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NIGHT OF THE

SKULLTAKER

INTRODUCTION 3

CHAPTER 1: THE BONES OF CUTTLEVALE 6

CHAPTER 2: GULLROOST ISLANDS 13

CHAPTER 3: SKUM CAVES 19

AUTHOR: RON LUNDEEN


CARTOGRAPHY: D YSON LOGOS
ART: THE FORGE STUDIOS,
JERRY KEYES
INTRODUCTION

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
1
1
1
1
1 1

A2. CUTTLEVALE ROAD (LOW 1)


Next Steps: Kindell is shaken to think of
While the townspeople have been focused on
skeletons active in her town, and it doesn’t
the theft, the skulltaker is working to eliminate
take her much time to connect the strange
witnesses to its escape. It commanded three
twitching movements of the fishlike thief in the
skum skeletons to head to Cuttlevale to
church to these strange skeletons. She worries
destroy the church and everything in it. Blunt
that the skeleton inside the thief’s corpse is also
and violent, the skeletons swam to town,
animate, and becomes even more convinced
climbed up onto the pier, and started killing
she needs the heroes’ help. If the heroes
everyone they saw. They then head in the
haven’t already negotiated for Kindell to give
direction of the church, but they don’t make it
them her gear as a reward, she offers it to them
that far. They instead come across the heroes
now.
and Kindell on their way to the same place and
continue their murderous rampage. There might be some clues down at the
docks, Kindell admits, but she suspects more
Although plainly skeletons of piscine
answers might be available in the church. If the
humanoids, the heroes can’t initially tell what
heroes want to backtrack the skeletons’ trail to
sort of creatures these skeletons once were. A
the docks, Kindell says she’ll meet them at the
hero who succeeds at a DC 13 Religion check
church (she won’t go in until the heroes
recalls basic information about skeletons, but a
arrive). In this case, run the encounter in area
separate successful DC 16 Occultism check is
A4 before the one in area A3.
required to realize these skeletons were once
skum. A3. CHURCH OF SAXRA (LOW 1)
Creatures: The skum skeletons lunge out The Church of Saxra is little more than a stone
onto the road the heroes are traversing. The building about 20 feet square with two stained
skeletons are wet and have plainly come from glass windows too thick to see though and a
the direction of the town docks. They each double wooden door. The church door is
clutch a bettered trident in their bony hands. boarded over from the outside. The church’s
These foes spread out their attacks among the keeper, a half-blind man named Bulcher
heroes and fight until destroyed. Theev, paces nervously by the barricaded
door, awaiting Kindell’s arrival. His Bulcher gestures to the lock on the church
remarkably ugly dog Cogger is at his side, but door, which is plainly smashed.
it’s clear upon a close look that Cogger is some “Last night, someone broke into the church.
kind of crossbreed of a goblin dog with a I live just over there, and Cogger here raised a
normal canine. Cogger is nevertheless big fuss and got out, barking all the while. By
extremely loyal to Bulcher and isn’t any the time I caught up, Bulcher had killed one of
danger to the heroes. Cogger takes particularly the thieves, but I could hear at least two
kindly to any goblins among the heroes, others running off toward the docks. I couldn’t
demanding affectionate pats. get a good look at them, but I saw the one
Kindell nods to the tall man by the door Cogger killed, all right. It wasn’t a person, but
accompanied by a singularly some kind of fish-man with a
ugly dog. “Evening, Bulcher. tail and frills and clawed
How’s things with the hands and such. Nasty, and
thief?” sopping wet.
The man nods back, his “The bigger worry is
face in a squint. “Listen for that the bones of Saxra are
yourself,” he says, putting a gone. They’re kept in a niche
finger to his lips. in the wall, and that niche
After only a moment, a was empty except for
sound of clattering and a dripping water, like all over
great crash echo from inside the floor and all over the
the building. The man dead fish-man. I don’t know
continues, “I don’t see as who those fish-people are, or
well as most, but I know a where they went,” Bulcher
corpse when I see one. Cogger stops to wipe away a tear,
here killed that fish-man, I “but they took our relics
know it. But it hasn’t stayed away from us.”
dead.” It’s unlikely that the
Whether they ask him heroes are aware that the
before or after going into the powerful undead creatures
church, Bulcher knows quite called skulltakers are also
a bit about the theft. He known as saxras (the Religion
explains as follows. DC to recognize this
uncommon 18th-level undead creature is 43),
“I know this isn’t much of a church by but the lack of details in the legend might raise
other town’s standards, but we have some heroes’ suspicions. Both Kindell and
something they don’t have anywhere else in Bulcher know about Saxra, but the two of
the world: bones of an actual god named them—as well as anyone else in Cuttlevale the
Saxra. It’s a bundle of six bones, each no bigger heroes question—differ on what they believe
than a person’s shin. They say Saxra left the Saxra’s appearance, powers, and interests are.
bones to Cuttlevale when its townspeople Bulcher believes Saxra watches over graves
sheltered the god one winter night, and it’s and the dead, and that Saxra looks like a
brought bounty ever since. That was many kindly man with a dog’s head (because dogs
generations ago, you know, so specific details like bones, naturally). Kindell, on the other
may differ in the telling. But Saxra’s bones are hand, believes Saxra to be an agender god of
good luck, and they’re ours. Or, until last health, particularly the healthy mending of
night, that is." broken bones, whose symbol is a knot of twine
(used to keep splints in place). Their only
agreement is that Saxra is a god of bones and
good luck, and this commonality is sufficient
to keep their disagreements good-natured.
Bulcher’s description of “fish-men” might
bring to mind sea devils or other aquatic
monsters. A hero who succeeds at a DC 16
Occultism check upon hearing Bulcher’s
description realizes the shrinekeeper is talking
about skum. Heroes who previously identified
the skeletons they encountered on road here as
skum make this connection automatically and
don't need to roll. R
Kindell asks the heroes to investigate the
church’s interior when she and Bulcher unbar 1
the door for them. Both of them know the 1
church is only a single large room on the 1
inside. Kindell plans to examine what’s left 1
after the heroes put down the obvious danger
in the church.
The small church’s interior is a shambles.
Candleholders and wooden chairs are strewn
about the room and the stained glass windows
have large cracks in their inner panes. A niche
in the wall opposite the door is painted with
gaudy gold paint, but stands empty. A bench
bears the savaged body of a piscine person, its
chest and head lolling open grotesquely.
Creatures: The skum corpse is split wide
open because the skeleton inside has clawed its
way out. This is more of the skulltaker’s evil
magic, amplified at the site where its bones
rested for so long. This skeleton has arisen as a
more powerful creature than the ones the
heroes previously fought.
This skum skeletal champion attacks any
creatures it sees. It leaves the church if the
doorway is clear, but it doesn’t go far; instead,
it simply fights in the street in front of the
church. If the fight spills out into the street,
Bulcher and Kindell run for cover. Cogger
might join the fight on the heroes’ side; if any
of the heroes are goblins, or if any otherwise
showed kindness to the ugly hound, it fights
against the skeletal champion as best it can.
A4. EASTERN PIER (MODERATE 1)
The easternmost of Cuttlevale’s two large
wooden piers is in an uproar. A few
townspeople loiter on the landward end of the
pier, plainly uncertain of what to do. The pier
is awash in blood, with a half-dozen slain
1
townspeople littering the pier like broken
dolls. One of the corpses near the end of the
pier, partially concealed from view by a stack
of crates, is rolling back and forth slightly. It’s
plain even from this distance that the rolling is
ungainly and unnatural—not like a living
person in distress would make, but like a heap
of cargo being heaved to and fro. The
1
townspeople point at this corpse and whisper
to each other; obviously, the rumors of the
dead-yet-not-dead thief in the church have
already run through the town.
Kindell’s Examination: After the heroes
vanquish the skum’s skeleton, Kindell comes The pier is a long, sturdy structure in a
into the church to look over the fleshy corpse. cross shape. It is about 15 feet wide and 90 feet
She quickly confirms that it’s a type of aquatic long, with its cross pieces extending 20 feet in
aberration called skum, or confirms the heroes’ either direction. Several empty fishing boats
knowledge on this point. Kindell is surprised are moored to the pier.
to see it here, as she doesn’t know of any A hero who succeeds at a DC 15 Perception
problems Cuttlevale has had with skum in check while looking at the jostling corpse, even
particular. She’s entirely baffled as to why from the landward end of the pier, realizes the
skum would steal Saxra’s sacred bones—that nature of its movement. Two small creatures
piece of the puzzle doesn’t make sense to her. are trying to move it, but without much luck.
While Kindell looks over the body, she The creatures are blue-skinned humanoids just
pays particularly close attention to the skum’s over 2 feet tall. The creatures are hard to see on
feet. Several grains of an unusual gray sand the other side of the crates, which provides
are stuck in the scales on them, indicating it them cover. A successful DC 14 Nature check
must have walked through such sand quite is required to identify the creatures as mitflits.
often. However, she’s not familiar with that A hero who succeeds at a DC 10 Medicine
type of sand around Cuttlevale. Kindell check notes that dead people have all been
admits, however, that she rarely travels out of killed with claws or tridents, just like those of
town; Cuttlevale’s harbormaster, Eldrin the skeletons the heroes encountered on the
Dotigar, might be able to say where such sand road through town. Those skeletons plainly
can be found. After all, he works with each of came this way, and made short work of the
the fishers who go up and down the inlet and sailors here before meeting up with the heroes.
the coast on a daily basis. If this Medicine check is a critical success, the
Next Steps: If the heroes haven’t been to hero notes that one of the corpses is still
the docks, that’s the obvious next step. If they bleeding in a manner that indicates he’s alive;
have, they know they need another clue to this is the harbormaster Eldrin Dotigar. If the
pinpoint the skum's origin, and the gray sand heroes don’t yet identify that he isn’t dead,
seems to be the clue Eldrin needs. they can do so after dealing with the
troublesome creatures here at the dock.
Creatures: Two mitflit gremlins have been
skulking around the docks for several days,
feasting on discarded fish heads and deciding
how to best cause trouble. Their luck changed
earlier in this day, when a reefclaw swam into
the region. The reefclaw is just close enough,
biologically speaking, to an arthropod that the
mitflits could communicate with it. They
agreed to feed the reefclaw a huge pile of food
if the reefclaw would serve them. The reefclaw
agreed, and the mitflits were still wondering
how to keep their promise—and avoid
becoming the reefclaw’s next meal
themselves—when the skum skeletons rose
out of the water and started killing people on
the docks. The mitflits considered this to be
remarkably good fortune, and they decided to
shove the corpses into the water to feed the
reefclaw its due. Unfortunately, the mitflits are
so weak that they’re having trouble even
moving one corpse into the water; all they’ve
been able to do is get it to rock back and forth.
This certainly worries the townspeople, who
1
suspect some supernatural cause, but it’s
merely the mitflits’ ineptitude.
1
When the heroes venture onto the docks,
the mitflits attempt to hide on the other side of
the crates. They won’t keep their presence a
secret if the heroes have already spotted them,
of course, but they otherwise try to ambush
any heroes who get close. In any case, the
mitflits aren’t willing to lose all these prize
corpses. They attack to drive the heroes away
and fight to the death.
During these events, the reefclaw is lurking
out of sight, just under the pier. It knows
there’s a lot of food up there, and it’s
increasingly frustrated that the mitflits aren’t
yet feeding it like they promised. At the start
of the second round of combat, the reefclaw
launches itself out of the water and onto the
pier near the closest hero (doing so takes 2
actions). It thereafter fights the heroes to the R
best of its ability, even though it can’t move
around very quickly on the pier. If the heroes
retreat from the pier entirely, the reefclaw
turns against the mitflits to devour them. 1
need, as only both clues together point to
1 Gullroost Islands. There’s still something of a
mystery about the connection between the
living skum thieves and the undead skum
skeletons, but it’s quite likely the answers are
to be found out there.
Any of the townspeople near the docks
gives the heroes a rowboat to head out to the
The Harbormaster: After the combat (or island. The boat is Large in size and seats four
earlier if the heroes tended to him), the Medium creatures. If necessary, the
harbormaster Eldrin Dotigar rises shakily to townspeople give the heroes a second boat as
his feet. He has a trident wound across his well. These boats belonged to
shoulder, but it’s clear he got the people killed by the
off lucky and is going to skeletons, and the
survive. Eldrin is normally a townspeople urge the heroes
pompous man, but the recent to use them if only to enact
near-death experience has some revenge.
humbled him and he’s
genuinely grateful to be If the heroes don’t seem
alive. Eldrin thanks the inclined to investigate right
heroes for their assistance away, any of the
and explains what happened townspeople they’ve met so
here: three skeletons dragged far, including Kindell,
themselves from the water Bulcher, and Eldrin, plead
and killed the half-dozen with them to look into the
people on the pier before matter. There simply isn’t
heading into town. Eldrin anyone else in town capable
doesn’t know why the of handling these dangers,
skeletons came, and hasn’t and another attack might be
heard of skeletons in this even deadlier than the first.
area before. Or skum, for that matter, if the When the heroes head to Gullroost Islands,
heroes bring up the skeletons’ origin. turn to Chapter 2.
Fortunately, Eldrin was attentive enough
to notice the direction the skeletons came from.
That direction is open water, he explains,
except for a strip of land along the side of the
inlet and a few uninhabited islands. He can’t
be more specific than this, and suggests that
finding out more would help him narrow
down the location.
If the heroes tell Eldrin about grains of
gray sand, he can specifically identify
Gullroost Islands, a cluster of three islands at
the mouth of the inlet. The islands are quite
old, and have gray sand beaches.
Next Steps: The heroes might need to visit
the Church of Saxra to get the other clue they
CHAPTER 2:
GULLROOST ISLANDS

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.

B1. OBSERVATORY ISLAND (MODERATE 1)


This small island contains the ruins of a large
dome surrounded by a few low walls. The
ruins are covered with sheets of thin webbing.
The island’s sides are sheer cliffs; it has no
obvious beaches upon which to land.
This island was once chosen by an order of
astronomer-monks as a cosmologically
significant place to construct an observatory.
Unfortunately, its remote location and difficult R
access compelled the astronomer-monks to
abandon it long ago.
The top of the island is 20 feet above the
crashing surf. Climbing its sides requires a
successful DC 15 Athletics check. Falling from
Treasure: The astronomer-monks left a few
1
valuable items behind when they abandoned
their observatory long ago. Searching the
1 observatory uncovers a lensatic compass, a
potency crystal suspended in a valueless wire
1 frame, and a waterproof leather pouch. The
pouch contains three clear glass lenses about 6
inches in diameter worth 5 gp each and a
strange bit of glass in the shape of a tiny kite
shield; this is the missing gem from the brooch
of shielding located in area C3. Alone, it's worth
8 gp.

B2. DANGEROUS BEACH (MODERATE 1)


This island has wide, low beaches to the
south and a plateau rising to the north.
The beaches are made of grayish sand and
crisscrossed with strange tracks.
The beaches on either side of this island are
claimed by a massive sea scorpion, or
eurypterid. The creature often crosses the
island on the beaches. A hero who succeeds at
a DC 15 Nature check while examining the prehuman civilization. A strange, flat stone
tracks learns that they were made by large overgrown with vines stands in the center of
arthropods; on a critical success, the hero the ring. The purpose of the standing stones is
knows it was a single eurypterid going back long lost, but they retain an aura of peace and
and forth across the beach over time. comfort. Any creature suffering from an effect
Creatures: The lumbering eurypterid isn’t that restoration can mend (a toxin or the
on the beach when the heroes arrive; if the clumsy, enfeebled, or stupefied condition)
heroes watch and wait, the eurypterid crosses receives the benefits of restoration upon
the island every few hours. The eurypterid entering the ring of stones. A creature can only
dislikes intruders on the beach it considers its benefit from this effect once each day. In
own, and attacks the heroes when they land addition, anyone resting within the standing
(darting from out of the water if it’s not on the stones regains double the normal amount of
beach). The creature retreats into the water if Hit Points.
reduced to fewer than 10 Hit Points and looks Creatures: The only skum to escape the
for a new place to live. skulltaker’s attack on the cave is currently
resting here. Tholog is a skittish male skum
who was one of Alkini’s favorites; he used his
favoritism to bully other skum in the group
and was unpopular with them as a result.
Tholog isn’t interested in fighting, although
he certainly defends himself if the heroes
attack him. He flees the area if reduced to
fewer than 20 Hit Points, diving off the plateau
into the sea to swim away.
R
If the heroes talk to Tholog, he lets them
know that the skum have been living in a
1
nearby cave and keeping their presence hidden
from the land-walkers in town. Tholog has
1
obvious scorn for the townspeople, who are so
afraid of the water that they keep folded wood
(that is, boats) between themselves and the
1
water’s embrace.
Tholog can explain all the recent events,
including Alkini’s scheme to steal the sacred
bones from the land-walkers’ church to acquire
their good luck. This theft went terribly wrong,
as the bones were some sort of creature that
animated when brought away from the town.
The creature killed all the skum except Tholog,
B3. PLATEAU OF STANDING STONES (LOW 1) turning them into skeletons or taking their
The plateau above the beach is covered with bones for its own gruesome form. Tholog goes
tall grasses, but a few stone monoliths jut to the edge of the plateau to point at the cave
above the grasses in a ring. entrance, if the heroes ask for its specific
This plateau bears the oldest of the ruins location, but he doesn’t plan to leave this
on the Gullroost Islands: a ring of standing plateau and is only waiting until he feels well
stones erected in prehistoric times by some enough to leave the area for good.
The skum can't otherwise provide the Treasure: If the heroes deal peaceably with
heroes with very much information. Tholog Tholog, he promises to pose no further threat
doesn’t know about the other creatures on the to the people of Cuttlevale. Further, if they
islands, and he believes all the seahorses were managed to defeat the “bone monster” and
killed and therefore doesn’t mention them. He avenge the murders, Tholog tells them where a
has a good firsthand knowledge of the skum magic gem is buried near the top of another
caves, however, and can provide the heroes island (this is the mesmerizing opal in area B7).
with a detailed description of it if they ask. XP Award: If the heroes get useful
information from Tholog, award them XP as
though they had defeated the skum in combat.

B4. SEAHORSE REEF (MODERATE 1)


The placid water between the three islands is
relatively shallow; it’s only 15 feet deep at its
deepest, and the waters are generally clear
enough to see the colorful sea-plants and fish
living just under the water’s surface.
Creatures: The water is the home of the
skums’ small herd of seahorses. After the
skulltaker’s attack, only two seahorses remain.
1 They are angry about the slaughter and quick
1 to attack any non-skum that come by. When
1 the seahorses attack, they first attempt to
1 capsize the heroes’ boat to dump them into the
water. The enraged seahorses fight until slain.
have a fixed location, as the four bloodseekers
might attack while the heroes are anywhere on
the island (but most likely while the heroes are
trying to rest). As soon as the heroes defeat
three of the bloodseekers, the fourth flies away.

1
1

B5. PIRATE ISLAND BEACH


The water laps onto a narrow, gray beach here.
A heap of decaying flesh emits a ghastly scent.
Examination shows that the heap of flesh
consists of two corpses tangled together: one of
a skum, and the other of a seahorse. All have
had their bones messily removed, leaving
mounds of decaying flesh. 1
The entrance to the skum caves can’t be
seen from the water, as it’s screened by scrub,
but anyone looking around in this area spots
the cave entrance automatically. The cave is
described in Chapter 3.

B6. PIRATE ISLAND INTERIOR (MODERATE 1)


A clot of bloodseekers recently came to this
island, drawn by the large numbers of gulls in B7. THE LIGHTHOUSE TREE (MODERATE 1)
the area. The gulls only lost a few of their The winding path to the top of this island
number before learning to cluster in greater seems too regular to be natural, but if it once
numbers to keep the bloodseekers at bay. The bore stairs or a smooth ramp, those have
bloodseekers haven’t been able to get easy eroded away long ago. A cluster of square
meals because the gulls are banding together, stones at the top of the island are sheltered by
and they’ve even lost a few of their number to an enormous gnarled tree.
the angry gulls.
This site was once that of a lighthouse
Creatures: Only four bloodseekers remain called the Gullroost Light. The lighthouse
on the island, and they’re desperate for any crumbed to its foundations long ago, and the
prey that isn’t a gull. This encounter doesn't small tree planted long ago by a lonely halfling
druid working as a lighthouse keeper now of one side where the sod hound tasted it but
dwarfs the remaining stones. decided it didn’t like its flavor. Finding the
Creature: The same long-dead lighthouse gem is almost impossible, requiring a
keeper that planted the tree summoned a sod successful DC 30 Perception check, but the
hound for company. The elemental creature heroes might know to look for it from talking
has been here ever since, roaming in the soil to the skum Tholog (or perhaps by befriending
and stone at the island’s highest point. It hasn’t the sod hound).
encountered the skum on the few, brief times
the skum have visited this peak, so the skum
don’t know it exists and vice-versa.
The elemental is too dull-witted to realize
that its master is gone, and it mistakes any
Small hero for its master instead. It rumbles up
from the ground to the closest such hero,
awaiting one of the tiny garnets its master
used to feed it. If it’s not fed right away, it
paws angrily at the hero. If it’s still not fed any
gems of any kind, it attacks. Too stubborn and
foolish to know its own limitations, the sod
hound fights until destroyed.
If the party doesn’t contain any Small
characters, the sod hound instead sees them as
intruders and attacks.

Treasure: Buried near the roots of the tree


is a mesmerizing opal. The item is still
functional, even though it has a small bite out
CHAPTER 3: SKUM
CAVES

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.

C2. SLURK DITCH (LOW 1)


The north end of this cave descends into a
noisome ditch of slime and mud. Several sea-
1

1
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.

Treasure: The treasure on the ledge


consists of 819 cp, 38 sp, 8 gp, silverware and
dishes weighing 3 Bulk worth a total of 25 gp,
a dull gray aeon stone, an owlbear claw, three
daggers, and a +1 rapier with the words “May
the Wind Ever Be in Your Sails” spiraling up
the blade in tiny script.
Also in the hoard is a brooch of shielding, but
the item doesn’t function; it’s missing the
shield-shaped gem in its center. An old note
stuck to the brooch’s pin reads, “Worthless R
without the astronomer’s gem, you peg-legged
fool!” The pirate chastened for the incomplete
brooch never got a chance to search the ruined
observatory in area B1 to find the missing gem.
XP Award: If the heroes recover the
treasure without triggering the construct,
award them XP as though they had defeated
the construct in combat.

C4. TRAPPED LANDING (MODERATE 1)


Captain Case installed a trap at the top of the
northwest stairs to catch unwanted intruders
who didn’t know where to step. The skum fell
C5. INNER SANCTUM (SEVERE 1)
Old wooden furniture fills the highest part of
the cave complex. An antique table has been
repurposed as a slab to butcher meat, and
several leather bunks are rotted and stuffed
with soggy sea-plants to serve as makeshift
nests. A few sturdy sea-chests stand around
the room. Most of them are open and contain
strange collections of items.
This is the chamber where Captain Case
and members of his crew would hide out from
time to time. Although the furnishings were
once fine and the stores of food and liquor
plentiful, these supplies are all more than a
hundred years old and didn’t last long when
the skum recently moved in to make the place
their own.
There are four sea-chests in the room, but
only three of them are open. The open ones
contain strange items of significance to the
skum, like heaps of cuttlefish corpses, lumps of
coral, and a strange pinkish mud. Only one of
the chests is closed, and it bears so many
scratches around its lock that it’s obviously
proven difficult to get open. 1
Creatures: The skulltaker is recuperating
here along with three loyal skum skeletons 1
that serve as bodyguards. The skulltaker
knows it is still very far from its prior power, 1
but it nevertheless lashes out at the heroes who
intrude upon its rest.
The skulltaker uses Splintered Ground as
soon as it can, as the negative energy it inflicts
heals the undead as they move through it. It
relies on its Shard Storm to discourage melee
attackers and uses its physical attacks and
harm spells. The skulltaker directs the skum
skeletons—and any new skeletons that arises
from its Bonetaker ability—to harry whichever
heroes are causing it the most trouble. All of
these undead foes fight until destroyed. The
skeletons pursue foes that flee, but the
skulltaker doesn’t leave this chamber.
1 It is protected by a simple lock and requires
three successful DC 22 Thievery checks to open
(increased from the usual DC of 20 to open a
simple lock because of the skum’s scratching
and battering. Inside is a suit of half-plate
armor decorated with the insignia of the city
guard of a large city to the south, a tattered
ship's flag bearing the same insignia, an onyx
gem broken into three small pieces worth 3 gp
each, an everburning torch, and a crying angel
pendant marked with the words “Property of
the Temple of the Sun Mother.”

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…

1
1

Defeating the Skulltaker: Once the


skulltaker is defeated, it collapses into a pile of
bones. Any remaining skeletons fight
erratically without the skulltaker’s direction
and, after 1 round, collapse into bones
themselves.
Treasure: The once-fine materials in this
chamber have been spoiled by skum
habitation, with the exception of the treasure
chest that the skum haven’t been able to open.

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