Professional Documents
Culture Documents
Skullport Swindle: Player Character Class Level XP Sessions
Skullport Swindle: Player Character Class Level XP Sessions
YOU CAN USE 2A AND 2C OF THIS MODULE FOR THE NEXT PARTS
Gralhund’s Ship
J3: Yalah’s riding horse is here. It carries two saddlebags, carrying four bars of gold, worth a total
of 2,000 gp. The horse is also wearing horseshoes of speed.
J7: There is a locked tome that looks like a spellbook in here. It can be unlocked with a key
around Yalah’s neck. It can be unlocked with a DC 15 Dex check with thieves tools or a knock
spell, but doing this unleashes 3 specters. The book does tell the tale of when they worked with
the Cassalanters, and the Gralhunds new alliance with the Skum Lord.
J9/J8: Three shadows, left by the Fray cultists, are keeping lookout while the cultists storm the
ship
J10: 5 commoners (maids, cooks, and a valet) hide here behind a locked door.
J24: Nash Floxin is trying to kick down the door to capture Orond.
J27: Hrabbaz, Yalah Gralhund are here. Yalah has a ring of keys that unlock all doors on the ship
and the trunk. The trunk here can also be opened with DC 15 Dex, but seems filled with clothes.
A DC 15 Perception check finds a secret compartment that contains cult robes, and symbols of
the Kraken Society.
The Alley
- A Fray Mage is running off with the stone, that he’s taken from a (now dead) hobgoblin of the
Reforged Ring. If anyone gets too close, a tatterdaminal attacks to slow them down.
- The Fray Mage is eventually cornered in an alleyway. But the Fray Mage purposefully led the
party here, and the alleyway is blocked on both sides by enemies. The Skulls of Skullport
intervene, one yelling “Pest Control!” as it throws a fireball.
o Medium: 1 Fray Mage, 2 raggamoffyns, 3 swarms of rats
The Cellar
- The Vault is in an abandoned cellar, in the Skull Square.
- The keys are;
o A performance of “Beardy Face,” which will require 10 gp to hire two folks to perform (it
requires someone playing bagpipes
o Severed drow hand
o A unicorn. It doesn’t have to be a real one, and Thimblewine’s Pawnshop will sell a
stuffed one for 15 gp
- One the 3 keys are used, it will reveal a green slaad. He asks for the stone, and then the answer
to this riddle;
o Many kill for me, to give to others. I make beggars into noblemen and kings into
madmen. What am I?
o The answer is gold or coin
o If killed, the door can be opened with a succcessful DC 18 Arcana check
Skulker Fever
- Characters that take bludgeoning or piercing damage from a melee weapon attack from a beast
or humanoid in Skullport must succeed on a DC 11 Constitution saving throw at the end of
combat or contract Skulker Fever. Creatures with this disease start exhibiting symptoms within
1d4 hours of contracting the disease, gaining 1 level of Exhaustion.
- A creature with Skulker Fever can repeat the saving throw when it finishes a long rest, removing
one level of Exhaustion on a success or adding one level of Exhaustion if it fails (to a maximum of
two levels of Exhaustion).
- A creature that reduces its level of Exhaustion below 1 or that cures its disease by other means
is unable to contract a strain of Skull Fever for 2d6 days or until the next encounter in the
encounter chain, whichever comes first
Factions
- The Zhentarim (Manshoon)
o The primary contact here is now Amelia Cassalanter, who works for Manshoon with the
promise of freeing her husband, who is under house arrest.
- Bregan D’Aerthe
o This faction is now only a minor player in Waterdeep, but they do conspire to free their
master Jarlaxle who is imprisoned.
- Harpers
o Led by Remalia Haventree (warlord) in Waterdeep/Skullport
- Chosen of Elistraee
o Iljrene Ahbruyn is the leader