there, or commit a lovable NPC to the afterlife. 47


Coastal Locations Erwin charges the following rates for services in the cemetery: Burial at sea 5 gp Burial in stone 100 gp Disposal of an “undocumented” corpse 250 gp Roleplaying Erwin Erwin is a doppelganger that killed the original operator of the cemetery, hiding his body in a nearby tomb. Erwin fancies himself a bit of a musician and frequently plays songs on a small flute that he keeps on his person. Most of the songs he plays sound like dirges or are completely out of tune. Erwin often talks about the “late proprietor of the cemetery,” and characters can make a DC 15 Wisdom (Insight) check to notice that all is not as it seems with Erwin. Alternatively, Erwin may just talk too much, letting slip information that could reveal he is not who he says he is. The body of the real Erwin lies in one of the stone tombs. If the false Erwin is discovered, he attempts to flee the city. Erwin (1 Stat Block) is a chaotic neutral doppelganger. Searching the Tombs Each stone door can be moved with a successful DC 18 Strength check. Most of the tombs are filled with almost-mummified corpses, but some may house fresher, rotting corpses. Each creature entering the tomb of a rotting corpse must succeed on a DC 15 Constitution saving throw or be poisoned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Within each of the tombs are one or more Humanoid corpses, often with some of their more precious belongings. Tombs may also have dangerous monsters. Each time the characters open a tomb, roll on the Tomb Encounters table to determine what they encounter. Roll 1d20 to determine the Hazards and 1d10 to determine the Treasure. 48


Coastal Locations 49 Tomb Encounters 1d20 Hazards 1d10 Treasure 1 1d4 specters float about this family tomb. 1 There is nothing but dust in this pauper grave 2 1d4 ghasts are devouring the corpses of the bodies within this tomb. 2 Velvet pouch filled with playing cards (9 sp) 3 1d3 wights are plotting within this tomb. 3 Fine clothes, moth-eaten (5 gp) 4 A banshee has taken up residence here, weeping and screaming incessantly. 4 Fur cloak (5 gp) 5 A ghost haunts this tomb, attempting to scare off anyone that opens it; the ghost has dealt with several grave robbers in the past. 5 Iron-Sails clan signet ring (5 gp) 6 1d3 skeletons under the control of a ghast lurk within this tomb, preparing to help their master dig up dead flesh to feast upon. 6 Calligraphy kit (5 sp) 7 A single zombie stumbles around this tomb (which doesn’t contain another body). The zombie is dressed in funeral clothes. 7 Brass brooch in the shape of an exotic bird (3 sp) 8 A shadow resides within this tomb. 8 Bouquet of dried flowers (1 cp) 9 A vampire spawn is resting within this tomb; the vampire was once a noble citizen of Havdhir. 9 Scroll depicting a family tree (worthless) 10-20 Nothing resides in this tomb but the unmoving dead. 10 Body of the real Erwin (if already discovered, roll again)


Inns, Taverns, and Entertainment Inns, Taverns, and Entertainment The Guzzling Goblin A grungy-looking building cobbled together from ramshackle bits of wood and nails is squeezed between two massive rock faces of the Fang’s Peak Mountains. The door to the establishment is open, and the light of a blazing hearth glows within. A placard hangs over the door, with a crude painting of a goblin tilting a massive glass of mead into its open mouth. Carved below the placard are the words “The Guzzling Goblin.” Within, you can see patrons milling about, a few laughing riotously, as a frowning goblin stands on a stool wiping an incredibly grimy rag on a filthy glass. The Guzzling Goblin is owned and operated by Snick the Guzzling. Snick is a goblin that has resided in Havdhir for nearly a decade, eking out a small living in his cobbledtogether tavern. While there are many taverns located throughout Havdhir, the Guzzling Goblin is known for its loose rules regarding fighting, bringing weapons into the establishment, and clientele in general; making it a hub for underhanded deals and riotous events. Bandits and thieves regularly come to the Guzzling Goblin to drink, and Snick pays the Grifter’s Guild to protect his establishment from those who might try to rob him or his patrons. 50


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