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SKULLTAKER
INTRODUCTION 3
Doom hangs over the coastal town of Captain Jamlathan Case—before it could
Cuttlevale. This lively community of fishers, ravage the town. Captain Case and most of his
woodworkers, and boatbuilders has occupied crew were slain in attack. The surviving pirates
a sheltered beach on a deep inlet for sought aid in Cuttlevale, muttering with terror
generations. Cuttlevale’s people venerate a about the “saxra” and displaying the few
holy figure named Saxra. In their retelling, bones they’d taken from the creature. The
Saxra came down from the mountains during a pirates left as soon as possible, wanting
particularly fierce winter to seek shelter along nothing more to do with Cuttlevale. They were
the coast. The people of Cuttlevale at the time wholly ignorant of how the townspeople were
sheltered the saintly Saxra for the night. In already misunderstanding their encounter
gratitude, Saxra left behind a few sacred bones with “Saxra.”
upon departing the following morning; these The bones are no ordinary remains. They
bones have been enshrined in the town’s only still contain a lingering echo of the skulltaker
church ever since. The townspeople agree that they were taken from. Ironically, the faith of
Saxra is a deity, but don’t agree on Saxra’s Cuttlevale’s people and the sanctity of the
spheres of influence, appearance, or even town’s small church have kept the bones
Saxra’s gender. All agree, however, that Saxra quiescent in the generations since they were
holds power over bones, and thus the bones in enshrined. They’ve only become dangerous
the church are holy relics. when removed, which is the cause of
The people of Cuttlevale badly Cuttelvale’s recent troubles.
misremember their history. A saxra is an
undead monster, not a deity, and is more THE SKUM THEFT
commonly known as a skulltaker. Skulltakers
are powerful monsters made of bones, A pack of evil fish-like humanoids called skum
shrouds, and evil. They often lurk in high lurks in a cave on a rocky island near
mountains, but can fly swiftly across the land Cuttlevale (in fact, in a cave once outfitted by
in search of victims. Although skulltakers Captain Case when he needed to lie low in the
nearly always have a horse’s skull for a head, area). The pack leader, Alkini, knows that her
their bodies are made of a mismatched skum are individually more powerful than the
collection of bones from other creatures. townspeople, but she has learned from
Skulltakers absorb the bones of their victims personal experience that townspeople riled up
into their bodies, growing in size as they draw into mobs can be very dangerous. She’s
their victims’ knowledge from the bones. A therefore insisted her skum keep a low profile
skulltaker is therefore as much an oracle as a in the area, plundering dockside goods left
monster, amassing eclectic lore in their long, untended and feasting upon occasional
wicked lives. floundering fishers when weather turned poor.
These losses were blamed on bad weather or
A skulltaker truly came to Cuttlevale on a poor skill, and most in the town are ignorant of
winter night long ago, but the creature was the skum lairing so close by.
destroyed by a brave pirate crew—that of
Alkini learned from a hapless fisherman is a sign of good luck, and intentionally
than the townspeople revere some “magical harming one is taboo.
bones” that bring them luck and peace. Alkini Cuttlevale is ruled by an elected council of
wanted these bones for herself, so she sent a the town’s elders; the most senior of the town’s
small strike force to retrieve them. They elders has the authority to break ties. This
succeeded, but one of the skum was killed by a elder is currently an elven woman named
dog in town as they made their escape. Trielle Harlashio, whose seniority derives from
Almost as soon as the skum returned the being so much older than anyone else in town.
bones to their cave, the skulltaker’s evil Cuttlevale’s council appoints a harbormaster to
sentience awoke. It swirled the bones around repair and maintain the docks vital to the
in deadly shards, flaying Alkini and most of town’s fishing industry. The harbormaster
the skum. The dead skum animated as (currently, a pompous, handsome man named
skeletons, their bones ripping free from their Eldrin Dotigar) is thus one of the most
flesh. Some of these stolen bones coalesced to important people in town. The busybody
form a new body for the skulltaker, much Antonia Lambestish, whose family operates
smaller and weaker than its prior incarnation. Cuttlevale’s surprisingly large and ancient
The skulltaker followed two fleeing skum to lighthouse called the Town Light, has held a
the shore, where it killed one of them along grudge against Eldrin for so long that neither
with a seahorse mount the skum was trying to of them remembers the cause. Persistent
reach. Pleased to take the seahorse’s skull as its rumors that they have a secret romantic
new head, the skulltaker returned to the caves relationship frustrate both of them to no end.
to recover its strength. It sent three of its The most unusual aspect of Cuttlevale is
skeletons to Cuttlevale to eliminate anyone the Church of Saxra, a local deity of obscure
that might know about the theft to buy it more origin and appearance that is nevertheless
time to recuperate. If allowed to regain even a revered by the people of the town. This shrine
small measure of its former power, Cuttlevale is maintained by the town’s gravedigger, a
will surely fall. half-blind man named Bulcher Theev. Bulcher
is well-liked by the community even though he
CUTTLEVALE OVERVIEW plainly doesn't know any more about the
Cuttlevale is a small fishing town with few mysterious Saxra than anyone else.
connections to anywhere larger; the roads Bebra Hagalin runs Someplace Else,
between Cuttlevale and larger towns aren’t Cuttlevale’s only inn. Bebra is an excitable
particularly well-maintained and are halfling who likes to collect stories from the
sometimes threatened by bandits or monsters. people she meets. Much of Someplace Else’s
Cuttlevale has fewer than 300 residents, lower floor and high-ceiling basement doubles
including the trappers and farmers around the as a storefront, where Bebra sells goods useful
town’s fringes. The town is on a large inlet to travelers, like dried food, camping gear, and
making it an inconvenient stop for sea traffic hand-me-down weapons. Locals consider
that can otherwise quickly bypass the inlet to Bebra’s prices a bit too high and get their
larger ports. The inlet doesn’t open into a large goods elsewhere in town. They joke that
bay or lagoon, but simply ends at the shore Bebra’s establishment’s name tells them where
where Cuttlevale is built, so opportunity for it’s wisest to shop.
growth is limited. Nevertheless, the inlet teems The central part of Cuttlevale is where the
with fish, and the people are friendly with action in the first chapter of this adventure
each other and with the rare outsiders that takes place. Its map appears on the following
venture into town. Cuttlefish are present in the page.
inlet but not particularly common; seeing one
RUMORS IN CUTTLEVALE 4. There’s monsters living in the water,
strange fishfolk that hide from light but
If the heroes take some time to ask around grow bold at night.
Cuttlevale for rumors, a successful DC 15
Diplomacy check to Gather Information 5. There used to be an observatory on one of
provides the heroes with one of the following the Gullroost Islands in the inlet. They say
rumors at random. A hero who critically it’s now haunted by nothing except old
succeeds gains a second random rumor. A memories and big spiders.
hero who critically fails gains a false rumor of 6. One of the Gullroost Islands in the inlet has
your invention. a ring of standing stones on it. That’s old
1. I heard a traveling scholar say Saxra isn’t a magic, but good magic. My cousin spent a
god but a type of evil bone-monster. What night out there once, and she said it was
nonsense! some of the best rest she ever had.
2. The scourge of the seas around here a few 7. Have you seen seahorses in the inlet? Some
generations ago was Captain Jamlathan of them are enormous!
Case. He was always good to the people of 8. Have you seen sea scorpions in the inlet?
Cuttlevale, but his raids on passing Some of them are enormous!
merchant ships were daring and
legendary.
3. Pirates hid a bunch of treasure in a cave
near Cuttlevale, the legends say. Wish I
could find a map with a big X on it.
CHAPTER 1: THE BONES
OF CUTTLEVALE
The heroes arrive in the town of Cuttlevale, the closest thing this town has to a coroner, so
either simply traveling through or because I’m going to look at the body. But I’ve been
they’ve heard of some strange robbery or warned that this fish-person has got to be
attack on the town. If you’d like a tighter dead, by the bite wounds, but it’s not laying as
connection to the town, the heroes might be still as a corpse ought. Bulcher has it locked up
from Cuttlevale or be related now, but if it’s going to get up
to the healer Kindell Spritch. and lunge at me while I’m
If they’re Cuttlevale looking it over, I’d like people
residents, they already know who could handle such a
all of the information in thing on hand.”
“Cuttlevale Overview” in Kindell knows little
the Introduction. more right now, but she’s
The adventure begins happy to answer any
early one evening as the questions the heroes have.
heroes are unwinding in an The only additional pieces of
inn called Someplace Else. information are that the theft
happened in the middle of the
A1. SOMEPLACE ELSE night last night, several relics
Kindell Spritch, a no- were taken from the local
nonsense human woman church, and the body is
with her dark hair kept in currently locked up in the
meticulous knots, seeks out church awaiting Kindell’s
the heroes for their help. She examination.
might already know them,
If the heroes want more
or simply know that guests
of a reward that 1 gp each,
of Someplace Else are likely
Kindell initially balks. She
to be fairly capable. They’ve
expresses some skepticism
made the rough journey to
that they’ll be needed at all
Cuttlevale, after all.
and it’s probably very easy money. If they
To begin this adventure, read or insist, she offers her equipment to them as
paraphrase the following. payment after her examination.
The healer Kindell Spritch lays a gold Creatures: In case Kindell’s statistics are
piecefor each of you on the table. “I’d like to necessary, they are as follows.
buy a few moments of your time.”
“We’ve had an unusual and demoralizing
theft here in town, and one of the perpetrators
was killed by Bulcher Theev’s ugliest dog. It’s
not a human, but some sort of fish-person. I’m
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Three small islands stand at the mouth of the island leads to a tumble onto jagged rocks;
Cuttlevale’s inlet. Located about two hours’ falling damage does piercing damage rather
hard rowing away from town, these islands than bludgeoning damage here.
are storm-wracked and ill-suited for Most of the outbuildings have crumbled to
permanent construction. This hasn’t stopped their stone foundations, but the observatory’s
people from trying in the past, however, and central dome walls still stand 30 feet high. The
ruins are visible atop each of the three islands. webs draping the ruins are thickest in the
Flocks of noisy seagulls wheel over the islands, overhanging shelter of the dome walls, as this
roosting in the cliffs on the islands’ steepest high vantage point is where the island’s
sides. spiders lair.
No one in Cuttlevale realizes that the Creatures: Two large spiders have taken
largest island conceals a secret cave. Used by over the top of the island, lurking in the
Captain Case long ago, and still bearing some observatory ruins. They subsist on gulls that
furnishings and treasures the pirate stashed fly into their webs, but they are eager for the
there, the cave was recently occupied by the prospect of larger prey. If the heroes make a lot
skum who had come to the area. of noise ascending to the top of this island, the
The heroes can explore the Gullroost spiders hide and use Stealth for initiative. The
Islands in whatever order they please. The spiders fight to the death if necessary, but they
gray sand they're looking for is visible on all of don’t leave their island.
them, although only two islands have beaches.
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The sheltered caves on the island were grasses have been pushed together to form a
expanded and outfitted by the pirate captain crude nest, but it’s covered with the same foul-
Jamlathan Case many years ago, and evidence smelling slime in the ditch.
of the pirate occupation is still present despite Creatures: The skum keep a slurk in this
the decay and distress inflicted by the recent room as a combination of mascot and guard
skum inhabitants. The skulltaker has slain all animal, but it comes and goes as it pleases. The
of the skum in the caves, however, and now slurk was gone when the skulltaker decimated
lurks in in the innermost cave while it slowly the skum here, and it returned only after the
regains its strength. skulltaker was ensconced in the deepest cave.
The skulltaker therefore doesn’t know the
C1. BEACH ENTRANCE
slurk is here, and the slurk doesn’t realize that
The cave entrance is screened by scrub, but
the skum have all been transformed into
anyone Searching this area spots the cave
undead. It happily wallows in its ditch, as
entrance automatically.
usual. The slime gives the slurk a remarkably
Hazard: The scrub contains a few loose repulsive smell.
bones hanging in it; although this appears
When the heroes arrive, the slurk
superficially harmless, it’s part of a trap set by
immediately realizes they’re intruders and
the skulltaker to eliminate intruders.
attacks. It tries to block the entrance, then
exudes its belly grease to keep the heroes from
moving away easily. Loyal to the skum it
believes are still in the caves, the slurk fights to
the death.
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defense. When the wooden pirate is targeted
by a ranged attack, the wooden parrot lurches
to life and intercepts the attack before
returning to perch on the pirate’s shoulder.
This allows the parrot to act as a wooden
shield that the construct always has raised, but
C3. PIRATE TREASURE (MODERATE 1)
it only applies to ranged attacks and not to
This cave bends around to the east and has a
melee attacks. The parrot only works for the
natural shelf to the west. Stone steps lead up
construct, and its magic expires if the construct
to this shelf, but several symbols have been
is destroyed.
painted on the steps in what appears to be
dried mud and blood. The shelf contains an The construct remains immobile until
array of treasures, including silver platters, anyone climbs onto the ledge or attacks it from
ornate goblets, heaps of coins, and an elegant a distance. It then lurches to life, and keeps
rapier. At the center of these treasures stands a fighting until no one remains on the ledge and
strange guardian: a human skeleton any creature that attacked it is dead. The
painstakingly carved from wood and wearing construct even pursues enemies that flee,
a tricorn hat and a pirate’s coat. A large returning here when its attackers are slain.
wooden parrot perches on its shoulder. The construct’s animating magic has a
The ledge is five feet from the floor level. loophole, however. Its protection extends to
Although the stone stairs are the easiest way itself and to the ledge, but not its contents, so
up to it, climbing directly onto the ledge is clever heroes might find a way to snag the
simple (requiring only a successful DC 12 treasures one by one without triggering the
Athletics check to Climb). construct at all.
The symbols on the stairs are written in
Alghollthu and read “Warning! Do Not
Approach!” When the skum first came to these
caves, they were curious about all the treasure
kept in plain view. Alkini was suspicious of a
trap, so asked one of her skum to climb the
stairs to the ledge and take something. The
wooden skeleton immediately animated and
killed the skum, hurling its body off the ledge.
Having little use for money anyway, Alkini
simply declared the ledge off-limits until she
could find some way to best this guardian. She
painted the warning, which the skum have
since obeyed. Since the skulltaker has the
memories of the skum that make up its form, it
also knows about this guardian and has left it
alone for now. After all, its bones aren’t real
and therefore don’t interest the skulltaker.
Creatures: The wooden pirate is animated
with powerful magic to defend the ledge. A
pirate witch on Captain Case’s crew not only
imbued the construct with magic, but
enchanted the wooden parrot to fly to its
victim to this trap when they first arrived, but
as they could breathe water, it didn’t pose
them much of a problem. Alkini reset the trap
and the skum mostly avoided it; even if they
accidentally stepped wrong, the only cost was
Alkini’s rage at having to reset the trap yet
again. The skulltaker knows what the skum
know, so it doesn’t trigger the trap.
Hazard: The pit trap at the top of the stairs
floods with seawater through four spouts
drilled into the rock. When the trap triggers,
there’s a 1 in 6 chance that the tide is low
R enough that the pit doesn’t flood.
CONCLUSION
With the defeat of the skulltaker, the heroes
have ended its threat to Cuttlevale and the
surrounding region. Whether they tell the
townspeople the truth about the bones—that
they animated into a monster—is up to them.
One response might be to uncover the six
oldest bones in the skulltaker’s remains (which
requires a successful DC 15 Medicine or
Nature check) and return them to the Church
of Saxra. This earns the heroes the gratitude of
the entire town, including lodging and drinks
for life, but risks the skulltaker awakening
again at a later time…
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