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Official Game Accessory

PORT OF RAVENS BLUFF


THE LIVING CITY

Credits
Compiled by: Jean Rabe and Skip Williams Cartography: Dave Conant
Editor: David Wise Typography: Tracey Zamagne
Cover Art: Kevin Ward Keylining: Sarah Feggestad
Interior Art: Valerie Valusek Gatefold Ship: Dennis Kauth
Special Thanks: Anne Brown

Dedication: To Chris Schon and the rest of the Network GEN CON® Game Fair volunteers
who help us sail through stormy weather.

ADVANCED DUNGEONS & DRAGONS, AD&D, and FORGOTTEN REALMS are registered trademarks owned by TSR, Inc. ROLE-PLAYING GAME ASSOCIATION,
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Reserved.

TSR, Inc. TSR, Ltd.


POB 756 120 Church End, Cherry Hinton
Lake Geneva, Cambridge, CB1 3LB
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Printed in the U.S.A.


9315XXX1501
ISBN 1-56076-120-2
The RPGA™ Network proudly presents an
AD&D® 2nd Edition Official Game Accessory

PORT OF RAVENS BLUFF


THE LIVING CITY
Table of Contents
Welcome to the Port of Ravens Bluff . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3
Ships
The Osprey— by Phillip A. Dyer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
The Fair Weather— by David Carl Argall . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
Spike McGurk’s Flotilla of DEATH— by Mike Selinker . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
The Soarhawk— by John Miller and Jim Dawson . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 0
The Queen of the Rivers— by Wes Nicholson . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
The Skippy— by Cheryl McNally-Frech . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
The Submarine— by Tim Beach . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
Salokin Bayrat’s Tug Services— by Nick Parenti . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
The Princess Cardella and the Seaside Salvage Company— by Pat Buehler . . . . . . . . . . . . . . . . . . . . . . 16
Businesses and Proprietors
The Safe Harbor Marine Insurance Company— by Eric and Terrence Kemper . . . . . . . . . . . . . . . . . . . . .19
Davy Jones’ Lock-Up— by Dewey Frech . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .22
Vlard’s Maintenance Yard— by Cheryl McNally-Frech . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .24
Barnacle Bill’s Green Beard Shaving Parlor— by Roger Anderson and Michael Wahl . . . . . . . . . . . . . . .25
Zorba’s Fish Market— by Cheryl McNally-Frech . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .28
The Spill and Swill— by Roger Anderson and Michael Wahl . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .29
Flirin’s Sushi Bar— by Halina Adamski . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .31
Mystic Star Charts— by Chas Jensen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .33
Talton's Ivory and Scrimshaw— by Doug Haile . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .34
Ashakar’s Accessories— by Zachary M. Drake . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .36
Quaylin’s Home For Wayward Boys— by Thomas Allen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .38
The Shark Fin— by Cheryl McNally-Frech . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .40
The Lighthouse— by James Buchanan . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .42
The Far Guardians’ Mission— by Joe Littrel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .46
The High Seas Shipbuilding and Coker Wharf Companies— by James Buchanan . . . . . . . . . . . . . . . . .50
Personalities and Oddities
Cat and Mouse— by Rob Nicholls . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .53
Calvan’s Bell— by Lucya Szachnowski . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .54
The Wreck of the Sea Lion— by Andrew Kruh . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .55
Sharkey’s Bar & Grill— by Tim Beach . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .57
Living City Writers’ Guidelines . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 2
RPGA Network Membership Form . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 4
The cry of gulls and the rhythmic sound of Bill's Green Beard Shaving Parlor can take
crashing waves against the shore coaxes care of you, and make sure you don’t need The Port And
another shave for quite a while. Visit Davy
you to the harbor of Ravens Bluff, the Liv-
ing City. Jones’ Lock-Up, where you can store your The Living City
On the shores of the Dragon Reach, Rav- valuables while you’re off on an adventure, The material in this game accessory can be
ens Bluff has a busy, growing port. There, and don’t worry—Pete, Mike, and Mickey a d d e d t o y o u r campaign in the
fishing boats set sail at dawn and begin are always hungry for an arrest. Is your FORGOTTEN REALMS® setting, or you can
earning a hard day’s pay. Merchant ships ship insured against damage, spoilage, even adapt this to fit any large harbor town in
dock at Coker Wharf and other moorings piracy? Lyndon Golight will see to it that any AD&D® game fantasy world.
throughout the day, unloading cargo that you have a policy for every need (and may- The port, like Ravens Bluff itself, is devel-
will be taken to the city’s shops for sale, be a need for every policy). oped by members of the RPGA™ Network,
while other ships depart, exporting the There are places to eat and drink, too, an international organization of role-
city’s goods. There are pleasure boats like the Spill and Swill (if you’ve got the playing game enthusiasts. And, like the city,
where Ravens Bluff’s wealthy spend hours stomach for it) and Sharkey’s Bar & Grill (if it will be ever-changing, ever-growing—a vi-
in the sun. And, of course, there are other you can hold your breath long enough), and brant, living place in which adventurers
vessels with secret, nefarious purposes and places to buy and sell your wares. will want to play a part. In addition to this
captains who are pirates—or worse. . . . Steer clear of Quaylin’s Home for Way- product, Port of Ravens Bluff material ap-
There are many shops near the docks ward Boys—an establishment that is not at pears in the pages of POLYHEDRON™
that cater to fishermen, sailors, adventur- all what it claims to be. Watch your step at Newszine, the official magazine of the
ers, and the general public. Through all High Seas Shipping and Salokin Bayrat’s Tug RPGA Network.
doors are colorful characters whose lives Services, where a few shady characters If you would like to add to the harbor,
are intimately tied to the Dragon Reach and could ruin your day! read the Living City Writer’s Guidelines at
the Sea of Fallen Stars beyond. Browse You can also sign on to a ship or rent one the end of this product. Submit your entries
through Talton’s Ivory and Scrimshaw, for a salvage operation or adventure. You to the RPGA Network, P.O. Box 515, Lake
where PCs can purchase specially-made can even have your own ship built and find Geneva, WI 53147.
items of their own design. Stop by Asha- your destiny on the seas! Sail into the Port of Ravens Bluff. There
kar’s Accessories, where the most unique There is so much to see and do in Ravens are adventures waiting on the wharfs, in
weapons and adventuring equipment are Bluffs harbor that it will require several gam- the shops, and in the water for both the
available. Need a haircut to look present- ing sessions to take it all in. Welcome to the brave and the unwary.
able for your next business deal? Barnacle Port of Ravens Bluff, and good adventuring!

3
The Osprey lies in Ravens Bluffs harbor: a able for hiding stowaways or contraband. to find work and adventure if they can con-
sleek, two-masted, square-rigged vessel The forecastle holds one of the two ballistae vince McAllister or his first mate to take
captained by “Raider” McAllister. She mea- and the wheel. The other ballista is mount- them on.
sures 110’ from bow to stern and 23’ across ed on the quarter deck. The main deck con-
the beam. The Osprey displaces 220 tons, tains the eight anti-personnel devices, four
unloaded, and draws six feet of water; load- to a side, and two small ship’s boats. Under
Captain “Raider”
ed, she displaces 280 tons (60-ton cargo ca- the forecastle are the captain’s and the bo- McAllister
pacity) and draws eight feet of water. sun’s mate’s quarters, as well as a small 9th-Level Male Human Fighter
The Osprey’s masts are raked back at a se- arms locker. The first and second mate’s
vere angle and carry an enormous amount quarters, as well as two small guest cabins, STR: 15
of rigging. Fully dressed, Osprey appears to are housed under the quarter deck. The INT: 17
have half again as much sail as any other berth deck holds the majority of the crew’s WIS: 14
vessel her size. With a favorable wind, she quarters, the galley, the livestock and water DEX: 16
can make 17 or 18 knots. Her captain claims storage areas, and the main arms locker. CON: 15
that she is the fastest ship in the Sea of The hold provides the main cargo carrying CHR: 17
Fallen Stars. area. AC Normal: 3
The Osprey's speed is not her only de- All told, Osprey is a vessel years ahead of AC Rear: 5
fense. She carries medium ballistae mount- her time. She is a swift, independent sea- Hit Points: 77
ed on pivots on her bow and stern. She also bird, capable of rapid and secure travel Alignment: Chaotic Good
carries four special anti-personnel weap- throughout the Inner Sea. Whether carry- Languages: Common, Thorass, Dwarvish
ons, mounted along each side. These are ing passengers or cargo, there is little that is (Dethek runes-reading only)
frames which hold 16 small javelins, each. likely to stop Osprey’s flight. Age: 47
Attached to the bottom of each frame is a Height: 6’1”
spring-loaded board that, when released, Weight: 171 lbs
propels the javelins with great force. The The Operation Hair/Eyes: Black/Blue
javelins have a range of 120 yards, a THAC0 Captain McAllister accepts virtually any
of 19, and cause 2-8 points of damage per type of cargo or commission, although his Weapon Proficiencies: Cutlass, long
hit to small-and medium-sized creatures, rates increase in proportion to the risk in- sword, dagger, spear (boarding pike), battle
and 1-6 points to large creatures. volved. He is not above smuggling, especial- axe, light crossbow
There are also hinged, lightly armored ly if it is into one of the more “stuffy” ports
bulwarks that can be swung up along the of call such as Suzail in Cormyr or the cities Nonweapon Proficiencies: Weather
gunwales to provide increased crew protec- of Sembia. He never accepts a cargo that is sense (13), navigation (15), ship building
tion. As a further defense, Osprey’s hull and outright illegal, such as illicit drugs, nor will (15), rope use (16), swimming (15), astrology
masts have been treated with an alchemical he accept a commission from those whom (17), engineering (14)
solution that greatly reduces the effects of he recognizes as evil, but a fugitive or a self-
fire attack (+3 to save against all forms of tax exempting cargo is acceptable. The usu- Magic Items: Cutlass +3, leather armor
non-magical fire attack and -1 per die of al cargo transport fee is 1 sp per pound. +2, ring of protection +1, periapt of proof
damage inflicted). Finally, Osprey carries a Passengers are normally charged 10 gp per against poison, rope of entangling, bracers
number of specialized missile weapons for day of travel. This fee can increase at the of brachiation
the ballistae and the crew. They include Captain’s discretion or can decrease if the
“chain-shot,” which damages other ships’ passenger has a useful skill and is willing to Appearance: Raider McAllister is slender,
rigging, and incendiary devices that cause work. well-muscled, and carries his years with an
2-8 points of damage when fired by hand- air of quiet confidence. His black hair, shot
held devices and 4-24 points when
launched from ballistae. The Crew with gray, is pulled back in a short tail, and
he sports a well-trimmed beard that is
All of these innovations came from the The Osprey can be handled by as few as mostly gray. His penetrating blue eyes are
brilliant mind of Captain Raider McAllister, eight crewmen, but she normally carries a framed in a weathered face that testifies to
who combined his ship building expertise crew of 35 to 40. In addition, there are the his lifetime at sea. He moves with a rolling
with the technical advances of his Lan- Captain, first mate, bosun’s mate, second gait gained from his years on a pitching
tanese people. mate, and the ship’s wizard. Captain McAl- ship’s deck.
lister hires only the most experienced crew- Raider appears well dressed and neatly
men and he pays them very well. As a groomed at all times. He favors a royal blue
The Ship’s result, the crew of Osprey is tough and ex-
tremely loyal to McAllister.
doublet with matching trousers, a white shirt

Layout Osprey Crewmen: Int Var; AL Any


with puffed and slashed sleeves, blackjack
boots, and a hooded gray cloak. His cutlass or
The Osprey is built with three decks. From Good or Neutral; AC 7; MV 12; HD 3 (F); hp a long sword with matching dagger always
top to bottom, these are the forecastle and 20; THAC0 17; #AT 1; Dmg by weapon +1; rides at his hip, in an elaborate harness. He
quarter deck, the main deck, and the berth. SZ M. They are usually armed with a cut- also wears a large gold ring set with a sap-
There is also a hold beneath the berth and lass, long sword, and dagger. phire on his right hand and a matching sap-
there is a small crawl area between, suit- The Osprey could be a good place for PCs phire earring in his left ear.

4
Background: Captain McAllister hails sel in his 30 years at sea. Nonweapon Proficiencies: Blind-
from Waterdeep, half a continent west of McAllister’s life’s ambition is to build the fighting, swimming (18), singing (10), navi-
Ravens Bluff. He is the son of a Lantanese “perfect” ship. Under his father’s direction, gation (7)
merchant priest and a minor noblewoman. he has studied the art of ship building un-
He is the maker and master of the Osprey, der some of the finest shipwrights on the Magic Items: Bracers of defense AC 3,
one of the finest vessels to sail the Sea of Sword Coast. He has constructed seven ves- bastard sword +2
Fallen Stars. He has built a substantial for- sels and the Osprey, completed three years
tune running a discreet and efficient cou- ago, is his finest accomplishment. She is Appearance: Lyle Ambergills is nearly
rier, escort, and cargo service. The ship has years ahead of her time and is easily the bald, but he sports a handlebar mustache
berthed in Ravens Bluff for the past seven fastest ship on the Sea of Fallen Stars. How- that matches his thin hair. He wears dark,
winters, and Raider is known throughout ever, he is not yet satisfied and is already finely made clothes. He never wears armor,
the Living City as a daring captain and a planning his next vessel. but he is never without his bracers. He
shrewd businessman. He is said to know He built his first craft, the Sea Sprite, straps his bastard sword across his back.
the winds, currents, and harbors of the In- when he was age 17, with the help of a He is a large bull of a man.
ner Sea better than any man alive. His soul crew of reckless young adventurers. He
is tied to the sea; he has shown an affinity promptly sailed the Sprite into the harbor Background: Ambergills is Osprey’s first
for it since his earliest days. He has a sixth of Luskan, the City of Sails, and led the dar- mate. He is a competent ship master in his
sense when it comes to the weather, wind, ing rescue of a prominent merchant of own right and has sailed with Captain
and the waves, reading them like a scholar Waterdeep who had been captured by McAllister for the last five years. He is capa-
reads a well-loved book. Luskanite raiders. McAllister defeated and ble of handling even the most stubborn of
Although he spends most of his time on captured two Luskanite raiders who were crewmen and has often a desired a ship of
the Osprey, he sometimes feels a need to pursuing him, which earned him the nick- his own to command. However, his loyalty
take a few days off in a busy harbor town, name, “Raider.” (His real name is Elwin to McAllister keeps him aboard the Osprey.
and Ravens Bluff is his favorite. He can be Elrod McAllister, a moniker he quickly Whenever Osprey is in need of new hands,
encountered almost anywhere around the shed.) For these exploits, Raider earned the Ambergills usually takes charge of recruiting
dock area (except the seedier taverns), usu- undying enmity of the rulers of Luskan, efforts, searching port cities for adventurers
ally seeing to the needs of his ship and who tried for the next 15 years to bring him who wish to try their luck at sea.
crew. During the winter months, he some- endless grief. Ambergills is known to enjoy wild dock-
times teaches apt adventurers the art of Tiring of the constant attempts on his life, side taverns and even wilder brawls.
ship design and building. When in port, he dropped from sight with the help of a
Captain McAllister is soft spoken, polite, friendly wizard. For a while, he based his
and reserved. He frequents some of the qui- sailing operations in Westgate, but found
Corin Threefinger
5th/5th-Level Male Half-Elf Cleric/Fighter
eter dockside establishments, where he the city’s political climate unhealthy. He also
eats and drinks sparingly. He also is an occa- found the ports of Sembia and Cormyr too
STR: 16
sional visitor at the Narwhal Manor, where restrictive. He finally settled on Ravens
INT: 12
he passes long winter evenings with his Bluff because it offered the best combina-
WIS: 17
friend, Draco Elass (see LC1— Gateway to tion of reasonable tariffs and customs en-
DEX: 16
Ravens Bluff, page 42). forcement.
CON: 15
At sea he is a different man: a command- CHR: 17
ing presence whose booming voice carries
to every corner of his ship. He relishes rid-
Lyle Ambergills AC Normal: 3
7th-Level Male Human Fighter AC Rear: 5
ing out a storm or leading his crew to repel Hit Points: 36
a pirate attack. He asks nothing of his men STR: 18/30 Alignment: Neutral Good
that he cannot or will not do himself and is Languages: Common, Elvish, Gnomish
INT: 9
respected for it.
WIS: 11 Age: 42
It is widely known that Raider is a superb Height: 5’8”
DEX: 13
swordsman, so he is rarely bothered by any Weight: 170 lbs
CON: 17
but the most drunken or foolish sailor. He CHR: 10 Hair/Eyes: Blond/Green
never picks fights or starts trouble in port
AC Normal: 3
unless Osprey is insulted—and if an apology Weapon Proficiencies: Mace, club,
AC Rear: 3
is not quickly and earnestly forthcoming, Hit Points: 61 hammer
McAllister will teach the offender a painful Alignment: Chaotic Good
lesson in courtesy. Nonweapon Proficiencies: Healing
Languages: Common
Captain McAllister always looks for new (15), swimming (16), singing (17), navigation
Age: 36
challenges. The Osprey is the first vessel to
Height: 5’9” (10)
sail from the harbor in the spring and the Hair/Eyes: Brown/Brown
last to return before the storms of winter Magic Items: Long sword +1, long bow +1
render the Inner Sea impassable. He faces Weapon Proficiencies: Long bow, long
savage brigands, sahuagin, and tempests sword, cutlass, javelin, dagger, lasso, staff Spells/day: 5 5 2
with equal calm and he has never lost a ves-

5
Appearance: Corin’s dashing good looks the ship’s purse. He has a near- Appearance: Despite her age, Alrina
and carefree manner make him popular photographic memory, so he never forgets turns the heads of many men. She is very at-
with Ravens Bluffs ladies. He has long a cargo or a face. He is not afraid of drown- tractive with her soft brown eyes.
blond hair and sparkling green eyes. ing because of his potions which are always
stored safely in his belt pouch. Background: Alrina is the Osprey’s wiz-
Background: Corin is the second mate of ard and, for 20 years, she has been friend,
Osprey and also serves as the crew’s spirit- confidante, and mate to Captain McAllister.
ual leader. He is a follower of Tymora, but
Alrina Skyeyes She is the daughter of a Ravens Bluff dock-
7th-Level Human Female Wizard
he is careful not to preach about his deity to side merchant whom Raider rescued on his
crewmen who have adopted their own reli- first great adventure.
STR: 9
gions. Corin considers his first duty to serve Alrina loves living at sea and has no desire
INT: 18
Tymora and his second to serve his friend, to settle on land. However, she often thinks
WIS: 15
McAllister, with whom he has sailed for al- about adventuring on land in order to get
DEX: 16
most five years. more magic items. A convincing band of ad-
CON: 10
In close combat he wields his long sword. venturers might lure her away for a month
CHR: 14
However, in fights from the deck of Osprey, or two, with the promise of magical trea-
AC Normal: 6
he uses his long bow and keeps his distance sure; Alrina would not stray from McAllis-
AC Rear: 8
from the fray. He usually carries defensive ter or the Osprey longer than that.
Hit Points: 19
and curative spells such as silence, hold
Alignment: Chaotic Good
person, and cure light wounds.
Languages: Common, Elvish, Dwarvish,
Gnomish, Halfling, Treant, Brownie, Pixie
Adventure Ideas
Grellin Stoutaxe
5th-Level Dwarven Fighter
Age: 39
Height: 5’3”
For the Osprey
• A pirate who was defeated but not cap-
Weight: 110 lbs tured by Captain McAllister, several years
STR: 18/90 Hair/Eyes: Brown/Brown ago, has spotted Raider in Ravens Bluffs
INT: 17 harbor. The pirate, formerly called Garnet
WIS: 12 Weapon Proficiencies: Dagger, dart Smithson, is none other than Merchant
DEX: 10 Guildmaster Arvin Kothonos (see LC1—
CON: 17 Nonweapon Proficiencies: Ancient his- Gateway to Ravens Bluff, page 21). Arvin is
CHR: 9 tory (8), reading/writing (19), religion (15), terrified that Captain McAllister might rec-
AC Normal: 3 spellcraft (16), cooking (18), dancing (16) ognize him, so he goes out of his way to
AC Rear: 5 avoid Osprey’s master. Thus far, Arvin has
Hit Points: 49 Magic Items: Cloak of protection +2, been unable to arrange for an “accident” to
Alignment: Neutral Good wand of lightning (35 charges), decanter of eliminate Raider. The PCs might be hired by
Languages: Common, Dwarvish, Gnom- endless water, ring of water elemental con- McAllister to investigate Arvin’s past or by
ish, Halfling, Orcish, Goblin, Elvish trol (5 charges), and numerous spell scrolls Arvin to eliminate McAllister.
Age: 166 and potions.
Height: 4’1” • One of the PCs has inherited a substan-
Weight: 160 lbs Spells/day: 4 3 2 1 tial fortune in a distant city. The only catch
Hair/Eyes: Brown/Black is that the PC has only a short time to claim
Spell Books the wealth before it is bequeathed to
Weapon Proficiencies: Short sword, Level One Spells greedy relatives. The only hope is to com-
bastard sword, dagger, battle axe, hammer Comprehend mission Captain McAllister and Osprey to
Languages Mending get him or her there on time. Unfortunately
Nonweapon Proficiencies: Swimming Enlarge Read Magic for the PCs, those greedy relatives have oth-
(18), weather sense (11), fishing (11), naviga- Magic Missile Sleep er ideas and have hired several pirate ships
tion (15), animal lore (whales) (17) to ensure that Osprey and her crew are lost
Level Two Spells at sea.
Magic Items: Battle axe +2, shield +1, ESP Stinking Cloud
three potions of water breathing Fog Cloud Web • Agents representing Luskan’s rulers
have managed to track down Captain McAl-
Appearance: Grellin Stoutaxe always Level Three Spells lister and are planning to kill him. Raider
wears chain mail, carries his axe, and dis- Gust of Wind Protection From gets wind of the plot and hires the PCs to
plays his shield on a strap across his back. Lightning Bolt Normal Missiles help him fend off the agents’ attacks, in-
cluding assaults on Osprey or kidnapping
Background: Grellin is the ship’s bosun's Level Four Spells Alrina.
mate and something of an anomaly: he likes Evard’s Black Rainbow Pattern
the sea, unlike most of his kin. He is in Tentacles
charge of all cargo storage and also keeps Ice Storm

6
The Fair Weather is a rather unremarkable- might even brag of his cowardice.” Indeed, he
looking fishing boat. She is 50’ long, has a
Captain Coelbalt never takes a risk, viewing paranoia as a posi-
20’ beam, 5’ of draft, a 3’ freeboard, and, Grimhard tive trait. Grimhard’s temerity even extends to
with a cargo space of 200 cubic yards, she 5th-Level Male Human Thief his marriage: he is afraid of his wife.
can carry 40 tons. With a single mast and a As a result of his wariness, Grimhard has
crew of six, she moves at three knots—five STR: 8 avoided disasters that have often killed or
if the wind is good and the ship needs to es- INT: 18 otherwise “retired” other smugglers. The
cape a sticky situation. WIS: 17 few people who know his true profession
The one remarkable feature about this DEX: 14 are his crew, his partners, and some care-
vessel is the presence of various-sized se- CON: 12 fully bribed dockside guards.
cret compartments on board. These com- CHR: 13 Because of Grimhard’s paranoia, his thiev-
partments, disguised to look like parts of AC Normal: 8 ing skills are affected. Even when he fails to
the deck, are made to stay shut unless the AC Rear: 8 detect a trap (usually because there is
opener is a seasoned thief or one of the Hit Points: 19 none), he is 60% likely to decide that a trap
privileged crew members who know how Alignment: Chaotic Neutral exists there, anyway—and he checks for
to get inside. For those who attempt to Languages: Common, Orcish, Dwarvish, traps upon the slightest inclination. Fur-
search for secret doors, the chance to de- Elvish, Halfling, Gnomish, Gnoll, Goblin thermore, there is only a 60% chance that
tect the compartments is half of normal. Of Age: 70 Grimhard will believe he has disarmed a
course, the Fair Weather can be chartered Height: 5’2” trap and he will only open those things that
for fishing expeditions in the waters Weight: 170 lbs he believes have been disarmed. He does
around Ravens Bluff, but it can also be Hair/Eyes: White/Black not accept a smuggling job unless he is con-
hired for several other purposes, if the fident in all parties involved, and he takes
price is right. Weapon Proficiencies: Dirk, broad repeated measures to test even friends.
A standard smuggling tactic used by Fair sword, short bow Grimhard rarely uses his ring of mind
Weather’s crew is to hide smaller items in- shielding, fearing it may attract unwanted at-
side fish, which are then sold to the proper Nonweapon Proficiencies: Seamanship tention. Instead, he keeps it and his potion of
customer. Larger items are often hidden in (15), navigation (5), swimming (8), appraisal invisibility as emergency escape aids.
cartloads of fish and loaded onto the docks (18), disguise (12), forgery (13), rope use
when the city guard and harbor masters (14), direction sense (18), fishing (16)
are elsewhere, or the goods are taken to
Yrmensig Grimhard
1st-Level Male Human Thief
Zorba’s Fish Market (see page 28), where a Magic Items: Ring of mind shielding, ring
connection awaits. Since many families, in- of protection +2, potion of invisibility, po-
STR: 11
cluding even the richest, prefer to buy fish tion of water breathing
INT: 14
directly from the fishing boats on the
WIS: 13
docks, Fair Weather’s operations have Thief Skills
DEX: 16
passed largely unnoticed. During sea voy-
CON: 15
ages, it is not unusual for her to meet other PP OL FT MS HS DN CW RL
CHR: 12
ships and to sell them fresh fish—and often 15 10 95 50 45 25 60
AC Normal: 8
to transfer some illegal cargo or a well-
AC Rear: 10
paying passenger. (The Fair Weather is a Appearance: Coelbalt Grimhard looks all
Hit Points: 6
convenient and quiet way in or out of Rav- of his 70 years. With his wispy white hair,
Alignment: Chaotic Neutral
ens Bluff, as few people ever count heads to stooped shoulders, and meek manner, he
Languages: Common, Dwarvish, Orcish,
see if a ship’s crew has gained or lost a few seems far from threatening. To further his
Elvish
men during its dockside stay.) image, Coelbalt appears skittish—indeed,
Age: 15
The Fair Weather’s crew does not much afraid of most anything—and usually al-
Height: 5’9”
fear piracy on the Sea of Fallen Stars. Since ways looks worried.
Weight: 154 lbs
most fishermen carry nothing of value, pi-
Hair/Eyes: Black/Black
rates have little reason to accost them. In Background: Most people reasonably
fact, several of Captain Grimhard’s friends think that Grimhard’s behavior indicates
Weapon Proficiencies: Short bow, long
are pirates and they make extensive use of cowardice, but none have realized that his
sword
Fair Weather’s secret holds to smuggle their visible fear misdirects others from his ille-
contraband ashore. The crew has earned gal activities. Grimhard is often called “Old
Nonweapon Proficiencies: Fishing (12),
good money by exporting and importing il- Brave And Bold”—a sarcastic reference to
appraising (14), forgery (15), blind-fighting,
legal goods. his name, which means literally “Brave,
rope use (16), seamanship (17)
brave, brave, brave.”
Grimhard thinks of himself as the senior
Thief Skills
smuggler in the Living City, crediting his sur-
vival to his infamous “cowardice.” He publicly PP OL FT MS HS DN CW RL
considers the brave to be “doomed fools.”
30 15 25 20 15 25 70
“Were he not such a coward,” others joke, “he

7
mercenary vessels, he secretly hopes they
Appearance: Yrmensig is easily lost in a
crowd because of his casual manner of Spike MCGurk's never get into combat. Tasloi flying on un-
graceful gooney birds tend to be easy tar-
dressing and his average appearance.
These traits help him to contact clients Flotilla of DEATH gets for missile fire or magic. Also, since
without being noticed by the law. With a total of three ships, Spitvah “Spike” gooneys are particularly stupid mounts, the
McGurk’s Flotilla of DEATH hardly seems tasloi must whack them on the sides of their
Background: Raised by his Grandfather like much of a flotilla at all. The Flotilla of heads with javelins to turn them in the right
Coelbalt on tales of heroes and brave deeds, DEATH— the last word is emphasized for direction. Each time a tasloi “steers” a goo-
Yrmensig is disappointed with the reality of maximum impressiveness—is actually three ney, he has a 5% chance to score a point of
his profession—and the dirty jobs on the ship long wooden barges with tall sails aft and damage to the bird. When a bird suffers a
which he is “entrusted” to perform. He is sul- ramps that angle skyward at the bow. A 50% loss of its hit points, it dives into the
len and none-too-eager in his work, but is dozen or more huge, silly-looking birds cir- water, abruptly separating mount and
friendly toward obvious adventurers such as cle the ships, often colliding with each oth- rider. Landing on the barges can also be
a group of PCs. He will quickly believe almost er and the barges. On deck, small green dangerous, with a 5% chance of a crash,
anything adventurers say and would accept humanoids in long white shirts scuttle from causing 1-2 points of damage to the bird
with little hesitation a position as henchmen place to place, tending to the needs of the and rider. Because of these problems,
or hireling thief. He will also happily serve as massive birds and to the ships’ chores. McGurk depends on the mere sight of the
a guide around town, knowing especially This is Spike McGurk’s greatest venture! flying marines and the intimidating name of
much about the “low-life” sections. While sailing in the islands far beyond the flotilla to cause opponents to surrender.
Ravens Bluff, the roly-poly seafarer landed McGurk accepts most offers of employ-
at a wooded isle. Upon debarking, he dis- ment for his boats, preferring short runs
Adventure Ideas covered that the island was largely occu- with minimum combat and maximum pub-
pied by two races: tasloi and giant gooney
for the Fair birds. The island, called “Tasloiomitasloi” by
licity. The going rate is usually 50 gp per
day for the entire crew of all three boats;
Weather its natives (meaning roughly, “the place
where many tasloi go to meet many other
more for a dangerous mission. Most of the
money goes into McGurk’s pockets—a few
l Upon Fair Weather’s arrival in Ravens tasloi”), was also home to other less numer- coppers usually keep the tasloi happy in
Bluff, the PCs are given a large fish or a bas- ous but more fearsome beasts that preyed port. Typical expeditions might include the
ket of seafood to deliver to a Ravens Bluff on the tasloi and gooneys. These island tas- flotilla serving as an escort to an enchanted
address. Unfortunately, the wrong people loi, being friendlier, more social, but less isle, attacking a single ship, or working se-
have found out about this delivery and at- bright than most tasloi, were very receptive curity for a waterborne parade.
tempt to persuade the PCs to give it up. to McGurk’s plan to take some of them out In port, the gooneys are tied to the boats
These thugs can vary in ability, based on into the wide world beyond Tasloiomitasloi on short leashes that allow them to walk
the PCs’ levels. (and away from the island predators). only a few feet across the barges’ decks. At
In fact, the delivery is nothing more than Over the next few months, McGurk cre- sea, the gooneys are restricted by leashes
seafood. Grimhard was worried that some- ated a small para-military academy on the that allow them to fly up to 100’ above the
one was on to his smuggling operation and island and trained the tasloi in the art of decks—and often into each other. The goo-
sent the PCs as a diversion; the real goods seamanship. He then had the tasloi trap a neys stink of fish and wet feathers and they
were delivered by Yrmensig. few dozen giant gooneys—not a difficult are often irritable enough to snap at an un-
task, considering the birds’ parallel traits of wary tasloi.
• A drunken Grimhard has bragged to a lethargy and stupidity. McGurk finally The three ships are 80’ long with the fore-
stranger in a local bar that he could make brought both tasloi and gooneys onto his most 10’ of the decks sloping upwards, cre-
Lord Mayor Charles Oliver O’Kane (see modified barges from Ravens Bluff and ating ramps for easy takeoffs. Their sterns
LC1— Gateway to Ravens Bluff, page 7) eat a launched the Flotilla of DEATH. hold 60’ masts with wide square sails and 7’
meal made of smuggled goods and nobody The flotilla maintains an aerial combat by 7’ cabins for McGurk and his two tasloi
could prevent it. After a few more rounds, ability with its tasloi naval air squadrons. lieutenants, Farloi and Gisloi. A 4’-tall hold
the stranger wagers that Grimhard could When the flotilla engages opposing ships or is home to 30 tasloi (per boat) and the ships’
not accomplish it. If Grimhard succeeds, raids a seaport, the tasloi unleash and stores. There are 20 gooney birds on each
the stranger, a wealthy pirate, will hand mount the gooneys. One by one, the tasloi barge, plus one huge gooney on McGurk’s.
over a chest of loot. However, if Grimhard charge their gooneys down the length of a This bird is mostly for show; it is so fat it
fails, the pirate will report the smuggling barge, up its ramp, and the gooneys clum- can only stay aloft for three turns.
operation to a harbor master. sily take to the air (most of the time). Should the Flotilla of DEATH take severe
Involving the PCs in this caper is easy. The In aerial combat, a tasloi hurls javelins, casualties, McGurk will sail back to Tas-
PCs are either approached to deliver the drops rocks, or entangles adversaries with loiomitasloi for more recruits. His training
“smuggled” meal or stop it from ending up a net. Each tasloi has six javelins, one net, facilities are still there and there is never a
on the Lord Mayor’s plate (or maybe even and 2 to 4 rocks. The aerial combat opera- shortage of tasloi wanting to see the world
both). Either task will present the PCs with tion does not bother these tasloi because (and less predators).
the problems of circumventing guards and they are used to the daylight, like flying, Actually, there are many carnivores and a
other individuals who either want the wa- and are good swimmers. even few prehistoric beasts on the island,
ger to be successful or to fail. Although McGurk hires his ships out as plus some ruins of an ancient tasloi civiliza-

8
tion. The tasloi say that these ruins are Weapon Proficiencies: Long sword, equally improbable.
guarded by a horrible giant tasloi, but dagger, short bow, javelin, net Nonetheless, Spike has great hopes for his
McGurk has not determined if that would tasloi/gooney bird armada. He gets along
be a 5’- or 50’-tall creature. McGurk would Nonweapon Proficiencies: Seamanship with the tasloi, who have performed well in
like to explore the ruins and might do so if (11), animal handling (8), airborne riding (7), low-danger missions such as their most re-
he can find the right band of adventurers to swimming (16), navigation (12) cent success, chasing a lost giant water bee-
tag along. tle away from Ravens Bluff. However,
Magic Items: Ring of feather falling, ring McGurk is quite aware that they probably
of tongues as per the 3rd-level wizard spell, would have been slaughtered had it been a
Spitvah “Spike” two javelins of piercing lost dragon turtle, instead. He is always
McGurk looking for some way to bolster his forces—
5th-Level Male Human Fighter Appearance: Spike McGurk is a rotund perhaps a partnership with some down-on-
man with a strawberry blond beard. He their-luck adventurers.
STR: 16 covers his bald head with a beige wool cap.
INT: 14 He generally wears leather armor at sea,
WIS: 9 but dresses more gaudily when ashore, try-
Farloi
ing to impress clients. At times he wears a 3rd-Level Male Tasloi Fighter
DEX: 10
CON: 16 black eye patch, ostensibly to impersonate
STR: 14
CHR: 13 a pirate.
INT: 8
AC Normal: 7
Background: Spike’s life has been a long WIS: 8
AC Rear: 7
Hit Points: 41 stumble through various failed entrepre- DEX: 17
CON: 11
Alignment: Neutral neurial schemes. His trained wolverine act
CHR: 12
Languages: Common, Tasloi nearly cost him an arm, his rent-a-golem
AC Normal: 2
Age: 44 service perished because of too much over-
Height: 5’6” AC Rear: 5
head, and his attempt to hire himself out as
Hit Points: 19
Weight: 180 lbs a paladin failed when clients learned that
Alignment: Neutral
Hair/Eyes: Bald/Green he was not all that knightly. The Flotilla of
Languages: Tasloi, Common
DEATH is his latest brainstorm and, if it
Age: 14
goes bust, he will likely go on to something

9
Height: 3’4” Spells/day: 3 1
Weight: 65 lbs As a cleric of Loitasloitas, Gisloi can cast The Soarhawk
Hair/Eyes: None/Black spells from the spheres of All, Animal, Com- The Soarhawk sends tendrils of fear into
bat, Healing, and Protection. Ravens Bluff dock workers as she glides in-
Weapon Proficiencies: Javelin, rock, to the harbor. Several street urchins, quick
net, dagger Appearance: Gisloi is slightly pudgy for a to recognize the caravel’s extra masts and
tasloi, but he hides his girth beneath flashy unusual sails, scurry along alleys, seeking
Nonweapon Proficiencies: Animal han- red and yellow robes. They contrast dizzily fugitives who will pay perhaps as much as a
dling (8), airborne riding (6), swimming (14) with his bright green skin and black hair. gold piece to be warned that Shatagni, the
He wears his whistle about his neck. bounty hunter, has arrived.
Magic Item: Ring of jumping Shatagni waits on the quarterdeck as the
Background: Gisloi serves as a moral Soarhawk anchors. To his right, opposite
Appearance: Farloi is tall and muscular for leader of the tasloi. To disobey a priest is the helmsman, stands Yrion Darkshaft,
a tasloi. The slope of his head is more pro- heresy to the tasloi—at least that’s what Gis- “The Huntress.” “Yrion,” as Shatagni’s crew
nounced than those of his island brethren loi teaches them. He blows his whistle at the says, “puts the ‘dead’ in ‘dead or alive,’ ” Be-
and he has no hair on his bright green skin. start of each military engagement, stirring hind them lurks the ship’s dour, crippled
He wears a white sailor’s uniform with three the tasloi’s hearts for battle and irritating cleric, Wogan. Meanwhile, Bosh Talwin, the
copper medals of no worth or significance. everyone else except Spike. Gisloi is an elo- hook-handed captain of the Soarhawk, bel-
quent speaker in Tasloi and high-pitched lows orders from the forecastle’s forward
Background: As third cousin of the high Common. He is brighter than his kinsmen. rail.
chieftain, Farloi is the boss of a band of tas- The rest of the crew, scattered through
loi. He is a harsh taskmaster, even ordering Island Tasloi: Int Average; AL N; AC 6; the rigging and along the deck, wrestles
his clansmen not to drag their knuckles on MV 12 (Cl 15); HD 1; hp Varies; THAC0 19; with the lines as the ship breaks sail. Those
the ground! Desiring to prove their combat #AT 2 or 1; Dmg 1d3/1d3 or by weapon; SA on deck avoid an iron kettle hanging above
worth, Farloi enlisted most of his clansmen Surprise at -4, net entangles on hit; air- a fire that burns in a sandbox cut in to the
in the flotilla. Farloi is bold, often using his borne riding (9) and swimming (8) profi- main deck. The ship’s half-orc cook, Mut-
ring to jump from his bird onto an oppo- ciencies; SD Hide in shadows 75%; SZ S. tonchop, curses and waves a cleaver at any
nent. Other than Gisloi, he is the only island who pass near and endanger his simmering
tasloi who can speak Common. The island tasloi, who suffer no penalties stew.
in daylight, are fascinated with new things; The Soarhawk is sea-worthy and swift,
Gisloi so much so that they often steal them. Most with four masts instead of the customary
of McGurk’s crew misses Tasloiomitasloi, two or three. The masts carry full, square-
3rd-Level Male Tasloi Priest
but remain happy for the chance to sail the rigged sails which seize the wind more
STR: 8 world. They are proficient at riding goo- readily than normal lateen sails and drive
INT: 11 neys, now a mode of transport back home. her along at 5 knots. She is 70’ long, has a
WIS: 13 They obey Farloi, Gisloi, and Spike in all 21’ beam, and drafts only 7’. The shallow
DEX: 9 things; even in wearing those white sailor draft enables her to nestle covertly in se-
CON: 9 shirts that itch terribly. Island tasloi do not cluded coves that cut into the shoreline.
CHR: 15 bathe often. They chatter and whistle con- There, she hides from pursuit or pauses so
AC Normal: 5 stantly and, after months at sea, will do al- Yrion can disembark and hunt down her
AC Rear: 5 most anything to find a party in port. targets. The ship, with a cargo capacity of
Hit Points: 13 60 tons, has a crew of 19—14 are sailors and
Giant Gooney Birds: Int Animal; AL N; five are journeyman fighters.
Alignment: Neutral
AC 6; MV 6, FL 15; HD 1 + 3; hp Varies; Crew quarters occupy the forward 40’ of
Languages: Tasloi, Common
THAC0 19; #AT 1; Dmg 1-2; SZ L (12’ wing- the lower deck, where cabin hammocks
Age: 21
Height: 2’6” span). sway gently between stanchions. Sea
Weight: 60 lbs These giant gooney birds look like fat, trunks, tables, and chairs are bolted to the
slovenly albatrosses with black feet. They floor beneath two continual light enchant-
Hair/Eyes: Black/Black
smell bad, are irritable, and are awkward ed rocks. Port and starboard ladders lead to
Weapon Proficiencies: Javelin, rock, net fliers. Although they do not seem to care to the main deck. A hatchway near the bow
be in McGurk’s flotilla, they have neither opens down, into the forward cargo space.
Nonweapon Proficiencies: Airborne the spirit nor the brains for rebellion. They The brig, amidship on the crew deck, is
riding (11), swimming (8), tasloi religion can carry up to 100 pounds. In combat or guarded by two fighters. There are three
(13), musical instrument (whistle) (8) any other time they are excited, they will cells on both the port and starboard. One is
squawk loudly. McGurk’s personal, huge enclosed in an anti-magic shell made per-
Magic Item: Whistle of shrieking. When bird has 2 + 2 hit dice (14 hit points), a 17’ manent with a wish. Purchased at no small
blown, this ivory whistle adds +1 to morale wingspan, and can carry 250 pounds (but cost by Shatagni, the shell prevents captive
and “to hit” rolls of all tasloi within a 60- can only remain aloft for approximately 3 mages and clerics from using their powers.
yard radius for one round. rounds). Its name is Pegasus. The aft section of the crew deck holds
two cabins. The port cabin, Wogan’s, con-

10
tains a monastic cot, table, chair, small +3, rope of entanglement, long sword of their song may be the main reason that
wardrobe, and a bookcase full of religious dancing there has never been another incident of
tomes. An over-sized religious icon hangs failing to pay the man.
on the bulkhead. The starboard cabin, Bosh Thief Skills
Talwin’s, has a comfortable bed, a sea chest, Yrion Darkshaft
a large work table, and a chair. Nautical PP OL FT MS HS DN CW RL
11th-Level Female Drow Warrior
drawings and maps, neatly arranged, cover 75 70 65 95 70 75 50
the bulkheads. Small, intricate carvings of STR: 17
monstrous creatures rest in every available Appearance: Shatagni’s reputation helps
INT: 9
nook and cranny, and scrimshaw tools lie to mask his appearance. Tavern stories de-
WIS: 15
on the table amidst unworked whalebones scribe the bounty hunter as “a towering
DEX: 18
and shavings. hulk, young and fast as lightning.” Shatagni
CON: 17
On the main deck, two forecastle state- no longer matches that description, as his
CHR: 9
rooms are furnished with large, comfort- slightly crooked stature and gray hair peek-
AC Normal: -5
able beds, sizeable wardrobes, and plush ing out from beneath his ever-present-hat
AC Rear: -1
chairs. Shatagni’s starboard quarters also will attest. He uses the false accounts to his
Hit Points: 87
contain a large pigeon-holed desk filled advantage, preferring to outwit opponents
Alignment: Neutral Evil
with records of past endeavors, descrip- who might overpower him rather than to
Languages: Common, Drow
tions of fugitives, and other paperwork. face them in combat.
Age: 294
Two huge locked chests flank his desk: one
Height: 5’4”
keeps Shatagni’s personal valuables and Background: Shatagni’s talent for decep-
Weight: 110 lbs
gold, and the other holds, in individual box- tion, augmented by his hat of disguise, of-
Hair/Eyes: White/Black
es, valuables and monies that belong to the ten allows the bounty hunter to capture
crew. Yrion’s quarters have a work table opponents without resorting to melee.
Weapon Proficiencies: Javelin, long
covered with tools for fletching arrows. Many a fugitive has stood numb when a
sword, long bow
Her valuables, including the ingredients for simple priest, a limping beggar, or a bored
poison, are kept in a chest under her bed. city guard became Shatagni before their
Nonweapon Proficiencies: Endurance
very eyes, clapping them in cuffs or in his
(17), tracking (15)
Shatagni the Bounty iron bands of Bilarro before they even sus-
pected that they were in danger.
Hunter Magic Items: Long bow +3, eight arrows
Shatagni is relentless when seeking his
+3, 12 arrows +2, 20 arrows +1, elven
13th-Level Male Human Thief mark. His potions of vitality enable him to
chain mail +4, five javelins of lightning,
continue a chase for weeks without food or
long sword +1, cloak of displacement, scar-
STR: 15 rest. His demeanor—normally calm, friend-
ab of protection, ring of fire resistance, ring
INT: 14 ly, even generous to a fault—is cold, harsh,
of invisibility
WIS: 14 and unforgiving during pursuit. Bounty
DEX: 18 hunting is his livelihood, not his pastime,
Background: Banished from her realm
CON: 16 and he does not conduct it with pleasure.
more than 200 years ago and hunted in her
CHR: 10 For him, each contract is simply an obliga-
exile, Yrion’s life is rooted in hatred. Her
AC Normal: -4 tion to be resolved without delay. Once on a
drow powers and magic resistance have
AC Rear: 0 hunt, he will not relax until he bags his tar-
faded, increasing her bitterness. Only Sha-
Hit Points: 70 get.
tagni seems to respect her as an individual
Alignment: Lawful Neutral The bounty hunter frequently hires ad-
and she swears fealty to him in return. The
Languages: Common, Drow venturers to transport his prisoners inland
Soarhawk is her haven from persecution.
Age: 45 from ports, which frees him for the next
She savors stalking her prey. Yrion
Height: 5’8” job. The adventurers must obtain a certifi-
refuses face-to-face confrontations, prefer-
Weight: 160 lbs cate of funds and return it to Shatagni at a
ring the role of the unseen stalker in the
Hair/Eyes: Gray/Brown designated time, and woe to those who ei-
shadows, sapping a victim’s vitality with
ther lose the prisoner before delivery or
one poisoned missile at a time, reveling in
Weapon Proficiencies: Dagger, long who fail to return with the certificate. The
watching the effects of the toxin—a fiend-
sword, short sword, short bow bounty hunter’s contracts are verbal agree-
ish concoction of her own creation that
ments, sealed with a handshake (broken
causes nightmarish hallucinations. Victims
Nonweapon Proficiencies: Seamanship pacts are never resolved in the courts, so a
must save vs. poison at -2 or be -2 to hit
(19), disguise (9), set snares (17), direction written contract is of little use). Full pay-
and -2 from their Dexterity and Constitu-
sense (15), rope use (18) ment must be made either to Shatagni per-
tion for 2d6 rounds. Yrion usually returns
sonally or to his hired adventurers when
to Soarhawk with a broken-spirited, sob-
Magic Items: Seven beads of force, brac- the quarry is delivered. The captive is held
bing prisoner, who responds to her com-
ers of defense AC 3, cloak of elvenkind, hat until the debt is settled. Bards sing of Sha-
mands like a whipped animal.
of disguise, iron bands of Bilarro, potion of tagni’s reaction on the single known occa-
flying, potion of vitality, ring of protection sion when payment was refused. In fact,

11
One of the more unusual vessels to grace the Height: 6’3” CHR: 18
harbor of Ravens Bluff is the Queen of the Weight: 273 lbs AC Normal: 8
Rivers. She is a one-of-a-kind vessel: her nor- Hair/Eyes: Red/Black AC Rear: 10
mal method of propulsion is two large water- Hit Points: 6
wheels, one each side of the ship. She also has Weapon Proficiencies: Long sword, Alignment: Neutral Good
sails for back-up and emergency power. Her spear, dagger, staff, club Languages: Common
unconventional, yet technical appearance Age: 20
draws the stare of sailor and landlubber Nonweapon Proficiencies: Navigation Height: 5’7”
alike. Any discussion of her origin normally (12), weather sense (10), swimming (18) Weight: 168 lbs
concludes that gnomes must have built her, Hair/Eyes: Blond/Blue
but this is not true—the Queen is far too prac- Background: Argint MacLickel was an
tical. With a length of just over 100’, a beam of able fighter, well known around the rough Weapon Proficiencies: Dagger
24', and a draft of only 2’, the Queen can go section of Waterdeep. He was an adventur-
where most other vessels cannot, particularly er sure to make a name for himself, until Nonweapon Proficiencies: Swimming
along twisting rivers and streams that are about four years ago when he met and fell (12), cooking (18), agriculture (18)
much too shallow for sea-going vessels. The in love with Margie, a young girl from a
Queen's two paddles can be turned indepen- farming community in Sembia. He had Background: Margie is an only child who
dently, allowing her to turn about in place if some money put aside and Margie did not grew up in a farming community near Sel-
necessary. want to adventure, so Argint agreed to give gaunt, in Sembia. Her parents died when she
The Queen of the Rivers carries almost any up his wanderings if Margie would leave was age ten and, for the next ten years (until
kind of cargo from many small settlements on her farm life behind. meeting Argint), she lived with any farming
the banks of wide streams all over the Moon- The pair traveled to Ravens Bluff where family that had room for her. Most farmers
sea, and from the rivers running into the they spent much money trying to decipher gave her food and lodging in exchange for
Dragon Reach. She also navigates the Ashaba a scroll left to Margie by her father. After work in the fields. Margie became very good
and Arkhen Rivers, bringing goods to Ravens several months and long sessions with at farming and cooking and she developed a
Bluff markets and warehouses. Trips up the many scribes, they learned that the scroll special affinity with animals. She survived
Fire River are not uncommon. On outward bore financial records detailing an ancient those years by holding close the scroll her fa-
journeys, the Queen carries hardware, weap- debt owed to Margie’s family by the folk of ther had given her and by praying often to
ons, and occasionally passengers who work Silverymoon and their leader, Alustriel. The her god for spiritual strength.
for their transportation. There are no luxury pair journeyed to that city and eventually When Argint came along, Margie knew her
quarters on the Queen. learned that the debt was a large one. prayers had been answered. Although she
The Queen's crew size varies, from two to Margie could have nearly anything she did not fancy the life of a wandering adven-
eight hirelings, depending on the mood or wanted. It took her several months, but she turer, she knew Argint was the man for her.
needs of the owners, Argint and Margie Mac- finally decided, perhaps oddly, to purchase
Lickel. She has a cargo capacity of 60 tons and
a top speed of 30 knots (a closely-guarded se-
a trading vessel for operation on the In-
ner Sea. The pair had decided that it would Adventure Ideas
cret). Normal speed is about 6 knots in open
water and 2-to-3 knots in narrow rivers. The
keep them from being bored and would let
them travel, too. for the Queen
Queen can make this much headway against
almost any current, but like any other large
Argint had a notion that the vessel should
be like no other in the Realms and should of the Rivers
l A high-powered wizard discovers that
vessel, she cannot get over waterfalls, dams, appear gnomish in origin so pirates would
or other such obstacles. Many rapids are only steer clear of it. there is more to the Queen than meets the eye
a minor inconvenience. In the meantime, Argint and Margie were and he wants to acquire the ship. The wizard
married under the stars of Silverymoon. The hires the PCs to find out more about the
debt to Margie’s family was finally settled Queen and capture her for him, claiming that
Captain Argint “Mac” when Alustriel accompanied the newlyweds she was really his and that the MacLickels
MacLickel to Teshendale, where the boat was magically stole her. Or, the MacLickels can hire the PCs
3rd-Level Male Human Fighter created and the paddles powered. Only to ride on the Queen as protection.
Argint, Margie, and Alustriel know the boat’s
STR: 18/09 origin and they have no intention of breaking • The PCs are working on the Queen in
INT: 14 the secret. exchange for passage. When in Ravens
WIS: 11 Bluff or another port, Argint and Margie go
DEX: 18 shopping for supplies. The pair fails to re-
CON: 18
Margie MacLickel turn and it falls upon the PCs to watch the
0-Level Female Human boat—and find its owners. Argint and Mar-
CHR: 12
AC Normal: 6 gie have been kidnapped by thieves who
STR: 12 have learned that Margie was to inherit a
AC Rear: 10
INT: 18 fortune, but don’t realize that the boat is it.
Hit Points: 39
WIS: 16 The thieves want the treasure in exchange
Alignment: Neutral Good
DEX: 16 for releasing the MacLickels.
Languages: Common
CON: 13
Age: 32

12
The Skippy is a one-man fishing scow, long
familiar to the Port of Ravens Bluff. She is
11' long, has a cargo hold for fish, and a
single-room crew quarters. The crew con-
sists of Gramps—the owner and operator—
and Skippy the dog, the ship’s mascot.
This vessel always seems one bale away
from sinking. Gramps does his best to keep
her ship-shape, but he never has the money
necessary for the overhaul she needs. He
patches her leaks as best as he can, but that
barely keeps her afloat. A bad storm would
probably sink her, but Gramps knows no
other way of life and would rather die at
sea than take up some other profession.
Each day before dawn, Gramps sets sail
for the open sea. He is not particular about
what he catches, as long as it is salable. A
few hours before noon, he heads ashore
and takes his load to Zorba’s Fish Market.
There, he sells his catch for the going rate.
If Zorba does not have a free stall, Gramps
sells his catch from aboard the Skippy.
At day’s end, Gramps moors his boat
wherever he can find a cheap spot and
then, in the evening, heads for a local tav-
ern to lift a few ales and share sea stories.
Gramps will entertain offers for the use
Appearance: Crow’s-feet around
Gramps’s sparkling sea-blue eyes and snow Adventuring Ideas
of his vessel, but only if he captains it—he white hair attest to his advanced years. His
will not let any one else take charge of the straight hair is always trimmed above his for the Skippy
Skippy. Furthermore, he will not charter ears and his beard and mustache are kept l The Skippy has disappeared and is as-

his vessel for less than 5 gp and never will short. He wears a sailor’s cap and simple sumed lost at sea, but on the day the Skippy
hire it out for evil purposes. clothes (tunic tied with a rope, trousers, was lost, the Dragon Reach was as smooth
and short boots). as glass. A friend of Gramps hires the PCs to
find out what happened. In fact, Gramps
Gramps Background: No one remembers has disappeared because he witnessed a
0-Level Male Human smuggling ring at work. The smuggler is
Gramps’s real name, including Gramps. All
he recalls is that one day he woke up on the holding Gramps, Skippy, and the vessel in a
STR: 17 cove, tormenting them and contemplating
INT: 13 Skippy, poor and with a dog as his only com-
panion. Calmly assuming that he must be a their fate.
WIS: 9
fisherman, Gramps began using the Skippy
DEX: 13 • Skippy the dog has disappeared and
CON: 16 to earn a living. He has been fishing out of
Ravens Bluff for the past 12 years. Gramps appeals to the PCs to find him.
CHR: 13 Gramps cannot offer a monetary reward,
Gramps is a lovable old man who enjoys
AC Normal: 10 but will give the PCs as much fish as they
tales of the sea and drinking with sailors
AC Rear: 10 can eat. Later, an urchin contacts Gramps,
Hit Points: 8 and dock workers. This keeps him broke
most of the time because he often buys threatening to kill Skippy unless he makes
Alignment: Neutral Good an illegal run. Gramps will be visibly upset,
drinks and meals for down-on-their-luck
Languages: Common, Wharf Slang but cannot tell the PCs why without endan-
sailors. He is well liked by the locals.
Age: 64 gering his pet.
Height: 5’10” Gramps has always had a dog named
Weight: 170 lbs Skippy, too, although it has not always been
the same dog. The current Skippy is a male
Hair/Eyes: White/Blue
mutt roughly three years old. He is the size
Weapon Proficiencies: Cane (1d6), of a terrier and is mostly black, except for a
throwing cargo (1d4) few white patches on his head and back
legs. The dog is loyal to Gramps because the
old man feeds him, gives him a place to stay,
Nonweapon Proficiencies: Navigation
and loves him. Skippy follows Gramps
(11), weather sense (8), swimming (17), fish-
everywhere.
ing (8)

13
A few years ago, a merchant vessel and tions will cost considerably more, the airy water, protruding into unen-
most of its crew was captured by pirates. depending on the distance, if Frivil will chanted water and can, therefore, be used
Among the few survivors was one Kladdin even accept the commission. He likes to stay to power the boat. The second command
Frivil, an apprentice wizard, who eventu- near Ravens Bluff, where he feels safest word, “bleff,” causes the boat to move up-
ally benefited immensely from his captors. from his former captors. ward or downward in the water in re-
At the pirate’s hideout, Frivil and the oth- sponse to the speaker’s hand motions. The
er sailors were daily marched in and out of Kladdin “Frivolous” boat’s airy water spell may be invoked for
jail cells to be fed and to perform menial three hours at a time, three times per day. A
tasks for the pirates. During one of these Frivil magic mouth warns riders when this effect
walks, Frivil spotted an unusual boat with- 2nd-Level Male Human Wizard (swash- is about to expire.
out sails in a coastal cave. With additional buckler)
glimpses, he became increasingly intrigued Spells/day: 2
by its odd appearance and resolved to get a STR: 14
good look at the boat. Frivil also hoped to INT: 16 Spell Books
use it as an escape vehicle. WIS: 13 Level One Spells
He began to feign sympathy for the pi- DEX: 15 Cantrip Magic Missile
rates’ way of life, working his way into CON: 14 Charm Person Read Magic
their world, performing what small magic CHR: 16 Feather Fall Spider Climb
he could for them with the limited spell AC Normal: 9 Light Taunt
components that he could find. After a AC Rear: 10
short while, he became a fairly trusted ser- Hit Points: 7 Appearance: Kladdin is a tall, good-
vant and was eventually allowed some lim- Alignment: Neutral looking man with shoulder-length hair and
ited freedom—and an opportunity to Languages: Common, Elvish, Orcish, a well-groomed mustache. He wears a gold
examine the boat up-close. Gnomish, Merman, Halfling earring in his left ear and several expensive
The open-topped vessel fascinated the ap- Age: 26 rings. He prefers “dashing” clothing and
prentice wizard even more with his first Height: 6’ usually wears a fine red silk shirt, black
good look at it: the odd but well-made boat Weight: 165 lbs trousers, and a bright blue cape (in which
had obscure runes in an ancient tongue Hair/Eyes: Brown/Brown he stores spell components).
etched along its inner sides. Frivil believed
that they might be command words for Weapon Proficiencies: Dagger, rapier Background: Kladdin acquired his swash-
some type of enchantment, perhaps some buckling lifestyle from watching his sailor
magical propulsion which would explain Nonweapon Proficiencies: Etiquette friends and pirate captors. Unfortunately,
the lack of sails. (16), tumbling (15), disguise (15), seaman- when he escaped the pirates, he had a hard
One day, Frivil climbed aboard the boat ship (16), reading/writing (Thorass) (17), time finding a teacher who would take a
when none of the pirates was watching and gaming (16) rapier-wielding wizard apprentice seri-
he tried pronouncing the first few syllables. ously. He finally struck a deal on the docks
He was quite unnerved when four previ- Magic Items: T w o p o t i o n s o f w a t e r with the alchemist, Alvor Demmin: Kladdin
ously unnoticed stoppers came out of the breathing occasionally uses his undersea boat to find
boat’s floor and it began to sink rapidly. He components for Alvor’s potions and spells,
scrambled in a panic to get off the vessel, Special Magic Item: Undersea Boat. The and Alvor occasionally tutors him in return.
but tripped over a bench, landed in the bot- undersea boat is 30’ long and has a flat bot- Both wizards like the arrangement, but Al-
tom, and was quickly submerged with it. A tom. The sides of the boat are not curved; vor often grows impatient with Kladdin’s
startled inhalation revealed that the boat rather, it looks like the bow and stern are frivolous nature (Alvor is responsible for
was, indeed, enchanted with at least an airy triangular pieces attached to a box-like Kladdin’s nickname).
water spell. Then, by uttering the next se- body. The boat is composed of a fine- Kladdin enjoys life, especially by the sea,
ries of syllables, Frivil quickly learned that grained black wood. There are ten benches and particularly when he can earn lots of
he could “levitate” the boat to various in the boat: one in the bow and stern, three gold with very little effort, as with his un-
depths. Before anyone noticed, he used one larger benches both fore and aft, and a dersea boat. He keeps irregular hours and
of the oars to pole the boat away from the small bench on each side of the center of has notices for his services posted in vari-
pirate lair, safely under the water and out the boat. Three oars sit in oar wells on each ous places around the city. He is really more
of sight. He then brought the submersible side of the boat. A stool is attached to the interested in gambling and romancing
boat to Ravens Bluff and stayed out of sight, center of the boat and it has the command women than in business. He employs six
adopting a disguise until he was sure that words inscribed on the bottom, in Thorass. strong rowers when he goes on under-
the pirates had lost track of him. Mean- The first command word, “thuusan,” causes water voyages.
while, he came up with the idea of using his previously undetectable stoppers to pop up
new find for undersea tours and transpor- from the bottom of the boat, quickly flood- Rowers, Sailors: Int Avg; AL Evil; AC 9;
tation. ing it. It also activates an airy water spell, MV 12; HD 1-6 hp; THAC0 20; #AT 1; Dmg
Passengers are charged 1 gp per hour of centered on the stool. This spell has a 15’- by weapon; SZ M.
riding or 2 gp to travel to a particular desti- radius hemisphere, centered on the bottom
nation on Frivil’s route. Further destina- of the boat. The boat’s oars project through

14
Tug services in Ravens Bluffs harbor are Once a week, Salokin and his sons take longed for more attention from Salokin
available from several independent tug op- their sail boat out to fish, supplementing than he gives to his daily duty roster, but
erators, but the best known and busiest is their business and providing a source of Salokin feels that he is being the best parent
owned and operated by Salokin Bayrat. He food. The two younger sons and Salokin are possible by running a successful business.
owns a small boat yard in which he main- very satisfied with their lives. Salokin does not realize it, but that attitude
tains four whale boats for tug services and Elrach, however, is not happy with the led Elrach to his life of crime.
a small sail boat for pleasure boating and meager earnings of the family business, so
fishing. Bayrat employs 30 rowers and his he and seven of the rowers have taken
three sons, Elrach (age 20), Leachim (age steps to increase profits by running a rack-
Elrach Bayrat
4th-Level Male Human Thief
18), and Drachir (age 16). He handles the et of their own: for a few gp, Elrach will in-
management alone; his wife, who used to form pirate captains of rich merchant ships’
STR: 14
help run the service, died several years ago. cargoes, destinations, and departure times.
INT: 12
The boat yard is located near the pier he Also, with his seven conspirators in the
WIS: 8
uses. Boats can be dragged up a ramp at the same whale boat, he can arrange for smug-
DEX: 14
foot of the pier and right into the 100’ by gling cargo while avoiding the prying eyes CON: 10
30’ warehouse. The land-side 20’ of the of tax collectors and customs officials.
CHR: 16
building has been sectioned off, providing a Elrach has made numerous enemies, but AC Normal: 10
home for the Bayrats. has managed to keep his father and broth- AC Rear: 10
For his services, Salokin receives a nomi- ers fairly ignorant of his activities.
Hit Points: 19
nal share of the taxes on incoming cargo Alignment: Chaotic Neutral
and he also charges a tug tax on all arrivals
and departures. Salokin runs his operation
Salokin Bayrat Languages: Common, Wharf Slang
5th-Level Male Human Fighter Age: 25
in two shifts (two boats to a shift with 15 Height: 6'1"
rowers in each), which generally meets the Weight: 210 lbs
STR: 12
demands of harbor traffic, seas, and wind. 7 Hair/Eyes: Black/Blue
INT:
He and his sons rotate shifts as tug master.
WIS: 14
An assigned watchman on the boat yards Weapon Proficiencies: Dagger, black-
DEX: 7
roof announces the approach of vessels. CON: 14 jack, garrote
Ships making regular stops in the harbor
CHR: 9
will usually fly a white square flag with a AC Normal: 10 Nonweapon Proficiencies: Forgery
red ‘X’ through it, the “victor” flag, which AC Rear: 10 (13), fishing (7), sailing (15), gaming (16)
signals, “I require assistance.” Or they may
Hit Points: 30
fly a square flag made up of four equal tri- Alignment: Lawful Good Magic Items: Two daggers +1
angles of yellow, blue, red, and black; the
Languages: Common
“Zulu” flag, which signals, “I require a tug.” Thief Skills
Age: 52
Speed in spotting the tug flags and de-
Height: 5'1"
ploying a tugboat is essential because the
Weight: 245 lbs PP OL FT MS HS DN CW RL
job goes to the first boat who arrives at the Hair/Eyes: Bald/Brown 45 35 30 35 45 30 70 -
ship’s side-first come, first served. There-
fore, the fastest respondent in the harbor Weapon Proficiencies: Club, dagger, Appearance: Elrach is a handsome, short-
tends to bring in the most profit. Competi- haired man who has rarely smiled since his
knife, short sword, spear
tion is fierce and sometimes hostile. Fights mother’s death. He was her favorite and he
among tug captains and crews have even Nonweapon Proficiencies: Fishing (13), remembers her best, so her loss has put per-
left some ships to run aground or forced a sailing (8), navigation (5), cooking (7) manent frown lines on his face. His sharp fea-
few exasperated captains to sail on without tures have made him a successful womanizer,
ever docking.
Magic Items: Potion of rainbow hues, po- though.
Most of the time, though, the procedure tion of healing
is uneventful. The first boat to arrive will Background: The passing of his mother and
take a bow line and bring the ship to the Salokin’s devotion to the tugboat operation
Appearance: Salokin seems as wide as he
open pier or wharf space of the captain’s have caused Elrach to seek comfort in ill-gotten
is tall and looks every one of his years.
choice. Larger ships sometimes require There is still a twinkle in his eyes, though, wealth. He enjoys the local taverns where he is
multiple tugboats, especially once docking always welcome because he spends his money
and, despite his bulk, he can leap from boat
begins. On rare occasions, when the wind carelessly. Elrach is not an overt braggart, but a
to ship like a cat.
blows toward the land, departing ships will few drinks have been known to loosen his
require a tow from the pier. Signal flags are tongue enough to hint at some of his crimes.
Background: Four years ago, Salokin’s
also used to request tugs in these cases. He is usually in the company of two or three
wife, Emia, died in her sleep, leaving him to
The remainder of Bayrat’s and his sons’ loyal rowers who act as bodyguards. He con-
raise his three sons alone. He is a loving fa-
waking hours are spent in their boat shop, ducts all of his illegal transactions with those
ther, but he has always put his job first. All
maintaining their boats and those belong- of his sons, Elrach in particular, have cohort guards within safe reach.
ing to others or building new ones for sale.

15
Weapon Proficiencies: Harpoon, long
Leachim Bayrat
3rd-Level Male Human Fighter
sword, dagger, short sword The Princess
STR: 13
Nonweapon Proficiencies: Singing (15), Cardella and the
INT:
WIS:
6
8
sailing (17), fishing (9)
Seaside Salvage
DEX:
CON:
10
14
Magic Item: Quaal’s Feather Token—
anchor Company
Brill Kilmer is one of the most successful
CHR: 11 businesswomen on the Ravens Bluff docks.
Background: Drachir enjoys a good day’s
AC Normal: 10 The attractive adventurer owns a versatile
work and a good night’s romp. On occasion,
AC Rear: 10 boat and a building with a restaurant and
he and Elrach have patronized the same
Hit Points: 26 tavern.
pub. Being young and enjoying song more
Alignment: Lawful Good
than drink, he has remained sober enough
Languages: Common
Age: 20
to pick up on Elrach’s drunken hints and
has become vaguely aware of Elrach’s deal-
The Princess
Height: 5'2"
Weight: 165 lbs
ings. His innocence and his love for the fam-
ily prevents him from grasping the full
Cardella
Hair/Eyes: Sandy brown/Black Brill’s favorite part of her business is also
consequences of Elrach’s activities, but he the most profitable one: she owns a ship
knows his father would not approve. He called the Princess Cardella, which she
Weapon Proficiencies: Club, dagger,
will, however, blow the whistle if the full hires out to individuals who seek ship-
knife, short sword, harpoon
magnitude of his brother’s actions are made
wrecks to plunder, have special errands to
apparent to him. Until then, he feels a loyal- run along the coast, enjoy occasional plea-
Nonweapon Proficiencies: Fishing (7),
ty to Elrach that keeps him partially blind to sure cruises, or need an extra fishing ship
sailing (11), juggling (9)
the illegal doings. during seasonal fishing peaks. Anyone who
Appearance: Leachim is a younger copy can pay the price is assured of a well-kept,
of Salokin, although he has yet to match his
father’s girth. His hair is always neat and
Adventure Ideas well-equipped vessel, manned by some of
the most competent sailors on the Ravens
tied behind his head in a short ponytail. His
pronounced facial features are less dramat-
for Salokin Bluff docks. Her salvage fees also include a
percentage of the hauls value. Brill is an ad-
ic, though, and not handsome enough to
draw the attention of the ladies.
Bagrat’s Tug venturous woman and, when the job
sounds interesting enough to her, she cap-

Background: Leachim wants nothing


Services tains the Princess, herself. When she is
busy with other work, the ship is handled
l The PCs are hired by a dissatisfied cus-
more out of life than to be just like his fa- tomer to spy on Elrach. The customer by her first mate, Frank DeWilson. Employ-
ther. He is extremely loyal to the old man thinks Elrach is in league with thieves (or ment on her ship is highly sought by the lo-
and, if he were mentally sharp enough to worse) and wants some evidence to take to cal sailors because she is generous to her
know that Elrach was doing something the harbor master. subordinates.
wrong, he would do something about it. The Princess Cardella, an 80’ clipper
l The harbor master hires the PCs to in- moored at the end of a pier, is equipped
vestigate allegations of illegal activity by Sa- with a special removable crane and block
Drachir Bayrat lokin and his sons. The harbor master and tackle for hauling heavy items up from
2nd-Level Male Human Fighter the sea bottom or bringing in heavy nets.
wants to use adventurers because they
would not be associated with the harbor pa- When not in use, the crane is stored in sev-
STR: 19
trol and, hopefully, would be above suspi- eral pieces below deck. The ship is manned
INT: 14
cion. by a crew of six, including a navigator (who
WIS: 10 also acts as first mate when Brill is not on
DEX: 16 board), a wizard/cook, and four ship’s
l The PCs’ ship (or one they are on) is
CON: 9 hands.
CHR: 15 tugged into the harbor by Bayrat. On the
AC Normal: 8 way back out, they are attacked by pirates
AC Rear: 10
Hit Points: 18
in the middle of the Dragon Reach. A subtle
clue from the DM leads the PCs to realize The Seaside
Alignment: Neutral Good
Languages: Common, Elvish, Wharf Slang
they were set up. (Perhaps the pirates knew
too much about the PCs’ belongings or their Salvage
Age: 17
Height: 5’6”
ship’s vulnerabilities.)
Company
The Seaside Salvage Company is a white,
Weight: 166 lbs thatch-roofed building with two front en-
Hair/Eyes: Black/Black trances. Over the right door is a sign bear-

16
ing the establishment’s name and a picture Renting Meeting Rooms: 2 sp per
of a ship hauling a treasure chest up from a Menu l

hour or 1 sp if the renters also buy a meal;


shipwreck. From behind the door, a bawdy Fare Cost 10 sp per day (until 4 p.m.); 16 sp per eve-
sailor’s song can almost always be heard. ning; 2 gp per 24 hours.
Through the door is a dimly lit room filled Fish, fried or roasted 8 sp
with the scents of fried fish, fresh bread, Chicken, fried or roasted
ale, and pipe smoke. The uproarious song Beef or game meat
2 sp Brill Kilmer
4 sp 0-Level Female Human
typically enjoyed by three tables of late- Bread, fresh with butter 5 cp per loaf
lunching fishermen is usually about a mer- Bread, day old 2 cp per loaf
maid and seven sailors stranded on a desert Vegetable of the day STR: 12
1 cp INT: 14
island—a house favorite. A barmaid serves Soup of the day 5 cp
the fishermen and greets all newcomers. Crackers, one dozen WIS: 14
1 cp DEX: 14
The door to the left bears a simple hand- Cheese, small wheel 4 sp
painted plaque that reads “Private Dining, Wine, assorted vintages 3 sp—glass, CON: 12
Meeting Rooms for Rent.” The entrance 1 gp—bottle CHR: 13
links to a hallway that connects, in turn, to Ale 5 cp—mug, AC Normal: 10
numerous meeting rooms. Near the rear ex- 2 sp—gallon AC Rear: 10
it, on the right-hand wall, is an entrance to Brandy 3 sp—glass Hit Points: 5
the kitchen. The odor of fried fish is strong Sailor’s Banquet 8 sp per Alignment: Neutral Good
here. person Languages: Common, Elvish, Wharf Slang
The Seaside Salvage Company is a tavern Age: 33
and meeting place for fishermen, aquatic Height: 5'7"
adventurers, and people interested in ship- Other Fees Weight: 144 lbs
Hair/Eyes: Silver blond/Blue
wrecks or other coastal adventures. The • Hiring Ship: 60-100 gp per day, plus 5-
tavern provides a modest, but relatively 10% of the haul. (The price depends upon if
steady income from hungry patrons. The Brill knows the client, how well they bar- Weapon Proficiencies: Staff
food, prepared by Brill’s Aunt Hilde, is high- gain, and the likely value of the haul.)
ly recommended by all and the reasonable Nonweapon Proficiencies: Salvaging
prices make it all the more enjoyable. • Hiring Ship For Pleasure Runs: (14), fishing (13), swimming (12), sailing (15),
75-125 gp per day. brawling (13), appraising (14), bargaining

17
(13), reading/writing (15), needlepoint (13) Background: Frank likes Brill, but is hesi- Alignment: Neutral Good
tant to let her know. He enjoys captaining Languages: Common, Elvish, Dwarvish,
Appearance: Brill dresses in the best of the Princess Cardella, but he also is happy Halfling, Orcish, Kobold, Wharf Slang
clothes, although she keeps plenty of sailor- to be near Brill. He is proud of the salvage Age: 42
garb for outings on the Princess. She is al- company and of the success that Brill has Height: 5’9”
ways on the lookout for new fashions. made of it. Weight: 164 lbs
Hair/Eyes: White/Blue
Background: Brill grew up as the only
girl in a large family. Her nine older broth-
Jonna Dickson Weapon Proficiencies: Dagger, staff
2nd-Level Female Human Fighter
ers kept her well-practiced in skills such as
brawling, fighting, fishing, and other “un- Nonweapon Proficiencies: Salvaging
STR: 13
ladylike” things. She joined an adventuring (17), fishing (11), swimming (9), sailing (15),
INT: 14
group when she was in her mid-teens, re- cooking (17), alchemy (15), reading/writing
WIS: 13
turning home when she turned age 20. DEX: 17 (18)
Brill became interested in the salvage CON: 10
business when her father, a retired sea cap- Magic Items: Bracers of defense AC 0,
CHR: 14
tain, managed to snare an old chest from a portable hole
AC Normal: 7
wrecked pirate ship. The chest contained
AC Rear: 10
enough treasure to buy the family a fine Spells/day: 4 3 2 1
Hit Points: 12
home in Ravens Bluff and to send the chil-
Alignment: Chaotic Neutral
dren to the best school. When Brill’s par- Spell Books
Languages: Common, Dwarvish, Sea Elf,
ents died in an epidemic that swept the Level One Spells
Wharf Slang
waterfront, she inherited most of the Color Spray Jump
Age: 21
wealth. Comprehend Read Magic
Height: 5’5”
Languages Sleep
Weight: 135 lbs
Enlarge
Frank DeWilson Hair/Eyes: Brown/Brown
Friends
4th-Level Male Human Fighter
Weapon Proficiencies: Long sword,
Level Two Spells
STR: 16 short sword, dagger, net
Detect Invisibility Web
INT: 12
Nonweapon Proficiencies: Salvaging Invisibility Wizard Lock
WIS: 10
Knock
DEX: 14 (14), reading/writing (15), map making (12)
CON: 13 Level Three Spells
CHR: 12 Appearance: Jonna is an attractive wom-
Fireball Suggestion
AC Normal: 7 an with waist-long, straight hair and large
Fly Wind Walk
AC Rear: 7 eyes.
Lightning Bolt
Hit Points: 26
Alignment: Neutral Good Background: Jonna has become Brill’s
Level Four Spells
Languages: Common, Wharf Slang best friend and a welcome addition to the
Minor Globe Wizard Eye
Age: 32 crew. She is the ship’s navigator, first mate
of Invulnerability
Height: 6’3’ when necessary, and she keeps the ship’s
Rainbow Pattern
Weight: 225 lbs log and deals with map work on the voy-
Hair/Eyes: Auburn/Black ages. She also makes maps for clients and
Background: Gregory is famous for his
even sells some of them to Pen Tea Quills
fireballs and his scorched meats. For some
Weapon Proficiencies: Long sword, shop, but only after offering them first to
reason, he has a habit of forgetting about
short sword, dagger, net, harpoon Brill.
his roasts while they’re in the oven (so he
says) and, 80% of the time, they come out
Nonweapon Proficiencies: Salvaging
(12), fishing (9), swimming (16), sailing (15)
Gregory Farlow looking like a shriveled lump. Whenever he
7th-Level Male Human Wizard serves one of his “ballast blobs,” the crew
accuses him of roasting the meat with one
Magic Items: Ring of protection +3, po-
STR: 9 of his fireballs. Because the fireball spell is
tion of rainbow hues
INT: 17 his favorite, he does well with it, causing
WIS: 12 unusual amounts of damage, especially
Appearance: Frank is a muscleman who
DEX: 14 when cast at pirate ships.
turns the heads of most of the women on
CON: 15
the docks. He dresses in shirts that show off
CHR: 8
his biceps and prefers light clothing that
AC Normal: 0
displays his tan.
AC Rear: 0
Hit Points: 21

18
“Sail Safer With Safe Harbor” typical pieces of ship equipment serve as
Business As paperweights. A large nautical chart covers
The Safe Harbor Marine Insurance Compa-
ny is owned by Clark Pebble and his junior Usual most of one wall. Over a large window, Peb-
ble keeps a plank from one of his former
partner, Lyndon Golight. This enterprise is There are no standard contracts with Safe ships: the plank containing its name,
relatively new and rare in this part of the Harbor. Each contract is a personal, hand- Whale, carved into it. There are also some
world; an outgrowth of money-lending and crafted, carefully negotiated agreement be- ship’s floats, a block and tackle, and a few
banking enterprises that have been in exist- tween the Safe Harbor partners and the ship’s pennants decorating the walls.
ence since trade began. ship’s owner or captain. Insurance fees Golight’s office is quite different, reflect-
Safe Harbor specializes in marine insurance vary, depending upon the reputation of the ing the atmosphere of a man of the courts.
which protects ships and their valuable car- ship and whether the owner or captain has He has a sea-scene tapestry on one wall
goes from loss by shipwreck, fire, and salt wa- been a regular customer of Safe Harbor. while another wall is covered with shelves
ter damage. There is also theft insurance Customers of good standing are usually and cumbersome leather-bound books that
available, to protect cargoes against losses due asked to insure 80% of the value of their contain maritime laws. Behind his large
to piracy or dockside pilferage. The latest pol- ship and/or cargo. The premiums are paid desk is a shelf with numerous pigeon-holes
icy offering is “spoilage” insurance, which either in advance (by infrequent shippers) filled with papers and contracts. Other me-
covers perishable cargoes from losses due to or on a monthly basis (by regular cus- mentos include brass lamps, religious paint-
unforseen time delays such as long windless tomers). The amount of the premium is nor- ings, a few samples of cargoes he has
periods, longshoremen’s strikes, and bureau- mally 10% of the value of the ship and/or insured, and a black and white puffed hat
cratic port delays. It is a medium-sized busi- cargo, and it covers shipwrecks, fires at sea and matching robe that he wears to court.
ness, employing a head secretary, and saltwater damage to durable goods Golight’s furniture is regularly dusted by
bookkeeper, two scribes, and a couple ap- such as furniture and hardware. Up to 20% the office boys, unlike Pebble’s which is left
prentice office boys. of the value of the ship and/or cargo is to gather dust. Golight’s papers are all neat-
Safe Harbor Insurance is housed in a two- charged for theft insurance. This includes ly rolled and tied with ribbon in contrast to
story cut-stone building about two blocks theft in port and piracy at sea—the premi- Pebble’s, which are stacked in ragged piles
from the waterfront. The stone construction um depends upon the known danger fac- or stuffed helter-skelter into his few
was specifically chosen to safeguard the pa- tors of the route taken. Spoilage insurance pigeon-holes.
perwork against fire, as well as to provide se- is issued at 10% of the value of the perisha-
curity against theft. In addition, at the rear of ble cargo only, such as foodstuffs, furs, pre-
the business, there is a 10' square vault where cious cloth, and the like. Many details can Captain Clark Pebble
affect the cost of insurance. 5th-Level Male Half-Elf Fighter
the books, insurance contracts, and ready
monies are locked up. The vault has one-foot- Safe Harbor also sells copies of nautical
thick walls and a stone floor and roof, con- charts to customers. Non-customers can STR: 17
buy them at double the price. Golight has INT: 15
structed by the partners at great expense.
The single door to the vault is six inches thick altered some of the maps bought by non- WIS: 12
customers: dangerous rocks have moved, DEX: 10
and is iron-plated on the outside with a heavy,
complex metal lock (-30% to thieves’ chance to pirate lairs have been omitted, and other CON: 16
pick it). obstacles have been wiped clean. CHR: 17
The entire Safe Harbor building is 25’ Pebble and Golight are sensitive to risk AC Normal: 9
wide and 35’ long. At the front of the busi- and employ an expert appraiser when a AC Rear: 10
ness is a 60’-tall tower which can be cargo is something they know little about. Hit Points: 52
climbed by a narrow, covered wooden Pebble himself is an expert at appraising Alignment: Lawful Good
staircase that wraps around the outside. At the condition of a ship and few details es- Languages: Common, Elvish, Gnomish,
the tower’s tip is a ship-shaped weather cape his eye. He has been known to refuse Merman, Wharf Slang
vane which shifts to and fro as the wind to insure ships in less-than-excellent condi- Age: 43
changes direction. Often, when business is tion and he can be very demanding of ship Height: 5’9”
quiet down below, Clark Pebble (a former captains before agreeing to insure. Weight: 165 lbs
sea captain who retired when he received a Pebble and Golight have separate offices Hair/Eyes: Red/Blue
serious, crippling leg injury) slowly climbs in the Safe Harbor building and each office
to a little room at the top of the tower and tells a great deal about each of them. Both Weapon Proficiencies: Long bow, scimi-
watches the ships moving in and out of the have thick wool rugs on the floor, but that is tar, harpoon, spear, dagger, battle axe, hal-
harbor. When one of the ships belonging to the only similarity. berd, long sword
an insured client arrives, he rings a bell in Pebble, a former ship captain, keeps his
office like the captain’s quarters of a ship. It Nonweapon Proficiencies: Navigation
the tower, which lets the office know there
is wood-paneled, contains nautical gear, (13), sea lore (15), swimming (17), weather
soon will be work to do.
and a carved wooden figurehead of a sea sense (11), direction sense (13), rope use
The square sign hanging from the front
of the shop has no lettering, but simply de- goddess stands in one corner. A two-foot- (10), appraising (15)
picts a ship pulled up at a dock. Over the tall ship’s hourglass sits on his desk and a
small anchor serves as a doorstop. There Magic Items: shield +1, rope of entangle-
front door, however, a sign reads, “Safe
are stacks of charts on the desk and some ment, rope of climbing, wind sail. A wind
Harbor Marine Insurance.”

19
sail, which appears similar to any ship’s sail, games and occasionally picking a fat purse.
can be used once a day for up to three Lyndon Golight His love of wealth made him appreciate the
hours per day. It adds ten knots to a ship’s 8th-Level Male Human Thief legal profession even more, because he be-
speed. lieved all lawyers to be wealthy.
STR: 10 He chose to practice law in Ravens Bluff be-
Appearance: Pebble is easy to spot in a INT: 17 cause of its busy and growing port. After a
crowd, with his precisely trimmed, full WIS: 15 few profitable years, he needed a good invest-
beard, his ruddy face, and his curved pipe. DEX: 18 ment for his hard-earned money, so he ap-
He has a pronounced limp and uses a cane. CON: 9 proached Clark Pebble with an offer of
CHR: 17 partnership.
Background: Pebble is a former sea cap- AC Normal: 4 Golight uses the Safe Harbor Marine In-
tain who, five years ago, found himself in a AC Rear: 10 surance Company as a cover for his white
sea battle with a band of pirates. His right Hit Points: 24 collar criminal activities. He continues to
knee was crushed by a shield blow during Alignment: Neutral Evil serve as the company attorney; writing
the fight. Languages: Common, Elvish, Orcish, contracts, granting legal consultations, and
Pebble was lured to the sea when he was Troll, Legal Jargon handling case work. Behind the legitimate
18 years old. He ran away from what he Age: 34 business, he is running a clever extortion
considered to be a dull apprenticeship as a Height: 5’8” racket, using a small band of accomplices to
scribe. He soon joined the crew of a city- Weight: 140 lbs coerce unwilling victims into becoming cli-
owned ship and was trained in shipboard Hair/Eyes: Black/Black ents of Safe Harbor. Those who discount
combat. Over the years, he developed an in- the need for insurance are handled by Go-
credible knack for finding and fighting pi- Weapon Proficiencies: Dagger, hand light’s associates, who sink ships, destroy
rates. crossbow, blowgun, bastard sword, black- cargoes with fires or plagues of rats, and tip
At age 25, he became restless and re- jack, garrote off dockside thieves and pirates. Soon, most
signed his commission to become an adven- ship owners find a definite need for Safe
turer. (It is rumored that a girl rejected his Nonweapon Proficiencies: Etiquette Harbor Insurance protection.
marriage proposal and triggered this star- (17), appraising (17), ventriloquism (15), Golight has another interest: his female
tling change of lifestyle.) As an adventurer, reading lips (15), reading/writing (18), law companion, Misty, who acts as his go-
he acquired enough treasure to buy a jun- (17), local history (Ravens Bluff) (17) between with the local thieves’ guild. Go-
ior partner share in a merchant ship. Five light insists on keeping his thieving nature
years later, he had saved enough to pur- Magic Items: Four daggers +1, dust of absolutely secret. The attractive Misty also
chase his own ship and, in two more years, disappearance, potion of ESP, hat of dis- fences stolen ships’ goods.
he had a second. While operating in the Sea guise, ring of jumping, ring of protection
of Fallen Stars, his ships were attacked by +1
pirates and he suffered his injury. Adventure Ideas
While he recovered from the incident, his Thief Skills
brother-in-law, Samuel Barkdell, convinced for the Safe
him to join his fledgling marine insurance
company. However, Pebble grew restless,
PP OL FT MS HS DN CW RL
25 95 25 95 85 30 60 25 Harbor Marine
again, after only a few years. He then trav-
eled to his home town of Ravens Bluff and Background: Golight is quite intense, and Insurance
started his own firm, Safe Harbor Marine
Insurance. Two years later he took on his
thinks and acts quickly. His dark eyes move
constantly and with lively interest. He is Company
l Pebble has finally heard that his part-
attorney, Golight, as a partner. very intelligent and seems to have a photo-
graphic memory. Golight wears the black ner is not as scrupulous as he acts. Pebble
Pebble still loves the sea and often ven-
and white cap and robes of the legal profes- hires the PCs to trace Golight’s activities,
tures out on his sailboat. He can be gruff in
sion. His specialty is marine law, but he uncover his past and present doings, and
business matters, but he is otherwise jovial
knows criminal law surprisingly well, too. reveal the truth.
and a hearty eater and drinker. He’s a good
teller of “tall tales” about his days as a sailor He went to the “Inns of Court,” in Mead, to
l A jealous Misty has discovered that Go-
or adventurer, and he sometimes will learn law and is now well known in Ravens
Bluff because of his courtroom dramatics. light is seeing another woman—and plans
launch into a story to illustrate a point
Few know that he is also an accomplished to marry her! Misty hires the PCs to follow
when dealing with a customer.
thief. He spent his teenage and young adult Golight and discover the identity of this oth-
He divides his busy schedule fairly evenly
years in a thieves’ guild, working his way up er woman (who is in for some “bad luck”).
between the insurance office, the town hall
and courts, and mealtimes at the Shark Fin to a leadership position. Then, a bitter dispute
l The guildmaster who forced Golight out
(see page 40). He even finds time for his with the guildmaster forced him to flee for his
life. He escaped to Mead, a university town of the thieves’ guild has traveled to Ravens
wife, Petra, and their four children, making
where he was unknown, and began a new life Bluff, searching for the ex-thief so that he
sure he is home before the children are
asleep. studying law. He kept himself in tuition and can exact cold revenge. Golight hires the
spending money by skillfully cheating at PCs to quietly protect him.

21
Davy Jones’ Lock-Up, normally called “the check. But if an invader attempts to force thieves’ guild actively discourages its mem-
Lock-Up,” has been the temporary home of his or her way free of the nets, the apes will bers from attempting to loot the Lock-Up,
many valuable items on their way in and attack, intending to kill and eat the victim. and they do not come to the aid of members
out of Ravens Bluff. No storage facility en- When a net drops, an alarm bell is sounded who are caught trying.
joys a better reputation for safekeeping to alert Davy. If the apes get out of control, The office space contains simply two
goods. The Lock-Up is owned by Reinhold Davy uses his ring of mammal control to desks, five chairs, two tables, and a counter
William Rauschpautton, but few people calm them. with a space-saving drop leaf.
know him by any other moniker than The high security area resembles a As may be expected, the rates for high se-
“Davy Jones.” modern-day bank vault and is protected al- curity are somewhat higher, themselves.
The two-story warehouse is divided into most as well. It is a small building inside the The bins are available for 10, 20, or 40 sp
three areas. The largest space serves as the warehouse, itself. The secure area is built per day, depending on the size of the
storage facility and the other two sections of three layers: stone, lead, and wood. De- drawer. Payment for normal storage is ex-
are the office and “secure storage.” tection spells will not penetrate its confines. pected in advance, although Davy makes a
The large warehouse floor is divided into The door to the vault is wizard locked and few exceptions. If a client falls behind in
50 10' by 10' painted squares with aisle has a glyph on it (causing 8d4 electrical payments, the first week of unpaid storage
space between. Each square can be rented damage). Within the room is a large set of is still charged at the normal rate, but the
for 7 sp per day or 2 gp per week. The rent numbered bins with double locks. Access to second weeks charges are doubled and, af-
buys a high degree of security. The storage the bins is available only in the company of ter the third week, the goods may be confis-
area is decorated with mementos of the Davy; keys from both Davy and the client cated and auctioned for storage fees. These
sea-jaws of giant fish, tridents, and floats. are required to open a bin. A drawer is then auctions are held every three months and
In the rafters are numerous old nets. removed and taken to a small room where draw a good-sized crowd.
Most people think that the nets are there the client may have privacy. Theft is not tolerated at Davy Jones’ Lock-
for decoration, but this is not the case. Davy There are three bins that are not availa- Up. There is a small collection of preserved
has bought and trained three carnivorous ble to the public; one is for Davy’s private right hands, stored in jars in the office,
apes—Pete, Mike, and Mickey—who are use, the second is for the thieves’ guild, and from thieves who attempted to steal from
hiding in the rafters. They have been in- the third is for Lord Mayor Charles Oliver the Lock-Up. Significant rewards have been
structed to “net” anyone in the warehouse O’Kane (see LC1— Gateway to Ravens Bluff, put up for the very few successful robbers.
who is not a part of the regular staff. As page 7). Because the Lord Mayor uses The word on the street is that there has not
long as no attempt is made to escape the Davy’s place, it enjoys additional respecta- been a successful burglary from the Lock-
net, the apes will hold their appetites in bility. In exchange for the use of a bin, the Up in five years and even that burglary was

22
not wholly successful: the thief was caught
and thrown in jail—minus a hand—even
though the goods were never recovered.
Present at all times are two workers who
double as guards by day and four guards at
night. Of course, the apes are always on the
premises, as well. Davy is also popular with
the city guard and the nightwatch, which
assures extra protection. (He buys ale for
the off-duty members on most festival
days.) Some watch members supplement
their income by moonlighting for Davy. It is
well known that the first respondents to
Davy’s alarm bell will be well rewarded.

Davy Jones
4th-Level Human Male Wizard

STR: 15
INT: 18
WIS: 12
DEX: 16
CON: 14
CHR: 16
AC Normal: 8
AC Rear: 10
Hit Points: 11
Alignment: Neutral Good
tone friendly to all customers. He is espe- Davy does not advertise his wizard skills.
Languages: Common, Elvish, Dwarvish,
cially gracious to female customers. He tries to give the impression that he is just
Gnomish, Halfling, Gnoll, Goblin, Wharf
Slang a dock worker who made good. He runs his
Background: Davy Jones, alias Reinhold business quietly and efficiently.
Age: 33
William Rauschpautton, arrived in Ravens
Height: 5’5”
Weight: 149 lbs
Hair/Eyes: Brown/Brown
Bluff about 15 years ago. His past is a mys-
tery to all but himself: he is third in line to Adventure Idea
Weapon Proficiencies: Dagger
rule a minor duchy, far to the south. Al-
though Reinhold received a courtier’s edu- for Davy Jones'
Nonweapon Proficiencies: Appraising
cation, his eldest sibling thought it might be
a good idea if there were no other possible Lock-Up
claimants to the title of Duke. Reinhold was Davy usually worries only about the disap-
(18), reading/writing (19), singing (16) pearance of items in the Lock-Up. However,
given the choice of banishment or death. He
chose the former. the unexplained appearance of an archaic
Magic Item: Ring of mammal control totem in his secure section has quite
He had been originally trained as a
knight, but found that his interests were alarmed him. The PCs are hired to deter-
Spells/day: 3 2 mine the owner of the totem and to find out
not in errantry. After seeing a bit of the
world, he chose a life of anonymity in Rav- why it appeared.
Spell Books The totem is actually a symbol of a rising
ens Bluff. A little hard work and the last of
Level One Spells cult in town. The Lock-Up has been target-
Armor his savings bought him both a start in spell-
Sleep ed for a takeover. Prompt action on the PCs’
craft and his business.
Light Unseen Servant part will be necessary or the Lock-Up may
Mending His knightly training influences his busi-
Read Magic be destroyed and looted. Davy will not give
ness dealings. He is honorable and expects
those with whom he deals to be the same. up control of his business without a fight
Level Two Spells and would rather burn it than allow it to
He understands that there are those who
Forget Magic Mouth fall into the wrong hands.
may be incapable of honor, but he believes
Levitate Wizard Lock
that they are unworthy of his concern.
Locate Object
Those who dishonor themselves in their
dealings with Davy even find themselves
Appearance: Davy typically dresses in
given an opportunity to atone for their mis-
fine, but functional clothing. He keeps his
deeds. If, however, that opportunity is not
hair short, his face clean-shaven, and his
taken, the consequences may be severe.

23
Vlard’s Maintenance Yard is a dry dock op- Height: 5'10" man who keeps a close eye on his workers
eration for the repairing of ships and the Weight: 187 lbs and makes sure the job gets done on time.
cleaning of their hulls. The business con- Hair/Eyes: Black/Brown Although a taskmaster, Krey is well liked
sists of three dry docks, a warehouse, and a by his fellow workers. He doesn’t like cus-
small office. One of the dry docks can ac- Weapon Proficiencies: Hammer, chisel tomers coming around and slowing his
commodate a vessel as large as a galley. The workers down by inspecting the job or ask-
remaining two hold smaller ships, primarily Nonweapon Proficiencies: Fishing (11), ing too many questions.
fishing boats. At high tide, ships are pulled carpentry (16) Krey and Vlard grew up together and are
into a dry dock stall and brought to rest on good friends. Both worked together for years
a wooden cradle, where they will remain Appearance: Vlard is a big man who wears before Vlard took over the family business.
when the tide goes out. Then at low tide, his waist-length hair pulled back and tied with
gates to the stalls are closed and the remain- a black ribbon. He sports a neatly trimmed
ing water is pumped out. beard and mustache. He dresses in simple,
Toby Bareback
0-Level Male Human
The warehouse is used to store equipment but clean workman’s clothes. His thick leather
and to store and work on small boats such as apron, which accounts for his frontal armor
STR: 16
row boats and lifeboats. The office is used by class, is cleaned after each working day.
INT: 13
Vlard to conduct business and to take a break
WIS: 10
from cold winds. It contains a small desk, a Background: Vlard is a Ravens Bluff native
DEX: 13
few chairs for customers, and a hanging who inherited his business from his parents.
CON: 12
lamp. A window overlooks the harbor. He is worried about what will happen to it af-
CHR: 12
General maintenance costs 10% of the ter he is gone because he has no wife or chil-
AC Normal: 10
value of the vessel, with 50% of the pay- dren. Vlard was taught that an honest day’s
AC Rear: 10
ment required in advance. Vlard recom- work deserves an honest day’s pay, so he pays
Hit Points: 6
mends that most ships undergo good wages and is insulted if employees ask for
Alignment: Neutral Good
maintenance once per year. Smaller ships more money. He hires common laborers with
Languages: Common, Wharf Slang
are completed in one or two weeks while slightly superior Strength and Constitution.
Age: 27
larger ships take about one month. Vlard Height: 6’5”
takes great pride in his work and guaran-
tees it for six months. He will repair, free of
Krey Bottleman Weight: 238 lbs
1st-Level Male Human Fighter Hair/Eyes: Blond/Brown
charge, any vessel that is damaged because
of poor workmanship. This offer is void if
STR: 17 Weapon Proficiencies: Hammer
the damage is result of sea attacks or magic.
INT: 14
Vlard keeps a permanent staff of ten peo-
WIS: 11 Nonweapon Proficiencies: Carpentry
ple; three are supervisors for the three
DEX: 12 (16)
stalls and seven are workers. Occasionally
CON: 15
Vlard will hire temporary help, paying de-
CHR: 13 Background: Toby’s short but dirty, un-
cent wages that are slightly lower than
AC Normal: 8 kempt blond hair bothers Vlard because he
those of his permanent staff.
AC Rear: 10 insists that the young supervisor of the small
Vlard’s is one of the few businesses stand-
Hit Points: 10 dry dock set an example for the workers. To-
ing between Corbet Coker and a Ravens
Alignment: Neutral Good by’s work is good, though, and he has been
Bluff shipping services monopoly (see page
Languages: Common, Wharf Slang with the business since he came to Ravens
50). Barnacle Bill (see page 25) is not much
Age: 43 Bluff, six years ago. Little is known of his past.
competition to either one. Height: 5’5” He tries hard to be liked by his fellow work-
Weight: 200 lbs ers, but they resent him for moving into a po-
Vlard Bluegill Hair/Eyes: Red/Green sition that many of them felt was rightfully
0-Level Male Human theirs. Toby has resigned himself to making
Weapon Proficiencies: Long sword, his the best run dry dock of the three.
STR: 16 short sword, bastard sword, cutlass
INT: 13
WIS: 12 Nonweapon Proficiencies: Carpentry
Mevia Quicken
0-Level Female Human
DEX: 17 (17)
CON: 15
STR: 16
CHR: 12 Magic Item: Ring of protection +2
INT: 15
AC Normal: 5
WIS: 12
AC Rear: 10 Background: Built like an ox, Krey must
DEX: 16
Hit Points: 6 custom-order his work clothes. He has
CON: 10
Alignment: Neutral worked for Vlard’s family for 31 years and
CHR: 14
Languages: Common, Wharf Slang has been the supervisor of the large dry
AC Normal: 8
Age: 42 dock for the past seven. He is a no-nonsense
AC Rear: 10

24
Hit Points: 5 characters may pose as temporary dock was a relatively brilliant alchemist, he was
Alignment: Neutral help or an approach of their own. only a moderately skilled barber. Deter-
Languages: Common, Wharf Slang The incidents are being caused by Mevia mined to succeed, though, he used his ar-
Age: 35 in an attempt to discredit Krey. cane knowledge and researched spells to
Height: 5’1” efficiently remove facial hair. Eventually, he
Weight: 121 lbs developed an enchantment that worked
Hair/Eyes: Brown/Brown Barnacle Bill’s better than any razor—basically, he engi-

Weapon Proficiencies: Hammer Green Beard neered the reversal of a hairy cantrip. Es-
sentially, he learned how to cause beards to

Nonweapon Proficiencies: Carpentry Shaving Parlor un-grow. Fees for these special “shaves” are
2 gp. A regular shave (performed with a ra-
(16), cooking (15), sewing (15) From the ends of the docks, a tall red and zor) and a haircut costs 1 sp. (5 gp is
white barber pole can be seen. It rises 30’ charged for those customers who occasion-
Appearance: Mevia wears her dirt-brown into the air. Several ships are dry-docked ally ask for hair growth.)
hair cropped short and does nothing to near it. A large sign outside the building Bill has two assistants who help him
lessen the appearance of a long, ugly scar reads, “Barnacle Bill’s Green Beard Shaving around the shop: Krill Stoggens and Gurth
that runs from above her right eye to just Parlor.” This single-stop, dual-service enter- Ironsmith. Krill is a young man who ad-
below her left ear. prise, is run by William Wright, commonly mires Bill and performs all the normal
known as “Barnacle Bill.” shaves. He also is in charge of keeping the
Background: Mevia is Vlard’s only female The right half of Barnacle Bill’s business is shop clean. Gurth, a dwarf who was in-
employee, but she has the respect of all the a small barber shop, an area with a U- volved in a forge accident that blinded him
workers. She supervises the other small dry shaped set of benches and a single barber in one eye (and nearly the other as well)
dock. She came to work for Vlard only five chair in it. The left half of the facility is a handles all work which is too heavy for the
years ago and has just recently obtained the huge shed with a dry dock that opens to the unseen servants.
supervisor position after an unfortunate “ac- water. The shed contains a full compliment
cident” befell her predecessor. She is driven of cleaning equipment and is the source of
by power and is always in pursuit of more. Bill’s distinctive nickname—he removes bar- “Barnacle Bill” Wright
nacles and other sea organisms from the 6th-Level Male Human Specialist Wizard
She tries to control every situation, pushing
hulls of ships. He guarantees that he can (alchemist)
people hard and trying to outdo them. She is
eyeing the large dry dock for her next con- clean any ship of its barnacles better and
faster than anyone else. STR: 9
quest.
A tan-colored compound that Bill invent- INT: 17
ed changes to a blackish-green when lath- WIS: 14
Adventure Ideas ered on a ship’s hull, which then causes the DEX:
CON:
14
12
barnacles to peel away from the ship in
for Vlard's sheets that resemble a scraggly beard. Ap- CHR: 11
AC Normal: 5
plication of the chemical solution and the
Maintenance barnacle removal is handled by three per- AC Rear: 5
manent unseen servants created by Bill. Hit Points: 18
Yard Their tools are metal scraping hooks. Alignment: Neutral Good
Languages: Common, Elvish, Orcish,
l The accusation of poor workmanship, a Bill’s services are not cheap. In fact, his
blemish on Vlard’s record, has surfaced. price is twice as much as that for normal Dwarvish, Wharf Slang
The claim is that poor maintenance caused barnacle removal. He charges 10 gp for a Age: 60
the sinking of the SS Stareyes in the deeper small ship, 25 gp for any ship between 30’ Height: 5’6’
water just outside the harbor. Vlard wants and 50’ long, and 50 gp for anything larger. Weight: 139 lbs
the PCs to investigate and determine what However, he guarantees that the job will be Hair/Eyes: Gray/Green
caused Stareyes to sink. finished in a quarter of the average time
Possible actual causes of the Stareyes’s de- and the degree of cleaning will be much Weapon Proficiencies: Staff, dagger
mise are: a rival ship getting rid of competi- better. For an additional 20%, Bill will apply
tion; a rival maintenance yard (probably the a sealer that resists all clinging organisms Nonweapon Proficiencies: Reading/
Coker Wharf Comapany—see page 50) try- for at least four months. This appeals espe- writing (18), ancient history (16), astrology
ing to discredit Vlard; a pirate ship after the cially to captains who are preparing for (17)
merchandise she carried; Stareyes was car- long sea voyages and it appeals to Bill be-
rying something that caused her to sink. cause it is an excellent source of income. Magic Items: Bracers of defense AC 5,
Although the ship cleaning business is his dozens of scrolls of hair loss and hair
l At Vlard’s yard, schedules are not being main concern now, there are times when growth spells
met, accidents are occurring on the job, and business is slow. To compensate for his fluc-
orders are being canceled. Vlard is suspi- tuating income, Bill has expanded his place Spells/day: 3 2 2
cious that these events have a helping hand. and added a barber shop. At first, problems
Vlard hires the PCs to find the truth. The arose when he discovered that, although he

25
Spell Books Languages: Common, Dwarvish, Wharf
Level One Spells
Krill Stoggens Slang
0-Level Male Human
Comprehend Light Age: 98
Languages Magic Missile Height: 4’2”
STR: 11
Detect Magic Bead Magic Weight: 200 lbs
INT: 11
Feather Fall Unseen Servant Hair/Eyes: Gray/Black
WIS: 12
Hair Growth
DEX: 17 Weapon Proficiencies: Hammer
Hair Loss
CON: 14
CHR: 10 Nonweapon Proficiencies: Singing (12)
Level Two Spells
AC Normal: 7
Continual Light Web Background: Gurth never seemed to fit
AC Rear: 10
Levitate in anywhere until he crossed paths with
Hit Points: 5
Alignment: Neutral Barnacle Bill. The dwarf had moved from
Level Three Spells one job to the next—singing was the only
Languages: Common, Wharf Slang
Lightning Bolt Water Breathing thing he did well. He pursued an entertain-
Age: 22
Height: 6'1" ment career, but his barrel-like appearance
Appearance: Bill is thin and gangly, and did not appeal to the acting troupes.
Weight: 199 lbs
his bright eyes show a youthful intelligence Bill realized that the great strength in
Hair/Eyes: Brown/Gray
and eagerness. He dresses like a sailor, Gurth’s massive chest and arms would be
which irritates some of his wizard friends, quite useful in his business, but Gurth had
Weapon Proficiencies: None
but Bill does it to blend in; he does not want mixed feelings about working at Barnacle
to advertise his magical nature. Bill's. The dwarf had always wanted a ca-
Nonweapon Proficiencies: Barber (17),
cooking (11), agriculture (11) reer that required skill, not brawn. How-
Background: In his younger days, when ever, he badly needed a place to stay and a
he was an adventurer, Bill and his party en- steady job, so he reluctantly accepted.
Background: Krill, an orphan, worked as a
countered a tan pudding, a rare and deadly It was not long before Gurth began to enjoy
farmhand outside Ravens Bluff from his child-
cousin to the black pudding, which killed working at Barnacle Bill's. His job may only
hood to his middle-teens. Tired of living a
and devoured the rest of Bill's party before have called only for carrying heavy things
rough life which yielded barely enough silver
he was able to destroy it. Bill was intrigued and scraping the sides of ships, but the cus-
to support him, he eventually quit and trav-
with the nature of the destructive proper- tomers enjoyed his singing, too. They taught
eled to Ravens Bluff, looking for work. He
ties of the creature, so he sought to under- him many songs of the sea and he learned
tried his hand at a variety of trades, but al-
stand and harness its power. them quickly.
ways failed because he lacked the necessary
He took the carcass back to Ravens Bluff, In the evenings, Gurth can be found at
skills for each job. Soon, he became even
smuggling it past the gate guards, and stud- wharf taverns, singing with the sailors.
more downhearted than when he had
ied it for the next several years. Eventually,
worked on the farm. Krill was about ready to
he created a highly corrosive substance
that dissolved most materials with which it
came in contact; wood and metal were im-
return to his former life or to hang around
the docks in hope of being taken by a press Adventure Ideas
portant exceptions. He stored his solution
in metal cans.
gang when he spotted a “help wanted” notice
at Barnacle Bill's. Desperate, he told Bill that for Barnacle
Unable to find much use for the compound
in his vocation as a mage, he attempted to
he was an experienced barber and was hired
on the spot. Bill's
l Bill is running out of the component he
Much to his own amazement, Krill took to
market it as a paint remover. Still, no one obtained from the tan pudding. He hires the
the work easily, finding that years of sheep
seemed interested because it was too expen- PCs to travel to the area where he encoun-
shearing had prepared him well. He is now tered the creature many years ago. Bill
sive.
considered the best barber on the wharf. knows there are more of the creatures be-
One day, the idea of removing barnacles
struck him and, with slight modifications to cause he has already paid a local cleric to
the substance, his business was born. Using a Gurth Stoggens magically determine the beasts’ presence.
powerful scroll that he had saved from his ad- 0-Level Male Dwarf Bill will pay them 500 gp or offer them a
venturing days, he was able to cast perma- 20% share in his business if they agree to
nency on his unseen servants for help in the STR: 18 procure tan puddings as needed in the fu-
business scheme. INT: 10 ture. The PCs can keep all the treasure that
the creatures might have. (It would not be
Having found financial success and security, WIS: 10
difficult for the PCs to convince Gurth to
Bill has no intentions of doing anything else DEX: 10 come along on one of these excursions.
with his life. His shaving parlor and ship CON: 18
cleaning business makes him feel useful to CHR: 12 l A thief steals a tin of Bill’s barnacle re-
Ravens Bluff. Besides, he is very comfortable AC Normal: 10 mover. The PCs are hired to recover the se-
with his neighborhood and never wants to AC Rear: 10 cret formula. A likely suspect is Edward
move again. Hit Points: 10 Magney (see page 51).
Alignment: Neutral Good

26
Zorba’s Fish Market is a collection of stalls of fish and other wares being unloaded and Magic Item: Stone of good luck
in a warehouse. Each day from noon until loaded on ships, it would be easy to smuggle
sundown, fishermen, bakers, and others smaller merchandise into or out of the city Appearance: Zorba towers over the aver-
gather their wares here and sell them to the by way of Zorba's. age man, and his muscular form, gained
locals. Although the goods predominantly from years of pulling in fishing nets, is im-
come from the sea, there are some excep- Zorba pressive. He is clean-shaven, but he lets his
tions: farmers sometime make the trek to 0-Level Former Fisherman, Former Thief, shoulder-length black hair fly in the wind.
Zorba’s to sell milk and eggs, bakers sell Now Businessman Male Human People have said that his piercing blue eyes
their bread, and some local small busi- examine your soul. However, for all his im-
nesses use Zorba’s as an outlet for excess STR: 18 posing appearance, he is a light-hearted
goods. The wares vary from day to day, but INT: 10 man, enjoying life to the fullest.
shoppers always can count on finding a WIS: 11
good assortment of fresh fish. Background: Zorba spent the first 40
DEX: 16
Zorba runs the market personally. He has CON: 17 years of his life on a fishing trawler, but
set up 39 10' by 10' stalls, renting each for 7 CHR: 12 times were tough and it was hard to put
sp per day. Those who are the first to pay food on the table for his wife and three chil-
AC Normal: 8
get the choice stalls. He allows a few sellers dren. To make ends meet, he moonlighted
AC Rear: 10
to reserve stalls in advance for many Hit Points: 16 as a lookout man for a thieves’ guild. During
months. Alignment: Lawful Neutral one job, Zorba got lucky and made enough
The market is kept as clean as possible to buy a run-down warehouse, converting
and each seller is expected to police his or Languages: Common, Wharf Slang
it into a marketplace. His wife died several
her own area. Straw, changed weekly, is Age: 58
Height: 6’4” years ago and his children are all grown
put down on the ground to absorb liquids. and on their own. Zorba spends his days
Skylights are opened as well, allowing air to Weight: 248 lbs
Hair/Eyes: Black/Blue taking care of his business and his nights in
circulate and minimize odors. Zorba can of- the Shark Fin (see page 40).
ten be found wandering throughout the He uses one stall as an office, sometimes
Weapon Proficiencies: Net, knife
warehouse, visiting customers and check- renting it out for a gold piece if anyone is
ing up on clients. desperate for a place to sell their goods. He
It is rumored that Zorba’s Fish Market is a Nonweapon Proficiencies: Fishing (10), ac-
lives in a boarding house, taking a small
front for a thieves’ guild. With the volume counting (10), appraising (10), carpentry (18)
room and keeping most of his savings (a col-

28
lection of small gems) on his person. He also fish market closed down or someone is in- in mass quantity. The 2 cp drinks are the
keeps about 500 gp hidden in holes drilled terested in obtaining the market ware- same ale, watered down. The 1 cp drinks
into the back side of the a shark jaw that house and figures that dumping is the best are actually spirits rejected by other tav-
hangs on the wall of his room. way to get Zorba to sell it. erns, or are from half-filled casks sold
One of Zorba’s regular renters is Coelbait cheaply to Demetrius. He also retrieves all
the unfinished drinks from his tables and
Grimhard, Captain of the Fair Weather (see
page 7). To what extent their business deal- The Spill and pours them into the 1 cp barrel, to be resold
later. Because his fare is so bad, there are
ings go is unknown by all but themselves.
Swill usually plenty of half-full glasses, so Deme-
Located in the roughest area of the docks, this trius always has enough of this alcohol mix-
Selling At The dilapidated tavern is a den of thieves, cut-
throats, and other dredges of Ravens Bluff.
ture for the all-you-can-drink clientele.
Of course, Demetrius and Sylvia decline
Fish Market Frequented by the lowest of the low or sailors to describe the contents of the drinks, say-
Zorba has a few simple rules which he down to their last coppers, it has only one ing only that they are “special recipes.”
strongly enforces. Anyone caught breaking draw: it offers the cheapest fare in town. All drinks are served room-temperature
any of them is thrown out and not invited Down on your luck or out of work? It doesn’t except in the winter, when they also can be
back: matter—you can still afford this place. purchased chilled. Drinks must be paid for
The tavern is run by Demetrius “Fingers” as-you-go, and all forms of barter are ac-
(1) Pay in advance Brodkins and his wife, Sylvia. A single-story cepted in lieu of money. This can and has
(2) No dumping spoiled goods into the dwelling, it is falling apart from age and included having the patrons work during
harbor lack of repair. The common room is filled busy times. Anyone caught cheating, steal-
(3) Clean up the stall at the end of each day with cheap, imitation antique furniture and ing, or found unable to pay or barter is
(4) No selling of illegal goods the wooden floor is beginning to buckle chained in the kitchen and forced to work
(5) Pay in advance. from years of liquids spilled on it. A small or is turned over to the city guard.
fireplace supplies heat, but it clogs and be- Demetrius maintains contact with the
On a typical business day, the following gins to fill the tavern with smoke after it has thieves’ guild and lets it use his establish-
number of stalls may carry the following been burning for two or three hours—it is ment as a common meeting place for the
goods: used only when requested, which is not of- members. Thieves commonly refer to the
1—Zorba’s office; 19—fishermen/day’s catch; ten. The walls are covered with gaudy mo- Spill and Swill as “the sewer.” The inn even
2—farmers/whole grains; 2—merchants/ saics that are chipped and falling apart in has a secret entrance for the thieves, lo-
fishing supplies; 2—women/scarves and places, and most of the tables have carvings cated in the kitchen under an empty barrel.
working clothes; 1—leather worker/gloves in them with witty epigrams from previous There is a removable grate in the floor un-
and boots; 1—craftsman/sea shells and other patrons. The waitresses are homely, un- der the keg that leads down to the sewers.
adornments; 1—retired fisherman/fish hooks; kempt, and as likely to tell customers where The cask can be shifted easily if a trigger is
1—dock hand/net repairs; 2-bakers/breads; to go as to take their orders. pulled (turning the second of six hooks near
1—women/refreshments and snacks; 2— The tavern offers food which is so awful the sink). It is unlikely that Demetrius’s em-
cooks/baked and salted fish; 1—merchant/ that it is avoided by all who have eaten it ployees or any patrons working off their
pickled sea products; 1—merchant/fish and before. For the uninitiated, though, a paste- drinks could discover the entrance because
chips; 2—empty. like stew is offered for 1 cp. It is a bland but the hook holds utensils and the thieves do
usually edible concoction, made of rats and not come up into the kitchen if they hear
Most goods sold at the market are half of other animals that are captured in the inn people above.
the price listed in the Player’s Handbook. and in the alley behind it (the ingredients
Prices can be affected by the availability of are not publicized).
goods. Even so, the food is not what makes the
Demetrius “Fingers”
tavern infamous. The Spill and Swill derives Brodkins
Adventure Idea its name from the dreadful brew it serves.
Four selections are available, all of which
5th-Level Male Human Thief

are cheaper than comparable drinks in oth-


for Zorba’s Fish er taverns. One may buy 4 cp ale, 2 cp ale,
STR:
INT:
10
13
Market and 1 cp ale (the 1 cp ale is an all-you-can-
drink offer). None of the choices are re-
WIS:
DEX:
9
18
Garbage is being dumped into the harbor markably flavorful, and the 1 cp special is CON: 18
right outside of the fish market. This is getting particularly vile—so nasty, in fact, that any- CHR: 12
Zorba in trouble with Lord Calvin Longbottle, one with a Constitution of 12 or less must AC Normal: 0
the Regent of the Harbor (see LC1— Gateway roll less than that score on 1d20 or be un- AC Rear: 4
to Ravens Bluff, page 18). Zorba hires the PCs able to keep the ale down. Hit Points: 34
to find out who is behind the dumping and to Some wonder how Demetrius is able to Alignment: Chaotic Neutral
put an end to the practice. furnish his alcohol for such low prices, but Languages: Common, Wharf Slang
Possible reasons behind the dumping are most are afraid to ask. The 4 cp drinks are Age: “30-something”
an ex-customer, mad at Zorba, wants the simply low quality spirits, bought wholesale

29
Height: 5’9” thieving rapidly and, by the time he was age Weapon Proficiencies: Long sword,
Weight: 167 lbs 21, he had made a name for himself in the dagger, long bow, scimitar
Hair/Eyes: Black/Brown thieve’s guild as a master burglar called
“Fingers.” Nonweapon Proficiencies: Disguise
Weapon Proficiencies: Short sword, Unfortunately, on one escapade he gained (13), astrology (10), animal handling (11),
dagger, blackjack a new meaning to his nickname. Shortly af- tightrope walking (16)
ter he had relieved a wealthy merchant of
Nonweapon Proficiencies: Appraising some unusual items, Demetrius developed a Magic Items: Scale mail +3, long sword
(13), gambling (12), rope use (18), tightrope form of chronic arthritis that made his +1, eight arrows +1, and a potion of heal-
walking (18), forgery (17), disguise (11) hands shrivel and wither into claw-like ap- ing
pendages. The merchant was an arch-mage
Magic Items: Elven chain +1, dagger +2 named Mendall, who had placed a curse on Appearance: Sylvia is modestly attractive,
(detects gems), ring of free action, and his prized amulet. What Demetrius thought with fiery red hair that is frequently styled
boots of elvenkind was just a fancy, valuable trinket was actu- and adorned with green baubles that match
ally Mendall’s talisman of Zagy. Mendall her eyes. She usually wears bright-colored
Thief Skills oathed that, so long as the item was miss- tunics, low cut to reveal a crescent moon-
ing, the thief who took it would never know shaped birthmark on her chest. She is an
PP OL FT MS HS DN CW RL peace. Mendall fashioned the curse to have extrovert and will immediately start a con-
- - 25 45 50 21 - 5 the following effect: any person other than versation with strangers. She is quick to an-
the rightful owner who holds the talisman ger, though, and will avenge any slight
Appearance: Demetrius, by no means fat, will be stricken with a withering disease “so swiftly.
appears pudgy because of years of relative that his greedy little fingers may never
inactivity. He keeps himself neat and clean again be able to perform such a feat.” Background: Sylvia is the result of a brief
with his hair trimmed short—quite a con- Demetrius sold the item long ago for cash, union between a human ranger and an el-
trast to the Spill and Swill’s surroundings. passing on the curse, which allowed his ven woman. Her father left before she was
He wears dark- and neutral-colored tunics hands to return to a near-normal appear- born and her mother attempted to raise her
with his chain mail underneath, and knee- ance. The curse was so powerful, though, as an elf. This became impossible because
high black leather boots. Demetrius has that he remains affected by it. Now, if he of her pronounced human characteristics,
well-defined, aristocratic features and tries to steal, his hands lock up and begin to so she and her mother left the elf commu-
would easily be considered handsome were throb, causing him excruciating pain. Dur- nity. Sylvia inherited her father’s strength
it not for the perpetual grimace he displays. ing the coldest winter months, his hands and became a tomboy, partially to defend
hurt so much that he stays drunk for weeks herself from the human children.
Background: Demetrius does not know at a time. The curse prevents him from She left her mother at an early age and
exactly when he was born (or to whom) be- picking pockets, opening locks, removing headed for the nearest large city, Ravens
cause he was abandoned shortly after his traps, and climbing walls. He cannot even Bluff, hoping to fit in there. She tried to find
birth. Found by a member of Ravens Bluff's (directly) steal from his own customers! work, but met with much of the same scorn
nightwatch, he was taken to several homes Because of the curse, he opened the inn, that she received from her mother’s people.
in the area, but was accepted by none. Feel- with Sylvia’s help, so he could support him- Unable to find a respectable job, she began
ing sorry for the child, a regular of the city self. cleaning the barracks for the local city
guard, Vance Brodkins, volunteered to take guard and earned extra money by perform-
him in and raise him until more suitable fos- ing assorted jobs for the soldiers.
ter parents could be located. Months passed
Sylvia Brodkins Some of the guards took her under their
3rd-Level Female Half-Elf Fighter
without locating anyone and Vance found wing, protecting her from less tolerant
himself growing attached to the child. Sub- members of society. Because she was un-
STR: 15
sequently, Vance married his childhood usually strong, they began using her as a
INT: 10
sweetheart and settled down to become a sparring partner, inadvertently training her
WIS: 12
father and husband. as a fighter. Amazed at her aptitude, they
DEX: 16
Being a strict disciplinarian due to his mil- eventually convinced the captain to sign
CON: 12
itary training, Vance attempted to impose her with the guard. She spent the next five
CHR: 14
harsh standards upon the boy. As Deme- years in that profession. After finishing her
AC Normal: 1
trius grew older, he became resentful of tour of duty and becoming bored with the
AC Rear: 2
what he considered unjust treatment and routine life of the guard, she decided to
Hit Points: 20
overwhelming, expectations. At the age of strike out on her own again, beginning a ca-
Alignment: Lawful Neutral
16, after a particularly nasty spat in which reer as a mercenary. She eventually settled
Languages: Common, Elvish, Orcish
he struck and injured his mother, Deme- in the port area, where the carefree life-
Age: 32
trius ran away, never to return. Vance did style suited her, and began shopping for a
Height: 5’3”
not seek him out. well-to-do young man.
Weight: 102 lbs
Finding work difficult, and being lazy by Finally, she met Demetrius, married him,
Hair/Eyes: Red/Green
nature, Demetrius soon found that he could pooled her money with his, and they
make an easier living by stealing. He took to bought the inn.

30
Since it opened less than one year ago, with her cutlery as much as to dine. Alignment: Neutral Good
Flirin’s Sushi Bar has become one of the The second floor, over the sushi bar, is Languages: Common, Selkie
most fashionable eateries on the wharf. At Flirin’s living quarters. It is sparsely fur- Age: 26
first Flirin had to give her food away, just to nished with a bed, a cradle, a desk and Height: 5’6”
get passersby to try it. Often the curious chair (where Flirin handles her accounts), a Weight: 120 lbs
would look at her wares, ask what they wardrobe, and a battered sea chest. The Hair/Eyes: Brown/Emerald green
were, and then walk away with a grimace floor is covered with straw mats. Near the
of disgust when they learned that Flirin’s of- desk is a tank filled with small, brightly col- Weapon Proficiencies: Knife
ferings were supposed to be eaten! Now, ored fish—a gift from a merman friend. Nonweapon Proficiencies: Reading/
sailors, merchants, locals, and the nobility In one desk drawer is an account book writing (17), juggling (16), cooking (16),
flock to the tiny shop to watch her create and a locked and sleeping-gas-trapped box swimming (14)
beautiful and tasty morsels from rice, sea- containing 73 cp, 20 sp, and 49 gp (she Magic Item: Knife +1, +3 vs. fish
weed, vegetables, and raw or steamed fish. keeps most of her wealth at the local mo-
The shop is a simple affair: an L-shaped neychanger’s). A second drawer holds Appearance: Flirin, permanently in hu-
counter divides the whitewashed room, quills, ink, and some papers. The papers re- man form now, is extremely attractive
providing seating space for 11 patrons at a cord a tragic love story that she has been with her deeply-tanned skin, compelling
time. Each place is set with fine imported writing, based on events of her own life. eyes, and long, straight hair. She is fairly
laquerware from Kara-Tur and a vase with Characters who read it may learn much unaware of her own beauty and clothes
a flower. The sea breeze wafts in through a about her personal history. herself in simple flower print dresses while
large open window which is battened down The wardrobe holds a collection of simple working, and soft suede breeches and tu-
at night and during inclement weather. dresses, as well as breeches and a soft nics when she is off. A sea shell bracelet is
Beneath the wide counter are sacks of suede shirt. Hidden in a secret compart- her only adornment. She does not wear ar-
rice, baskets of dried seaweed, various veg- ment in the floor of the wardrobe are two mor, but she carries her knife everywhere
etables, and a locked cash box which rarely ropes of pearls: a white one worth 2,000 gp as a precaution.
holds more than 100 gp or the equivalent in and a black one worth 10,000 gp. Flirin sold
assorted coins. A small brazier allows Flirin most of her jewels to purchase the sushi Background: Born in the Dragon Reach,
to cook sushi rice and heat rice wine. bar, but she cannot bear to part with these, south of Ylraphon, she led a normal selkie
Behind a curtained area is a small store- not even to enlarge her shop. The pearls childhood. Then, when she was 20 years of
room that holds fish (bought fresh daily and came from her homeland beneath the age and enroute to visit relatives near Pro-
kept on ice from the ice house) and plum waves. Anyone who steals these will be campur, she was careless and became
and rice wines made by an ancient native of tracked down with every resource Flirin caught in a fishing net. The fishermen
Kara-Tur who lives in Ravens Bluff. Also be- has available, including the assistance of brought her to the Pirate Isles of the Inner
hind the curtain, a ladder leads upstairs to a various influential patrons. Sea, where they sold her to Etarip, Pirate
cradle where Adularia, Flirin’s daughter, The sea chest is locked and contains a suit Captain of the Bawdy Siren.
sleeps. of leather armor, high boots, a floppy hat Flirin soon fell in love with the handsome
The sushi bar is open from noon until decorated with an ostrich feather, and a buccaneer, joined his crew, and sailed with
about three hours after dusk. There is no cutlass +1. The cutlass belonged to Etarip, him for a few years.
menu, as the only item served is sushi, but Adularia’s father, and will be hers when she One day he presented her with a gift, not
Flirin varies her recipe slightly from day to is grown. A window, shuttered only in the knowing that it was a cursed amulet. When
day. Her sushi is available in either appe- worst weather, faces the harbor, and a door she put it on, her selkie skin suddenly faded
tizer (2 gp) or dinner (5 gp) portions. Rice leads to a balcony crammed with flowering away, leaving her with a pure and perma-
and plum wines cost 8 sp and 1 gp per glass, plants. Flirin is not especially good at nur- nent human countenance.
respectively. Flirin also gives free bite-sized turing them, but she loves having them Despite that incident, all went well with
samples to curious (and, perhaps, adventur- about. Her one extravagance has been to Flirin and Etarip until the pirates came
ous) passersby. hire a gardener who comes once-a-week to across a tribe of selkies. Remembering the
There is almost always a line of patrons care for them. gold he had paid for Flirin, Etarip decided
waiting for seats. Even Lord Mayor Charles that he would capture the selkies and sell
Oliver O’Kane (see LC1— Gateway to Ravens them. Flirin was horrified by the idea and
Bluff, page 7) has been seen waiting in line
Flirin even more outraged when she learned that
3rd-Level Female Selkie Fighter
on more than one occasion. Flirin would he wanted her to act as a decoy, to lure the
like to enlarge the sushi bar so she could selkies aboard ship so they could be cap-
STR: 14
serve even more customers, but to do so tured without a fight.
INT: 16
she’ll need to buy the adjoining building Etarip was infuriated with her refusal, so
WIS: 11
and hire a second cook. That would require he locked Flirin in his cabin and captured
DEX: 17
more gold than she has saved. the selkies anyway. On the voyage home, a
CON: 10
Flirin prepares the sushi on the counter, great storm blew up, sinking the ship.
CHR: 18
right in front of the delighted customers, Flirin, who had retained all of her native
AC Normal: 10
with a flair of twirling knives. She doesn’t abilities (although not the skin), led the
AC Rear: 10
realize it, but many customers come to selkies to freedom. During the escape, she
Hit Points: 21
watch the comely proprietress at work stabbed Etarip with his own magical cutlass

33
and fled with it. and purchasing fish and other supplies. She ask them to become guardians of her
The selkies brought Flirin to shore in Rav- spends most of her off-time walking along daughter while she takes a brief vacation to
ens Bluff’s harbor, where she remained be- the shore with her baby strapped to her visit her family. The PCs may find that
cause she no longer fitted in with her back, while she watches the ocean she seemingly simple task quite difficult if Adu-
people. She began looking for work along misses so much. She loves to swim, but laria’s selkie blood suddenly surfaces.
the wharfs. Then she discovered she was finds little time to do so with the demands For their services, Flirin will make the
pregnant with Etarip’s child. Realizing her of her business and child. PCs minor partners in her business, at least
daughter would need some stability, Flirin Recently, she has made friends with a until she returns and the PCs leave.
bought a building with her collection of merman who frequents the harbor area
jewelry and opened the sushi bar after Adu- and has a taste for sushi. Their relationship l Etarip has survived Flirin’s attack, unbe-

laria was born. (Adularia appears to be a is platonic—Flirin has vowed to never love knownst to her, and now comes to Ravens
normal human child, but Flirin wonders if again—but the merman remains attracted Bluff’s harbor. He terrorizes ships by night
the girl will exhibit selkie traits someday.) to her and is content to be her friend until in the heavy fog, while he searches for her
The sushi bar idea came to Flirin as an she comes around to his way of feeling. Al- ashore by day. The PCs are hired by a har-
offshoot of her own native eating habits. so, the selkies Flirin rescued come to see bor master to destroy the “monster or pi-
During an especially dry and windy season her every few months, but their presence rate, whatever it is,” and find out what
when fires were dangerous and trouble- leaves her yearning for her past life, so she lured it here.
some both on land and at sea, she discov- usually politely avoids them.
ered her shipmates could enjoy raw fish if it l Flirin, cleaning fish for the day’s lunch,

was prepared prettily enough. Their ap-


proval of her sashimi dishes inspired her to Adventure Ideas finds a cloth map in the belly of a large sea
bass. The map seems to indicate a magical
experiment with human food ingredients,
which led to her popular sushi recipes. for Flirin's Sushi treasure buried in the mouth of the Dragon
Reach. She hires the PCs to accompany her
Years later, as she wondered what she could
do to make a living in Ravens Bluff, she re- Bar there, promising to give them half of the re-
covery. Flirin pretends to have a magic
membered her culinary success with un- l Flirin, who desperately misses her bracelet that allows her to breathe under-
cooked fish and realized a sushi bar would selkie home, begs the party of adventurers water.
experience little or no competition. Her cur- to find a way to lift curses. To complicate The map belonged to Coelbait Grimhard
rent success confirms her speculation. matters, Flirin will not tell the PCs what the (see page 7), but the wrong fish was sold to
Despite her booming business, Flirin re- curse is because she does not want to reveal Flirin, and he will want it back. . . .
mains shy and keeps to herself. She says lit- that she is a selkie.
tle to anyone except when taking orders If the PCs are successful, Flirin will next

32
The entrance to this small, run-down shop the image of a simple scribe who has the guages (17), forgery (15), astrology (17), cal-
is below the porch of a busy tavern fre- odd notion that the world is round instead ligraphy (16), artistic ability (painting) (14),
quented by the drunk and rowdy. A nar- of flat. He will speak at length of his travels, navigation (15), astrology (17)
row, windowless wooden door with a especially to adventurers who might want
makeshift peephole might indicate that this to buy his services as a guide. His maps are Magic Items: Bracers of defense AC 6,
is just a storeroom. In fact, it was a store- consistent, accurate, and even have a touch ring of warmth, boots of spider climbing
room, but has since been renovated to ac- of beauty.
commodate a business. Even so, the Other rooms of Pen Tea’s place are closed Spells/day: 4 3 3 2
weather-beaten wooden siding on the front to the general public and are hidden from
wall is in bad need of repair and the paint is view by shelves that contain maps. The Spell Books
all but gone from a hand-carved sign by the shelves are special, with back walls that roll Level One Spells
door that advertises “Mystic Star Charts.” up to reveal hollow compartments with Affect Normal Fires Read Magic
Although the chart house is fairly easy to spell components and potions in them. Pen Alarm Gaze Reflection
find, it remains quiet below the clamorous Tea’s quarters lie through a door hidden be- Chill Touch Hypnotism
bar most of the day, ignored by most of the hind the shelves. They are plain, containing Erase Sleep
seafaring community due to rumors that only a canopy bed and racks of clothing on
large numbers of mariners were lost at sea the walls. Level Two Spells
after purchasing charts there. It is said the The clothing racks hide the entrance to Blindness ESP
previous owner was guilty of deception and yet another room: its ceiling and floor are Blur Spectral Hand
treason. The reports, much to the present covered with magical runes that appear to Continual Light Whispering Wind
owner’s frustration, are untrue. be scrambled. This is where Pen Tea would Deeppockets
Customers entering the small shop are of- make a stand if he were threatened. The
ten surprised to find the interior neat and walls are of Pen Tea’s own design and en- Level Three Spells
tidy, with fine dark wooden shelves, filled hance his spell ability, and coupled with the Clairaudience Hold Undead
with charts fastidiously arranged and la- runes, allowing him to cast spells as if he Clairvoyance Sepia Snake Sigil
beled. A small man with vaguely oriental were four levels higher. One set of runes is Feign Death Wraithform
features is almost always found working on actually a spell, minor globe of invulnerabil- Hold Person
a large, beautiful map spread out over a ta- ity, which Pen Tea will invoke should he
ble in the center of the room. A real eye- fear for his life. Level Four Spells
catching item is a painting of a familiar star Still one more chamber lies behind a se- Confusion Minor Globe of
cluster, in exact detail, on the ceiling. cret, locked door: Pen Tea’s library. Shelves Dimension Door Invulnerability
The man does not blink as customers en- of books dominate the room, surrounding a Illusionary Wall Wizard Eye
ter, but continues his work, engrossed. On a large table in the center. The table is cov-
table in the corner, plates and mugs filled ered with books and candles. Appearance: Pen Tea is a delicate, elderly
with food and drink await customers. Sev- man with a stooped posture. His face is
eral interesting maps are carefully spread Pen Tea Quill dominated by a blunt nose, apparently bro-
out nearby, for casual perusal as much as ken several times—it sticks out crookedly
8th-Level Male Human Wizard
for sale. The man eventually notices the between large, watery brown eyes. Pen Tea
customers after making a few final strokes attempts to conceal his oriental ancestry be-
STR: 8
on the map with a compass or after finish- neath long hair and bangs. He generally
INT: 17
ing a complex mathematical computation. wears a cloak or hooded cape of green or
WIS: 14
“Good day, fine people,” he always says. brown. When he ventures out in public, he
DEX: 16
“What can I do for you?” covers his face under a wide-brimmed hat.
CON: 9
The man, Pen Tea Quill, is very gracious,
CHR: 11
but will not offer his name unless asked. He Background: Pen Tea and his father were
AC Normal: 4
has detailed maps of every known part of accused of providing the former Mayor of
AC Rear: 6
Faerun and he displays them with relish. Ravens Bluff with a map that caused him to
Hit Points: 20
He also sells many spell components, inex- be lost at sea. Although Pen Tea was acquit-
Alignment: Neutral
pensive and costly, and a few potions. He ted when the Mayor returned after a year,
Languages: Common, Shou Lung Dialect,
can even perform palm and tea leaf read- his father was killed in a very suspicious ac-
Wharf Slang
ings, and is willing to cast low-level magic cident. The main reason he tries so hard to
Age: 52
spells for the right price (he is even more remain unrecognized in public is because
Height: 5’3”
willing to supply scrolls). If patrons discuss he does not wish to share his father’s fate.
Weight: 125 lbs
magic, Pen Tea quickly bolts the door, car- Pen Tea believes the Ravens Bluff nobility
Hair/Eyes: Gray/Brown
ries out the business, and then reopens as hired assassins to kill his father for revenge
the patrons leave, checking the peephole and that his name may be next on the list.
Weapon Proficiencies: Staff, dagger,
before opening the door. Nothing would please Pen Tea more than
dart, sling
Pen Tea will not readily admit he is a wiz- to clear his father’s name, restore the fami-
ard unless he believes it will help him make ly honor, and avenge his father’s death.
Nonweapon Proficiencies: Ancient lan-
a handsome profit. He prefers to present

33
mundane work, including sales, to his as- (19), artistic ability (scrimshaw) (13),
Adventure Ideas sistant, Michael. Talton also buys some appraising (15), haggling (15)
scrimshaw fashioned by Frazwits and the
for Mystic Star “Gentleman”—two regulars at the Far Magic Items: Belaying pin +3, ring of
Charts Guardians’ Travelers’ Mission (see page 46).
This arrangement keeps Frazwits and the
invisibility
l An assassin has narrowly missed killing
Gentleman in drinking money and helps Appearance: Standing behind his
Pen Tea, and the oriental wizard hires the Talton keep up with the volume of material counter, Talton looks like an able man. He
PCs to protect him or to catch the assassin. the pack traders often order. Many lord- always appears neat and well-dressed in
The wizard believes the contract relates to ling’s wives wear a hair comb or carry a sailor’s garb. His shoulder-length hair is
the business with the former Mayor. He dagger crafted by one of this pair. pulled back into a sailor’s ponytail. His
hopes to find out who is behind the attempt Due to the generally small size of the mer- flashing smile greets every patron. His skin
on his life so he can finally exact revenge chandise, the shop is not necessarily large— is leathery and wrinkled from years at sea
for his father. In fact, a competitor mage only 30' by 30', occupying the first floor of and, when he walks out from behind the
has put the contract out on Pen Tea. a small building. Shelves line the walls and counter, customers see another souvenir of
there are five tables in the room. Merchan- his sailing days: his peg leg.
l Pen Tea is too old to go adventuring, so dise on the shelves and tables is categorized
he hires the PCs to locate a hat of disguise, by size and type. Background: Talton was born in Ravens
which he hopes will better hide his identity. The windows are barred for security, and Bluff and grew up on the streets. Like many
a small metal portcullis lowers over the others of his station, he joined the thieves’
Talton’s Ivory door when Talton’s closes. During working
hours he is alerted to people entering the
guild, but was forced to leave it by his 16th
birthday because of a rival who had him
And Scrimshaw establishment by a permanent magic
mouth, cast on the table nearest to the door.
shanghaied.
Happily, he fell in love with the sea. Talton
Talton’s Ivory and Scrimshaw is a small When anyone enters, it greets them with a learned sailing skills and then combined
business started about 10 years ago, spe-
hearty “hello,” loud enough to alert Talton, them with his thief abilities: while other
cializing in creating items that are both
upstairs. A last precaution is the presence sailors were wasting their money on drinks
functional and decorative. The price of and gambling in every port, he was becom-
of two guard dogs, Scuttle and Grog.
each item corresponds to cost of the materi- Talton lives upstairs and, since he eats his ing a world-class pickpocket. And he was
al used and the detail requested. For exam-
meals elsewhere, it is divided into a bed- never caught simply because he was never
ple, the fitting of a dagger hilt with a plain
room and a large workroom where most of in town more than an evening or two.
ivory grip costs about 20 gp, including ma-
the delicate scrimshaw is performed. During those happy years, an old sailor
terials and workmanship, while the same-
taught Talton the art of scrimshaw, which
sized hilt with a detailed engraving of a
the thief came to love even better than the
dragon turtle attacking a ship costs about Talton sea. Talton was in his element—on the wa-
120 gp. Talton accepts contracts for almost Former 8th-Level Male Human Thief
ter, working his art, in the company of
any job that requires working with bone,
friends—but his happy situation changed.
ivory, or other exotic materials. His work STR: 12
One day, as he helped to pull up a fishing
has included elaborate jewelry boxes for INT: 15
net, he became tangled in a length of rope
ladies of local nobility and various weapon WIS: 13
and fell overboard. Talton was a poor swim-
embellishments for their lords—even an en- DEX: 18 (11*)
mer and attracted a shark, and the sailors
graved dagger scabbard made from a drag- CON: 11
were unable to rescue the thief before he
on’s tooth. Occasionally, Talton enlists the CHR: 14
lost a leg.
help of other craftsmen—silversmiths, AC Normal: 10
Unable to continue working in the rig-
bronzesmiths, and jewelers—to perform AC Rear: 10
gings, Talton took his scrimshaw talent
additional adornments that are beyond his Hit Points: 42
back to Ravens Bluff and started his own
skill. Alignment: Lawful Neutral
business. During the past 10 years, it has
Another large part of Talton’s business is Languages: Common, Wharf Slang
Age: 40 gone from barely breaking even to becom-
barter, conducted mostly with pack traders
ing a big money-maker.
and trade-caravan merchants. He usually Height: 5’7”
sells them basic scrimshaw work in bulk Weight: 159 lbs
(rarely are there specialty orders). In turn, Hair/Eyes: Brown/Brown
he buys good quality raw materials and un-
worked items from the merchants and adds *Because of his wooden leg, Talton’s Dex-
various touches that vastly increase the terity relating to his AC is 11
items’ values, such as ivory embossed dag-
gers (his specialty), cloak pins, hair pins, Weapon Proficiencies: Dagger, cutlass,
and combs. belaying pin, sap
Talton puts most of his effort into his
craftsmanship and leaves much of the more Nonweapon Proficiencies: Seamanship

34
Michael Frazwits “Gentleman”
0-Level Male Human 1st-Level Male Human Fighter
Grogowitch
9th-Level Male Human Fighter
STR: 9 STR: 15
INT: 15 INT: 12
STR: 15
WIS: 14 WIS: 13
INT: 12
DEX: 16 DEX: 11
WIS: 14
CON: 11 CON: 18
DEX: 11
CHR: 13 CHR: 10
CON: 17
AC Normal: 8 AC Normal: 8
CHR: 16
AC Rear: 10 AC Rear: 8
AC Normal: 4
Hit Points: 5 Hit Points: 12
AC Rear: 4
Alignment: Lawful Neutral Alignment: Chaotic Good
Hit Points: 89
Languages: Common, Wharf Slang Languages: Common
Alignment: Neutral Good
Age: 25 Age: 30
Languages: Common, Elvish, Dwarvish,
Height: 5’8” Height: 5’6”
Wharf Slang
Weight: 200 lbs Weight: 330 lbs
Age: 54
Hair/Eyes: Blond/Blue Hair/Eyes: Black/Blue
Height: 6'2"
Weight: 208 lbs
Weapon Proficiencies: Club Weapon Proficiencies: Long sword,
Hair/Eyes: Gray/Black
short sword, spear, dagger
Nonweapon Proficiencies: Artistic abil-
Weapon Proficiencies: Staff, dagger,
ity (scrimshaw) (14), haggling (15) Nonweapon Proficiencies: Reading/
club, whip, lasso, hammer, mace
writing (13), artistic ability (scrimshaw) (13),
Appearance: Built like a bull, the only brewing (12)
Nonweapon Proficiencies: Reading/
graceful thing about Michael is his hands.
writing (13), ancient history (16), artistic
He tries to emulate Talton, including wear- Appearance: Frazwits is an obese, beer-
ability (scrimshaw) (14), seamanship (12),
ing his hair in the same manner and wear- guzzling complainer who constantly brags
fishing (13), hunting (13)
ing sailor’s garb. Off duty, however, he about his past achievements, most of them
prefers the normal garb of a land-dweller. imaginary. He is never without his suit of
Magic Items: Cloak of protection +1, ring
leather armor which was specially made to
of protection +2, bracers of defense AC 7
Background: Michael was just another encompass his girth. Although Frazwits al-
orphan on the street 10 years ago, begging ways tries to appear neat, he never quite
Background: Grogowitch, who forgot his
for enough to survive. Seeing something of hits the mark—one day he forgets to comb
first name years ago, was dubbed “Gentle-
himself in the boy, Talton took him on as an his hair, the next he forgets to shave, and so
man” by sailors along the dock. He enjoys
apprentice, providing him with food, on.
the title and rarely answers to anything
clothes, and a place to sleep. Talton claims
else. The former bosun’s mate is indeed a
that he took Michael in only because he Background: Much of Frazwits’s talk is
gentleman, treating ladies with respect,
wanted another pair of hands to help with intended to impress Talton, who he con-
children with kindness, and his fellow man
the new business, but he has always treated siders to be one of his few friends. Frazwits
with courtesy. He has a gift for telling tales
Michael fairly—almost as a son. has not been working for Talton long. He
of the sea—most of them are even true—
As a result, Michael is fiercely loyal to came into the employment by offering to
while sipping fine wine and working his
Talton and is now a junior partner in the work in exchange for an ivory-handled dag-
scrimshaw.
shop. He does not have the artistic ability of ger. Talon raised Frazwits’s self-esteem by
Grogowitch, the child of a ship’s cook,
his patron, but he has enough skill to turn teaching the fat man the art of scrimshaw.
out large numbers of good, if uninspired, spent most of his first 50 years at sea. Four
In return, Frazwits is willing to defend
years ago he sailed into Ravens Bluff and,
pieces for the shop. Michael is a sharper Talton to the death.
liking the city, decided to stay. He enjoys the
businessman and stays with Talton not only Prior to his life on the Ravens Bluff docks,
scrimshaw shop because he is far enough
out of loyalty, but because of the shop’s Frazwits worked odd jobs for merchants
from the saltwater to ease his rheumatism,
growing prosperity. Lately, Michael has tak- throughout the city. He likes the scrimshaw
yet close enough to be at home.
en over the purchasing of ivory and bone. shop because it offers him some stability.
He is always searching for groups of adven-
turers who will acquire large amounts of
the materials for him.

35
Nestled among the warehouses and ship- number of unique items for sale: The price for each suit is 200 gp.
yards of the waterfront is a narrow stone
building which houses one of Ravens Bluffs • Underwater Crossbows: There are • De-salination Tablets: Ashakar uses
most extraordinary boutiques, Ashakar’s three light and two heavy crossbows of sa- his herbalism skill and spells to make these.
Accessories. It is run by a triton wizard, huagin manufacture for sale. These func- The watertight bottles contain 20 orange
Ashakar, who uses an ancient magic item, tion as regular weapons on the surface, but pills, each about the size of a marble. Each
an amulet of the land, to assume human they also work underwater with ranges of pill transforms one gallon of seawater into
form. This allows him to procure commodi- 5/10/15’ for the light, and 10/20/30’ for the fresh, drinkable water. Incidentally, each pill
ties in the sea and then conduct business on heavy crossbow. They require special bolts also causes 1-4 points of damage to water
the surface world. Because of his connec- that are heavier and narrower than nor- weirds and water elementals, but Ashakar
tion to the sea, Ashakar is able to sell unusu- mal. The light crossbows cost 400 gp each, is unaware of this property. Currently, six
al items that are virtually unobtainable by and the heavy cost 800 gp. Bolts cost 40 gp bottles are available for sale at 100 gp each.
surface dwellers. per score.
People entering the shop find themselves • Watertight Containers: Ashakar has
in a rather dark and crowded showroom • Harpoon of Exceptional Quality: a variety of watertight scroll tubes, boxes,
filled with Ashakar’s exotic wares. The This weapon was forged by tritons as a and chests for sale. Manufactured by tri-
items are displayed neatly on shelves from shark hunting tool. Due to its exceptional tons and mermen, these are made of wood
the floor to the ceiling, each piece neatly la- sharpness and perfect balance, it gains a and treated with a special anti-rotting proc-
beled with a small blue tag that explains natural +1 bonus on attack and damage ess known only to undersea races. They
what the item does and how much it costs. rolls. It is priced at 1,000 gp, but Ashakar have the additional benefit of high buoyan-
Everything for sale in the store is absolutely will take 900 gp for it. cy, so they will float unless weighed down.
top-notch. Consequently, all items gain +2 The scroll tubes cost 25 gp; the boxes, 50
when rolling, on the item saving throw • Buoyancy Armor: These three suits gp; the chests, 100 gp.
chart. The shop contains virtually every of leather armor are ideal for non-
item on the “Miscellaneous Equipment” ta- swimmers on maritime adventures. Each • Grease Quills and Waxed Paper:
ble (in chapter six of the Player’s Handbook) contains numerous tiny air bladders which These items are necessary for any sort of
except the large, bulky things such as bea- enable the wearer to float without much writing while underwater. Each quill con-
con lanterns, ladders, and pavilion tents. difficulty, provided that he and his gear do tains enough special “grease ink” for five
However, everything is twice the price list- not exceed 300 pounds. (Note that these pages of writing. The waxed paper is coated
ed in the Handbook. The store also has a bladders may be pierced during combat.) with a special seaweed extract that will not

36
flake off. The quills cost 10 gp each and the Magic Items: Bracers of defense AC 2, am-
treated paper, 5 gp per sheet.
Ashakar Piscelene ulet of the land (allows sea creatures to
9th-Level Male Triton Wizard
polymorph into human form and breathe
• Safety Bottles: These bottles are air indefinitely), ring of invisibility, trident
STR: 17 +2, wings of flying
triple-layered, constructed of glass on the
INT: 18
inside, a metal coating in the middle, and an
WIS: 16
outer shell of ceramic. They are almost Spells/day: 4 4 3 2 1
DEX: 18
unbreakable—a bottle must fail three sav-
CON: 18 Spell Books
ing throws (as pottery, metal, and glass) for CHR: 18
the contents to be affected. They cost 50 gp Level One Spells
AC Normal: -2 Mending
each. Comprehend
AC Rear: 2 Read Magic
Languages
Hit Points: 40 Detect Magic Shocking Grasp
• Potions of Water Breathing: There
Alignment: Neutral Good Wizard Mark
are 21 bottles for sale, each containing four Friends
Languages: Triton, Merman, Sahuagin,
doses. They are clearly labeled and are con- Identify
Sea Elvish, Dolphin, Selkie, Common
tained in safety bottles (described above).
Age: 252 Level Two Spells
They cost 800 gp each. Height: 7’
Continual Whispering Tide (similar to
Weight: 279 lbs Light Whispering Wind)
• Magical Fishing Lures: These small,
Hair/Eyes: Blond/Green Know Wizard Lock
silver, gem-studded minnow replicas are
magically enchanted to attract fish. For Alignment Mirror Image
Weapon Proficiencies: Trident, cross-
characters with the fishing proficiency,
bow Level Three Spells
they give a bonus of +4 to the proficiency
check; otherwise, the lures, in effect, grant Dispel Magic Lightning Bolt
Nonweapon Proficiencies: Swimming Hold Person Secret Page
the basic proficiency. They are reusable (17), navigation (16), spellcraft (16), reading/
and coast 800 gp each. Infravision Wraithform
writing (19), riding (hippocampus) (16), fish-
ing (15), direction sense (17), animal
Level Four Spells
training (hippocampus) (16) Charm Monster Magic Mirror
Dimension Door Monster Summoning

37
Level Five Spells opportunity to forge an alliance between
Animal Growth Hold Monster Ravens Bluff and a triton tribe, he might
Quaylin “Cappy”
Conjure (Water) Teleport make the PCs ambassadors in order to ne- McKurk
Elemental gotiate a treaty. 7th-Level Male Human Fighter

Appearance: When Ashakar assumes hu- STR: 16


man form (with the aid of his amulet), he Quaylin’s Home INT: 15
takes the semblance of a very tall middle-
aged man with long, silvery hair and deep For Wayward WIS:
DEX:
13
10
blue eyes. He wears loose-fitting robes of
green and blue and a golden circlet upon Boys CON:
CHR:
17
12
his brow. In triton form, his upper body Quaylin's Home is a narrow, three-story AC Normal: 1
looks much the same, except his skin is stone building located directly on the wa- AC Rear: 3
bright silver-green and his hair is turquoise terfront. Old fishing nets and empty crates Hit Points: 58
blue. His legs, however, are covered with lie outside the run-down walls, where an Alignment: Neutral Evil
blue scales that end in two large fins. occasional stray cat or two may be found. A Languages: Common, Elvish, Wharf Slang
small, painted wooden sign dangling above Age: 54
Background: Ashakar was born the sec- the door proclaims: Height: 5’11”
ond son of a triton prince, 252 years ago. Weight: 240 lbs
His father was the leader of an undersea Quaylin’s Home For Wayward Boys Hair/Eyes: Bald/Blue
fief located about 40 miles west of Ravens
Bluff's harbor. Realizing that his elder The three-story house is actually a front Weapon Proficiencies: Cutlass (special-
brother would inherit his father’s title, for a small press gang run by Quaylin “Cap- ized), belaying pin, punching, garrote
Ashakar sought to prove himself as a fierce py” McKurk. He and his three companions,
warrior. Then, after a near-fatal encounter Red Tarn, Micki, and Durgan, have quarters Nonweapon Proficiencies: Rope use
with a narwhal on his 52nd birthday, he on the second floor. There is an outside (10), seamanship (11), swimming (16),
gave up trying to obtain glory in battle. stairway that leads to this level, but no oth- weather sense (12), navigation (13), engi-
Ashakar then turned to magic as a way to er means of traveling from the first floor to neering (12)
build his fortunes, discovering that he had a the second. The top floor is a cluttered and
special talent for spellcasting. With his new- dusty attic used for storing old treasures Magic Items: Bracers of defense AC 5,
found vocation as a wizard, Ashakar be- and collectibles. There is a trap door con- ring of protection +2, cutlass +2, amulet
came a valued member of his clan. His necting the attic and Quaylin’s bedroom. of proof against detection and location
magic turned the tide in several battles with The ground floor contains a sparse kitchen
sahuagin. At the youthful age of 63, he dis- and living room with a concealed trap door Appearance: Quaylin is a portly, bald
covered the amulet, which allowed him to, (under the kitchen table), leading down to a man. His sagging, deeply tanned arms are
in effect, become human. basement that is used as a cell. not as strong as they once were, but are still
When he was 174 years of age, his fa- The four residents shanghai street ur- quite powerful. He wears a soiled linen tu-
ther’s castle was overrun by the sea devils chins and drunken men for a living, ran- nic over his dark breeches, high eel skin
and his father was slain. He and his brother soming them to whichever disreputable sea boots, and his shiny cutlass hangs from a
escaped in opposite directions. Ashakar has captain will pay the most gold. A favorite broad belt. Several rings adorn his fingers,
not heard from his brother since then. ruse of Quaylin’s is to entice impressionable two more are in his left ear, and a lovely em-
Ashakar’s goal is to re-establish the form- youths by spinning yarns about his seafar- erald pendant hangs around his tanned
er glory of his tribe. Recently he took notice ing adventures. Sometimes the lovely Micki neck.
of Ravens Bluff and decided to dwell on lures drunks, with romance and false
land for a while, plotting against the sa- promises, to sign on to a client’s ship. Tarn Background: Quaylin fell in love with the
huagin. and Durgan simply use brute force to way- sea at an early age, and by his 17th birthday
lay drunken sots. he had a position on an ocean-going mer-
Business is booming and, incidentally, is chant ship. He quickly worked his way up
Adventure Idea quite profitable. Cappy pays several harbor
guards to ignore his activities. The thieves’
to the rank of first mate and learned much
for Ashakar's guild does not appreciate this activity—a
about the running of a vessel from his
captain—a harsh but knowledgeable man.
few young cutpurses have disappeared,
Accessories from time to time—yet nothing has been
Quaylin watched and learned for eight
years, but quietly recruited men to his own
It is known that Ashakar offers a 100 gp done about it. purposes all the while. At last, while the
bounty for sahuagin and, if the PCs look Quaylin poses publicly as a fisherman ship transported a particularly lucrative
powerful enough, he may enlist their help with a desire to help wayward boys fend haul, he led the crew to mutiny and became
in finding his brother and restoring his clan for themselves. The absence of any boys on Captain McKurk.
to its ancestral home. Also, if the Deputy the premises is not an embarrassment—he After putting into port and selling the car-
Mayor Howard Holiday (see LC1— Gateway merely states that his boys have “found go, Quaylin refitted the ship for battle. He
to Ravens Bluff, page 9) were to discover an their way and no longer need him.” also repainted the ship to match his grey

38
hair and christened it the Grey Ghost. One of Tarn’s favorite pastimes became
His infamous 20-year career spanned lounging on forgotten beaches during the
Durgan
2nd-Level Male Half-Elf Thief
many seas and countless battles. McKurk heat of the day, soaking up the sun’s rays.
made many enemies up and down the He was doing so when he met Quaylin. Cap-
STR: 12
coast. As his wealth grew, so did the legend py’s crew had been searching a deserted is-
INT: 10
of Grey Ghost and the fear of captains who land for food when they stumbled across
WIS: 9
spotted the gray sail with the black skull. Tarn, sun worshipping. Tarn leaped to his
DEX: 15
Finally, with nearly every navy watching feet and engaged the bandits, slaying one
CON: 13
for his colors and a putting bounty on his and injuring several others before Quaylin
CHR: 13
head so high he could not even trust his arrived and taught Tarn the finer points of
AC Normal: 7
own crew, McKurk staged his own death. fighting. Tarn was not critically injured in
AC Rear: 8
One day, Grey Ghost found itself caught in that melee, and Cappy convinced him of the
Hit Points: 15
the harbor of Ravens Bluff and boarded by benefits which they could offer to one an-
Alignment: Neutral Evil
the sailors of a powerful navy man-of-war. other. The two became friends.
Languages: Common, Wharf Slang
In the heat of sword play, he pretended to
Age: 20
take a mortal wound and fell overboard.
Micki Height: 5'10'
2nd-Level Male Human Thief Weight: 187 lbs
Red Tarn “the Hair/Eyes: Blond/Blue
STR: 12
Terrible” INT: 11 Weapon Proficiencies: Short bow, dirk,
2nd-Level Male Seawolf Fighter short sword
WIS: 8
DEX: 14
STR: 18/26
CON: 13 Nonweapon Proficiencies: Navigation
INT: 8
CHR: 16 (8), seamanship (16), swimming (12), tight-
WIS: 10 AC Normal: 8 rope walking (15)
DEX: 11 AC Rear: 8
CON: 14
Hit Points: 16 Magic Item: Potion of extra healing
CHR: 5 Elemental
Alignment: Neutral
AC Normal: 7 Thief Skills
Languages: Common
AC Rear: 7
Age: 18
Hit Points: 15
Height: 5’ PP OL FT MS HS DN CW RL
Alignment: Neutral Evil
Weight: 99 lbs 25 35 45 35 25 20 70 20
Languages: Common, Seawolf
Hair/Eyes: Black/Blue
Age: 25 Background: Durgan is somber, more in-
Height: 6’6’
Weapon Proficiencies: Short bow, short trospective than his constant companion,
Weight: 330 lbs
sword, dirk Micki. He dresses in torn leathers, thigh-
Hair/Eyes: Fiery Red/Black
high boots, and wears a black bandanna
Nonweapon Proficiencies: Navigation around his head. He joined the press gang
Weapon Proficiencies: Two-handed
(9), seamanship (15), swimming (12), gaming operation after observing Tarn tote off two
sword, cutlass, dagger, heavy crossbow wandering drunks. He first attempted to
(16), rope use (14)
bribe Quaylin, threatening to expose the
Nonweapon Proficiencies: Rope use
Magic Items: Ring of protection +2, short operation to the local guards unless he was
(11), seamanship (12), swimming (18),
sword +1 paid properly. Cappy had bought off the
weather sense (9)
guards, so he was unconcerned, but he
Thief Skills liked Durgan’s style and offered him a job.
Magic Item: Dagger +2

Appearance: Tarn is as ugly as his name


suggests. He towers over nearly everyone
PP OL FT MS HS DN CW RL
25 35 2 5 20 2 4 25 9 5 20 Adventure Ideas
with his massive form and wild tangle of
long hair. His frame is bulky and muscular
Background: Micki is a comely young wom- for Quaylin’s
an who wears the briefest of outfits. She is ex- l Quaylin’s house is an ideal place for all
and is clothed in a suit of heavy studded sorts of intrigue. Obvious encounters may
tremely rambunctious, a real rapscallion.
leather over leather breeches and heavy result from council members wanting the
Micki came from a poor family that scroung-
boots. press gang found and stopped, and hiring
ed for its living. She first came to Quaylin’s op-
eration thinking that it was legitimate and the PCs to do so.
Background: Tarn was a sailor on his fa-
hoping that she could stay the night. She was
ther’s galley until the day they came upon a l Quaylin unknowingly presses a PC into
pleased to find that the operation was actually
group of seawolves who attacked and ran- service, sending the rest of the party on a
a scam and quickly agreed to help with the
sacked it. Tarn was bitten and infected with search and rescue mission.
press gang operation.
lycanthropy.

39
Laughter and music emanate from a con- and bore him two sons, Franzio and Dutch,
verted warehouse on the waterfront. Al- Menu who are now grown and have signed on
though old, the building has been repaired Fare Cost with trade ships. She worries that one day
and is kept in good condition. Closer inspec- they may also share their father’s fate.
tion of the establishment will afford some Shark fin soup 1 sp
rich smells and attract the famished into Fish stew 3 cp
Pearl Finn’s Shark Fin Restaurant and Tav- Seafood chowder 4 cp
Granz Stronghand
2nd-Level Male Human Fighter
ern. The Shark Fin offers an assortment of Corn biscuits 1 cp each
soups, fish, bread, and drinks to appease Loaf of rye 2 cp
Shark STR: 17
the hungry and thirsty, all for a reasonable 1 gp INT: 8
price. Mahi mahi 3 sp
Flounder WIS: 12
When entering the Shark Fin, the warm 2 sp DEX: 16
atmosphere and the sound of laughter sur- Whitefish 8 sp
Grouper 15 sp CON: 18
rounds customers. Many objects of sea life CHR: 13
line the walls—harpoons, nets, shells, shark Halibut 1 sp
Fish-of-the-day AC Normal: 8
jaws, and much more. Besides the open cus- 5 sp AC Rear: 10
tomer area, there is also a kitchen and pri- Ale 1 cp—glass, 1 sp—bottle
Whiskey 1 sp—glass, 2 gp—bottle Hit Points: 23
vate quarters for the staff in the back of the Alignment: Lawful Neutral
building. Brandy 10 sp—glass, 5 gp—bottle
2 sp—glass, 3 gp—bottle Languages: Common, Wharf Slang
The tavern is frequented by sailors, dock White wine
Age: 29
workers, and many locals. It is a place to Goat milk 3 cp
Water Height: 5’4”
share stories, dance away one’s worries, 1 cp Weight: 170 lbs
test one’s strength in arm wrestling bouts, Hair/Eyes: Black/Brown
and relax among friends. Strangers are al-
ways welcomed—new blood often means
Pearl Finn
0-Level Female Human Weapon Proficiencies: Cargo hook,
new stories and perhaps some additional knife, staff, dagger
music. The regulars will not leave a new- STR: 11
comer alone for very long, especially if he INT: 13 Nonweapon Proficiencies: Cooking (8),
or she appears to be an adventurer or sail- WIS: 10 fishing (11), hunting (11)
or. Surly strangers learn quickly not to pick DEX: 15
fights with the locals, who protect their CON: 9 Appearance: Granz, short in stature, was
own. CHR: 13 once a longshoreman who worked on the
The Shark Fin, owned and operated by AC Normal: 9 docks for years. Five years ago, he was
Pearl Finn, was established 12 years ago. AC Rear: 10 pushed into the water and into the jaws of a
After her husband, Earl, Captain of the SS Hit Points: 3 previously lured shark. He killed the shark,
Shark Fin, failed to return from sea, Pearl Alignment: Neutral Good taking it as a trophy, but not before it took
mourned him a short while and then got Languages: Common, Wharf Slang his right leg from the knee down. He now
busy building a new life for herself. (Cap- Age: 43 wears a peg leg made of walnut and carved
tain Finn and his cargo ship were presumed Height: 5’2” with seaweed fronds.
lost in a major storm.) She was good in the Weight: 138 lbs
kitchen and had often been complimented Hair/Eyes: Brown/Brown Background: Nowadays, even with the
on the hospitality of her table, so it seemed aid of the leg, Granz is unable to work the
to her that a restaurant would provide a Weapon Proficiencies: Butcher knife docks, so Pearl hired him to do the heavy
natural way to make a living. lifting and to tend bar at her place. Granz is
Today, the Shark Fin is a thriving busi- Nonweapon Proficiencies: Cooking bitter about the loss of his leg and is ob-
ness. Pearl has earned enough to buy the (13), fishing (9) sessed with finding the stranger who
warehouse and is glad that she no longer pushed him off the dock. He always hopes
has to pay rent. She continues to offer good Background: Pearl is a plump, pleasant to hear something in the Shark Fin which
food, decent drinks, a friendly ear, and a woman who mothers her customers. She is will help him determine the identity of his
warm smile to her clientele. She employs a very kind and often finds a way to help any assailant. Even though he misses his old life
bartender, Granz, and four barmaids: local down on his luck, especially the hun- on the docks, Granz enjoys his work at the
Charlene, Doris, Flaux, and Sydney. gry. She always sides with her customers in Shark Fin and is extremely loyal to Pearl.
disturbances involving strangers. She is an
excellent cook and runs the business well.
Her deepest desire is to hear any word of Charlene Butterman
her husband. Deep down, she has not given 0-Level Female Human
up hope that he is alive and that he will,
someday, come back to her. STR: 8
Pearl married Earl Finn at an early age INT: 11
WIS: 13

40
DEX: 12
CON: 13
CHR: 12
AC Normal: 10
AC Rear: 10
Hit Points: 2
Alignment: Neutral Good
Languages: Common
Age: 20
Height: 5’6”
Weight: 145 lbs
Hair/Eyes: Wheat/Sea green

Weapon Proficiencies: Knife

Nonweapon Proficiencies: Singing (12)

Background: Charlene has been with the


Shark Fin for the past four years. She is
courteous and makes the customers feel at
home. Charlene does not want to work as a world, before eventually going to work at Magic Item: Ring of protection +3
bar maid forever, but fervently hopes to the Shark Fin. She enjoys its atmosphere
marry one day—preferably an adventurer and the steady work. Because of her above Thief Skills
with the promise of wealth. Thus, she is average strength, she is quite useful helping
quite friendly to male customers, but is cold Granz with the heavy work and the bar PP OL FT MS HS DN CW RL
to females, whom she views as competition. chores. She also serves as a bar maid. Doris 35 50 25 35 15 80 15 10
also enjoys sharing stories and arm wres-
Doris tling with the patrons (the wager is usually Background: Flaux left her homeland af-
a glass of brandy). ter becoming fed up with its racial preju-
3rd-Level Female Human Fighter
Although she has no current plans to dices, but the shame she felt heaped upon
STR: 17 leave the Shark Fin, she would love to join a her has followed her to this day—she still
INT: 12 band of adventurers and explore her new hides her half-elven ancestry, almost un-
world. consciously now. After leaving home, she
WIS: 10
DEX: 13 adventured for a while, but grew tired of
the injuries and other dangers and eventu-
CON: 16 Flaux ally made her way to Ravens Bluff and the
CHR: 13 2nd-Level Female Half-Elf Thief
AC Normal: 5 Shark Fin.
AC Rear: 5 STR: 12 She does her job honestly, but keeps an
Hit Points: 26 INT: 15 eye out for wealthy patrons who she can
Alignment: Neutral Good WIS: 12 track down after work and rob. Flaux
Languages: Common, Wharf Slang hopes an opportunity will surface to get her
DEX: 17
Age: 26 CON: 11 out of the bar trade.
Height: 5’2” CHR: 16
Weight: 128 lbs AC Normal: 4 Sydney Farsight
Hair/Eyes: Black/Brown AC Rear: 7 0-Level Female Human
Hit Points: 68
Weapon Proficiencies: Cargo hook, long Alignment: Neutral STR: 10
sword, dagger, short bow Languages: Common, Elvish, Wharf Slang INT: 12
Age: 68 WIS: 11
Nonweapon Proficiencies: Cooking Height: 5'1" DEX: 6
(12), blind-fighting Weight: 97 lbs CON: 10
Hair/Eyes: Strawberry blond/Blue CHR: 18
Magic Item: Bracers of defense AC 5 AC Normal: 11
Weapon Proficiencies: Short bow, AC Rear: 10
Background: Doris came to Ravens Bluff dagger Hit Points: 4
from the city of Grayhawk, ejected from a Alignment: Neutral Good
spelljammer ship when she spurned the ad- Nonweapon Proficiencies: Reading/ Languages: Common, Wharf Slang
vances of the captain. She worked on the writing (16), tightrope walking (17), disguise Age: 17
docks for a time, learning about her new (15) Height: 5’4”

41
Weight: 107 lbs bor. Their superb view of the harbor gave and his family have rooms here. Roham’s of-
Hair/Eyes: Blond/Hazel them a decided advantage over the harbor fice is on this level, which has a large iron
patrol and over honest sailors trying to get safe (-40% to lock picking attempts). Inside
Weapon Proficiencies: None safely into and out of the port. But the guild the safe are Roham’s plans for Ravens
was abruptly dissolved when the Mayor Bluff's defense, and 900 gp. On this level, al-
Nonweapon Proficiencies: Carpentry personally led 200 soldiers to storm the so, is a small armory of non-magical weap-
(10) house and take prisoner the pirate leaders. ons and armor, mostly missile weapons and
The manor house was immediately turned shields. The lighthouse keeper, William
Background: Sydney is the only child of a over to Lord Calvin Longbottle who, along Longbottle, has an office on this level. The
sailor who was out to sea most of the time; with his brother, William, tore the manor walls have arrow slits on this level for de-
her mother is long passed away. Sydney is a house down. In its place they constructed a fense, light, and ventilation. The second
warm-hearted girl, blessed with beauty and four story lighthouse/fortress to protect and third floors are heated by coal-fired
cursed with ox-like clumsiness. Although ships from natural and man-made dangers cast-iron stoves.
Sydney is a fumbler and, hence, a disaster in and around the port. A cobblestone road The third floor contains a battery of 20
as a bar maid, business at the Shark Fin has leads from Ravens Bluff up to the light- ballistae. Each ballista has 20 bolts, with 20
never been better since she came to work house. Along this all-weather road there more in storage on the ground floor. Dwarf-
there. Besides, Pearl promised Sydney’s fa- are many farms, a brown sandstone quar- made iron shutters and frames are installed
ther she would look after her. Sydney is ry, and two windmills. to protect the ballistae and their crews
young, naive, and infatuated with Granz. The summit was a well known reference while reloading. Access to the lighthouse is
The customers all love and protect her point for ship navigators and locals, even provided on this level by a circular stairway
from outsiders. before the lighthouse was built. Many peo- behind a heavy wooden door with a large
ple from Ravens Bluff hike to the summit, padlock (-25% to lock picking attempts).
The top floor is an open deck protected
Adventure Ideas as it makes a good spot for picnics. When
the weather is clear, Queen’s Bluff com- by five-foot-high walls with arrow slits. On
this level are six large catapults, each with
for The Shark mands a magnificent view from the crest of
its 400’-high granite slopes. The seaward 10 large sandstone balls for ammunition.
Fin side of the bluff is an almost vertical cliff.
125’ down from the summit, on a small
Two large gongs flank the lighthouse tower
to warn incoming ships when the coast is
l A rich and powerful stranger sees Syd- ledge of rock, is a nest built by a pair of nor- covered with heavy fog or mist.
ney in the tavern and decides he must have mal hawks. The hawks will not attack PCs For 100 gp, paid to the lighthouse keeper,
her. He kidnaps and takes her aboard his unless they climb within 25’ of the nest. It is anyone can host a party on this level. This is
ship. Pearl and the regular customers col- up to the DM if there are any eggs or chicks quite popular because the view is superb. A
lectively hire the PCs to find out what hap- there. party here could give PCs a chance to meet
pened to Sydney and rescue her. The lighthouse is protected by a D-shaped the city officials or wealthy merchants.
fortress. The fortress is constructed of Rising from the fourth story deck, the
l The scoundrel who pushed Granz into lighthouse tower is 20’ high and 10’ in di-
granite blocks and is 40’ high. The walls are
the jaws of a shark has returned to Ravens between seven and nine feet thick and are ameter. Originally the lighthouse beacon
Bluff and spotted Granz in the Shark Fin. built upon bedrock. The interior floors are was a coal fire in a five-foot-wide iron braz-
Afraid of being identified, the man attempts constructed of stone and brick. A draw- er at the top of the lighthouse. However,
to kill Granz, but fails his first attempt. bridge crosses a dry moat and is reinforced mariners often confused the burning coal
Pearl hires the PCs to find out who and by two heavy wooden double gates. The with shore lights and the coal was extin-
what is behind the attack. passage beyond the gate has a covered pit guished several times during heavy rains.
trap and ends at a portcullis that bars the Now the beacon is powered by a continual
l Rumors that Earl Finn is not dead sur- light spell. The light is focused through a re-
way to the courtyard.
face in Ravens Bluff. Pearl learns from a The main fortress has four floors. On the volving, 15”-diameter glass lens that con-
stranger that Earl’s ship was boarded by pi- ground floor are the stables, two wells, a denses and directs it into a powerful beam
rates and that he and his crew were taken kitchen, a coal bunker, two latrines, and that can be seen as far as 20 miles away.
into slavery. Pearl has gotten a description large storage areas. The stable houses the The enchanted lens rotates by itself, twice
of the pirate ship and captain, so she hires lighthouse keeper’s carriage and light war- per minute. The beacon is enclosed and
the PCs to find her long-lost husband. horses that take messages to Ravens Bluff in protected from the weather by a cupola
the cases of approaching storms or invasion made from 50 plates of glassteeled glass.
The Lighthouse by sea. The courtyard is an open, grassy
field where winged mounts may land and
Iron posts support the cupola and its slate
roof.
When Lord Mayor Charles O’Kane took of- garrison troops are trained in the art of de-
fice 20 years ago (see LC1— Gateway to Rav- fense. This field is drained by several two-
ens Bluff, page 7), there still were quite a inch underground pipes that run under the
few pirates using Ravens Bluff as a home walls and into the dry moat.
port. The pirates had an informal guild hall The second floor has barracks that can
in an old wooden manor house on the sum- house a full garrison in time of war. The
mit of Queen’s Bluff, overlooking the har- commander of the garrison, Arvid Roham,

42
hair is heavily peppered with gray, and lighthouse into a fortress because he feared
Lord William many worry lines crease his eyes and that a fortress commander would be more
Longbottle mouth. He would look much older if it were worried about maintaining military effec-
0-Level Human Male not for his clear eyes, erect posture, and tiveness than keeping the beacon working
stylish clothes. He tends to favor crisp, properly. However, he has successfully
STR: 8 white shirts or tunics and bright red or blue worked with Arvid Roham for nearly 20
INT: 17 breeches, jackets, and tights. years, in spite of an early feud.
WIS: 14 William is friendly with Draco Elass (see
DEX: 9 Background: Lord William Longbottle is LC1, Gateway to Ravens Bluff, page 42) and
CON: 11 the younger brother of Lord Calvin visits him once a month. William also visits
CHR: 13 Longbottle, Regent of the Harbor (see the harbor regularly, talking to any ship
AC Normal: 10 (LC1— Gateway to Raven’s Bluff, page 18). In captain or adventurer who has recently ar-
AC Rear: 10 his youth, William moved to Scardale to rived. If anyone tells William he has been in
Hit Points: 4 study engineering, where he met and mar- or near the Sea of Fallen Stars (not just the
Alignment: Neutral Good ried his wife, Virginia. After graduation Dragon Reach), William asks the character
Languages: Bronze Dragon, Common, they moved back to Ravens Bluff, had five if he has seen a middle-aged, blond-haired
Elvish, Gnomish, Triton children, and William went into architec- women with blue eyes, who calls herself
Age: 36 ture. Over the years, he has gained much Virginia.
Height: 5’8” esteem and is a much sought after William’s wife, Virginia Longbottle, disap-
Weight: 152 lbs engineer/architect, designing new buildings peared four years ago while traveling by
Hair/Eyes: Brown/Brown for several land owners. Wealthy PCs ship to Scardale. Priests told him that Vir-
would gain much local prestige if they ginia was captured by pirates and is still
Weapon Proficiencies: Short bow, knife bought a building or home designed by Wil- alive. However, William does not know
liam Longbottle. where Virginia has been taken. If asked
Nonweapon Proficiencies: Direction With his education and work experience, why he has not gone in search of his wife,
sense (15), engineering (14), navigation (15), William became a subordinate harbor mas- himself, William says that he feels he must
read/write common (18), riding, land-based ter, in charge of building the lighthouse and stay in Ravens Bluff to help his brother,
(17), weather sense (13) maintaining it. (He continues to design oth- Calvin, and to insure that his wife still has a
er buildings for the city and private cus- home to return to. Secretly, William knows
Appearance: William’s shoulder-length tomers.) William objected to turning the that he is almost useless in a fight and is

43
1

9
afraid of being enslaved, himself. Marina is friendly with Omelia Trom, forms. Lady Lauren regularly donates
William has four sons and a daughter. who works in the open air market (see replacement uniforms as the old ones wear
William’s sons have left Ravens Bluff in POLYHEDRON™ Newszine #44) and Nola out, which insures that the city troops con-
search of their mother in the Sea of Fallen Loman, who lives upstairs in the Glow Shop tinue to use her uniform design.)
Stars, while his daughter, Marina Longbot- (POLYHEDRON™ Newszine #48). She has a
tle, is staying with him until she gains the happy, free spirit, coupled with a desire to Background: Roham was a captain in the
skills she needs to join her brothers. become a renowned fighter. If she hears a Scardale Marine Corps until he disagreed
character speak about adventures in the with Lord Aumersain’s plans to take over
Sea of Fallen Stars, she will try to get close the Dales. After his dismissal, Roham came
Marina Longbottle enough to eavesdrop. to Ravens Bluff, leaving his family in Scar-
2nd-Level Human Female Fighter dale so he could devote his full attention to
finding a well-paying job. He missed his
STR: 18/05 Arvid Roham family a great deal and worked hard to earn
INT: 14 9th-Level Human Male Fighter
enough money to move them to Ravens
WIS: 13 Bluff.
DEX: 16 STR: 18/53
Presently, his family shares his quarters
CON: 17 INT: 14
in the fortress. However, Roham has been
CHR: 15 WIS: 12
saving money to build his own house and
AC Normal: 1 DEX: 14
he is very close to having enough. To collect
AC Rear: 4 CON: 17
more money, Roham and Marina go on
Hit Points: 20 CHR: 10
Alignment: Lawful Good short adventures that take 10 days or less.
AC Normal: 2
Shortly after Roham came to the city,
Languages: Common, Dwarvish, Elvish AC Rear: 2
Lord Gaius Varros (see LC1— Gateway to
Age: 19 Hit Points: 81
Ravens Bluff, page 10) noticed his experi-
Height: 5’5” Alignment: Lawful Good
ence with naval infantry and appointed him
Weight: 148 lbs Languages: Common, Dwarvish, Elvish,
to the position of “Chief Costal Defender.”
Hair/Eyes: Blond/Light blue Gnomish
Roham’s first official act was to persuade
Age: 45
the Mayor to fortify the new lighthouse,
Weapon Proficiencies: Long bow, long Height: 6’4”
which started a feud between Roham and
sword (specialized), short sword Weight: 210 lbs
William Longbottle that lasted almost 12
Hair/Eyes: Dark brown/Gray
years.
Nonweapon Proficiencies: Hunting
Roham’s current duty is to maintain the
(12), riding, land-based (16), swimming (18) Weapon Proficiencies: Long bow, long
fortress and to keep it and the garrison
sword, short sword, battle axe (specialized),
ready for action. As Ravens Bluff's first line
Magic Item: Chain mail +1 dart, harpoon
of defense, Roham has, at any one time, 10
or more first-level fighters under his com-
Appearance: Marina wears her hair Nonweapon Proficiencies: Blind-
mand. One third-level fighter with the rank
waist-length. Her muscles are highly devel- fighting, direction sense (13), endurance
of sergeant is in charge of the fighters’ rou-
oped, but are not oversized. She never (17), navigation (12), land-based riding (15),
tine duties. Moreover, Roham is designing a
leaves home without both of her swords. swimming (18)
series of watchtowers that will guard Rav-
Marina wears dark green-, grey-, and
ens Bluff against any surprise invasion by
brown-colored clothing. She smiles at ev- Magic Items: Chain mail +3, battle axe
sea.
eryone. On formal occasions, she wears a +3
Roham has been entrusted with the com-
yellow and blue dress with a slender silver
mand word for an ancient, magical bell that
necklace worth 20 gp. Appearance: When visiting town, Roham
can summon aid to the city (see Calvan’s
wears blue-and maroon-colored clothing.
Bell, page 54). He keeps the bell locked in
Background: As a child, Marina wanted When dressing for an adventure, he wears
his quarters.
to be an adventurer after listening to sto- dark green and gray. While on duty, Roham
Roham treats Marina Longbottle as if she
ries told to her by a bard. Marina’s older wears a standard Ravens Bluff military uni-
were his son, spending two-to-three hours
brothers were the first to teach her weapon form. This is a maroon tunic with gray
every day teaching her archery and
skills. Over the past three years she has also tights and short leather boots dyed to
swordsmanship. Roham has taken Marina
adventured and trained with Arvid Roham. match the tunic. Officers such as Roham
on several adventures and takes pride in
She has already fought and killed several wear a gray cloak and a black and red sash.
helping her talents develop. Roham knows
lesser monsters, many miles east of Ravens (The uniform’s basic design and color
Marina has the potential to be a great fight-
Bluff. Marina is not sure why Roham gives scheme were decided by default 20 years
er, but has not told her so. If anyone harms
her his attention, but loves learning fighting ago, when Lady Lauren DeVillars [see
Marina in any way, Roham will seek out the
knowledge and skills from a professional LC1— Gateway to Ravens Bluff, page 23] do-
offender and bring him to justice.
adventurer. When Marina becomes a third- nated 300 uniforms to the city. Thinking it
level fighter, she will find her older broth- unwise to refuse the gift, the city was com-
ers and join the search for their mother. pelled to outfit all its troops in similar uni-

45
The Far Guardians’ Traveler’s Mission is a er allow a member to linger for more than a Weapon Proficiencies: War hammer,
new, one-story brick building with a tile week without a compelling reason). battle axe, jujitsu (two unarmed attacks/
roof. The mission serves as a tavern and To provide a further service, the Mission round for 1d6 points of damage each; AC 7
restaurant that caters to locals and also has become a prime recruiting center for when unarmored), fall (take ½ damage
functions as a full-service boarding estab- ship captains and caravan masters. Disre- from any fall), net, lasso
lishment, serving transients who pay an an- putable employers are not welcomed, mak-
nual fee. It is owned and operated by four ing it a good spot for a group of PCs to find Nonweapon Proficiencies: Animal han-
retired adventurers who call themselves an honest job or commission. dling (15), healing (14), herbalism (10), reli-
the “Far Guardians.” The Guardians found- gion (16), read/write Common (13)
ed the original mission eight years ago, af- New Wizard Spell:
ter deciding they had seen enough of the Magic Items: Chain mail +1, mirror of en-
world and had earned enough gold to give Shayn’s Infallible Identification lightenment (see Oriental Adventures)
back to the world some of what they had (Alteration)
reaped. Spells/day: 5 5 2 1
During their adventuring days, the group Level: 4
specialized in long wilderness treks and Range: Touch Spheres Accessible:
served as excellent escorts and guides for Components: V,S,M All, Astral, Charm, Combat, Creation, Divi-
clients who wanted to make long treks Duration: One year nation, Elemental (minor), Guardian, Heal-
quickly. The Guardians—Roscoe Carter, Casting Time: 4 ing, Necromantic, Protection, Summoning,
Shayn of the Many Lights, Joah Moon- Area of Effect: Special Sun
friend, and Kolyn Sundancer—explored Saving Throw: None
much of Faerun and even parts of Kara-Tur Appearance: Roscoe is thin for a dwarf.
(where they picked up a smattering of east- With this spell, the caster creates a link His hair and beard are fairly short and well
ern customs and fighting techniques). between an object and its owner. A line of groomed, but beginning to thin at the top.
When they came to Ravens Bluff to retire, magical force, visible only to the caster, con- He always wears a silver disk around his
they jointly contemplated how to dispose of nects the object to one part of its owner’s neck (the symbol of his deity, Tymora).
their accumulated wealth and eventually body, usually the head or heart. The line Most of his clothing is blue, silver, or gray.
purchased an old wooden building near the winks out if the object is taken more than
docks. Within the old edifice, they opened a three feet from the owner, but automati- Background: Roscoe was born near Hlin-
business to serve the average sailor, cara- cally reappears when the object comes tar. His parents ran a smithy while Roscoe
van traveler, or teamster whose work usu- within range, provided the spells duration learned to be a teamster. When Roscoe was
ally goes unappreciated by most of the hasn’t expired. 33 years of age, the master merchant of
people who benefit from it. The mission has The line also can be seen with detect mag- Hlintar had invited all the dwarves in the
been a much revered institution ever since. ic, detect invisibility, true seeing, or a robe area to a Hornmoot in Dragon Falls. The
When a terrible plague swept the docks of eyes. Hornmoot was a trap and most of the
two years ago, the Guardians converted the The material component for the spell is dwarves were slain in their sleep. Roscoe
mission into a public hospital. As the worst the object to be identified (which is not con- was one of the few who escaped. After the
of the epidemic passed, they razed the old sumed in the casting) and a long piece of survivors took their revenge on the deceit-
building and erected the new Mission on thread coated with glue at both ends. ful merchant, Roscoe parted company with
the old site. them and began wandering, searching him-
Prices in the bar and restaurant are very self while searching the world, which led
low, and some of the food and drink served
Roscoe Carter him to the worship of Tymora.
6th/7th-Level Dwarf Male Fighter/Cleric
is strange to many locals, but the mission After almost 50 years of nomadic adven-
has no financial problems. It is becoming in- turing he settled in Cormyr, where he
STR: 10
creasingly popular with adventurers all served as a member of the Suzail watch for
INT: 12
over Faerun, and the Guardians’ pockets about three decades. He met Shayn, Joah,
WIS: 16
are deep. and Kolyn while in the Watch and the four
DEX: 17
To gain admittance, working-class trav- friends served together for two more years
CON: 16
elers are invited to make a suitable dona- before ending their military careers and
CHR: 12
tion for a one-year membership (the forming the Far Guardians.
AC Normal: 1
amount is determined by the person’s abili- Roscoe was once a bitter, disillusioned fel-
AC Rear: 4
ty to pay). Once accepted, a member is low, but his 90-odd years of adventuring,
Hit Points: 64
given a scrimshaw chit bearing the Far his military service, and Tymora’s guidance
Alignment: Chaotic Good
Guardians’ symbol—four circles linked in a helped him to develop a more thoughtful
Languages: Common, Dwarvish, Shou
square pattern—and receives a Shayn’s In- and optimistic attitude. He still can be
Lung, Kara-Tur Trade
fallible Identification spell to prove that be counted on to point out the worst case sce-
Age: 136
or she has paid for membership. Members nario in most situations, though.
Height: 4’
receive free meals and lodging when they Roscoe buys the majority of the mission’s
Weight: 112 lbs
are in Ravens Bluff. (The Guardians are al- supplies, so he is well known around the
Hair/Eyes: Brown/Black
ways on the lookout for deadbeats and nev- city’s fishing boats and butcher shops. He

46
knows that the Grimhards of the Fair Weath- Color Spray Shocking Grasp dangerous.
er (see page 7) are probably up to something Dancing Lights Wizard Mark Shayn is a merry soul. He usually can be
because they tend to sell him their meager found moving among the patrons in the res-
catches at suspiciously low prices, but he’s de- Level Two Spells taurant, conversing and swapping gossip
cided not to ruin the arrangement by asking Agannazar’s Glitterdust and tales of wine, women, and adventure.
too many questions. He also has a good rap- Scorcher* Pyrotechnics He is responsible for stocking the bar. He
port with the Bonebreakers of The Two Continual Light Wizard Lock buys some wares from local brewers and
Brothers’ Butchery (see POLYHEDRON™ Flash** importers, but also stocks some of his own
Newszine #59), and often manages to pur- products. He has been trying for several
chase some of their fine sausages at a dis- Level Three Spells years to recreate jhuild, the fire wine. His
count. Roscoe’s efforts during the plague Fireball Item failures are legendary among adventurous
saved many lives and the people of the docks Flame Arrow Melf’s Minute members who have tasted them.
have not forgotten it. Many shopkeepers hold Infravision Meteors
their choicest wares until Roscoe has had a Nchaser’s Glowing
chance to buy them. Globe*
Joah Moonfriend
6th-Level Human Bard
Nowadays, Roscoe is a voracious reader
and can often be seen with his nose buried Level Four Spells
STR: 15
in a book. Extension I Rainbow Pattern
INT: 18
Fire Shield Shayn's Infallible
WIS: 13
Leomund’s Secure Identification
Shayn of the Many Shelter
DEX: 15
CON: 16
Lights CHR: 15
8th-Level Male Half-Elf Transmuter *See FORGOTTEN REALMS® Adventures
AC Normal: 6
**See LC2— Inside Ravens Bluff, page 40
AC Rear: 8
STR: 15
Hit Points: 40
INT: 16 Appearance: Shayn’s dual heritage is ob-
Alignment: Chaotic Good
WIS: 12 vious. He has broad shoulders and a square
Languages: Common, Elvish, Kara-Tur
DEX: 15 jaw, but also has pointed ears and long ta-
Trade, Espruar, Thorass
CON: 12 pered fingers. His hair is very light and is
Age: 39
CHR: 17 always cut short. His eyes have bright silver
Height: 5’11”
AC Normal: 1 flecks. Shayn dresses in bright, colorful
Weight: 203 lbs
AC Rear: 2 clothes, and all his garments have the sym-
Hair/Eyes: Brown/Blue
Hit Points: 30 bol of his deity, Lliira (three linked six-
Alignment: Chaotic Good pointed stars) embroidered on the right
Weapon Proficiencies: Gaff/hook, bola,
Languages: Common, Elvish, Orcish, breast.
nekode
Kara-Tur Trade, Thorass
Age: 139 Background: Shayn was born to Joehl
Nonweapon Proficiencies: Appraising
Height: 6’ and Sheyrii Bellsater (gold elf and human,
(18), disguise (15), read/write Common (19),
Weight: 177 lbs respectively). His parents were mages who
artistic ability (13), storytelling (13), cooking
Hair/Eyes: Blond/Green studied and taught in Evereska; they began
Shayn’s magical training even before he (18)
Weapon Proficiencies: Jujitsu (two un- learned to speak. All of Evereska’s wizards
Magic Items: Common everproducing
armed attacks/round for 1d6 points of dam- quickly recognized Shayn’s special affinity
rice mortar (see Oriental Adventures), ring
age each; AC 7 when unarmored), for magic dealing with light and fire, and it
of protection +2
quarterstaff was generally agreed that he was blessed
by Lliira for his constant cheerfulness.
Spells/day: 3 2, plus Presper’s moonbow
Nonweapon Proficiencies: Navigation By age 110, Shayn was accompanying his
once a day
(14), swimming (15), brewing (16), alchemy father and other elves from Evereska in the
(14), spellcraft (14) search for a site for a new elven settlement.
Spell Books
After the expedition established a settle-
Level One Spells
Magic Items: Bracers of defense AC 2, ment in the Greycloak Hills, Shayn decided
Armor Detect Magic
staff +2 that he enjoyed exploration, so he set off on
Cantrip Read Magic
his own. He fell on hard times after adven-
Dancing Lights Scatterspray*
Spells/day: 4 3 3 2, plus one additional al- turing for five years, so he settled in Suzail
teration spell/level and joined the watch. There he met the oth-
Level Two Spells
er Far Guardians.
Blur Glitterdust
Spell Books When the group decided to retire, Shayn
Detect Invisibility Whispering Wind
Level One Spells resisted the idea. However, he soon discov-
Burning Hands Light ered that running the mission could be as
*See FORGOTTEN REALMS® Adventures
Cantrip Read Magic enjoyable as adventuring—and much less

47
Appearance: Joah’s blue eyes change appearing as an uninvited guest at both pri-
shades to match his moods. He keeps his
Kolyn Sundancer vate and diplomatic parties. As he got older,
7th-Level Male Half-Elf Thief
hair long and tied back from his face. He he became bolder, more charismatic, and a
cultivates a neatly-trimmed beard, but then much more accomplished rogue. By the
STR: 13 time he was age 78, he had attracted too
periodically shaves it off, waits a while, and INT: 14
starts a new one. Joah’s clothes are black much attention from the elders’ daughters
WIS: 12
and white and he varies the amount of each and younger sons, so he was officially “in-
DEX: 16
color to match the current phase of the vited” to leave the High Valley.
CON: 13 Kolyn was more than happy to leave the
moon. (When the moon is full, for example, CHR: 18
Joah dresses all in white.) society that considered him to be a “N’Tel-
AC Normal: 3
’Quess” (“not a person”), and spent the next
AC Rear: 5
Background: Joah was born to Vergana few decades offering his thief talents to var-
Hit Points: 38 ious adventuring groups of good alignment.
Lyturuhll, a seamstress, and Kanath, a Alignment: Chaotic Good
hunter, in the village of Maskyr’s Eye. At While adventuring, he became a follower of
Languages: Common, Elvish, Halfling, Sune, earned the goddess’s favor, and re-
age 10, he began working at the Wizards Centaur, Merman
Hand Inn and got his first taste of bardic ceived a draught of the Evergold, which
Age: 132 raised his Charisma to 18.
singing and storytelling. Height: 5'9"
When the Lord Mayor O’Kane (see LC1— Eventually Kolyn found his way to Cor-
Weight: 177 lbs
Gateway to Ravens Bluff, page 7) began re- myr, where he lived for two years before
Hair/Eyes: Honey blond/Silver
building Ravens Bluff, Kanath moved his joining the Suzail watch and helping to
family there, looking for a better life for all form the Far Guardians.
Weapon Proficiencies: Hand crossbow,
of them. Helping to restore the Living City Kolyn is a truly free spirit—an odd char-
rapier, chain
seemed to be a hopeless task for Joah, so he acteristic for a person who keeps a mis-
left his parents after three years and head- sion’s books. His years as a wandering
Nonweapon Proficiencies: Fast Talk
ed for “the big time,” or so it seemed to the rogue taught him that a strict and tidy ac-
(16), ventriloquism (12), bookkeeping (12),
fledgling bard. counting of any group’s assets can go a long
gaming (18)
He eventually found himself in Cormyr, way in holding it together (and protect the
where audiences were less than enthusias- neck of a light-fingered, but honest thief in
Magic Items: hand crossbow of speed +1, its midst). He takes his accounting seriously
tic. He had to join the watch just to survive.
leather armor +3
The military life didn’t appeal to Joah ei- and would never dare to cheat his com-
ther, but he soon made friendships that rades (although he has thought about it
Thief Skills
made it worthwhile, namely, Roscoe and from time to time).
the other Far Guardians. Kolyn is a favorite with the ladies and a
PP OL FT MS HS DN CW RL
While adventuring with the group, Joah common sight in the city’s high-class tav-
35 75 60 60 20 35 85 10
did a service to the goddess Selune, who re- erns and upper-crust parties.
warded him with the ability to cast a Pre-
Appearance: Kolyn keeps his hair cut
sper’s moonbow spell each day. When the
group decided to retire, Joah talked them
short in front, but lets it hang down over
his collar in back. He is a bit heavy for his
The Mission
into returning to Ravens Bluff.
Joah tends to be withdrawn and silent
height, but otherwise could be taken for an
elf with his pointed ears, metallic eyes, and
Layout
when dealing with individual strangers, but The mission faces the sea. The emblem of
delicate features. He always wears the lat- the Far Guardians and a simple sign, “Far
boisterous and animated when storytelling est fashions, favoring red and orange.
in front of a group or discussing a matter Guardians’ Traveler’s Mission,” hangs over
with his friends. He is a night person, a late the outer double doors.
Background: Kolyn was born in Evereska
riser, and is of little use to anyone if awak-
to the elven sage Maryliin Sundancer and a (1)— Dining Room: This chamber is dec-
ened before midday.
human adventurer whose name has never orated with mementos. The ceiling and
Joah serves as head cook and housekeep-
been revealed. Soon after Kolyn’s birth, his walls are festooned with wagon wheels,
er for the mission—in theory, anyway. He
father felt the familiar pangs of wanderlust. fishing nets, saddles, an anchor, and other
usually spends his time reading or listening
When Maryliin refused to leave with him, gear. The room’s left wall has a great fire-
to new stories. He lets an employee handle
he deserted her for points south, never to place and hearthstone with two benches, so
the main tasks in the kitchen and uses can-
be heard from again. guests can warm themselves by the fire. A
trips to keep the place tidy. Joah has devel- Kolyn grew up in the elven community
oped a friendly rivalry with Embrol Sludge long bar with tall stools spans the room’s
and was always looked down upon because right side and several dining tables with
(see POLYHEDRON™ Newszine #46), over
of his half-human heritage. However, he chairs are scattered between. A framed
who is the better cook, and this has blos- took great delight in annoying those who
somed into a stew-cooking contest every drawing hangs behind the bar: a caricature
were most disturbed by his presence. He of the Far Guardians, drawn by Aster of the
Midsummer. frequently turned up snoozing in a patri- Mooney and Sons Circus (see LC2— Inside
arch's tightly-locked private garden, swim- Ravens Bluff, page 26).
ming in a matron’s personal pool, and

48
(2)—Kitchen: This is a simple affair, with has a bed, night stand, chair, chest of conglomeration of books, notes, story
one fireplace and one cooking stove. Two drawers, and a lamp. ideas, songs and music, recipes, and cheap
heavy tables for food preparation sit in the trinkets. The only furniture is a small desk
middle of the room. Each of these is (6a)—Shayn’s Room: This chamber is and chair—Joah sleeps on a bedroll in what-
equipped with side racks that hold knives lined with bookcases packed with books on ever space he can clear when he finally
and utensils of all sorts. The floor is tiled for magic, brewing, and the theory of light and goes to sleep in the wee hours of the morn-
easy cleaning. color. There is a neatly-made bed and a ing. All of the desk’s four drawers are filled
night table which bears a six-inch crystal to the brim with papers and miscellaneous
(3)—Storage Room: This serves as a with an image of the Far Guardians embed- junk. There is a skylight in the ceiling that
pantry, common closet, and distillery. ded in it. (This is a portrait ball purchased Joah keeps open during good weather.
There are crates and barrels filled with from Jantz Thozzil of the Mooney and Sons
food and drink, some of which is purchased Circus, Inside Ravens Bluff, page 29.) (6d)—Kolyn’s Room: This room has a
locally and some of which is produced by bed, a night table, a wardrobe filled with
Joah’s everproducing rice mortar. The (6b)—Roscoe’s Room: This room is fine clothes, and a full-length mirror in a
room also contains boxes of old clothes, un- stuffed with books. They are crammed on- gilded frame (this is Kolyn’s mirror of en-
used adventuring equipment, and non- to shelves, stacked under the bed, and lightenment). Kolyn keeps his ledger here,
valuable items that guests have placed in heaped on the nightstand. When Roscoe along with the mission’s cash box, in a se-
storage. Shayn has claimed one corner for finds himself piling books onto the floor, he cret compartment in the bottom of the
his still and brewing supplies; the wall be- loads most of them into boxes, carries them wardrobe. There usually is 150-275 gp
hind them bears stains and scorch marks into the storeroom, and starts collecting worth of coins and small gems in the box,
from some of his more spectacular failures. new ones. A drawer in the nightstand con- depending on how brisk business is.
tains his notes for a book on the Far Guard-
(4)—Bunk Rooms: Each of these two ians’ adventuring days. Though the work is (7)—Secret Room: This is accessible only
rooms contains 10 sturdy bunks, a fire- well done, he hasn’t finished it because he from the kitchen and the store room. It con-
place, and small table. They perpetually fears it would be regarded as an exercise in tains the Guardians’ weapons and unused
smell of tobacco smoke and the sea. vanity. magic items. This is also where the mission
stores its scrimshaw membership discs and
(5)—Private Rooms: These rooms are (6c)—Joah’s Room: This chamber is as many valuable items entrusted by the guests
reserved for visiting sea captains and other large as the others, but seems the most to the management for safekeeping.
favored (or high-paying) guests. Each room cramped. It is packed with a mind-boggling

49
erful person in the merchant guild.
High Seas In the basement of his home, there is a se-
the towers hold offices and are reached by
curved oaken staircases. One tower is for
Shipbuilding cret door which leads to a room that holds
at least 2D6 X 100 gp in several chests.
Corbet and the other is used by his wine
merchant, Veda Silas.
Hugh Sandor is the owner of the High Seas If confronted by PCs, Hugh will deny any Corbet’s offices contain company records
Shipbuilding Company and is a descendent connection to Corbet Coker or Edward and long term contracts. Hidden in a secret
of a long line of great shipwrights. His Magney (see below). He insists he and Cor- compartment in his mahogany desk is his
grandfather founded the shipyard on Co- bet are neighbors, nothing more. Hugh will journal. In it there is reference to a 500 gp
ker Wharf, an area of the harbor where the not fight the PCs unless they attack first. If payment to Edward Magney.
water is very deep close to the shore. His put on trial, Hugh might betray his associ-
father, Colin, expanded the business into ates for a lighter sentence.
ship repair as well. Seven years ago, Colin Corbet Coker
died and Hugh took over the family busi- 8th-Level Male Human Fighter
ness. Hugh has displayed creative leader-
ship and has made the High Seas Company
The Coker STR: 13
one of the most profitable businesses on the Wharf INT:
WIS:
15
11
waterfront.
Hugh and his partner, Corbet Coker, be- Company DEX:
CON:
17
12
came friends after several successful joint The Coker Wharf Company is a large ware-
ventures. Together, they nearly monopolize house facility on the water, right next to CHR: 16
shipping in the Port of Ravens Bluff. Nearly High Seas Shipbuilding. Its front entrance is AC Normal: 4
all tall ships in the immediate area of the a double-gate of iron bars which is left open AC Rear: 7
Dragon Reach are built, serviced, and load- during the day. At night, the gate is locked Hit Points: 8
ed and unloaded on Coker Wharf. and guarded by four first-level fighters. Alignment: Lawful Neutral
Suspended above the gate is a small wooden Languages: Common, Hill Dwarvish, El-
sign that reads, “Coker Wharf Company.” vish, Wharf Slang
Hugh Sandor An unpainted wooden palisade encloses the Age: 77
0-Level Human Male Height: 6’0”
Wharf Company on three sides.
Shallow water near the shore and ware- Weight: 165 lbs
STR: 9 house has forced the erection of ramps and Hair/Eyes: Black/Green
INT: 15
piers which project 100’ into the harbor. If
WIS: 10 the PCs look into the water while upon the Weapon Proficiencies: Long sword,
DEX: 11 short sword, dagger, dart, club, cutlass
approach ramps, they may note that the
CON: 17 water is only one-to-three feet deep. Twen-
CHR: 13 ty five feet out, though, the bottom drops Nonweapon Proficiencies: Reading/
AC Normal: 10 off suddenly, creating an ideal place for writing (16), jumping (13)
AC Rear: 10 large merchant ships to unload their car-
Hit Points: 8 goes. Magic Item: Ring of protection +3
Alignment: Lawful Neutral
The main warehouse is a simple window-
Languages: Common, Hill Dwarvish less structure, painted white with dark Appearance: In the daytime, Corbet
Age: 50 brown accents. “Coker Wharf Company” is wears a long red satin tunic and royal blue
Height: 5’5” written in Common and with 10-foot-tall trousers. By night, when he is going to rob
Weight: 148 lbs black letters on the harbor side. The bay someone, he wears an all-black jump suit.
Hair/Eyes: Brown/Gray doors are open during the day and are Corbet wears a short beard which he
locked with expensive steel bolts at night. strokes absently. He cannot speak more
Weapon Proficiencies: Club, dagger (These locks were designed by Corbet him- than four sentences without saying, “Aaa-
self, and are -25% to lock picking at- hummm.”
Nonweapon Proficiencies: Shipbuild-
tempts.)
ing (9), reading/writing (16) Background: Corbet Coker was born
The warehouse contains imports and ex-
ports, including creosote, copper ore, dried Hemmet Smithers. After a childhood in pov-
Magic Item: Chain mail +1 fruits, glassware, pottery, molasses, sugar, erty, Hemmet spent his teenage years as a
spices, and bottled wines. Soft coal for thief in several large cities. Then, during a
Background: Hugh dresses in yellow and robbery, he was caught and sentenced to be
cooking and heating is also shipped into
black, which makes him easy to spot on the Ravens Bluff by way of Coker Wharf, in 50- hanged. He bribed the cell guard with a
docks. He is greedy and can be dangerous if pound canvas sacks. PCs with a Strength of promise of treasure and escaped before his
someone comes between him and more 15 or better can get a job here, loading and sentence was carried out. He walked all the
wealth. If Hugh wants something and can- way to Ravens Bluff. There, he changed his
unloading ships.
not possess it legally, he hires others to get There is a two-story rectangular tower on name to Corbet Coker and got his first hon-
it illegally. With ship traffic increasing, each end of the warehouse, with windows est job as a dock worker.
Hugh is well on his way to becoming a pow- on the second floor. The second floors of Over the years, he greatly increased his

50
wealth through pilfering and shrewd in- alone and will not adventure with a group. fighting, endurance (16), land-based riding
vestments. Ten years ago, Corbet bought He will sometimes hire professional adven- (horses) (13), survival (9), swimming (17)
the wharf and renamed it after himself. He turers to find longevity potions for him—he
had little interest in the sea or in shipping, is desperately afraid of growing old. Magic Items: Bracers of defense AC 4,
but Hugh Sandor, looking for investors, sold short sword +2
him on the wharfs under-rated location
and the possibility of a shipping monopoly.
Edward Magney Background: Edward's first job was as a
6th-Level Male Human Fighter
Corbet couldn’t resist the challenge. His soldier in a mercenary army. He had
main goal in life is to take money from worked his way up to sergeant before his
everyone—and give it to himself. Lately, he STR: 17
9 army was annihilated attacking a dwarf
INT:
has been discussing with Sandor the expan- city, leaving Edward alive but unemployed.
WIS: 10
sion of the maintenance facilities at High Edward’s second job was one working for
DEX: 15
Seas Shipbuilding, hoping to shut-out other Titan, a male adult blue dragon. Titan
shipyards in the harbor (see Vlard’s Main- CON: 16
burned villages to the ground by dropping
CHR: 10
tenance Yard, page 24). pots of Greek fire on them (see the Player’s
AC Normal: 4
The Wharf Company and his member- Handbook, chapter 6; miscellaneous equip-
ship in the merchant’s guild also allows Co- AC Rear: 4
ment; oil), and then he stole all the valu-
Hit Points: 48
ker to case buildings or homes where most ables within his reach. Then, after a few
Alignment: Lawful Evil
people are not allowed—the merchant’s hours, Titan would send Edward into the
Languages: Common, Hill Dwarvish
guild holds monthly meetings in the homes ruins to collect any treasure the dragon
of rich members. This has netted him sev- Age: 63
could not get at himself. Titan allowed
eral successful heists over the years. He ex- Height: 5’9”
Edward to keep 10% of anything he found.
Weight: 178 lbs
pects to become the richest man in Ravens This arrangement worked well for several
Hair/Eyes: Red/Hazel
Bluff this way. years, until Titan died at the hands a party
Corbet sees people in one of two ways: as of adventurers led by a dwarf. (Under-
vassals or enemies. Corbet likes Hugh; their Weapon Proficiencies: Footman’s flail,
standably, Edward’s enmity toward
harpoon, javelin, quarterstaff, short sword,
views on gold and power are the same. dwarves is ceaseless.)
whip
Against an emergency, Corbet has a collec- Edward escaped from the party, fled to
tion of precious stones that are worth Ravens Bluff, and found a stable job as a
Nonweapon Proficiencies: Blind-
14,723 gp, hidden at home. Corbet works foreman in the Coker Wharf Company—

51
and as an industrial saboteur. He has not Secret Page DEX: 16
made many friends since he came to town. CON: 15
The Coker dock workers know him by sight Level Four Spells CHR: 17
and avoid him if possible. Minor Creation Wall of Ice AC Normal: 0
If Edward is confronted by PCs, he will Shout AC Rear: 2
fight until he falls below 10 hit points and Hit Points: 87
then run or surrender. He will attack Appearance: Veda dresses in grays and Alignment: Chaotic Good
dwarves in preference to all other races. If browns. She does not carry her darts inside Languages: Common, Elvish, Gnomish,
there is water nearby, Edward may try to of Ravens Bluff, but she never leaves her Halfling
dive in and swim away. house without a dagger belted to her right Age: 127 (appears 20)
hip. Her hair is very long. Height: 5’11”
Weight: 145 lbs
Veda Silas of the Background: Veda Silas grew up as the Hair/Eyes: Amber/Gray
Black Rose Tribe third child of a wealthy vineyard owner. In
7th-Level Female Half-Elf Wizard her childhood she was introduced to wine Weapon Proficiencies: Long sword,
appreciation. Even so, it was clear to Veda long bow, dagger, lance, javelin, morning
STR: 11 that her two older brothers were going to star, battle axe
INT: 18 take over their father’s business and did not
WIS: 12 need or want her around. Nonweapon Proficiencies: Animal lore
DEX: 15 Veda studied magic under several wiz- (18), blind-fighting, endurance (15), moun-
CON: 16 ards before moving to Ravens Bluff. To sup- taineering, airborne riding (pegasus) (13),
CHR: 17 port her continuing studies, Veda became swimming (14)
AC Normal: 7 Corbet’s wine merchant. She has seen Cor-
AC Rear: 8 bet, Edward, and Hugh talking together Magic Items: Elven chain mail +3, long
Hit Points: 23 many times, and knows they are up to bow +1, long sword +3 (sword of sharp-
Alignment: Lawful Good something. Her respect for authority fig- ness), cloak of elvenkind, boots of elvenkind
Languages: Common, Elvish, Sylph, Tri- ures prevents her from investigating Cor-
ton, Bronze Dragon, Centaur, Satyr bet’s activities, but she will report to the Background: Regina was born into a fam-
Age: 47 (appears 20) city guard any unlawful conduct she sees. ily of noted explorers who lived in Glacier
Height: 5'11" Veda’s love in life is the appreciation of Valley, a U-shaped depression between two
Weight: 145 lbs fine wines; she often is able to identify the mountains. Regina has taken up the family
Hair/Eyes: Strawberry blond/Brown vintage and price of any wine. She loves the business and makes a living exploring, map-
fact that many wealthy citizens of Ravens making, and expanding what people know
Weapon Proficiencies: Dagger, dart Bluff come to her for advice on wine. Veda of the world. She works seasonally for Co-
lives in her own house and keeps her spell ker’s, making various maps. She knows
Nonweapon Proficiencies: Wine histo- books in a lead-lined secret room. She also they want the information so they can de-
ry (17), wine tasting (17), etiquette (17), owns more than 300 bottles of vintage cide where to expand next. Although she
spellcraft (16), reading/writing (19) wine, valued at 4,500 gp. does not care for their politics, the pay is
Veda believes that cutting one’s hair is a good and she enjoys the company of Veda,
Magic Items: Ring of protection +2, dag- moral, physical, and social evil. She makes her best friend.
ger +3 (detects alcoholic beverages in a derogatory remarks about men or women Regina is self-promoting; she has named
120’ radius three times per day) who wear their hair shorter than two feet several islands, lakes, and mountain passes
long. She is very friendly to elves and half- after herself. She is wild, free-spirited, and
Spells/day: 4 3 2 1 elves. Veda has a half-sister named Regina likes to do things on a whim. She has dedi-
who visits her in Ravens Bluff once a year. cated her life to freedom and loves to fly on
Spell Books Veda adventures infrequently, but will go her pegasus, Zephyr, into a clear morning
Level One Spells with a party under three conditions: first, sky. She feels it is her duty to kill monsters
Affect Normal Fires Sleep the entire party be of good or neutral align- which have harmed wildlife, humans, or
Charm Person Tenser’s Floating Disc ment; second, there must a possibility of re- elves. She loves gems and will take them ex-
Read Magic Unseen Servant covering vintage wines; third, the party clusively as her share of any treasure the
must agree transport any found bottles or party finds. Regina will go into the under-
Level Two Spells kegs of wine back to civilization. world, but prefers to adventure inside
Blur Whispering Wind green woods or upon mountain meadows
Knock Wizard Lock covered with wild flowers. Regina will join
Web
Regina Daystar a group of adventures to explore any part
10th-Level Female High Elf Fighter
of the surface world that she has not yet ex-
Level Three Spells plored.
STR: 14
Fly Suggestion
INT: 18
Protection From Evil
WIS: 15
10’ Radius Tongues

52
Having lost the two men she admired Thief Skills
Catharine “Cat” most, she set out to emulate them. With
Kincaid surprising determination, Catherine joined PP OL FT MS HS DN CW RL
5th-Level Female Human Fighter the city guard and worked her way 30 20 5 70 60 40 75 -
through the ranks to eventually command
STR: 18/32 the harbor patrol. Now, even during off- Appearance: Otto is a ratty-looking indi-
INT: 14 duty hours, she can be seen stalking about vidual who dresses in dingy rags that smell
WIS: 11 the area. For this and her fierceness in com- of fish. He occasionally can be seen hiding
DEX: 17 bat, she has become known as “Cat.” Ever behind crates or digging through waste
CON: 18 prowling among the warehouses and ships, barrels, but when Otto wishes, he can be as
CHR: 15 she sees to it that no illegal doings remain quiet and unnoticeable as a mouse in a dark
AC Normal: 1 secret. corner.
AC Rear: 4 Cat’s efforts have brought her numerous
Hit Points: 39 offers of promotion and reassignment, but Background: Those who don’t know Otto
Alignment: Lawful Good she refuses. A few fellow soldiers speculate generally ignore him, while those who do
Languages: Common, Dwarf, Elvish, she will remain on the docks until she dis- know him either chase him away or try to
Wharf Slang covers the fate of Finn’s ship. Others say avoid him. For those who give chase, how-
Age: 30 she has the sea in her blood and can’t live ever, Otto proves to be a most elusive tar-
Height: 5’8” far from it. All agree that, whatever the rea- get. His ability to disappear into the cracks
Weight: 155 lbs son, the harbor is a much safer place be- has earned him the name, “Mouse.”
Hair/Eyes: Red/Hazel cause of her. Mouse grew up as one of the beggar-
Part of her success is due to the services children frequently found on the city
Weapon Proficiencies: Harpoon (spe- of “Mouse,” an individual who makes his liv- streets. He does not know who his parents
cialized), dagger, lasso ing by selling information. Cat rescued him are or even if they live, but it matters little
some years ago from a pair of smugglers to him. He rather enjoyed growing up on
Nonweapon Proficiencies: Blind- who did not appreciate having their busi- his own and surviving on his wits and tal-
fighting, rope use (17), swimming (18) ness known. Since then she has used him as ents. Mouse never stayed for more than a
her eyes and ears in some of the darkest day or two in the foster homes where he
Magic Items: Chain mail +1, ring of invis- corners of the port. was repeatedly placed. He roamed the
ibility and inaudibility streets with other urchins and enjoyed the
harsh but independent lifestyle.
Appearance: Catharine’s fiery red hair
Otto (“Mouse”) By fate or chance, the harbor became
3rd-Level Male Human Thief
matches her temper. Her face would be Mouse’s territory. Over the years he
quite beautiful, but she wears a constant learned every alleyway, sewer grating, and
STR: 12
frown. As a member of the city guard, she loose fence board. Anyone, even rangers,
INT: 14
is almost always wearing armor and weap- chasing him through the harbor must make
WIS: 13
ons. Due to the great deal of time she a Wisdom check every round or lose every
DEX: 17
spends at the docks, her skin is lightly trace of him.
CON: 12
tanned and her hair is always windswept. While Mouse does odd jobs for an honest
CHR: 15
copper here and there, he usually makes
AC Normal: 6
Background: Catharine was the only his living by selling information. Indeed, by
AC Rear: 9
child of Martyr Kincaid, a whaler of small talking with and listening to various trav-
Hit Points: 12
renown in Ravens Bluff. Her mother died elers who frequent the docks, Mouse has
Alignment: Chaotic Good
when she was born, leaving Martyr the dif- learned much useful information and sev-
Languages: Common, Elvish, Dwarvish,
ficult task of raising Catharine alone. It was eral languages. There is little said or done
Orcish, Halfling, Wharf Slang
under his critical eye that she learned the on the docks that Mouse does not find out
Age: 23
ways of the water, rope, and harpoon. Sad- about. He sells his information to the city
Height: 5’
ly, he died when she was age 14—lost at sea guards or to other less reputable individ-
Weight: 105 lbs
on Earl Finn’s boat (see The Shark Fin, uals, whichever is more profitable. Some-
Hair/Eyes: Brown/Bright blue times, instead of selling his information, he
page 40).
Just when it seemed she would end up in an demands a small bribe for his silence.
Weapon Proficiencies: Short sword,
orphanage (or on the streets), Catherine was In any case, Mouse will seldom risk his
dagger
taken into the household of her father’s best skin for anything or anyone except Cat.
friend, Corporal Jason Shimel of the city Mouse owes his life to her and he always
Nonweapon Proficiencies: Local histo-
guard. She enjoyed a happy life there, but remembers his debts. Besides, she would
ry (15), reading lips (12)
tragedy struck again when Shimel was slain probably skin him alive if he did not help
by black marketeers during an investigation her. Mouse knows that Cat would catch
Magic Item: Oil of slipperiness (three ap-
on the waterfront. She was 17 years of age by him, sooner or later, so he does what he can
plications)
that time and considered herself an adult, but to stay on her good side. If Cat needs intelli-
the loss of yet another “parent” brought gence and cannot find it elsewhere, she
Catherine great grief and despair goes to Mouse and he does his best to get it.

53
The main quay in Ravens Bluffs harbor of the harbor if it is rung during a time of all the way.
bears a squat stone tower at the water’s need. The ghosts will then aid in the de- Within two decades of that episode, Lord
edge. A short, narrow flight of steps leads fense of the harbor. However, the bell will James DeVillars, then Chief Alderman of
up to the top, where a platform holds a con- summon Calvan’s enemies if rung at any Ravens Bluff, appointed the first Regent of
tinual light enchanted beacon and a large, time other than an emergency. Those the Harbor and established law and order.
tarnished bell. A hefty wooden mallet is ghosts will attack the bell ringer and drag A short time later, a group of underwater
provided for ringing the bell, along with a him or her back into the sea with them. explorers discovered the wreck of the old
sign written in Common that reads, “Bell In truth, Lord Calvan, an ancestor of Lord Langbutis and unexpectedly recovered an
For Emergency Use Only.” The beacon Calvin Longbottle, Regent of the Harbor ancient, enchanted bell from the harbor
marks the quay’s end and supplements the (see LC1— Gateway to Ravens Bluff, page bottom nearby. This bell hung in tower of
large beacon in the lighthouse. The bell pro- 18), was a merchant/privateer who lived in Narwhal Manor (see LC1, Gateway to Rav-
vides an additional alarm in the fog, as well Ravens Bluff about 120 years ago, when the ens Bluff, page 42) until the new quay and
as a source of fear in the port area. city was a haven for rough seamen and pi- lighthouse and fortress were built, 18 years
The bell, known popularly as Calvan’s rates. Honest ship captains stopped at the ago, at which time it was moved to the
Bell, is the subject of considerable local folk- harbor only if they were very brave or lighthouse/fortress (see The Lighthouse,
lore. compelled by extreme need. Calvan lost his page 42).
The most elaborate and popular story ship and his life when a rival nobleman, not Over time, local folklore linked the bell on
about the bell is that it was salvaged from a pirate flotilla, tried to blockade him in the the quay with the “Calvan” legend and Lord
the wreckage of the ship, Langbutis, which harbor (in those days, Ravens Bluff was a Calvan’s heroism grew with each passing
reputedly sank in an epic battle for control lawless place and ship captains could settle generation. (The Longbottle family has
of the harbor. The Lord High Admiral their disputes pretty much as they pleased, done nothing to discourage this.)
Calvan, Hero of the battle, supposedly went wind and tide permitting). Calvan was a When Lord Mayor Charles Oliver O’Kane
down with his burning ship after routing a proud man. He charged the blockade, ring- (see LC1— Gateway to Ravens Bluff, page 7)
giant fleet of pirate invaders. According to ing the ship’s bell furiously, hoping to show began his harbor improvement program,
the legend, the solid silver bell, heavy as it his nemesis that he would not be stopped. the ancient bell was carefully studied. Its
was, washed ashore on the morning after As the blockade closed upon Langbutis, he enchantment was discovered and identi-
the battle. commanded his helmsman to ram the flag fied. The Mayor, Lady Lauren DeVillars
Another legend also claims that the bell ship. The ships locked together and he took (Gateway, page 23), Lord Calvin Longbottle
can recall Admiral Calvan and his valiant his rival to the bottom along with him, curs- (Gateway page 18), and the small team of
crew from their watery grave at the bottom ing the blockade and ringing the ship’s bell wizards and sages who conducted the re-

54
search know the bell's true history and if struck and, occasionally, has been rung
powers, but it is carefully guarded knowl- during waterfront festivals by a priest or The Wreck of
edge. government official. At other times, the bell
If the proper command word is spoken as has been used as an alarm: a squad of har- the Sea Lion
the bell is rung, it indeed summons the spir- bor guardsmen will quickly appear if it Some 10 years ago, the Merchantman Sea
its of seaman whose misconduct has caused rings. The bell has no magical properties, Lion was nearing Ravens Bluff after a dan-
the death of another, provided their re- but anyone who strikes it had better have a gerous five-week journey. She was behind
mains lie within five miles of the bell. The good reason for doing so, as neither the schedule and found herself still at sea in
spirits of pirates, lazy sailors, mutineers, guardsmen or the local courts appreciate mid-Uktar, the height of gale season in the
and other seafaring miscreants appear in false alarms. Even locals who believe the Dragon Reach. After battling her way home
the form of lacedons (if their remains lie un- legends surrounding the bell don’t bother through storm-ripped waters, she finally
der water) or ghouls (if the remains lie on to wonder why High Admiral Calvan or his approached the harbor late one night, near
land). They function as if conjured by a enemies do not appear after the festival midnight. The weary crew held her course
monster summoning spell and must serve ringings. Those who wonder at all conclude and looked forward to sampling the plea-
the user for one hour. If the summoned that ringing the bell to observe a holiday sures of Ravens Bluff's taverns. The captain
spirits fight for a good cause, their mis- constitutes neither a time of need nor an in- hoped to sail into the anchorage well before
deeds are erased and they may rest in appropriate time. dawn.
peace thereafter. If, however, they are But the Sea Lion was ill-fated. A thick fog
closed in and the skipper lost his direction.
forced to perform evil deeds, they remain
undead and probably will attack the user Adventure Ideas The ship sailed in circles, vainly searching
when their hour of service expires. In ei-
ther case, the bell only can summon a par- for the Bell for the harbor light. As the mist lifted, the
ship found herself north of the harbor, in
ticular spirit once. Currently, the bell can • Obviously, any PC foolish enough to dangerously shallow water. Sea Lion came
summon 120 lacedons from the harbor bot- mount the stairs and ring the bell capri- carefully about and edged her way back to-
tom and 22 ghouls from cemeteries in the ciously will have a short “adventure” as the ward deeper waters and a path to safety.
city. The DM is free to decide how quickly harbor guards and city courts spring into Suddenly, a ferocious storm struck, toss-
eligible spirits continue to accumulate, but action. The DM might allow the PCs to find ing the Sea Lion like driftwood against the
two-to-five per year is recommended, given the bell when no one is about, thus creating rocky shoals. Her hull fractured and nearly
the harbor’s present clean reputation. the temptation to test the warning on it. split in two before sinking. Exhausted crew-
men who had survived the impact soon per-
Lacedon (Ghoul): Int Low; AL CE; AC 6; • Either the true bell or the replica is the ished in the flood—there were no
MV Sw 9 (9); HD 2; hp 9 each; THAC0 19; target of a theft. Perhaps some petty survivors. It is said that the captain died
#AT 3; Dmg 1-3/1-3/1-6; SA Paralyzation; SD thieves have stolen the replica because of wailing a curse upon the hidden light that
Special (see the Monstrous Compendium); the stories of the bell’s reputed age and his- could have led his ship to safety.
SZ M; ML 11; XP 175 each. tory. It would require a band of real profes- At low tide, the broken stump of a mast
sionals to penetrate the lighthouse defenses and part of the smashed hull can still be
When Lord Mayor O’Kane learned about and nab the real bell. seen just breaking the water’s surface,
the bell's power, he ordered it placed safely The PCs might be hired to recover the north of the harbor, marking the grave of
in the new lighthouse/fortress and gave or- bell, or the thieves might approach the PCs the Sea Lion and her lost crew. It is an eerie
ders that it was to be rung only in time of with intent to sell it. (If the PCs are caught reminder of the power of the gales of Uktar.
dire need. The Lord Mayor, the Regent of with either the original or the replica, Some say that Uktar’s gales have become
the Harbor, and the Commander of the they’ll be in serious trouble. Likewise, if stronger since the night of the Sea Lion’s
Lighthouse Garrison know the bells com- they recover either bell, they’ll be heroes.) tragic wreck. It also is whispered that on
mand word and have some idea what kind nights when the fog is particularly thick, a
of aid that ringing it will bring. However, • Either bell is the subject of a blackmail shadowy phantom of the Sea Lion patrols
only the Mayor, Lady DeVillars, and their scheme in which some thieves threaten to the waters outside the harbor, still seeking
magical advisors know that after the bell is visit the bell’s “curse” on the city unless they for a light to lead her home. Most laugh at
used once, it may be 20 or more years be- collect a hefty ransom. While Lord Mayor this sailor’s tall tale, but for every scoffer
fore it can summon a large force again. O’Kane and his advisors know perfectly there is a believer.
The bell on the quay is only a blackened well that the bell on the quay isn’t cursed, Experienced ship captains often agree
brass replica of the original. It was placed superstitious locals will be quite dismayed that the gales of Uktar have gotten worse
there to commemorate the downfall of pi- by the threat and the PCs might be hired by since the Sea Lion went to her fate. Many
rates and other enemies of Ravens Bluff. It a citizen coalition to guard the bell. The mates and sailors also will warn others to
has no magical properties, and the bracket Mayor and his advisors will be genuinely avoid the harbor on foggy nights: “She does
from which it hangs is actually rigid (its worried if the real bell is stolen; even more indeed seek port still, the Lion does. I’ve
links are welded together), preventing it so if the ransom note contains the bells seen ‘er with me good eye!” says one. “’Er
from swaying. (The locals have noticed the command word. After all, more than 100 ‘ull be cracked open and seaweed ‘angs
bell never sways in the wind and attribute undead might do considerable damage in from ‘er masts like shredded sails. She be
this to an enchantment.) one hour. manned by corpses, I tell ye, and command-
The replica bell sounds loudly and clearly ed by a wailing spirit that was ‘er captain.

55
Beware the Lion, lads and lassies!” Size: M (4’5” tall) he will speak of little else to any land-
Another version of the tale speaks of a si- Morale: 17 dweller he meets. Consequently, most land-
lent ship, faintly luminous in the fog. Her XP Value: 3,000 dwellers who could help him either
captain is stationed on the foredeck, wail- demand exorbitant fees or refuse to coop-
ing his curse upon all who return safely Magic Items: Potion of polymorph self, erate, feeling over-pressured by this un-
from the sea. The truth or fiction behind potion of speed, ring of water elemental pleasant “sea monster.”
these rumors and ghostly apparitions can command, bracers of defense AC 3
be determined by the DM.
In fact, the so-called “haunted” wreck of Spells/day: 5 5 5 4 4 2, plus an additional Adventure Ideas
the Sea Lion is now home to Locaath Black-
manta, a powerful dark sea elf wizard. It
conjuration/summoning spell for each level
for Sea Lion
was actually his spells that brought Sea Li- Spell Books • Locaath would become much more dan-
on to her doom. Locaath wanted treasure Level One Spells gerous if he were to acquire a powerful
and a base from which to prey on the grow- Cantrip† Light land-dwelling ally. The Grimhards of the
ing sea traffic of Ravens Bluff, so he took Color Spray† Shocking Grasp Fair Weather (see page 7) and Quaylin McK-
advantage of the ship in trouble. Enlarge† Read Magic urk of Quaylin’s Home for Wayward Boys
Locaath is a conjurer who delights in call- Grease† Unseen Servant (see page 38) would be prime candidates for
ing monsters and storms to bedevil his land- such an alliance. The PCs might be hired to
and sea-dwelling neighbors. He is Level Two Spells expose and thwart the unholy alliance, per-
particularly fond of zombie sharks and Fog Cloud† Shatter haps by one of Locaath’s thief-associates.
zombie killer whales, which are quite un- Glitterdust† Spectral Hand
nerving to the local fishermen and smug- Melf’s Acid Arrow† Summon Swarm† • Should Locaath learn the true story of
glers. Scare† Calvan’s Bell (see page 54), he’d stop at noth-
He is intensely interested in land crea- ing to get it. If he successfully acquired it,
tures and civilization, especially in the pros- Level Three Spells Ravens Bluff would face a grave emer-
pect of controlling and profiting from them. Dispel Magic Slow† gency, indeed. The PCs might be hired to
He has taken great pains to learn all that he Monster Sum. I† Vampiric Touch† hunt down Locaath before he uses it.
can about Ravens Bluff and, thus far, has es- Sepia Snake Sigil† Wraithform
tablished a weak network of thieves and Spectral Force† • The PCs could find themselves caught
spies on the waterfront. in a web of intrigue, should they investigate
Locaath has his spies learn the names and Level Four Spells either the Sea Lion or repeated boat-
descriptions of smuggling vessels. He finds Emotion Improved Invisibility sinkings which, as of late, have been linked
smugglers to be particularly easy prey be- Evard's Black Monster Sum. II† to “ghost ships” by the nightwatch.
cause they take such great pains to conceal Tentacles† Polymorph Other The PCs might be drawn to the Sea Lion if
where and when they are operating, so no Fire Shield† one of Locaath’s thieves or invisible stalkers
one misses them. Of course Locaath sells steals one of their items or kidnaps a friend
the cargo he steals through his land accom- Level Five Spells of theirs. Or perhaps Locaath, in his eager-
plices, so the city still has to deal with a sub- Animate Dead† Monster Sum. III† ness to establish control over the land,
stantial flow of illicit goods. Locaath has yet Chaos† Teleport† might kidnap an important ambassador or
to wield any real power in the Ravens Bluff Conjure Elemental† visiting dignitary.
underworld, but his knowledge and influ- Mordenkainin's
ence is steadily growing. Faithful Hound • At least some of the ghostly ships seen
in the harbor are spectral force spells used
Level Six Spells by Locaath to distract and confuse his vic-
Locaath Blackmanta Control Weather Invisible Stalker† tims. Many other “sightings” are reported
13th-Level Dark Sea Elf Conjurer by smugglers using the legend to deter
Ensnarement†
close inspection of their vessels (a few stra-
Intelligence: Supra-genius (19) tegically cast light spells can make even the
†indicates spells most frequently carried
Alignment: Neutral Evil most innocuous ship look ghostly on a fog-
Armor Class: 3 gy night). The PCs are hired as ghost
Appearance: Locaath is small, even for a
Movement: 9 (Sw 15) hunters to find and exorcise the threat.
sea elf. His blue skin has no light patches or
Hit Dice: 10+3
stripes like others of his race, and it is dark-
Hit Points: 48
er than usual. He has dark green eyes and
THAC0: 16
hair. His gaze is fish-cold, but penetrating.
No. of Attacks: 1 or 1 spell
Damage/Attack: 1-4 (dagger) or per
Background: Locaath has little patience
spell
and, although he is very intelligent, he
Special Attacks: Spells
sometimes out-hustles himself. He is so des-
Special Defenses: Nil
perately greedy for information which will
Magic Resistance: Nil
allow him to control a portion of land that

56
Sharkey’s Bar & Grill is named for its mer- mammoth stones. They are a cursed race, present, these evil creatures rarely trouble
man owner, Slaythis J’harja. His establish- though. I doubt you would want to work Sharkey, and they never cause a problem
ment is not actually in Ravens Bluff proper. with them, or they with you.” Sharkey more than once.)
Rather, it is located in the harbor, under- thanked the dwarf and began to search the There are three entrances to Sharkey’s;
water, and its existence is unknown to all seas. each circular, 5’ in diameter, and centered
but a few land-dwellers. Eventually, Sharkey found the race he 5’ above the harbor floor. Though all por-
Sharkey has met several land-dwellers was looking for deep in the Sea of Fallen tals lead into the same bar area, the north
during his life, from whom he has heard of Stars, thanks to a friendly race of tritons. door is used primarily by aquatic elves. Sev-
restaurants and taverns where one can go The aquatic dwarves did not live in the gi- eral regulars usually sit by this door to in-
to drink, eat, socialize, and find adventure. gantic castles of which he had heard, but sure that sahuagin, merrow, and other evil
Intrigued with the idea, he wished to build their underwater cities were, nonetheless, creatures do not enter here. Those crea-
one in his “homeland” and, for many years, “dwarf-built.” He cautiously approached the tures have learned that they are welcome
he brainstormed over floor plans and aquatic dwarves with chests of precious only if they enter through the south door.
worked out many ideas for a very special gems. They distrusted Sharkey at first, but Similarly, good creatures who enter
undersea restaurant. he fought brilliantly when a band of sa- through the south door risk incurring the
Sharkey even approached the Dwarfbilt huagin attacked unexpectedly and gained similar wrath of the evil races. Mermen and
Construction Company of Ravens Bluff and acceptance after the battle. In short, he not other aquatic races of higher intelligence
discussed a number of technical and engi- only won them to him, but he convinced a use the center door.
neering obstacles with them. The dwarves group of them to go to the harbor of Ravens Locaath Blackmanta (see page 56) is not
were fascinated with the project and con- Bluff and build his dream with him. welcome, and is wary enough of Sharkey
tributed much to Sharkey’s plans, but they After discussing several construction op- and the aquatic dwarves to keep his dis-
were absolutely unwilling to perform any tions, they resourcefully carved the edifice tance.
construction in (or on, for that matter) the into the base of a reef in the Living City’s
water. After several escalating offers of harbor. The aquatic dwarves brought some
gold and treasure, Sharkey gave up and ingenious technology with them, including The Layout
thanked Dwarfbilt Construction for their the plans for an underwater grill, hence Area 1: The Common Room.
time and ideas. As he took his leave, though, Sharkey’s Bar & Grill earned its birth and
one of the dwarves pulled him aside and name. The establishment’s three main entrances
told him of a legend about a race of aquatic Sharkey’s Bar & Grill is always open. The lead into this large area. It is 45’ wide, 20’
cousins of theirs. “They live down deep,” he establishment is quite large and serves a deep, and 40’ tall. Including the front open-
whispered, obviously nervous about being very diverse clientele, even including the ings, there are 17 exits from this area. In
overheard speaking of them. “They like the nastier aquatic races such as an occasional each corner are four exits which lead to pri-
dark, heavy places, where they have built sahuagin and merrow. (As there is always a vate rooms (see Area 7). Two more exits on
castles hundreds of stories tall, made of fair number of good-aligned regulars each side wall open to “drink rooms” (see

57
Area 8), as does an exit directly above the grubs (salads). Meat dishes whose prepara- served for aquatic races who rarely visit
front center entrance. Finally, an exit in the tions release blood are prepared on the the bar, such as locathah and tritons.
back wall leads to the kitchen (see Area 4). counter next to Area 4a, which has a fan
Four bars are near the back wall (see Area mechanism. The fan is rotated by workers
2), and there are 18 tables in the room. Each using a pedal set-up on the west side of the The Business
table has rods jutting from each corner, be-
tween which hang nets that serve as seats
fan housing. The fan draws blood from the
cutting block and pushes it into a chimney and Its History
for the bar’s patrons. Most of the tables are with an outlet near the harbor’s surface. Sharkey started his bar and grill at its cur-
three-feet-square, although those attached rent size, including all the tables, chairs,
to the side walls are four-feet-square. Tables Area 5: Utility Closet and bars. Most of the materials used came
next to a wall are bolted to it while others from shipwrecks or were purchased with
are suspended by floor-to-ceiling poles This small room holds large tools for repair treasure from shipwrecks. The first cus-
through their centers. Tables marked “A” work and several tridents which can be tomers, mostly mermen, found the bar to
are 5’ from the floor, those marked “B” are used by workers if the need arises. It also be cavernous and quiet.
15’ from the floor, those marked “C” are 25’ contains cleaning rags (used to wipe sedi- Eventually, other races found the bar, at-
from the floor, and those tables marked “D” ment from surfaces) and several replace- tracted at first by the noise and colored
are 35’ from the floor. ment nets. continual light spells placed on the outside
of the bar by a friendly surface wizard,
Area 2: The Bars Area 6: The “Grill” passing through on an adventure.
Later, several sahuagin demanded the
The bar area is part of the same room as A natural steam vent bubbles up here, and right to enter and were reluctantly offered
Area 1. Each of the four bars is five feet tall, a natural chimney allows escaping air to the use of an entrance, a room, and a few
with counters along the top and bases along travel to the surface. Using long, insulated tables. Koalinth and merrow drifted in lat-
the bottom. Rods extend from the front of skewers and tongs, cooks can safely place er, demanding entrance, and they were told
the bars to hold net-seats a few inches from food in the path of the steam and cook it. to use the areas open to the sahuagin.
the bar. The bottom bar has a break in the Business has become quite good, now,
center to allow workers easy entrance to Area 7: Private Rooms and the bar has 12d20 patrons at any given
the kitchen. The other three bars run con- time.
tinuously across the room. The tops of the Each is a 10-foot-square cube containing As in any business, the services cost
bars are at 5', 15', 25', and 35' from the one table (with four net-seats) in the center. money. Entrance into a drink room costs 1
floor. The bars are supported by floor-to- gp or the equivalent in shells or gems. Dif-
ceiling poles at five-foot intervals. On the Area 8: Drink Rooms ferent kinds of drink nodules are used in
base of each bar are skins and glasses with each drink room and are prepared for the
covers filled with alcoholic syrups. Each of these rooms is a sphere, 15’ in di- types of beings who use each room. Races
ameter. Tables are attached to the three that use the wrong drink room must save
Area 3: Storage Areas “sides” of each room. In addition, tables vs. poison or become nauseated.
with four net-seats are located 3’ from the Individual drinks are syrups served in
Each of these rooms is a 10-foot-square base and 12’ from the base. A pole from top covered glasses. If the top of a glass were
cube. The north room holds barrels, casks, to bottom holds these tables in place. At the left off, the drink would slowly dissolve—
nets, and sacks filled with fish, crustacea, center of the room is an open hole in the capped reed straws are available. Land-
mollusks, plants, and surface meats. The pole, into which Sharkey deposits a special dwellers will find the consistency and taste
south room holds cages of living aquatic creation of his for customers: a semisolid equally odd, but no less palatable than more
creatures, ready to be prepared and “drink nodule” dissolves over the course of typical beverages.
served. six hours, filling the room with a visible, in- Patrons must request that their food be
toxicating substance. Individuals in these cooked or it will be served raw and, in the
Area 4: The Kitchen rooms will become intoxicated by “breath- case of whole fish, live. Soups listed below
ing” the atmosphere. are semisolid masses of small creatures,
This room holds two chopping counters Area 8a has been claimed by aquatic served in very fine nets. The waitstaff
and four sets of shelves. The shelves project elves, but the rare land-based visiting elf serves the food in small nets or in sea shells
from the west wall. The northernmost set will be welcomed there. Area 8b is reserved of various sizes.
of shelves holds extra glasses, while the for sahuagin, koalinth, and merrow. Area Prices for drinks and food follow. The
southernmost shelves hold kitchen utensils 8c is reserved for aquatic dwarves. Should nearest coinage equivalent is given for con-
(mostly knives and cleavers) and several a land-dwarf ever visit Sharkey’s, he or she venience, but Sharkey prefers shells or
bags containing various thick, spicy sauces. will be invited to use the same room, as will gems.
These bags are made of fish skin and taper gnomes and halflings (so long as they be-
to a small nozzle which is kept stoppered. have themselves). Area 8d is used by mer- Fare Cost
Both middle sets of shelves hold many sea men who welcome the occasional human
shells and nets that are used to serve food. visitor. Other humanoids and mermanids, Drink Syrups:
The north counter, against Area 5, is used such as nixies, sirens, ningyo, and hai nu, Light Ale 1 cp
to prepare dishes with plants, worms, and are also allowed into Area 8d. Area 8e is re- Bitter Ale 1 cp

58
Sweet Wine 1 sp other cook is an aquatic dwarf. DEX: 13
Sour Wine 1 sp CON: 15
Sharp Brandy 2 sp Klaijah J’harja (merman): Int Very (11); CHR: 17
Candy Brandy 2 sp AL N; AC 5; MV 1, Sw 18; HD 1 + 1; hp 7; AC Normal: 5
Stiff Liquor 5 sp THAC0 18; #AT 1; Dmg 2-7 (trident); SA AC Rear: 7
Sweetened Liquor 5 sp Grapple ship; SZ M; ML 10; XP 35 Hit Points: 52
Alignment: Neutral
Food Items: Treffle Hoosh (merman): Int Average Languages: Merman, Locathah, Common,
Fish: (10); AL N; AC 5; MV 1, Sw 18; HD 1 + 1; hp Dwarvish
Sashimi (finely chopped fish) 1 sp 8; THAC0 18; #AT 1; Dmg 2-7 (trident); SA Age: 39
Fish Fillet 1 sp Grapple ship; SZ M; ML 10; XP 35 Height: 6’2”
Whole Fish (served live) 3 sp Weight: 210 lbs
Sharkey’s Special Shark Steak 1 gp Large Mermen Bouncers (9): Int Aver- Hair/Eyes: Brown/Deep Green
age (8-9); AL N; AC 5; MV 1, SW 18; HD 2; hp
Mollusks: 15, 3@14, 2@12, 11, 2@10; THAC0 18; #AT Weapon Proficiencies: Trident, dagger,
Scallops (6) 1 sp 1; Dmg 2-7 (trident) or 2-5 (heavy cross- crossbow, javelin, net, harpoon
Clams or Oysters (6) 3 sp bow); SA Grapple ship; SZ M; ML 12; XP 65
Large Snails (6) 5 sp each. Nonweapon Proficiencies: Hunting
Whole Squid 1 gp (11), weaponsmithing (12), cooking (15)
Merman Waiters, Cooks, and Bar-
Crustacea: tenders (22): Int Average (9-10); AL N; AC Appearance: Sharkey’s human half is ex-
Jumbo Shrimp (one dozen, 5; MV 1, Sw 18; HD 1 + 1; hp 2@9, 5@8, ceptionally handsome. He has long, deep
live) 2 sp 5@7, 6, 4@5, 4@4, 3; THAC0 20; #AT 1; green hair, brown eyes, and a muscular
Whole Crab or Lobster (live) 3 sp Dmg 1-4 (dagger); SA Grapple ship; SZ M; frame. Many scars, the result of many bat-
Giant Crab Leg 1 gp ML 10; XP 35 each tles, mark his body. His fish half is covered
Whole Giant Crab or Lobster 5 gp with shiny blue-black scales.
Young Merman Busboys (12): Int Aver-
Salads: age (8-9); AL N; AC 5; MV 1, Sw 18; HD 1-1; Background: Slaythis J’harja is an excep-
Seaweed Salad 1 cp hp 2@7, 6, 3@5, 3@4, 2@3, 2; THAC0 20; tional merman—one of the few able to ad-
Kelp Salad 1 cp #AT 1; Dmg 1-4 (dagger); SA Grapple ship; vance in levels. He adventured for several
Worm and Grub Salad 5 sp SZ M; ML 10; XP 15 each years, both on his own and with other mer-
Chef's Salad (a mixture of the men. He also served as a guide and guard
other salads) 1 gp Mermaid Waitresses (5): Int Average (9- for two separate groups of land-dwelling
10); AL N; AC 5; MV 1, Sw 18; HD 1 + 1; hp characters adventuring under the seas.
Exotica: 2@8, 7, 6, 4; THAC0 20; #AT 1; Dmg 1-4 A gnome in one of those groups gave him
Plankton Soup 3 sp (dagger); SA Grapple ship; SZ M; ML 10; XP the nickname “Sharkey,” not because Slay-
Brine Shrimp Soup 5 sp 35 each this had killed many sharks, but to be
Half Chicken 1 gp annoying. Much to Slaythis’s chagrin, the
Beef Steak 5 gp Aquatic Elf Waitresses, Bartenders, nickname stuck, so he became an avid
and Cooks (13): Int High-Supra (14-19); shark hunter in order to explain the name.
Sharkey’s Bar & Grill employs a large AL CG; AC 10; MV 9, Sw 15; HD 1 + 1; hp He has been quite happy with the results
number of individuals because of its size 2@9, 3@8, 2@7, 6, 5@5; THAC0 20; #AT 1; of his project, although he is still reluctant
and continuous operation. The business op- Dmg 1-4 (dagger); SZ M; ML 10; XP 35 each to allow the occasional sahuagin and mer-
erates in three shifts, each consisting of the row into the bar. Otherwise, Sharkey is a jo-
following staff: one manager, three Lothan (Aquatic Dwarven Cook): Int vial, gregarious host. He enjoys telling and
bouncers, three waiters, three waitresses, Very (12); AL LG; AC 4; MV 6, Sw 6; HD 1; hp listening to stories. While on his shift as
five bartenders, three cooks, and four bus- 8; THAC0 20; #AT 1; Dmg 1-6 (short sword); manager, he roams the bar, talking to vari-
boys. The managers are Sharkey, his broth- SA +1 to hit orcs, half-orcs, goblins, hob- ous customers. He especially likes air-
er, Klaijah, and his cousin, Treffle Hoosh. goblins; SD +3 bonus to saves vs. wands, breathers and individuals who have
Large mermen serve as bouncers and also staves, rods, spells, and poison; SZ M; ML traveled great distances. He would like to
take money for the drink rooms and direct 12; XP 35 open relations with Ravens Bluff for both
patrons to tables. All nine waiters, four trading and political purposes. He dreams
cooks, and nine bartenders are normal of a true undersea city with business, trade,
mermen. All 12 busboys are young
Slaythis “Sharkey” and a mixture of races. He has heard of
mermen—these boys also operate the fan in J’harja Lord Mayor O’Kane’s (see LC1— Gateway to
the kitchen when needed. The waitresses 6th-Level Male Merman Fighter Ravens Bluff, page 7) reforms and would
include five mermaids and four aquatic enjoy speaking at length with him.
elves. Other aquatic elves (five bartenders STR: 17
and four cooks) also work in the bar. The INT: 15
remaining bartender is a triton, and the WIS: 12

60
Adventure Ideas Aquatic dwarves have the same racial
ability modifiers as their land-dwelling
Habitat/Society: The origins of the aquat-
ic dwarves have been lost. The few land-
for Sharkey's brethren (see the Monstrous Compendium).
Besides their own language, they often
dwelling dwarves who know of them shun
the aquatic dwarves, considering them to
Bar & Grill speak koalinth and merrow. These
dwarves, however, cannot breathe air, and
be horribly cursed. The aquatic dwarves
have adapted well to their relatively new
• To get the PCs down to the bar: a large therefore can last only a few minutes out of environment.
amount of shark activity centers on a spe- the water. They can detect grade and slope of the
cific area where the fan mechanism carries ocean floor (1-5 on 1d6), determine approxi-
blood from the bar’s kitchen; after another Combat: Courageous fighters, aquatic mate depth underwater (1-3 on 1d6), and
adventure, the PCs are taken to Sharkey’s dwarves dislike magic though they often detect items concealed by silt on the ocean
for a celebration; Ravens Bluff wants to train as priests. They receive the standard floor (1-3 on 1d6 when actively searching,
open diplomatic ties with Sharkey and his dwarven bonus to saving throws, as well as 1-2 on 1d6 when passing within 10’).
tribe/employees. the penalties for using non-military magical Aquatic dwarves live on the floors of
items. oceans and seas, usually seeking out singu-
• While the PCs are visiting Sharkey’s, a These dwarves have carried over some of lar habitations such as ravines, caverns,
group of strange sahuagin enter and be- their racial hatreds and have acquired new and mountains. They will often construct
come rowdy. The PCs are hired as deputy ones as well. They add 1 to their attack rolls cities in the bases of islands. Water dwar-
bouncers. to hit koalinth, sahuagin, and merrow. ven cities are guarded by troops at all times,
Their size and training present problems and they sometimes (40%) use sea lions as
Dwarf, Aquatic for merrow and scrags, who must always guards.
Climate/Terrain: Temperate/Salt water subtract 4 from their attack rolls against The society of the water-dwelling
Frequency: Very rare the dwarves. dwarves is organized in clans like those of
Organization: Clan Aquatic dwarven armies are well orga- land dwarves. Clans gather together to
Activity Cycle: Any nized and very well disciplined. They usu- form cities, settling near sources of raw ma-
Diet: Omnivorous ally wear armor composed of shells or skins terials for their crafts. Individual clans of-
Intelligence: Very (11-12) of various sea creatures (equivalent to scale ten specialize in certain skills or crafts.
Treasure: M, Q (Y, Q x20, U mail). In addition to their shell mail, they al- Aquatic dwarves strive for stability and
x2) so carry shields carved from the shells of continuity, building lasting structures and
Alignment: Lawful Good large mollusks. A typical group of aquatic toiling to make beautiful, long-lived crafts.
No. Appearing: 20-200 dwarves carry the following weapons: tri- They do not prize material wealth as much
Armor Class: 5 (10) dent and short sword (30%), short sword as their brethren because of its more transi-
Movement: Sw 6 and light crossbow (20%), harpoon and tory nature in their environment. Gems, in-
Hit Dice: 1+1 heavy crossbow (15%), harpoon and cluding pearls, and art treasures are very
THAC0: 19 weighted net (15%), trident and light cross- highly regarded, but metals are considered
No. of Attacks: 1 bow (10%), or short sword and shield good only for quick trade.
Damage/Attack: By weapon (10%). These weapons may be composed of These dwarves sometimes ally with other,
Special Attacks: See below stones or bones, but are usually of metal non-evil aquatic races, particularly tritons.
Special Defenses: See below which has been protected from deteriora- The dwarves have become a major element
Magic Resistance: See below tion by water dwarven priests. in the aquatic balance of power as great
Size: S to M (4’ and taller) For every 40 dwarves encountered, there foes of evil races such as sahuagin, ixixa-
Morale: Elite (13-14) will be a 2nd- to 5th- level fighter leading chitl, koalinth, kopoacinth, merrow, and
XP Value: 270 (roll 1d4 + 1 for level). An army or 160 or scrags.
more will be led by a fighter/priest of 3rd- to
Aquatic dwarves, sometimes humorously 6th-level fighting ability and 4th- to 7th-level Ecology: Aquatic dwarves are skilled min-
referred to as artesians, are a race of priest ability. The leaders have a 10% ers, engineers, and craftsmen, and will of-
dwarves magically altered to live beneath chance per fighter level of having magical ten trade their fine work for goods from
the water. Like some of their air-breathing armor and/or weapons, and a 10% chance other races. They are talented in creating
cousins, they are hard and unyielding ene- per priest level of having a magical item art from shells, coral, and gems. Water-
mies of chaos and evil. specific to priests (so not subject to mal- dwelling dwarves also work as smiths,
They are muscular, but somewhat more function). though most such duties must be handled
slender than regular dwarves, standing 4 to If encountered in their home, a water by priests and their spells (they are the only
4½ feet tall and weighing 120 to 150 dwarven clan will have an additional 2d4 underwater manufacturers of finished
pounds. Their long hair is black or gray- fighters of 2nd- to 5th-level, 1d6 fighter/ metal tools and weapons). Water dwarven
green and their skin is typically a greenish priests of 2nd- to 4th-level (in each class), fe- shell mail is also highly valued.
brown. Aquatic dwarves favor long beards, males equal to 50% of the adult males, and
to hide their gills, but they groom them lit- children equal to 25% of the adult males.
tle. They have webbed fingers and toes. Water dwarven women are equal in arma-
Their clothing is simple and sparse. ment and ability to males.

61
Ravens Bluff, also called the Living City, and gnomes, dwarves, and other races. How- clude suggested adventures involving the
the land around it rests in the capable and ever, because the majority of the population legend, which can be brief paragraph de-
creative hands of RPGA™ Network mem- is human, the majority of the submissions scriptions DMs can flesh out for their own
bers. The city is filled with businesses, ad- printed will feature humans. You might campaigns. Again, any magic items, crea-
venturers, and characters created by the want to keep this in mind when creating tures, or characters involved with the leg-
members. And the city will continue to personalities. end should have complete AD&D® game
grow and evolve as long as members pro- statistics.
vide the material.
Mini-Adventures
Living City features will appear in special
publications, such as this Port Pack, and in All mini-adventures submitted should in- Businesses
each issue of the POLYHEDRON™ clude a DM summary of the adventure and Businesses and their owners/operators are
Newszine. If you have a building, business, should list the player character levels the among the most popular Living City fea-
encounter, or personality that adds some adventure is intended for. In addition, the tures appearing in the POLYHEDRON
spice to your campaign’s “town business,” adventure must include complete statistics Newszine. Each submission should include
we’d like to see it. There just may be a spot for any monsters and NPCs involved. New the name of the building, what the business
for it in Ravens Bluff. monsters and magic items are welcome as involves, a drawing of the building’s layout,
If you want to send a submission to the long as they are fully detailed. If the adven- and complete AD&D® game statistics, back-
Living City, read the following guidelines. ture requires a map, the author should sup- grounds, motivations, and personalities for
Only material from RPGA™ Network mem- ply one. This map does not have to be in the owners or operators. If the business is a
bers will be considered for publication. An publishable form; if we accept the adven- shop, include the type of merchandise that
RPGA™ Network membership form appears ture for publication, we likely will have the is sold, the quality, and the kind of cus-
at the end of this Port Pack. map redrawn. All mini-adventures must fol- tomers who purchase the merchandise.
We are especially interested in submis- low the AD&D® game rules. Read the businesses included in this Port
sions that feature mini-adventures, en- Pack and in Living City features in the
POLYHEDRON Newszine for examples.
counters, legends, businesses and their
owners, and personalities. We will consider Encounters
Encounters with NPCs, creatures, or tricks/
special monsters native to the area around
Ravens Bluff. However, these creatures will traps and other situations must be fully ex- The Basics
be rare and will not be published as often as plained and include all appropriate All submissions for Ravens Bluff, the Living
personalities, businesses, and other types statistics. For example, if you choose to cre- City, must be typed, double-spaced, on 8
of submissions. ate an encounter with a thief, you need to ½” by 11” white paper. Computer print-
list all the thief’s abilities, the items he car- outs are acceptable if the printing is dark
ries, and his plan involving the PCs. enough to be easily read. Be sure to leave a
Personalities one-inch minimum margin around all four
sides of your text.
Ravens Bluff, the Living City, is nestled in
the FORGOTTEN REALMS campaign set- Special On the first page of your submission put
ting, a supplement to the AD&D® game. Be-
cause of that, all characters included in Creatures your name, address, telephone number,
and RPGA Network membership number. If
submissions must have AD&D® game statis- New creatures must be detailed with you wish to use a pen name on your article,
tics. These statistics should include all char- AD&D® game statistics. List these statistics, include it after the title of the article. On
acter attribute scores—Strength, such as No. Appearing, Movement, Hit Dice, each following page put your name, a short
Intelligence, Wisdom, Dexterity, Constitu- No. of Attacks, etc. as they appear in the form of the title, and the page number.
tion, and Charisma. The character’s hit Monstrous Compendiums. Include informa- Even if your typewriter or computer can
points, normal Armor Class, Weapon Profi- tion on where the creature can be found, its do it, please do not use italic or boldface
ciencies, Special Abilities, Languages, and habits and motivations, and how it reacts to type in your submission. Underline any
Spells and Thieving abilities—if applicable— other creatures and people. words that should be set in italics in the fin-
also should be included. Read the charac- ished copy. Underline with a squiggly line
ters presented in this pack and in the Living
City features in the POLYHEDRON
Legends any words that should be boldfaced in the
finished copy. Indent each paragraph five
Newszine for examples, and please stick to Legends are frequently springboards to ad- spaces. Avoid dashes, ellipses, and semico-
the format. Characters should have back- venture. For example, a legend about a lons. Stick to the more common forms of
grounds, detailed personalities, motiva- powerful magic item nestled in a ruin that punctuation, and use them correctly.
tions, and notes on how they relate to PCs only can be spotted when the moon is full Make sure you keep the original or a pho-
they will encounter in campaigns. Please will usually induce PCs to investigate the tocopy of each submission for your own re-
note that the majority of Raven Bluff inhab- ruin. If you want to write about a legend, cords.
itants are human. Therefore, we prefer include the story that is being circulated in Each submission must be accompanied by
the city (it should be interesting enough so a standard disclosure form. A disclosure
submissions which feature humans. There
are demi-humans in the city and the area PCs would want to pursue it) and the truth form appears at the end of these submis-
around it, so we will consider submissions behind the legend. The latter will serve as sion guidelines. You may cut out or photo-
that deal with elves, half-elves, halflings, DM information. You may also want to in- copy the form.

62
All submissions should include a self- ridiculed, or attacked in any submissions. Disclosure Form
addressed, stamped envelope for the edi- Ancient or mythological religions can be
I wish to submit the following materials for The Living
tor’s reply. If your manuscript is more than portrayed in compliance with the other eth- City, subject to all of the conditions below.
a few pages long and you want it returned, ical considerations presented in these Working title of submission and brief description (please
send a larger envelope with postage to cov- guidelines. print):
er the manuscript’s mailing. The RPGA™
Network is not responsible for the loss of Magic is an integral part of Living City
I submit my materials voluntarily on a non-confidential
manuscripts. campaigns. However, we will not consider basis. I understand that this submission by me and its re-
The RPGA Network does not pay for Liv- submissions which include actual rituals, view by the RPGA™ Network does not, in whole or in
ing City submissions. However, authors of such as incantations and sacrifices. part, establish or create by implication or otherwise any
material accepted will receive gift certifi- relationship between the RPGA Network and me or be-
tween TSR, Inc. and me not expressed herein. I further
cates to the Mail Order Hobby Shop and understand and agree that the RPGA Network, in its own
will receive three free copies of the publica- judgment, may accept or reject the materials submitted
tion their work appears in. and shall not be obligated to me in any way with respect
to my submission until the RPGA Network, at its own
election, enters into an agreement with me. I further un-
Ethics derstand that the Network is not obligated to pay for ac-
cepted Living City materials.
It is important that all submissions to Rav- I agree that the RPGA Network may have a reasonable
ens Bluff, the Living City, be in good taste period of time to review my submission. The Network
and of high quality. To achieve that goal, it is will return my submission to me provided it is received
important that you follow these principles: by the Network with a self addressed stamped envelope.
The Network shall not be held responsible, however, for
items or materials which are accidentally damaged or
Never portray evil in an attractive light. lost.
Evil characters should be portrayed as foes. I understand that the acceptance by the Network of this
disclosure does not imply or create 1) any financial or
Do not give explicit details and methods other obligation of any kind on the part of the RPGA Net-
of crime, drug use, or magic that could be work, 2) any confidential relationship or guarantee of se-
crecy, or 3) any recognition or acknowledgment of either
duplicated and misused in real-life situa- novelty or originality.
tions.
I understand and agree that if the submission utilizes or
is based on characters, settings, or other materials
Crimes should not be presented in such a owned by TSR, Inc. or if the submission contains trade-
manner as to inspire others to imitate crimi- marks and/or other proprietary material owned by TSR,
nals. I shall not be free to submit the submission for publica-
tion to any person or firm other than TSR.

Drug and alcohol abuse only can be pre- I further understand and agree that the Network has the
right to revise and copy edit any version of the submis-
sented as dangerous habits and should not sion for content, style, clarity, typographical errors,
be presented as attractive. punctuation, spelling, and capitalization in accordance
with standard usage and/or style manuals or accepted
Agents of law enforcement, such as dictionaries and encyclopedias. I also understand that
the Network has the right to publish the submission at its
guards and constables, should not be de- own expense in such style, form, and manner and at
picted in such a way as to cause readers to such a price as it deems suitable.
disrespect current authorities. I warrant that the submission never has been pub-
lished and that it is original and does not violate the
Slang and colloquialisms are all right to rights of any third party. I also warrant that I am the
use in dialogue. However, excessive use is sole owner of the submission and that I am of legal age
and am free to make agreements relative to this sub-
discouraged, and it is not recommended in mission or that I am the authorized representative of
descriptive passages. the submitter (circle one: Parent, Legal Guardian,
Agent, Other: ), who is the owner of the
Profanity, obscenities, and vulgarity are submission.
not acceptable. Lust and sexual perversion
should not be portrayed or implied in sub- Signature
missions.
Submitter’s Name
The use of drama and horror is accept-
able. However, detailing sordid acts and ex- Date Phone
cessive gore should be avoided. A good
writer can imply situations without graphi- Address
cally detailing them.

Current religions should not be depicted,

63

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