Heroes of Sol'an: Boiler Bay

by Canine222

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Heroes of Sol'an: Boiler Bay

A Wildspire Homebrew

Table of Contents

Introduction

Welcome to the first ever miniature-inspired setting for your Wildspire Heroic Townsfolk miniatures. It is our aim to help DMs integrate these figures into their campaigns either as a side-quest in an established realm, or a continuation of the Heroes of Sol’an campaign setting, a Wildspire custom setting in the world of Sol'an, a realm inhabited by migrated races of guardinals, the celestial anthromorph guardians of Elysium. For more information on the world of Sol'an, refer to the Heroes of Sol'an Campaign Setting (estimated release 09/2020).

Within this document, you will find details about the campaign setting such as history, geography, merchants, NPCs, and more. Additionally, we have added SIX short quest modules that can be initiated by NPCs within the setting. You can run the quests straight from the modules, or just pick and choose elements to add to your current campaign.

How To Use

This setting could be inserted into any campaign as a location of interest, and the starting point of six adventures centered around your Wildspire Heroic Townsfolk miniatures. Alternatively, any quest within this setting could be easily modified to fit into any medium-to-large port city with minimal terrain considerations. Use the information within this document to support any or all of the supplemental quest modules for Boiler Bay.

Notes

  • Text in italics is meant to be read directly to the PCs, such as the descriptions within the story boxes.
  • Text in bold are suggestions, and can be easily changed to fit your campaign environment .
  • Remember, everything in this guide is merely a suggestion, and we encourage DMs to change any details to best fit into their campaign.

Boiler Bay

Campaign Setting

History

Sol'an is a world caught just outside the edge of Elysium, the idyllic neutral good plane protected by the guardinal races among other celestial beings and gods. Boiler Bay is a significant location in the world's history, as it was the battle of Boiler Bay that ended the dark invasion of Bel, the Warlord's forces. For the purposes of the this module, a brief history of Boiler Bay is Outlined in this section.

Before the Thornbull Reign

The small port town, named Port Southreach at the time, barely took up more that the current harbor district. Port Southreach was outside the pervue of the Nations of Light, and it's history before the Thornbull Family was one of seedy travelers and small politics.

King Nathanio Thornbull (~200 Years Ago)

The first Thornbull king is crowned after the previous royal family (Plainsclaw) was assassinated. Over the next 100 years, there will be three Thornbull kings (Utherin, Sethal, and Preson) before the crowning of King Halvon Thornbull, a champion in the Battle of Boiler Bay.

The Battle of Boiler Bay (~100 Years Ago)

The Archdevil Bel and his forces had spent several years emerging from the sinkhole now occupying the south pole and spreading across the southern hemisphere. King Halvon, newly crowned after the death of his father King Preson during the defense of Galfarum, coordinated the defense of Port Southreach. His intuition brought a large contingent of Sunguard to the small port town, for which Bel was unprepared. The Sunguard paladins enacted a ritual to the sun deity Pelor, calling his wrath down onto the bay and causing it to boil with radiant fire (hence the subsequent change of the town's name). Bel was eventually defeated here, a turning point in the war. Boiler Bay would be slow to recover, yet King Preson's sacrifice gained induction of the town into the Nations of Light. King Irvine Thornbull was crowned by the three kings of the elven capital city of Firefly Grotto.

The Revival of Boiler Bay (~50 Years Ago)

King Irvine Thornbull led the town through its slow recovery for nearly 40 years, with the town expanding up the hills. At the end of his reign (natural causes), the east hills district was an impressively developed area of large houses and the royal palace.

The Revival of Boiler Bay (Continued)

It took nearly 10 years for the next king, Horace Thornbull, to gain his ground, but he then guided Boiler Bay on a massive revival over the next 40 years leading up to his assassination. During this time, the imperial district was constructed and the royal palace was upgraded. The east hills became housing for the social elite, and the town's population and popularity swelled. Also during this time, the university designed and completed construction of the now-famous Boiler Bay Harbor Defense.

The Assassination of King Horace Thornbull (~10 Years Ago)

A deep wound in many of the current residents of Boiler Bay, King Horace's assassination shook the booming town. The assassin, a Rakshasa named Jolati, was hunted down and slayed by the Sunguard Champion Kolwin. Horace's young sons, not quite groomed to rule, were stripped of their larger-than-life father. Geoph was crowned at age 16, and has yet to find his stride as a ruler of people.

Geography

Boiler Bay is a large sprawling port city built among steep cliffs that line the southern coast of the continent of Solreem’on. The geographical features of the town are quite striking, as on either side of the port city are steep cliffs that place several hundred feet between the sea and the plains that make up most of the continent.

However, where Boiler Bay sits there is a break in the unpassable cliffs where a central protrusion of steep cliff face bisects a much more gradual slope with green grass and short trees. The town is divided into three general sections, starting with the Boiler Bay Harbor District nearest the water at the base of the cliffs.

Harbor District


The large port contains a semicircle platform with six long piers extending out into the open, unprotected harbor. There are large mechanical devices made of giant wheels connected via thick rope along the piers, a unique sight compared to other ports on this world. Also, in this area are large storage and processing facilities as well as slum housing that expands to the base of the cliffs, surrounding the central market area containing the large free market. The Sunguard here are charged with protecting Boiler Bay from the strange creatures that pull themselves out of the water.

Located at sea level, this large district expands in a large swath of shanties and slums surrounding the central market area.

The Piers

The Piers include the dock and the waterfront buildings that are used for storage and packaging of goods for transport. There are no vendors located here, with all vendors and storefronts occupying the open market. There are two taverns here, The Sunburnt Sailor and Pobarth’s Place.

Boiler Bay Harbor Defense

The piers of Boiler Bay are the home to a unique defensive contraption, invented by the engineers within the University and funded by the Thornbull Family. On both the east and west boundaries, there is a large wooden gear with large rope leading down under the water of the bay. These gears control a system of large pullies and gears that can turn the two central massive wooden docks to essentially block off the harbor from vessels entering the bay. These two docks have stores of heavy boulders underwater, adding to the mass and durability of the barricade. Once fully rotated 90 degrees, they lock into place further enhancing the defense. Next to each gear is a small structure with the insignia of the Sunguard. There are typically 10 – 15 Sunguard in or around each building at any given time, as well as along the docks as it is their duty to monitor the waters for intruders.

Lighthouses

There is a small lighthouse structure on each of the cliff points that overlook Boiler Bay. A primary lantern of white light sweeps back and forth 180 degrees pointing south into the Barrier Sea.

Each house as a secondary smaller lantern that is directed back towards the harbor with a green filter on the east lighthouse and a red filter on the western building. These are used to signal back to a signaling hut on the top of a large port authority building towards the back of the harbor district. This hut, equipped with multiple lights and filters, can return signals and direct traffic in and out of the bay.

The Sunburnt Sailor

This tavern occupies one of the largest waterfront structures, a two story building with one wall containing patios on the second floor facing out to the bay. The large double doors open into the open bar area with an ornate shiplap desk centered in the entrance. Double doors to the left disappear into a large kitchen, while small doors on the right lead to the water closet and storage rooms. Hallways disappear around a corner towards the back leading to small guest rooms (8) on the main floor. On the east wall past the kitchen door, there is a staircase that leads to additional rooms ranging from small rooms (10) to large suites (2) with patios. The tavern’s staff numbers nearly 15 between the kitchen, bar, and rooms. The guest rooms usually are at half occupancy, with exception to any large festivals or events drawing sailors to the town.

  • Milia Staunchfoot (owner): A halfling female that is well into her late 50s, yet still maintains a young, energetic persona. She has curly short hair in a dulled red and grey mix, and substantial freckles covering her face and shoulders. She wears very colorful and clean outfits with matching exorbitant hats, often spending her days around the front desk or chatting with guests within the tavern. Milia spent nearly 20 years as an adventurer sailing the seas of Sol’an in her younger years.

Pobarth’s Place

This smaller tavern is located two streets in from the waterfront, surrounded by slum housing. The run down bar can seat about 11 customers packed in, and usually pushing its threshold of capacity. There are 6 small rooms and 1 larger suite style room in the two-story building.

  • Pobarth Grassmaid (owner): The male minotaur owner migrated to Boiler Bay around a decade ago from the Barren Isles. His simple town did not fulfill Pobarth’s desire for excitement and action. Once in town, he quickly discovered that he must rethink his aspirations of becoming a sailor, as hooves are not conducive for a life on a boat. After a small bout of depression, he landed a job at the tavern under the previous owner. Over the years, his interactions with the poor citizens among the slums turned Pobarth to a life of benevolence and charity, often allowing people to eat and stay in his rooms for free in times of need. Pobarth has thick dark brown fur with occasional small circles of white. His horns are full and undamaged, and with a single silver band near the base of the left horn. He is clad in blue pants and a light tan shirt.

The Sunguard

The Sunguard have a limited presence within Boiler Bay, with most of the town guard consisting of the Royal Guard. The heaviest concentrations of Sunguard are in the harbor district watching the waters of Boiler Bay and the Barrier Sea. Secondly, they support the Plains Gate in the Imperial District.

Open Market

The open market is a buzzing bazar of street vendors lining a square of established storefronts and small merchants. It takes up nearly half of the harbor district with the main central square taking up several city blocks. There is one more tavern in this area, The Bartering Bard.

  • Most mundane and common items can be found in this market for ~80% normal market value due to the high trade volume.
  • There are some vendors here that might have an occasional magic or rare item. Most magic or rare items, though, don’t stay in the marked for long, and make their way to the established stores or transported on to other locations.

The Bartering Bard

This moderate sized establishment is located on the outer ring of buildings within the central market square. There is often high-energy music and dancing, as the bar area takes of most of the room in the building. A large stage and dancing area take up a corner, as seating for about 50 patrons spreads out from there. There are only 6 medium sized guest rooms, but they are the nicest rooms in the harbor district.

  • Jerseph Alderhorn (owner): This wood elf male has light green skin a faint white tattoo on his neck. He is usually dressed in a very nice baby blue pinstripe suit and top hat, with his stark white hair in a small bun under the brim.

Slums

The slums spread out from the open market, down to the piers and to the base of the Hills district. As they approach the hills, they start to transition into more sturdy and substantial housing. There are roaming patrols of Thornbull Family guards throughout the slums, with a varying degree of benevolence and compassion. The people in the slums know the names of the most generous and charitable royal guards and talk of them as heroes.

The Last Hope

The adventurer’s guild sanctioned by the imperial family and supported by the Sunguard to employ adventurers to complete tasks/quests for hire. Townspeople may also commission adventures from the guild. Refer to the Last Hope section on pg.9 for more information.

The Hills


The next section of town contains the “middle class” and majority of residences within modest housings along roads that switchback up the incline. There is a general, mostly peaceful, rivalry between the East Hills and the West Hills, as those who reside in one rarely venture over to the other.

The hills district spans the gradually sloping hills that connect the bottom harbor to the imperial district on the plateau nearly 150 ft. from the shore. Towards the harbor, the division between the east and west hills is man-made, an intentional division of housing with a thin greenbelt park. Towards the imperial district, a sliver of natural stone juts out, physically separating the east and west hills and providing the grounds for the imperial palace.

There is a friendly rivalry between the east and west hills districts, with the west hills representing a more laid back and friendly environment. In contrast, the east hills are very much the home-owners association of the top-middle class, with community established rules.

The West Hills

The west hills district contains small to medium sized lots and houses of increasing quality as you climb the slope. The west hills residents mostly maintain autonomy, with no real regulations on decorations, organizations, or religious activities. Some houses are highly personalized and unique, standing out in a view from the Barrier Sea. Small cliques and special interest groups make this the “fun side”.

The East Hills

When constructed, the east hills were meant to house the social elite before the imperial district was fully realized. Hence, the lots here are larger and the houses range from large homes to mansions towards the top. There are strictly enforced “regulations” on the outward appearance of the homes and landscaping.

Imperial District


Finally, as you examine the flat landscape of the plains above the cliffs, the grass coverage is full and bright green. The Imperial District consists of another semicircle layout of larger houses (and some mansions), as well as many institutional buildings such as the barracks and training facility for the imperial guard, the university, temple to Pelor, and the arcane institute under Archmage Vern. The large two-story council building in the center of this district is intricately designed with marbled brick exterior and smooth marble pillars. This building is well guarded as it also acts as the gate to the imperial palace located on the tip of the cliff protrusion overlooking the lower Boiler Bay area, the sea, and on where the horizon constantly resembles a coming hurricane. The imperial palace is made of similar marbled brick covered in spreading ivy with meticulously landscaped grounds with blooming flowers and privacy hedges. Protecting this district is a large wall of marble and wood, with metal bracers and hinges for the large doors of stone and iron with the metal insignia of Boiler Bay on the left door and the Thornbull family crest on the right. Beyond the walls are flat green plains that expand in all directions, fading into the dotted tree line miles out.

A heavily-walled concentric circle spans outward from the hills along the flat plateau that makes up most of the Solreem’on continent. The 30 ft. wall ends on both ends at the steep cliff drop-offs that define the bay below and is constructed of crafted dense stone and wood.

The pristine and magnificent royal palace is the highlight of the district, located in the center of the semi-circle and onto the small cliff protrusion that separates the top of the hills district. There are several locations of interest in this district, as well as few specialty storefronts and taverns.

The Thornbull Royal Palace

The Royal palace is constructed of finely carved marble stone with heavy vine coverage on the east and west wall with seasonally blooming flowers.

The Royal Garden

In front of the palace and acting as a gated buffer to the imperial district is the imperial garden. This garden is open to appropriate visitors during weekdays, after a quick check of credentials. The grounds are impeccably managed and have seasonally rotating flowers growing in off-campus gardens to bring in when the weather changes.

The Royal Palace

The front entrance that faces the garden is heavily guarded with several royal guard. Just inside the entrance is more royal guard that patrol the grounds and swap with the active entrance guards every 2 hours. The multi-story palace contains the typical layout of a grand foyer, formal dining room, several studies and conference rooms, a grand library & lounge, guest rooms, and the royal quarters.

The Back Patio

Although the garden hosts most of the public affairs and festivities sponsored by the royal family, the back patio is where the royals host the most prestigious of guests. The view down across the hills and onto the harbor and bay below is majestic and awe-inspiring, enhanced by the simplistic landscaping and décor. Many artist-nobles that have witnessed the sun set (as much as the sun sets here) and written poems and songs of the spiritual beauty witnessed.

The Boiler Bay Town Council Building

The large two-story council building in the center of this district is intricately designed with marbled brick exterior and smooth marble pillars. It is located just to the west of the royal palace entrance and provides a security checkpoint for any visitors. The town council holds all meetings with the grand hall of the building, as well as the modest individual offices of the councilors on the second floor.

The Guard Barracks and Training Facility

This compound is located along the east wall near the cliff edge. There are several long thin buildings acting as barracks for the sunguard, denoted by the sunguard insignia hanging over the entrance.

A similar building with Thornbull family crest acts as the single barracks for the royal guard in training. The royal guard barracks has finer contruction and has enhanced amenities offered to the more veteran guard.

Instruction occurs in the large training facility, a two-story open floorplan building with two loft-style second-floor sections. Led by veteran and out-of-service royal guard, the sunguard has a mutually beneficial arrangement from this advanced training.

Temple to Pelor

The relatively small cathedral is pristine in design and maintenance, with stark white painted exterior with gold trim and large multi-colored stained glass windows. The inside consists of several small rows of pews and a small stage. The temple rarely holds large services within the temple, opting instead to use a large outdoor amphitheater instead. There are generally between 5-8 cleric acolytes within the temple at any given time, with Nalratra Zorrian present within daylight hours.

Radiant Servant Nalratra Zorrian

This male eladrin priest has a strong guild but a soft face, with bronzed skin that seems to glitter in direct sunlight. His very light brown hair falls straight to his shoulders, with his long ears poking through. He wears complexly layered robes, with overlapping parts forming varying patterns of white, yellow, and gold. Naltratra spent considerable time as a paladin within Elysium, before hanging up his mace and committing to a simpler life of faithful servitude. He has a 'soft spot' for adventurers, offering aid when he can.

The University

The university is located in the colosseum, re-purposed after the discontinuation of the fighting games by King Irvine over 80 years ago. The university contains small classrooms within the structure of the arena, and a large workshop in the open grounds, in which several large construction projects are underway. The university engineers are responsible for the upgraded port defenses of Boiler Bay and have taken contracts for similar defense in other port cities within the Nations of Light.

Dean Kruu'karuku

A raven flock avoral, with well-maintained black shiny feathers poking out of his long scholarly robes. His left leg seems to have a permanent injury, requiring Kruu’karuku to walk with a limp even when assisted with his cane. Dean Kruu’karuku is a renowned artificer of significant skill.

Professor Rinley Alcoa

Although several centuries old, the sun elf professor appears very young and alluring. Her light brown ponytail is in a long fancy braid down to her middle back, and her flawless tan skin appears as though she has spent most of her years outdoors. She insists on doing all of her “thinking” outside in the warm sunlight, to act as inspiration. She dresses in casual clothing and can occasionally be found socializing with friends at the Smoke House Tavern. Professor Rinley did her studies in Sron, the civilization of technology-driven fanatics, followed by nearly a century of adventuring.

Consortium Arcanum

This arcane institute is the knowledge hub of arcane spellcasters in the region. The building is another multi-story structure, with a bright red roof that sticks out above the mansions. Dense Ivy and large coniferous trees provide ample shade to the walls and windows of the colored brick and mortar building. The massive library is filled with information and stories of magic, both current and ancient. Peripheral to the grand library are small workshops and rooms for studying mages.

Archmage Vern

The elven director of the consortium as well as a member of the town council. Refer to his description in the town council section for more details.

The Plains Gate

The Plains Gate is an ornate large double-door gate made of carved marble and iron, with both the insignia of the Sunguard and the Thornbull Family. It is manned by both Sunguard and royal guard, with a fairly decent check of credentials before entering the town. The barricade and supporting structures of the gate have advanced defense such as hot oil vats, rapid-fire ballistae, and long polearms used to disrupt ladders and siege towers. Disconnected from the gate structure, but within 100 feet is a mage tower (40 ft. tall, 10 ft. over the gate) with the open air top acting as a platform for battle mages at the gate.

Mansions

Large houses fill the gaps between the highlighted facilities. These are the homesteads of the council members, professors, high-ranked military officers, and social elite.

The Boiler Bay Town Council

A ruling body of four elected officials in which the king reserves the tie-breaker vote. The council and imperial relationship has been strong for decades under King Horace. However, since King Geoph has taken office there has been increased dissent and debate among the council. Meetings are once a month with emergency councils occurring by imperial decree.

Archmage Vern

Elder elven mage, director of the arcane institute and member of the Three Archmagi of Burning Light. Known to be dismissive and elusive, often frustrated by council proceedings. Has stark white hair that is long and braided down his back, and a medium length white beard and mustache. He is adorned in blue robes with gold trimmings

Proprietor Himly

Halfling merchant, owner of several of the open market vendors. Known to be a champion of the 99%, often uses own wealth to help struggling merchants. Proper and trimmed, this man has pencil thin beard and mustache, and is dressed in elaborate colors of burgundy and pearl with a large-brimmed hat with several colorful feathers.

Justicar J’ul

Female dragonborne paladin of Pelor, elected emissary from the Sunguard and General of the imperial guard. Takes her job of protecting innocents and training army very seriously. Brass dragonborne with bright red hair cut short and styled spikey. Her snout is rather blunted, allowing for an asymmetric smile. She is covered in silver plate armor with the golden sun insignia and a beautiful longsword at her side.

Counselor Karen Haverly

Human female, unofficial representative of the middle class in the Hills. Karen often overdresses for council meetings, but the clothes are often dirty or disheveled thanks to her 7 children.

She is a champion for happy hours and birthday parties, and she hesitantly promotes the nationalist-patriot views of the middle class.

The Royal Family

The Thornbull family has ruled for nearly 200 years after the previous imperial family were assassinated. Horace’s father, Irvine Thornbull, ruled for 40 years, taking over after his father (Halvon Thornbull) died during the dark invasion. These, as well as the remaining Thornbull kings are memorialized in large portraits in the grand foyer of the royal palace. Portraits of kings before the Thornbull reign line the hallways and common rooms of the palace.

King Geoph Thornbull

A young (26) human, with a slightly chubby build and shoulder length wavy brown hair. Normally Geoph is clad in royal purples and blue robes beneath a bejeweled chest plate and a rapier at his side. He is outwardly arrogant and privileged, known for making rash proclamations and decisions

Prince Jarl Thornbull

Geoph’s younger brother (22), much more composed and mature with dirty blond hair cut short in a simple pattern. He has a scruff short cut beard, and several pronounced scars on his face and arms. He is dawned in gold full plate armor with pearl trim and a custom-made bull helmet with pearl eyes (family crest). He carries a large broadsword on his waist, and a small crossbow at his side. Jarl has already served several years in the imperial guard has garnered a reputation for a strong understanding of military strategy and city defenses.

Princess Elise Thornbull

Oldest of Horace’s children (33) and only remaining sibling from his first marriage. Elise is a tall modest woman with long bright blond hair often held in a tight braid down her back. She typically wears fashionable gowns in solid colors from local merchants. She maintains the family’s affairs and often clashes with Marilyn about family decisions. She has practically given up on grooming Geoph, but still has a good relationship with Jarl. She yearns for excitement, and is looking for a way out of her dull life.

King Horace Thornbull (Deceased)

Ruler of Boiler Bay for nearly 50 years, was youngest king before his son Geoph. Horace was a powerful man and great leader; and was well revered across the land. He led Boiler Bay through a revitalization that has led to its emergence as a world power.

Marilyn Thornbull

Second wife of Horace Thornbull, much younger (late 40s). Always made up with copious amounts of make-up and clad in suggestive clothing. She is quite flirtatious and deceiving, always looking for opportunities to gain ground in the family and the city affairs.

The Royal Guard

The royal guard are clad in plate armor with silver plates lined with maroon and gold. They are the primary guard force throughout the city, with the Sunguard offering support in certain areas.

The Last Hope

The Last Hope is the notorious adventurer's guild run out of a modest storefront just outside the main circle of the market. Since its inception several centuries ago, the Last Hope has established itself a truly humanitarian and charitable organization, with four (now five) groups of adventurers completing quests and tasks assigned by either imperial decree or private commission. You can find more information on the Last Hope in the Heroes of Sol'an Campaign setting.

The Champions of The Last Hope
Tally Team
188 The Legionnaires
61 Dragonfang Sentinels
19 Sin'Cara
11 The Bonesmashers
NPCs
  • Adrian Moonspirit: A young, scrawny blue skinned elf with long black hair, mostly straight and swept to right side of face and head with a line of braids interlaced with pearls to form “stars” within the black straight hair. He wears simple but clean cut and fashionable clothes.
  • Sgt. Grenda Ironsmith: A stout female dwarf, often found clean and made up with her hair unbound and curly red and a fair face with uneven freckles. She wears heavy full-plate armor made of black matte metal with accents of silver, platinum, and mithril; though you can tell she has trouble keeping it cleaned and trimmed. Generally, she has a morning star and heavy wooden shield with similar metal highlights and family crest of the smith hammer.
  • Lt. Aaron Colter: A fit human male, about 6’2 with short brown hair brushed to the side of a part, a fairly decent beard for a human, often clad in heavy plate armor designed in the sunguard colors and crest, with two short swords sheathed on his belt. Aaron acts as the coordinator and representative of the Last Hope to the imperial guard and council. Aaron and Grenda are in a secret affair, due to Justicar J’ul’s obsession with Aaron to go to sunguard.

Heroic Townsfolk

Short Quest Modules
Levels 1-4

The Heroic Townsfolk of Boiler Bay

The following short quest modules are designed to be run in sequence, or as stand-alone encounters incorporating the Heroic Townsfolk miniatures from Wildspire. Each module has instructions and guidance for running these quests, as well as potential storyline seeds and extended plot lines. Read straight from the module or just pick out a monster here and there, we hope that these stories inspire your own adventures.

Lady Atiel and the Moon Crown (Levels 2 – 3)

Lady Atiel, the moon elf princess, is in search for stolen family heirlooms. She introduces the party to Bonesun Mergun, a harbor district businessman and leader of the Bone Pit, an underground fighting ring. Guide your PCs as they follow the trail to Jarvin, the incubus attempting to steal high-value relics.

Captain Jiyloo and Siren Point (Levels 2 – 3)

Join the spunky halfling captain of the keelboat "The Darling Dagger" as she fulfills her dreams of following one of the fabled treasure maps in her possession. Guide your party through a difficult skill challenge to guide the boat into Siren's Cove to face off with a coastal siren.

Ciri Albon and the Hermit Wizard (Levels 2 – 4)

Ciri is worried about her wizard friend, Clement, who she hasn't seen for nearly a week. He was working on creating a magical item that could help keep food cold and viable for long periods of time. Lead your party as they investigate Clement's abode and find his 'Permafrost Chamber', which is currently occupied by ice mephits as they assemble the formidable ice gargoyle.

Bonesun and those Pirate Bastards! (Levels 2 – 4)

One of Bonesun's associates has been wronged by a rogue group of pirates, and Bonesun wishes to impart a stern retribution. Bring your group back to the coast, as they scout out Bottleneck Cove, a prime pirate hide-out currently occupied by the Tortra's Hand pirate band. Your PCs must decide if they will be judge and jury, or if they will take the pirates back to Boiler Bay for justice.

Jorun and the Heinous Hedge Heist (Levels 3 – 4)

Jorun is a master thief, with a closet full of utilitarian and slightly ridiculous outfits. One such outfit will finally come in use, as he has been hired to retrieve a prized golden rose from the imperial garden. Engage your party in a one-of-a-kind skill challenge as they attempt to distract garden visitors and guards, while Jorun makes his way to pick his prize using his bushy disguise.

Tangai and the Great Hunt (Levels 3 – 4)

Tangai, the tabaxi trapper, is always looking for help to conquer the top of his list of prized hunts. Take your party on a hunt for the elusive and poisonous Deepscout Vorpa. The vorpa have several collectibles for harvesting, with the exoskeleton a material for making Vorpa Chitin armor. With the help of the unique moonglass silk items, capture and harvest a vorpa in a challenging encounter.

Lady Atiel and the Moon Crown

A Wildspire Homebrew

Introduction

Welcome to one of the miniature-inspired quests for your Wildspire Heroic Townsfolk miniatures. It is our aim to help DMs integrate these figures into their campaigns either as a side-quest in an established realm, or a continuation of the Heroes of Sol’an campaign setting.

This quest, as part of the Boiler Bay setting, features Lady Atiel of the moon elf empire within the Solreem canopy, the large forest on the northwest corner of the continent. As followers of the goddess Selûne, these elves act as emissaries to Pelor with the great task of maintaining the delicate balance between the sun and the moon. Although quite powerful, the kingdom is not impervious to agents of the darkness. Lady Atiel’s own family was targeted by devilish thieves, successfully stealing several valuable family heirlooms. Of most significance is the moon crown, a lavish headpiece awarded to Lady Atiel’s mother, Head Priestess Moralai. Lady Atiel has a lead who might be in possession of the crown, but gaining an audience is proving difficult on her own. The heroes will aide Lady Atiel as she attempts to infiltrate the seedy underground of Boiler Bay and regain ownership of the moon crown.

Additional NPCs from the Heroic Townsfolk collection have been integrated into this setting and quest module. For a more detailed description of Boiler Bay, refer to the Heroes of Sol’an campaign setting at wild-spire.com (Coming 09/2020).

NPC: Lady Atiel

Level 5 Moon Elf Paladin

How to Use This Module

This quest can also be inserted into any campaign as a quick diversion or side quest chain. Preferably, this quest can be initiated in any moderately sized port town along a group’s travels, with only minimal terrain considerations.

  • Please reference the Boiler Bay Setting document for information about Boiler Bay and the NPCs within.
  • Text in italics is meant to be read directly to the PCs.
  • Text in bold are suggestions and can be easily changed to fit your campaign environment.
  • Skill check DCs are general and meant to reward higher rolls with more information. Higher skill check rolls gain the knowledge from lower DCs. Feel free to adjust DCs based on your preference.
  • Remember, everything in this guide is merely a suggestion, and we encourage DMs to change any details to best make it fit into their campaign.
  • You can change the monster’s stats or choose new monsters to apply this story to PCs of a different level.

Ch.1 The Heirloom

The initialization of this quest can occur through multiple means, depending on whether the group has completed the Heroes of Sol’an campaign setting. For use as a stand-alone, suggestions below will introduce the adventurers to Lady Atiel. For instance, the Heroes of Sol’an campaign precedes this quest with the adventurers obtaining an heirloom dagger from ratmen within the sewers of Boiler Bay. Without this precursor quest, your adventurers could come across this item in other ways to initiate this quest module. As DM, you can transplant the merchant responses below your campaign setting; ultimately leading the party to the open markets of the harbor and an encounter with Lady Atiel (Ch. 2).

Heroes of Sol'an

The heroes ended their first mission within the Last Hope guild and found the heirloom dagger within the ratmen’s lair. The group may inquire about the dagger at several places, including an introduction to another Wildspire Heroic Townsfolk NPC, Ciri Albon. Use discretion if the party searches elsewhere for information, with the main goal to initiate contact with Lady Atiel at the open markets.

Investigation check on Sgt. Grenda Ironsmith or Lt. Aaron Colter
DC Outcome
10 Has no insight, they suggests inquiring at Ciri’s Wizarding Supplies
13 Recognizes it as moon elf, and it looks pretty dang fancy
18 Recalls a very pretty moon elf that can often be found scouring the markets

Ciri's Wizarding Supplies


This little shop has immediate charm. With ribbons of pink and white connecting curtains of white lace, small tables prop up collections of liquid-filled jars, scroll tubes, tomes, and arcane components. The female half-elf sitting at a table near the back of the small shop is currently writing on parchment. Her golden blonde hair hanging loosely down past her shoulders, it is not immediately clear whether it is her natural skin or her makeup that makes her appear more human than elf. She is wearing a long pink dress with a white long-sleeved undergarment, and a dazzling and impressively large gemmed amulet around her neck. When she notices your presence, she places the feathered pen down and smiles “What can I do for your today?”

Investigation check on Ciri Albon
DC Outcome
10 She describes an elven lady who has been searching for moon elf heirlooms. Suggests searching the port markets
13 Elven lady stops by once a week for many months, has already bought two items that Ciri acquired through trade (Necklace, Ring)
18 The lady has paid handsomely for these items, her wealth may represent nobility

Ch.2 Lady Atiel

The group must search for the elven lady during the day within the harbor markets or watch Ciri’s shop for the weekly evening visit. In any scenario, they will eventually approach the moon elf princess.

The Harbor Markets


You make your way to the bustling center of the harbor district, shouts and whistles fill the air along with the smell of cooked meats and fresh breads. Merchants selling out of carts and boxes line the streets between small shops and larger store houses. As you near the center square, the streets open up into an open space crowded with vendor stands and larger selections of produce, fish, spices, and trade items. Among citizens and boat personnel, you occasionally spot more eloquently dressed individuals which you assume are either captains of ships or higher class citizens and lords.

You can either have them quickly find Lady Atiel, or you can make them investigate a few random merchants or customers. She will not approach the group but may give them curious glances.


You spot an elven woman, a light brown cloak occasionally flashing a glimpse of golden chainmail armor and navy blue cloth.

Ciri's Shop


Just after sundown, a young elven woman enters wearing a light brown cloak that occasionally flashes a glimpse of golden chainmail armor and navy blue cloth. She quickly shuttles towards Ciri with a warm smile “Any news?”.

The Moon Elf Princess

Once they encounter Lad Atiel, she will be initially protected and hesitant. She will not divulge more information than she is searching for valuable artifacts for trade. However, as soon as the group mentions or shows the dagger, she becomes incredibly grateful and open about her search for the stolen heirlooms. Should the group request a ransom for the dagger, she is willing to pay 50 – 75 g coins (based on Persuasion skill check), but asks they help her retrieve the moon crown.


“This dagger was presented to my father during his coronation… My father rules the moon elf clan within the Solreem canopy. He, along with the other two kings, has worked hard to secure and protect the borders of the forest and elven kingdom. However, dark agents occasionally manage to slip by our defenses. About a year ago, our family was targeted, and our palace was robbed. Several guards were killed, and the thieves escaped with a few of our family heirlooms.


I accompanied the scouts that tracked the thieves to Boiler Bay, but I unfortunately had to send them back to Firefly Grotto after we were unable to track the items right away. I, however, decided to stick around and see if I could employ more ‘clandestine’ tactics. Some were no more than flashy jewelry, but a few items, like this dagger, are quite important to my family. I have been able to recover most of them, thanks to Ciri here, yet I have nearly exhausted the gold I brought with me. With this dagger returned, I have one last item to retrieve. And by Selûne, it seems it will be the most difficult.” Ciri chimes in “Did you find the crown?”. “No” says Lady Atiel, “but I think I found someone who has. Have you heard of Bonesun?” Ciri responds, “that creep that runs the Bone Pit?” Ciri chuckles as her face relays obvious disgust, “good luck with that!” Lady Atiel replies with a defeated sigh, “I have already tried to gain audience, but his minions have turned me away. They say I don’t have anything he would be interested in. His clients usually have a much more ‘rough and tumble’ aesthetic…” as she slowly scans your group. “Hey now, but you guys could probably get in!”

During and after this conversation, the group may wish to make several skill checks. Once the group inquires about a reward or accepts to help, Lady Atiel proposes some gold as long as they help her retrieve the crown.

History check on Lady Atiel and the Solreem Kingdom
DC Outcome
10 You know the Solreem empire is really three different kingdoms (moon, sun, wood)
13 Three kings rule in council, centuries of peace and harmony
18 King Atiel is known for his leniency and compassion, considered a fair ruler
Insight check on Lady Atiel
DC Outcome
10 She seems generally frustrated at her inability to obtain this last item herself
13 The prospect of your help has genuinely brightened her spirits
18 Although soft features, you come to realize this lady is fierce and strong of will
Investigation check on Lady Atiel's Attempts to Meet Bonesun
DC Outcome
10 “I received information that he tends to get first dibs at stolen goods coming through the Bay”
13 “Luckily, when he has something really good, he tends to hold on to it after inciting a bidding war among his clients”
18 “He is a real dirtbag, often making his lackies fight each other in the Bone Pit”

Here's the Deal


“I can offer most of my remaining gold, close to 100 coins, as a reward. But this would be for helping me until the crown is in my hands. For starters, go gain an audience with Bonesun and find out if he still has the crown or who he has sold it to. I doubt it will be as easy as purchasing the crown from him but might be worth a try. Either way, once we know if the crown is in his possession, we can figure out what to do next.”

Ch.3 The Bone Pit

Bonesun’s hideout (Heroic Townsfolk) is run through a dockyard storehouse located on the piers. During the day, his business is gainfully employed and considered one of the better services among the harbor. At night, the storehouse floor is transformed into a tavern/brothel and fighting pit. The interaction with Bonesun will prompt a “pit fight” in which the group will pick a player to square off against one of Bonesun’s minions. Afterwards, Bonesun will inform the group of the location of the person who purchased the moon crown.


As night falls, you scan the sky for the sun, for on this realm the sun is always visible in the north, yet highly diminished during the night hours. Walking the market streets at night has a different feel, where there is music and cheer filtering out of taverns and storefronts that line the streets.


You make your way towards the piers, as the streetlamps become spread out and the music fades. At the ports, bird calls and the shouts of crewmen loading boats are the prominent sounds that occur over the soft crashing of waves.

The party will have to ask around to find Bonesun’s hideout. Have fun with investigation rolls, where very poor rolls could result in them getting lost or receiving bad information.


As you near, a wave of cheers draws your attentions to a large warehouse style building. You assume that the windows are boarded up, as every time the door opens, bright light and loud yells escape. There are two large figures standing outside a lit door leading into the building. The one on the left is a burly half-orc wearing leather armor and a cross-bow dangling from his belt. The man on the right is a leonal wearing simple pants and a shirt.

Gaining Entrance

The group really should have no problem gaining entrance and audience, unless all your PCs chose high elf nobility. Use your discretion if one party member should maybe sit this one out. Bonesun has trained his bouncers to know that he only meets with people “willing to break a few fingers”. If your party rolls really poorly on persuasion/deception checks, you can require a bribe for the group to gain entry.


You are led through a large open warehouse floor. Boxes and crates are stacked and organized against the walls, while the central area is clear of goods. Currently, there is a small crowd huddled around a circular platform about 30 ft in diameter. Chain-link fencing encircles the platform, and hopefully just for effect, there are bones of various sizes affixed to the fence. As you walk around the crowd to a staircase that ascends to a second floor towards the back of the warehouse, you catch a glimpse of two sweaty figures inside the ring slugging it out. At the top of the stairs, there are several benches and tables that look down upon the pit. A human female with shoulder-length brown hair flowing freely is running around bringing drinks to clients watching the fights. In the back corner, there are several fancy cloth couches and tables set up. You approach a human man, shaved head and face with a slightly sickly complexion. He wears leather armor, with shoulder pieces displaying various large talons and claws. He is currently in conversation with a human male with scraggly brown hair and dark clothing. When the bald man notices you, he smiles and holds up a hand to your group.


“Well, thank you, you continue to be a worthwhile associate, and a trusted friend,” he says to the other man before turning to you. “I can see my night just got more interesting. My name is Bonesun Mergun, but you may call me ‘Bones’. In what way can we benefit each other today?”

Bonesun will insist on learning the PCs names, but low insight checks (-1) will allow for fake names and information. The goal is to have the PCs ask Bonesun about the moon crown, to which he will ask why they are interested.

A PC will make a persuasion/deception check depending on if they are truthful in their questions and information provided. Unless failed, the group will be asked to choose a member for the bone pits in order to gain Bonesun’s trust. Failure on these checks will require the group again to attempt to bribe their way into his trust, resulting in the pit fight. Deception will anger Bonesun and require a larger bribe (The PCs may offer future “work” as a bribe).

Persuasion / Deception check on Bonesun
DC Outcome
10 “You wish for me to reveal information on a client? That is a hefty request, first you must prove yourself”
13 “This particular client has purchased several items from me in the past”
18 “However, he is difficult and rude. If you win your pit fight, I will tell you all about him!”
  • Persuasion Check Failure: “You come into my business as strangers and request such information? Who are you? Unless you have something I might be interested in, it is time that you leave.”
  • Deception Check Failure: Bonesun’s attitude immediately changes, “You lying filth, you come into my business trying to extract information and deceive me! Leave now before I have you all quartered and dumped into the bay!”

The Pit Fight


“Here are the rules. No armor. No weapons. No magic. This a bareknuckle brawl, if you pass out, you lose.” Bonesun walks you down to the circle, your timing impeccable as a fighter thuds to the ground, eyes unmoving and blood trickling from his nose. Bonesun calls for someone named Gargarash, and shortly after the leonal bouncer you met outside makes his way up to the ring. He is now wearing cloth shorts and has some sort of cushion he uses to curl his claws into his fists. Standing about 6’9, this lionkin’s fur is long and matted at places, except for his chest which has been trimmed down to show his musculature. He smiles at you wickedly, revealing large sharp teeth.

Pit Fight Mechanics

The mechanics of this fight are pretty simple. One PC will be chosen to enter the ring, and their opponent's stats will be based on the PCs physical properties.

  • PCs will roll an unarmed attack without proficiency (unless monk) against Gargarash's AC.

  • Any hits will result in 1 dmg + STR modifier.

  • Gargarash will have a similar AC and attack/damage properties as the PC, with the following modifications…

    • Strength Based PC: Gargarash has +2 AC and -1 dmg compared to PC.
    • Dexterity Based PC: Gargarash has -2 Attack Modifier and +1 dmg compared to PC.
  • Fight follows initiative order, boxer style fighting in a 30 ft diameter ring.

  • Should a PC attempt to intervene with magic or other means, they can attempt a Slight of Hand/Stealth check against Bonesun’s perception (DC 16) or be discovered and kicked out of the building.

  • Fight ends when a combatant equals 0 hit points. They are considered unconscious, but not dying.

A PC loss results in Bonesun, in a cheerful mood, recounting the highlights of the fight and how much he made betting on his boy. When brought back to the topic of the moon crown, have a PC make an investigation check.

Investigation check on Bonesun
DC Outcome
10 “The gentleman you are looking for is named Jarvin. He is a human male, about my height, with longish jet black hair and fair skin. He is currently renting a room among the Green Lots at the bottom of the West Hills.”
13 Bonesun excuses himself as he walks into the enclosed office on the other side of the 2nd floor platform. He returns after a few minutes with a map of Boiler Bay. He points to an area on the map that is where the West Hills end at the harbor. “Unit 13, a little rich for most visitors, and he has been here quite a while.”
18 “Be careful, that man exudes confidence and pride, and with the wealth he carries with him, I doubt it is unwarranted.”

If Bonesun is asked why he is helping them find this guy, he explains, “Jarvin wouldn’t fight in the ring, choosing instead to use his wealth to gain my trust. I’ll do business with wealth, but I trust true grit.”

Before leaving, if the group has not used future services to barter with Bonesun, he will add, “Once you have all this cleaned up, come back around and I might have some work for you.”

The group should now return to Lady Atiel to inform her of their findings. Lady Atiel wishes to accompany the group to confront this man about her crown and is armed and armored.


The elven lady is waiting for you within Ciri’s shop, now donned in polished chainmail armor and equipped with a shield and Warhammer.

Ch.4 The Fiend Within

The group will now encounter Jarvin, the incubus disguised as an heirloom trader. If the party was shown the town map, they find the Green Lots with relative ease. If they were just told general directions, it might take them some extra time. The units within the Green Lots are visibly numbered.


You reach the area called the Green Lots, as marked by a large sign over an open entrance. These grounds are well maintained small lots with trimmed grass, shrubs, and even flowers in pots. The units are individual single-room structures, about 30 ft by 25 ft, with a single door and several windows.

Daytime

Jarvin is not home during the days which are filled with scavenging the market vendors and meeting accomplices. He usually visits multiple taverns around dinnertime and later to keep up his contacts and gather information. His doors and windows are locked and have no detectable traps.

However, should the party enter the unit after successfully picking any of the locks (DC 17) they will notice a security system involving sections of parchment connecting the windows and doors to the walls that rip and break if any are opened. This parchment is an invisible rune that has been cut into sections, in which only a detect magic or dispel magic can reveal. If the PCs are careful when opening the window/door, allow them to make a perception check (DC 19) to detect the paper.


Once inside you search around and quickly notice that Jarvin does not leave much at home during the day. Aside from a few sets of clothes and a large travel bag, the room only has basic furniture.

If the party leaves the parchment traps broken or the room in any kind of disarray, Jarvin will return to his home that evening and within an hour, pack up and attempt to find new lodging within the harbor. If they continue to scout and follow, at a point in his travels to his next lodging, he changes his appearance in an instant in a dark alley. (a male golden dragonborn with similar clothes). Any encounter would follow similar combat notes as described below.

Nighttime


Hours after nightfall, a man enters the lots from the main entrance and makes his way to the door of unit 13. He fits the description given by Bones, with his large glasses and oversized satchel adding some nerdiness to this supposed collector. He fumbles through his large bag and produces a ring with several keys to open the door.

He goes through his nightly routine of taking extensive notes in his journal and counting his coins. For this encounter, The PCs have the ability to scout and watch Jarvin with minimal intrusion (if they are not well hidden, there are other residents out and about until the later hours.) Have the group roll stealth and perception checks against the incubus as they position to confront this man. Lady Atiel can be a conduit for you to push the party in a direction you prefer for this encounter. Once they confront Jarvin, Lady Atiel will question him about his possession of her family item. However, it does not take long of direct conversation with Jarvin for Lady Atiel to determine his fiendish nature. Insight/Perception checks by a PC can also grant them a little knowledge of the succubus’ true nature. Lady Atiel will not hesitate to draw her hammer and initiate combat once Jarvin’s true form has been revealed.

Encounter: Jarvin

The PCs will combat Jarvin, the incubus.

Combat Notes

  • The incubus is powerful for a group of lvl 1-2 players, it is intended that Lady Atiel will tank the fight as long as she can, using her 25 hp lay-on-hands to extend this role. She will also use a 2nd level spell slot to cast magic weapon to help bypass the incubus’s resistance to non-magical weapons.
  • Jarvin will only attempt to flee if he can gather his bag and journal to take with him, or if he is dropped to less than 10 HP. Otherwise, he commits to the fight, and uses his etherealness to better his position on the battlefield.
  • Jarvin can either start combat in a human form (shortsword w/ DEX modifier) or fiend form for his claw attacks. If the battle moves outside the dwelling, Jarvin will remain mostly in ethereal form, only materializing to strike without being seen by observers.
  • Jarvin will attempt to charm the PCs one at a time to help defend him from Lady Atiel.

Incubus

Medium fiend (shapechanger), neutral evil


  • Armor Class 15 (Natural)
  • Hit Points 66 (12d8+12)
  • Speed 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA
8 (-1) 17 (+3) 13 (+1) 15 (+2) 12 (+1) 20 (+5)

  • Skills Deception +9, Insight +5, Perception +5, Persuasion +9, Stealth +7
  • Damage Resistances Cold, Fire, Lightning, Poison; Bludgeoning, Piercing, and Slashing From Nonmagical Weapons
  • Senses Darkvision 60 ft., Passive Perception 15
  • Languages Abyssal, Common, Infernal, Telepathy 60 ft.
  • Challenge 4 (1,100 XP)

  • Telepathic Bond. The fiend ignores the range restriction on its telepathy when communicating with a creature it has charmed. The two don't even need to be on the same plane of existence.
  • Shapechanger. The fiend can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Without wings, the fiend loses its flying speed. Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Actions

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage.

Charm. One humanoid the fiend can see within 30 feet of it must succeed on a DC 15 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the fiend's verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this fiend's Charm for the next 24 hours. The fiend can have only one target charmed at a time. If it charms another, the effect on the previous target ends.

Draining Kiss. The fiend kisses a creature charmed by it or a willing creature. The target must make a DC 15 Constitution saving throw against this magic, taking 32 (5d10 + 5) psychic damage on a failed save, or half as much damage on a successful one. The target's hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Etherealness. The fiend magically enters the Ethereal Plane from the Material Plane, or vice versa.

Rewards

The PCs may roll an investigation check for loot. A failed check results in only story rewards.

Investigation check
DC Outcome
10 Coins on Jarvin's corpse (2 p, 30 g)
13 One of the keys on the keychain open a hidden trunk under the bed (16 p, 45 g)
18 Jarvin’s shortsword is +1 shortsword

If Jarvin was able to flee with his belongings, the following story rewards must be obtained by tracking him down and an additional encounter. Otherwise, the party finds these items within the satchel.


Jarvin’s journal details his attempts to locate three specific items. First, the Moon Crown of Selûne has been worn by the ruling family of the moon elves within Firefly Grotto for centuries. Second, the Sun Pendant of Pelor is a blessed amulet that is given to the champion among the sun elf warriors. Finally, the Briar Staff of Meilikki has been possessed by the wood elves eldest druid. There is little information about the staff, only notes of the location of the wood elf tribe within the Solreem forest. The pendant, Jarvin believes, is currently being held by an elven paladin of Pelor within the Sunguard Cathedral named Champion Kolwin. There were ample notes about his acquisition of the crown, telling of his journey to Gorespire Keep just south of the Barrier Sea to hire the services of a rakshasa named Jolati. Worth all 250 platinum coins, Jolati was able to infiltrate the defenses of Firefly Grotto and steal the crown among other items. The most recent entries detail his selling off the other stolen items around Boiler Bay and awaiting contacts to give him more information about the other heirlooms. Although there are several mentions of “sending word back home,” there are no details about the reasoning behind his search or to whom he reports.

Sincere Gratitude

The group return’s to Ciri’s shop with Lady Atiel. The lady gives her sincerest thanks and pays the party 100 g for their troubles. Additionally, she can mention she is returning to Firefly Grotto and her family, and hopes the group makes their way to see her again.


“Firefly Grotto is a wonderous place, a true high city of elven nobility. Well, at least for the sun and moon elves, the wood elves tend to live outside the grotto with their precious beasts. Just mention my name should you need to stop in or pass by.”

Captain Jiyloo and Siren Point

A Wildspire Homebrew

Introduction

Welcome to one of the miniature-inspired quests for your Wildspire Heroic Townsfolk miniatures. It is our aim to help DMs integrate these figures into their campaigns either as a side-quest in an established realm, or a continuation of the Heroes of Sol’an campaign setting.

This quest, as part of the Boiler Bay setting, features Captain Jiyloo of the mercantile keelboat (small, single-sail cargo ship) “Darling Dagger”. Providing trade services and transport for small groups around Solreem’on and the Barrier Sea, Captain Jiyloo has a dangerous love for adventure and folklore. So much so, that she accumulates pirate maps detailing the location of treasures and magical beasts. She has never actually followed through on a treasure hunt, yet she had the perfect one picked out for that special inaugural adventure. But alas, her map to Siren Point was stolen about a year ago, and she takes it as a sign that it wasn’t meant to be. Guide your adventurers on a short sail from Boiler Bay to Siren Point after helping Jiyloo acquire the map, followed by an encounter with ravenous mermaids as they assail the Darling Dagger.

Additional NPCs from the Heroic Townsfolk collection have been integrated into this setting and quest module. For a more detailed description of Boiler Bay, refer to the Heroes of Sol’an campaign setting at wild-spire.com.

NPC: Captain Jiyloo

Level 3 Halfling Arcane Trickster Rogue

How to Use This Module

This quest can also be inserted into any campaign as a quick diversion or side quest chain. Preferably, this quest can be initiated in any moderately sized port town along a group’s travels, with only minimal terrain considerations.

  • Please reference the Boiler Bay Setting document for information about Boiler Bay and the NPCs within.
  • Text in italics is meant to be read directly to the PCs.
  • Text in bold are suggestions and can be easily changed to fit your campaign environment.
  • Skill check DCs are general and meant to reward higher rolls with more information. Higher skill check rolls gain the knowledge from lower DCs. Feel free to adjust DCs based on your preference.
  • Remember, everything in this guide is merely a suggestion, and we encourage DMs to change any details to best make it fit into their campaign.
  • You can change the monster’s stats or choose new monsters to apply this story to PCs of a different level.

Ch.1 Meeting the Good Captain

There are several avenues for meeting Captain Jiyloo and initiating conversation leading to this adventure. First, if continuing from the Heroes of Sol’an campaign setting, the adventurers may have come across the small trunk containing maps that was stolen from Captain Jiyloo’s ship about a year ago (by ratmen it appears). This item could be obtained through other measures as well, leading to a similar initial greeting.

Alternatively, the PCs may pique the interest of Jiyloo while she is frequenting the taverns along the harbor district. Either way, the captain will entertain the party with tales of treasure and adventure among the coasts of Solreem’on. One map in her possession provides a particularly tricky challenge for a fabled cache of coins and treasure lost to the seas, and she is looking to fulfill her wanderlust and itch for adventure.


The flirtatious and spunky halfling before you has her hair shaved close on the left side and grown long up and over the right in jet black waves. She wears a rather provocative black leather corset with black tight cloth leggings with subtle armor padding. A purple cloak hangs loosely over her shoulders, nowhere close to covering her chest, yet mostly hiding the fine rapier at her side.

Possession of Chest of Maps

If the party is in possession of the maps, they can ask people around town to about who would be interested in such items. Based on their investigation roles, feel free to take the group on a goose chase, with dead ends. Hopefully, your PCs are smart enough to have someone prove their ownership of the chest and maps, as many seaworthy characters might enjoy the locals highlighted. Eventually guide them to Jiyloo (with a well-earned reputation as a coastal carrier and trade merchant) at a tavern within the piers of Boiler Bay.

When shown the maps, she is relieved to have these back in her possession. She will question about where and how the group found her trunk and maps and will happily purchase a round of ale for the group and continue the night as detailed below. If not immediately engaged about the maps or trunks, Jiyloo will buy a round of drinks and happily converse with the group all night, focusing on great adventures and lost treasures, described below.

Random Tavern Meeting

It may be easier to initiate this with Captain Jiyloo directly approaching the group. She could be attracted to the group due to their attire or racial diversity, their apparent adventuring expertise, or if they display any relation to the Last Hope guild (or other prestigious group).


“Well howdy there!” she exclaims, toasting an ale to your group and sliding a chair up to join. “You guys seem like you have some stories to tell, eh? How ‘bout it? I’ll get the first round for a good story?”

Investigation Check on Jiyloo
DC Outcome
10 “I am the captain of the Darling Dagger, a keelboat that runs goods and people along the coast and among the lands of Sol’an.”
13 Her work takes her to many amazing places, but she has always dodged danger and opted for the safe and sure routes and jobs.
18 Jiyloo has a love for the sea, but her work does not fulfill her heart. She is looking to go on her first adventure and does not want to involve her employed crew.

Captain Jiyloo has plenty of stories, and as the night progresses and the ales flow (although the good captain is no longer purchasing rounds for everyone), Jiyloo will become intoxicated and propose an adventure to the group.

The Plan


“Ok, ok, ok…how craaazy would it be if we just went and followed one of these maps?” Jiyloo becomes hyperexcited, “I mean I already picked out the one I would do first!” She pulls out a map from her collection and unrolls it before you. You see the western coast of Solreem’on, extending north from Boiler Bay. At a location, there is a circled spot and the text ‘Siren Point’. “This, this spot, is rumored to be the hideout of mermaids! Mermaids man! There have been stories all along the coast about smaller ships disappearing and men washed ashore with claw marks and bites! Imagine what riches these creatures collect from the rocky coastline.” She scans the group looking for excitement and approval… “We would split the treasure, of course. I could really use an upgrade to the Dagger, ya know?”

If asked why she doesn’t use her normal crew, she explains how she can’t put them in danger like that, they are not fighters or pirates. She will continue to attempt to bribe the party to agree and will meet them outside this tavern tomorrow morning at daybreak.

Ch.2 The Darling Dagger

When everyone is ready to depart, Jiyloo will walk them down to the piers to her keelboat and give the party a quick rundown of basic nautical skills. Working this far south, she typically does have her ballista attached at the bow of the boat, which can be used by a PC.


The piers are thick with activity, dock hands loading up vessels from fishing boats to large galleys. You notice from here, there are towers where each of the cliffs surrounding the protected harbor. Signals are exchanged from a tower located on the pier and the two towers up above, directing traffic as it leaves and enters the bay. Jiyloo walks you past the galleys and triremes, on past the longboats and bigger cargo ships. You arrive on a peripheral pier where smaller vessels are simply tied to cleats and stand before a small keelboat vessel, about 80 ft long, with dark wood staining, a sleek and slender design compared to the bulkier ships around it.


An initial scan shows a clean and undamaged sail, thick and sturdy rigging, and hard wood paneling all around. Several oars are neatly secured to the center mast, and there is a hatch near the aft that leads to a small storage area below deck. A large light ballista is mounted on the bow of the ship, and a small cabin built into the aft with a covered platform on top. On either side of the bow, an intricately weaving dagger blade is mounted in iron leading to a dagger tip curling up to a point.“Welp, this is my little girl. She might not be the ‘nicest’ ship out here, but she is fast and cuts on a dime.” After a little bit of training, you leave from port rowing and unfurl the main sail as soon as you are free from the protected harbor. As soon as the sail goes down, you find yourself cruising up the coast of Solreem’on, bobbing on the waves as spray shoots up from the bow.

Journey Up the Coastline

Travel should take around 3 hours or so up the coast. Once in the general vicinity, PCs should begin making perceptions checks along the coast. If the PCs roll poorly, lead them to some dead ends. Eventually, they should find what they are looking for.


Once you see it, you are unsure why you weren’t able to see it before. A break in the steep cliff face, where one cliff face tucks behind another and an opening leads into a large dark cavern. Captain Jiyloo drops the sail just after cutting hard back towards the passage, and calls for you to take up oars, “This is gonna be tight, and the waves are going to try and push us straight into the rocks. When I say, row like your ass depends on it!” You grab an oar, as you see the boat finishing its turn and aimed into the slanted crevice. Give Jiyloo credit, the Dagger is on target as that last maneuver while dropping the sails was expertly executed.

The Darling Dagger

Ch. 3 Siren Point

To get through this section, the group must successfully make three quick turns to maneuver into the tight crevice while the waves attempt to ground the vessel. Assign each PC to either port or starboard oars, and each time Captain Jiyloo gives a command, the PCs on that side must roll strength checks. Very poor rolls may result in damage to the Darling Dagger. If the group is clever enough, they have enough time to switch sides and make sure their strongest are on the critical side.

Turn 1- Port Side PCs

The PCs on the port (left) side of the boat must make STR saving throws (DC 11) to quickly steer the boat to the right to avoid the coastal rocks.


You grasp your oar, nervously awaiting your first command. Captain Jiyloo appears confident, initially, but the waves have already pushed the boat off angle. “Hard starboard!” Jiyloo calls out as the keelboat is being pushed into the rocky shores.

Result Outcome
All Fail Jiyloo screams in fear and runs to grab an oar to help out. She greatly overestimated these waves and her crew and freezes in fear as a loud crunch confirms her worst fears. The violent undulation of the waves has quickly transitioned to only slight movements as the Dagger is grounded.
Majority Fail You all strain against the unforgiving waves, turning the Dagger nearly parallel to the shoreline. You avoid any major damage, but not unscathed, as you bump and scrape the rocky bottom. Captain Jiyloo figures there might be one or two small leaks, nothing they can’t handle.
Majority Pass You all row in rhythm, pumping the Dagger nearly parallel with the shoreline. Jiyloo slips an oar at the aft and helps use the waves to push the boat forward. “Great job, guys!”
  • If the Dagger is grounded, Jiyloo is very distraught. She is cursing and condemning her stupid ideas and aspirations. After a while, she calms down and realizes that if the siren treasure is what it could be, she will be ok. She urges the group to continue by foot into the cave (proceed to Ch. 3). The walk home will take the majority of two days along the coastline.

  • If majority of PCs failed, damage to the Dagger will be subtracted from loot to help her repair.

If the group attempts to unmount and bring the light ballista, it is cumbersome, and any attacks are at disadvantage without the stable mount.

Turn 2 - Starboard Side PCs

The PCs on the starboard (right) side of the boat must make STR saving throws (DC 13) to quickly steer the boat to the left to avoid snagging the mast and rigging on a low-hanging rock.


Your victory over the first hurdle is short-lived, as Jiylo looks up to the rocky ceiling now moving overhead the boat. “Hard port!” she yells, as the mast is in danger of catching a low-hanging rock.

Result Outcome
All Fail A frightened squeak escapes Jiyloo’s lips, as the lines catch and tangle on the rocks above. The Dagger strains, as the waves push the ship forward until a single snap reverberates through the cavern and the mast doubles over.
Majority Fail You row vigorously, but your rhythm is not quite aligned, and the mast rigging becomes caught. The waves start pushing against the snagged boat, but Jiyloo quickly jumps and climbs the mast and cuts two lines that set the Dagger free. “That’s gonna make our trip home more… romantic.”
Majority Pass You row with all your might, performing a drift-like maneuver and turning within the small space. Captain Jiyloo is beaming with pride and excitement.

If the mast snaps, the group must row the entire way back to Boiler Bay, arriving late in the evening. If instead only the lines were cut, they can sail back to the port at ½ speed and arriving at sundown.

Turn 3 - All PCs

With momentum from the turn, the boat is speeding into the coastal cave. All PCs must make a STR saving throw (DC 15) to row in reverse to slow the Darling Dagger before it slams into the rock at the opposite end of the cavern.


You all relax for a second, letting laughs escape your nervous frames at how dangerous those last few moments truly were. You see before you a lowly lit cavern, with little streams of light entering from random openings around the high rocky ceiling nearly 50 feet up. But your observation is cut short, as a wave jolts you forward. You quickly realize that the intensity of the waves is amplified by the rocky walls of the tunnel behind you, and you are gaining speed towards the other side of this open cave in front of you. “Everyone, row backwards! Don’t let us crash!”

Result Outcome
All Fail As you begin desperately rowing, you lose sight of the cavern and everyone around you. You feel the boat lurching forward with every wave. The initial contact with the cave wall was not too rough, but the continual onslaught of the waves swings the butt of the ship around, and the jagged rocks begin shredding the side of the Dagger. “Jump, now!” You gather on the small sandy shore at the back of the cave, Jiyloo in obvious distress.
Majority Fail You all fight the waves, slowing the violent lurches forward. In a quick decision, Captain Jiyloo aims the boat towards the sandy shore in the back of the cavern. “Hold on!” she yells, as the boat grinds to a halt in the sand, followed by a shift onto its starboard side. “This will be fun later” Jiyloo jokes.
Majority Pass As you all work to slow the Dagger, Jiyloo positions the boat to use the waves to swing the butt of the boat around. With a few coordinated efforts, you turn the Dagger to face the cave opening, with the waves pushing the vessel straight back. Jiyloo drops anchor, only about 30 ft deep in this cave, and the boat becomes calm and stable.

If the group loses the Dagger here, it will slowly break apart by action of the wave against the rocks, with only value as scrap parts remaining. If the boat is grounded, it will hinder any attempt at quick escape and take the group nearly 30 minutes to push-off.

Ch. 4 The Coastal Siren's Lair


As you collect yourselves, you are able to soak in your surroundings a little better. The clear waves crash against the back of the nearly 150 foot circular cavern, broken by the small shoreline of golden brown and crystal white sand along the back wall sticking out about 20 feet. The small slits of light reflect off the water and cast shadows along the walls and ceilings of the cave, and as you scan the crystal blue water, you begin to see it… something, or lots of somethings causing the light to reflect colors of gold and brown.

Investigation Check
DC Outcome
10 Coins! Lots and lots of coins! The seafloor is littered with coins of varying denomination and condition.
13 Scattered among the coins are other large objects, such as pieces of ships, suits of armor, and even a nicely adorned cannon.
18 You are overwhelmed with the sight of the treasures here, but your instincts are still on alert, as you feel like you see movement in the shadows on several occasions.

Encounter: The Coastal Siren's Clan

Coastal Siren (x1), Merfolk (x2)

The following encounter involves the coastal siren, with the ability to sing her song and charm all humanoids within range. She also has two male merfolk who attack from underwater at her command. This will be a difficult encounter, with considerations needed to be taken about swimming in armor and drowning. However, the additional combatant in Jiyloo and the light ballista (which should be utilized) help to balance the sides. Initiation of this combat can be done in several interesting ways...

  • The siren can initiate with song, perched somewhere within the cavern and followed by her merfolk assaulting any not charmed by her song.
  • Alternatively, you can have the merfolk attack first and have the siren pick a target to ambush.
  • If the group managed to enter the cove rather stealthily (Majority pass on all three turns), they may potentially set up an ambush and wait for the mermaids to reveal themselves.

Encounter: The Coastal Siren's Clan (Continued)

  • However, for flare, we recommend a scenario in which the siren initiates with her song and appears next to a PC that failed their save (preferably the horny half-orc barbarian). Soon after, the merfolk will ambush a PC that saved their charm.
  • Charmed players see an unbelievably beautiful naked female of their race playing and splashing in the water; they must attempt to swim to her. PCs who succeeded their WIS saving throw, will hear and see the siren (still beautiful and naked female of their race) singing while wading in the water.

Charmed


You hear splashing, and as you search for the source, you spot the woman of your dreams here in this cave. She is naked, and she is splashing and playing flirtatiously in the middle of the cavern pool. All this treasure, and now this… you must be in heaven, and you are ready to reap your rewards. You giggle loudly as you begin your swim to your new lover.

Not Charmed


Beautiful singing, from a yet discovered source, bounces off the cavern walls and begins to penetrate your mind. You see the culprit now, a beautiful naked woman of a different race to each of you. Suddenly, you catch yourself as your body is beginning to shuffle in her direction. You shake off the entrancing song, just in time to see two figures explode out of the water!

Combat Notes

  • Charmed PCs will attempt to swim to the siren, potentially sinking to the bottom if in heavy armor and a poor athletics/acrobatics check.

  • The siren will continue to use her bonus action to sing as long as a PC remains charmed. If all PCs and Jiyloo become immune to the charm, the siren stops singing and joins the melee.

  • PCs will have a chance to save again against the Luring Song immediately after taking damage from anyone but the siren and at the end of their turn.

  • If a PC submerges underwater or comes within 10 feet, the siren will attempt to grapple the target in her long hair, bring them close for a Drowning Kiss, and then keep them below the water line.

  • If the fight is too easy, more merfolk can arrive for additional support. If the combat is turning fatal for the party, the siren could consider fleeing and provide a future returning monster.

Rewards

A failure results in gold, platinum, and silver pieces totaling nearly 6,000 g. If the party has a way of improving efficiency, give them bonuses to their rewards investigation check. This is meant to be a larger reward yet needs to be split with the good Captain Jiyloo and potentially reduced by any repairs to the Darling Dagger.

Investigation Check
DC Outcome
10 Among the coins, you find a shard of a finely crafted large sword blade, and a few weapons and pieces of armor that are not tarnished with rust and waste . However, searching proves quite difficult as the loose silt is easily disturbed, and the cove’s water quickly becomes cloudy. (possibly +1 magic)
13 One of the three magical items is of nicer quality (GM Preference)
18 Before the search became near impossible from cloudy water, you found a small trunk with an additional 400 g.


Merfolk

Medium humanoid (merfolk), neutral


  • Armor Class 11
  • Hit Points 11 (2d8+2)
  • Speed 10 ft., swim 40 ft.

STR DEX CON INT WIS CHA
10 (+0) 13 (+1) 12 (+1) 11 (+0) 11 (+0) 12 (+1)

  • Skills Perception +2
  • Senses Passive Perception 12
  • Languages Aquan, Common
  • Challenge 1/8 (25 XP)

Amphibious. The merfolk can breathe air and water.

Actions

Spear. Melee Weapon Attack: +2 to hit, Reach 5 ft., one target. Hit 3 (1d6) piercing damage or 4 (1d8) piercing damage if two-handed.

Spear. Ranged Weapon Attack: +2 to hit, Range 20/60 ft., one target. Hit 3 (1d6) piercing damage.



Coastal Siren

Medium fey, chaotic evil


  • Armor Class 14 (Natural Armor)
  • Hit Points 50 (9d8+10)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 14 (+2) 10 (+0) 10 (+0) 16 (+3)

  • Skills Perception +4, Performance +6
  • Senses Darkvision 60 ft., Passive Perception 14
  • Languages Common, Primordial
  • Challenge 4 (1,100 XP)

  • Slippery. The Siren has advantage on ability checks and saving throws made to prevent and escape a grapple.
  • Can't Charm the Charmer. The Siren has advantage on saving throws against being Charmed.
  • Universally Beautiful. The Siren appears different and uniquely beautiful to match the tastes of each humanoid the perceives it. Truesight reveals the Siren's true Fey nature.
  • Tied to the Sea. The Siren cannot willingly leave the water. If forcibly removed, the Siren takes 10 (2d10) necrotic damage every minute until it returns.
  • Amphibious. The Siren can breath air and water.

Actions

Luring Song. The Siren sings a magical melody. Every humanoid within 300ft of the siren that can hear the song must succeed on a DC12 Wisdom Saving Throw or be charmed until the song ends. The siren must take bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the siren is incapacitated. While charmed by the siren, a target is incapacitated and ignores the songs of other sirens. If the charmed target is more than 5 feet away from the siren, the target must move on its turn towards the siren by the most direct route, trying to get within 5 feet. It doesn’t avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the siren, the target can repeat the saving throw. A charmed target can also repeat the saving throw at the end of each of its turns. If the saving throw is successful, the effect ends on it. A target that successfully saves is immune to this siren’s song for the next 24 hours.

Tresses. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit 14 (3d6+4) bludgeoning damage and the target is grappled (escape DC 13 Strength Save) and pulled 5ft towards the Siren. Until this grapple ends, the target is restrained and the Siren cannot use Tresses on another target. If the grapple is successful, the Siren can use Drowning Kiss as a bonus action.

Drowning Kiss. The Siren presses her lips to the grappled target, sucking the air from their lungs in a moment of passion. The target must succeed on a DC12 Constitution Save. On a failed save, the target will no longer be able to hold their breath underwater until they reemerge on the surface and take a gulp of air.

Rewards (Continued)

  • GM should use discretion on how the group splits loot with Jiyloo. If they are unfair or come across bullish, it may have storyline consequences later on.
  • The party can barter between magical items and coins with Jiyloo. Jiyloo’s priorities are repairing any damages and saving up for a new vessel. If the Darling Dagger is a lost cause, Jiyloo can salvage some parts, but needs 3,000 g to replace the vessel.
  • The sword shard belongs to Akbas Jethel (Wild Spire Heroic Townsfolk) in Greenhill (next campaign setting, levels 4-7) and can trigger a future quest (Akbas and the Dingonek Hide)

Ch.5 The Journey Home

The party’s enjoyment of the travels back to Boiler Bay greatly rely on how well the Darling Dagger fairs. As long as the group did not “All Fail” on Turn #1 or Turn #3, the Dagger can make it back to port in some fashion.

No Significant Damage


You all begin rowing straight ahead, as the Captain brings up the anchor. The tide is beginning to come in, but going against these waves in the sleek Darling Dagger proves much easier than coming in. Once clear of the dangerous coastal crags, Jiyloo quickly jots more notes on her map and tucks it away. You make it back to port with several hours of sunlight remaining.

Cut Main Sail Lines


You all begin rowing straight ahead, as the Captain brings up the anchor. The tide is beginning to come in, but going against these waves in the sleek Darling Dagger proves much easier than coming in. Once clear of the dangerous coastal crags, Jiyloo quickly jots more notes on her map and tucks it away. The sails are unable to hold full sail, and the trip back is a good bit slower. You arrive back at the piers as the sun is beginning to set.

Broken Mast


You all begin rowing straight ahead, as the Captain brings up the anchor. The tide is beginning to come in, but going against these waves in the sleek Darling Dagger proves much easier than coming in. Once clear of the dangerous coastal crags, Jiyloo quickly jots more notes on her map and tucks it away. She picks up one of the extra oars and takes a seat. “Well gang, I hope you didn’t have a lot of plans tomorrow, cause you are gonna be, like, really really sore.” The dagger sprints down the coast keeping a good distance off the shoreline to avoid the incoming tide. The sky has been dark for many hours by the time you gently glide into the piers of Boiler Bay.

Out of Commission

If the dagger cannot make the trip, the party must make the two full day journey by foot along the coast bluffs. Feel free to add some random encounters or random NPCs during this period. Captain Jiyloo will happily discuss more of her desired adventures, and continually rationalizes that the feeling of fulfilling a dream adventure was worth the loss. Also, how generous the party is in their sharing of loot can greatly affect her mood during the travel.

Ciri Albon and the Hermit Wizard

A Wildspire Homebrew

Introduction

Welcome to one of the miniature-inspired quests for your Wildspire Heroic Townsfolk miniatures. It is our aim to help DMs integrate these figures into their campaigns either as a side-quest in an established realm, or a continuation of the Heroes of Sol’an campaign setting.

This quest, as part of the Boiler Bay setting, features the half-elf shop proprietor and arcane practitioner, Ciri Albon. If you are continuing the Heroes of Sol’an campaign setting and quest modules, you met Ciri during the recovery of Lady Atiel’s family heirlooms. Ciri uses the official Last Hope commission system to hire the adventurers to help her check up on a long-time client, Clement the hermit wizard that lives in the upper East Hills. She has not seen the elderly mage in nearly week, which is and odd deviation from his nearly daily visits. She leads the group to Clements modest dwelling, discovering the senile mage has “expanded” his domicile into the thick rock that supports the hills. There, the adventurers will find Clement entombed in ice, a mishap of his own arcane curiosities. The small rift into the elemental plane of ice? Well, that still needs to be dealt with, preferably before any of its inhabitants sneak through.

Additional NPCs from the Heroic Townsfolk collection have been integrated into this setting and quest module. For a more detailed description of Boiler Bay, refer to the Heroes of Sol’an campaign setting at wild-spire.com.

NPC: Ciri Albon

Level 3 Half-Elf Enchantment Wizard

How to Use This Module

This quest can also be inserted into any campaign as a quick diversion or side quest chain. Preferably, this quest can be initiated in any moderately sized port town along a group’s travels, with only minimal terrain considerations.

  • Please reference the Boiler Bay Setting document for information about Boiler Bay and the NPCs within.
  • Text in italics is meant to be read directly to the PCs.
  • Text in bold are suggestions and can be easily changed to fit your campaign environment.
  • Skill check DCs are general and meant to reward higher rolls with more information. Higher skill check rolls gain the knowledge from lower DCs. Feel free to adjust DCs based on your preference.
  • Remember, everything in this guide is merely a suggestion, and we encourage DMs to change any details to best make it fit into their campaign.
  • You can change the monster’s stats or choose new monsters to apply this story to PCs of a different level.

Ch.1 Concern

Introductions to Ciri are not required if you have previously completed the Lady Atiel and the Moon Crown adventure. If your group is involved in the Last Hope mercenary guild out of Boiler Bay, she will be seeking audience with Grenda Ironsmith about commissioning your adventurers for a private task. This interaction is described based on whether you are previously acquainted.

Acquainted

Preferably, this interaction can occur at evening hours at a place where Ciri might know to find them. Or, Ciri can be waiting outside the Last Hope guild hall while the group is on their way to check in.


The streetlamps are lit and there is an energetic vibe in the air, as a gentle rainstorm has settled over Boiler Bay. You approach the storefront of your adventurer’s guild, and you spot a figure standing outside in the light rain, a rather fancy looking grey cloak with blue and pink swirly runes bordering the cuffs and collar, and holding a slightly bowed staff of gnarled wood, forming a blunt head at the top. The figure turns toward your group, revealing the soft familiar face of Ciri Albon. Currently, though, her face is one of despair and great concern. She begins to speak, but she gets caught up in her words and she has to begin again.

Un-Acquainted

Ciri can initiate her quest through pretty much any avenue, as she is looking for aid in a seemingly medial but daunting task.


The female half-elf before you does not hide her anxiety well, her golden blonde hair franticly shoved into a ponytail behind her. It is not immediately clear whether it is her natural skin or her makeup that makes her appear more human than elf, yet her features are strikingly soft. She is wearing a long pink dress with a white long-sleeved undergarment, covered by a think and heavy grey cloak with light blue and pink circular runic stitching along the cuffs and collar. She dons a dazzling and impressively large gemmed amulet around her neck, and a staff of gnarled wood that forms a small bowl in the bulbous head.

Worried About a Friend

She quickly describes her situation, with Grenda present or not (DM preference), sets her commission price, and urges the group to depart as soon as possible.


“I cannot shake this feeling that my dear friend Clement has gone and done something stupid. He comes to my shop almost every day, it’s pretty much the only place he goes, except to buy food. He is an old wizard, living out the end of his days here in town, and his old age has turned him, a bit… kooky. He doesn’t much like people these days as far as I know, I am the only person he talks to. He would come to my shop and tell me tales of his adventuring days, he had some pretty wild stories to tell. We would talk about magic, using the elements to aid us in remedial tasks and influencing others with your words. Well, the last few weeks, he was purchasing some more expensive and uncommon spellcasting components. He wouldn’t tell me why, but he said he is preparing a surprise. That was nearly five days ago, and I have not seen him since.”

Ciri is willing to pay the party 100 – 150 gold to accompany her to his residence to check in on him. Grenda is willing to quickly draw up the contract, or just witness the verbal agreement. They can attempt to gather more information with an investigation skill check.

Investigation Check on Clement
DC Outcome
10 “He has continuously been denied work by the council, leading him to be quite disgruntled towards this place and its citizens.”
13 “However, even as the council disregards him, he continues to search for ways to improve Boiler Bay and the lives of its residents. He really does have the best intentions.”
18 “He has all sorts of crazy ideas, he has thought about ways of enhancing simple furnaces for blacksmithing with elemental fire and talked about creating cold rooms to store meats and perishable goods.”

Ch.2 Clement's Abode

Clemente owns a modest single-resident house in the upper east hills (refer to the Boiler Bay Campaign Setting document). This dwelling is a single-story medium-sized (60 ft. by 70 ft.) with two bedrooms, a living room and dining area, a library/study, and separate kitchen and water closet. Irrelevant of when the group arrives, the door will be locked (DC 18) and no one will answer. At night, there are no lights on within the home. The two front windows are covered from the inside and locked (DC 16), and any side windows are difficult to access through the thick hedges.


Ciri leads you on the tiring trek up the switchback roads through the East Hills, walking off the main road as you are about 100 feet from cresting onto the plateau. “This one, here, on the right,” Ciri says, as she points to a single-story dwelling backing up to the sloping rock. The grounds are well manicured and inviting, with hedges hugging the side of the home.

Clement's Home

The living room, guest bedroom, and kitchen are the only rooms that are clean and organized. The master bedroom and library are cluttered with books, drawings, designs, and journals. During the investigation of the home, the players may inquire as to how Clement could afford such a dwelling. There will be several opportunities for the adventurers to gain clues into Clement’s past as well as his most recent endeavors. The party will either find the main entrance, or the secret escape tunnel into the magically carved smooth stone tunnels leading to Clement’s trial chamber. The group can continue to ask about Clement's history...

Investigation Check on Clement's History
DC Outcome
10 “Clement spent many years as an educator within the arcane institute here in town. His many decades of service earned him a decent salary, and his most recent years of isolation have only maintained his wealth.”
13 “He didn’t talk much about his years before the institute, yet every once and a while he would begin to talk about some group he used to be a part of in his younger years.”
18 “I always had the feeling he was more powerful then he let on, like he used to be some super powerful magi.”

Living / Dining Room


This front door opens up into the pitch dark room decorated in plush red velvet over dark wood furniture. A large wooden table and chairs take up the back portion of the room, while several cloth chairs and a larger couch invite conversation. “The amount of dust that was always on this couch and in this room, he was never in here if he didn’t have to be.” On the right side of the room, a wall separates a small hallway that turns off to the left with several doors closed along the right hallway wall.

There is nothing of interest in this room other than furniture, a few pieces of art, and some tableware.

Guest Bedroom


Light does filter through the hedges and window into this room on the side of the house, although not much. The dust that covers nearly every inch of this room is thick, though the linens and curtains maintain their color and beauty.

There is nothing of interest here, but if you wish to tie in or expand this story arch, feel free to have your party find some lost item belonging to a recent guest.

Master Bedroom


This large bedroom has a simple bed and simple drawer in the NE corner, and the rest of the room is fairly well occupied by the three large desks arranged in the remainder of this room. The desks are cluttered with journals, novels, letters, and announcements.

Investigation Check on Master Bedroom
DC Outcome
10 After searching a few piles, it becomes apparent that he kept more personal files and books in his bedroom. These include journals of courses and curriculum within the arcane academy and fantasy novels of barbarian tribes.
13 You manage to find his current journal next on the floor under his mattress. He details his experiments attempting to create an object that will permanently make a room icy for storing food.
18 His last entry is dated approximately five days ago and talks about the complete success of his ‘Permafrost Bowl’ and the current trial ongoing in his ‘chamber’.

Water Closet


A very nice arrangement for a bathroom, with a basin for bathing, a toilet with removable bin, and a vanity.

Kitchen


You are not used to seeing homes have separate kitchens, and you come to guess that Clement may have had a bit of a culinary streak. The kitchen is meticulously clean, with several sets of pots and pans of various materials and sizes. A large coal-burning stove oven is connected to a large iron pipe extending up and out of the ceiling.

An investigation check DC 18 will reveal a hidden passage carved through wood and stone that extends further north into the cliff face. Your instincts press you to check the back wall, and after moving a small cabinet, you find a fake wall. You open the wall, and the dark passage before you seems very daunting, with a subtle freezing mist slowly crawling along the smooth stone.

Library / Study


The library and study area takes up a large portion of the building, which you would have to guess was a custom request. A large desk sits centered by custom build bookshelves in a U shape along the southern wall of the room. Bookshelves continue to line the walls on the east wall, with several large tables containing building materials, inscribing tools and inks, and plenty of parchment. The small alcove in the northwest portion of the room contains several large shelving units for storing bulkier artifacts. The bookshelf along the northern wall is ajar, and behind is a passage of carved stone with subtle freezing mist slowly crawling into the library.

Investigation Check on Library
DC Outcome
10 You quickly scan piles of papers and books, finding several worth coming back to later on.
13 You were able to find a grouping of papers that outline designs for the “Permafrost Bowl”. Basically, the ceramic bowl is designed by combining separately enchanted ceramic rings.
18 The placement of the rings is critical, and any disruption can have dire consequences.

Ch.3 The Permafrost Chamber


The magically carved stone tunnels are dark and cold, yet as soon as you enter you can immediately see a faint blue light around the corner as the tunnel curves to the west.

In the 30 x 15 ft. chamber ahead are two ice mephits actively warping in and out of the permafrost bowl, transporting chunks of ice to construct a second ice gargoyle that is half built. They are not actively perceiving the party and aren’t being too stealthy in their work. The gargoyle will stay completely inconspicuous to the party until battle is engaged.

At this point, have the group roll Stealth checks against the Perception of the ice mephits and ice gargoyle, as well as Perception checks for the group against the ice mephits. If the party is able to be stealthy, they can observe the ice mephits working and formulate a plan. If they fail at being sneaky, the ice mephits will be alerted and phase into the ice with their false appearance ability after casting fog cloud in the room. The enemies will wait to ambush the party. Below is a description of the chamber, to be given whenever the group can get a look and based on the status of the ice mephits.

Ice Mephits Working


The room of magically-carved stone before you has several blue glowing crystals mounted into sconces in the rock to illuminate the chamber. You see on the back wall; a pedestal juts out from the stone with a blue and white ceramic bowl resting atop.


There is a thick, frosty mist pouring out of the bowl that falls and covers the floor. Near the bowl are two wooden racks holding the stringy remains of various meats. There are two small humanoid creatures made of pure, clear ice currently at work assembling some sort of statue in the NW corner of the chamber. In the SW corner, there is a fully formed ice sculpture of a winged creature perched near the ceiling gripping the stone. Below the statue is a mass of ice formed into the corner of the room.

Investigation Check on Permafrost Chamber
DC Outcome
10 You observe the impish creatures dissolve into a powdery snow and drift in and out of the bowl, returning to the room with small chunks of ice.
13 There are several runes on the bowl, and its individual rings of ceramic are visible.
18 Under the ice sculpture, you can faintly make out a humanoid body encased in the ice that is piled up near the corner.

Ice Mephits Alerted


As you turn the corner of the tunnel, there is suddenly a thick heavy fog obscuring your view ahead.

Encounter: The Permafrost Chamber

Ice Mephit (x2), Ice Gargoyle (x1)

This encounter can be adjusted for difficulty during combat. Additional ice mephits can warp into the chamber room at any time to add more challenge.

For instance, if your party has 6 members that are level 3, it is recommended to add another 2-4 ice mephits into the chamber. This can occur while the group is figuring out how to disable the permafrost bowl as well.

Combat Notes

  • Fog cloud effects all creatures within and, between the two mephits, can the entirety of this room. If both attacker and defender are in the fog, roll without advantage/disadvantage both ways (Normal).

  • The group may attempt to mess with the bowl during the combat. Refer to Ch.5 for information on the permafrost bowl.

  • The group may attempt to search the body in the corner. It is poor Clement, refer to Ch.4 for more information about his condition and possessions.

  • Ciri would have cast mage armor before entering the stone tunnels. She is quite strong, if it seems the fight is too easy, feel free to warp in more ice mephits or you can nerf Ciri.

  • Pay attention to the elementals’ resistances and vulnerabilities, they greatly affect the difficulty of this encounter. For instance, a well placed fireball does a lot here, but the size of the room causes Ciri to hesitate such an action.

  • For an added challenge, add a lair ability for the chamber such as any creature within 10 ft. of the permafrost bowl has to make a CON saving throw DC 10 or take 2 cold damage.



Ice Gargoyle

Medium elemental, chaotic evil


  • Armor Class 15 (Natural Armor)
  • Hit Points 54 (7d8+21)
  • Speed 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA
15 (+2) 11 (+0) 16 (+3) 6 (-2) 11 (+0) 7 (-2)

  • Saving Throws STR +5, CON +6
  • Skills Perception +2, Stealth +2
  • Damage Vulnerabilities Bludgeoning, Fire
  • Damage Resistances Piercing and Slashing damage from nonmagical attacks
  • Damage Immunities Cold, Poison
  • Condition Immunities Poisoned, Exhuastion, Petrified
  • Senses Darkvision 60 ft., Passive Perception 12
  • Languages Aquan, Auran
  • Challenge 3 (700 XP)

False Appearance. While the ice gargoyle remains motionless, it is indistinguishable from an inanimate statue.

Death Burst. When the ice gargoyle dies, it explodes in a burst of jagged ice. Each creature within 5 ft. of it must make a DC 10 DEX save or take 4 (1d8) slashing damage (Save = 1/2 dmg).

Actions

Multiattack. The Ice Gargoyle makes one bite and one claw attack per attack action.

Bite. Melee Weapon Attack: +4 to hit, Reach 5 ft., one target. Hit 5 (1d6+2) piercing damage.

Claw. Melee Weapon Attack: +4 to hit, Reach 5 ft., one target. Hit 5 (1d6+2) slashing damage.

Frost Breath (Recharge 5-6). The ice gargoyle exhales a 15-ft cone of frosty air. Each creature must succeed a DC 10 DEX save or take 5 (2d4) cold damage (Save = 1/2 dmg).



Ice Mephit

Small elemental, neutral evil


  • Armor Class 11
  • Hit Points 21 (6d6)
  • Speed 30 ft., fly 30 ft.

STR DEX CON INT WIS CHA
7 (-2) 13 (+1) 10 (+0) 9 (-1) 11 (+0) 12 (+1)

  • Skills Perception +2, Stealth +3
  • Damage Vulnerabilities Bludgeoning, Fire
  • Damage Immunities Cold, Poison
  • Condition Immunities Poisoned
  • Senses Darkvision 60 ft., Passive Perception 12
  • Languages Aquan, Auran
  • Challenge 1/2 (100 XP)

Death Burst. When the mephit dies, it explodes in a burst of jagged ice. Each creature within 5 ft. of it must make a DC 10 DEX saving throw, taking 4 (1d8) slashing damage on a failed save, or half as much damage on a successful one.

False Appearance. While the mephit remains motionless, it is indistinguishable from an ordinary shard of ice.

Innate Spellcasting (1/Day). The mephit can innately cast fog cloud, requiring no material components. Its innate spellcasting ability is Charisma.

Actions

Claws. Melee Weapon Attack: +3 to hit, Reach 5 ft., one target. Hit 3 (1d4+1) Slashing damage plus (1d4) Cold damage.

Frost Breath (Recharge 6). The mephit exhales a 15-foot cone of cold air. Each creature in that area must succeed on a DC 10 DEX saving throw, taking 5 (2d4) cold damage on a failed save, or half as much damage on a successful one.

Rewards

There are no coins or treasure associated with these elemental creatures. You may decide to reward the group with items found within Clement’s home. Ciri wishes MOST of Clement’s possessions to be donated to the arcane institute but would be ok with the party “borrowing” items to be used in their work (or she just might not know). Some suggestions are listed below, including a legendary sentient weapon missing the soul gem as well as two other gems from the hilt.

Karshaka's Crusade

One of the journals in the study talk about Clement’s acquisition of an ancient sword he named “Karshaka’s Crusade” which was inhabited by the soul the Karshaka, a leonal champion paladin of old. However, the blade’s magic has faded over time, and is missing the gems in the hilt of this greatsword.

The Quill of Krakaruu

This feather pen will translate your thoughts into any language in print simply by pressing it to parchment and attempting to write. The user cannot particularly speak or understand the language.

Ch. 4 Poor Clement

Clement checked on his experiment the morning after his last journal entry, where he was overpowered and frozen in place by the ice mephits. If the PCs manage to recover his body, he has instructions and illustrations on his person for disabling the permafrost bowl. Ciri is heartbroken, but she gave him ample warnings about attempting such magic.


Crumpled in the SW corner of the room, within the ice that has accumulated as the freezing mist collects, is a frail elder man with a frightened expression permanently locked in place under about a half-inch layer of ice. “Dammit Clement, you had no idea, you weren’t even prepared for what was in here…” Ciri says softly in lament.

Investigation Check on Clement's Corpse
DC Outcome
10 You are able to thaw the outer layer of the corpse, yet searching pockets proves too difficult of a task.
13 You do, however, manage to pry the book clutched in his hands free while only breaking a few frozen fingers. It is difficult to navigate without damaging the fragile parchment, but you find a detailed diagram of the permafrost bowl.
18 You take a little extra time and manage to decipher some notes explaining that removal of either of the bottom two bands should disable the magical device. PCs can be rewarded with advantage on the Athletics check to separate bands.

The Permafrost Bowl

This magical item consists of ceramic bands that are individually enchanted, and then synergized through a ritual of binding.

Disabling the device seems easy, as long as the correct bands are removed. You may also use Ciri to aid the party as much as you prefer. However, there is a bit of skill needed to remove the correct band ONLY. To separate two bands, the PC must roll an Athletics check. A failure results in no progress, while a critical failure causes the shattering of one of the two bands (choose 2 numbers on d4).

Disabling the Device

Symbol Purpose
Top Semi-Circle This band helps contain the portal.
Vortex This band holds the magic to open the portal. This piece has the strongest aura and is the rarest component.
Bottom Semi-Circle This band helps contain the portal.
Snowflake This band specifies the Paraelemental Plane of Ice.
Infinite This band adds permanence to the above enchantments (not portal) and binding.
Athletics Check to Separate Bands
DC Outcome
10 You manage to twist with the right amount of force, but you are immediately unsure if the correct bands separated. PC has 30% chance to separate two random (d4) bands.
13 PC has 20% chance to separate two random (d4) bands.
18 You separate the two desired bands cleanly

Outcomes

  • IF either of the two containment bands get disconnected from the portal band: The portal become free standing and unstable. The bowl is destroyed as it crumbles and filters through the now visible sphere of white freezing mist. The group must figure out what to do about the sphere. If left alone, it will grow very slowly (1 in diameter / day) and creatures will occasionally filter in through the portal from the Paraelemental Plane of Ice, increasing in size and CR. Perhaps this is a good time to request the help of the arcane institute or a reputable wizard in town.

  • IF either of the bottom two bands (Ice or Permanence) are removed: The device is effectively disabled and can potentially be build again. The fate of this device is now at your discretion, with slight incentive to turn into the sunguard within Boiler Bay.

Ch.6 Who's Gonna Clean This Up?


“Thank you very much for your quick action. I was just going absolutely crazy with worry, and it appears I was right to. I will inform Archmage Vern of Clement’s passing, I am sure they will want to know.”

If the commission was through the Last Hope or other adventuring guild, Ciri will drop the commission off the next day. Over the next week, members of the arcane institute will move artifacts from Clement’s residence to their building, and in time the residence will be cleaned and leased to another retired professor.

Bonesun and those Pirate Bastards!

A Wildspire Homebrew

Introduction

Welcome to one of the miniature-inspired quests for your Wildspire Heroic Townsfolk miniatures. It is our aim to help DMs integrate these figures into their campaigns either as a side-quest in an established realm, or a continuation of the Heroes of Sol’an campaign setting.

This quest, as part of the Boiler Bay setting, features Bonesun Mergun, the storehouse owner and kingpin of the Boiler Bay underground. For those who used the ‘Lady Atiel and the Moon Crown’ adventure, you have previously encountered Bonesun at his late-night Bone Pit. Well he has a job for your group, and it’s quite personal. A close friend and contact had one of his ships assailed by pirates along the western coast of Solreem’on. Unfortunately, this shipment was the inaugural voyage of the contact’s daughter, and the pirates were ‘less than gentlemen” during her captivity. Bonesun has been given a large bounty to teach the pirates a lesson in manners, with the added incentive to be ‘particularly cruel’ to these bastards. Bonesun has already discovered the location of this particular band and will commission a ship to take the group up the coast to the pirate’s hideout. Lead your party in an open ambush encounter against a small pirate band, while reigning in Bonesun’s emotional vigor.

Additional NPCs from the Heroic Townsfolk collection have been integrated into this setting and quest module. For a more detailed description of Boiler Bay, refer to the Heroes of Sol’an campaign setting at wild-spire.com.

NPC: Bonesun Mergun

Level 4 Human Assassination Rogue

How to Use This Module

This quest can also be inserted into any campaign as a quick diversion or side quest chain. Preferably, this quest can be initiated in any moderately sized port town along a group’s travels, with only minimal terrain considerations.

  • Please reference the Boiler Bay Setting document for information about Boiler Bay and the NPCs within.
  • Text in italics is meant to be read directly to the PCs.
  • Text in bold are suggestions and can be easily changed to fit your campaign environment.
  • Skill check DCs are general and meant to reward higher rolls with more information. Higher skill check rolls gain the knowledge from lower DCs. Feel free to adjust DCs based on your preference.
  • Remember, everything in this guide is merely a suggestion, and we encourage DMs to change any details to best make it fit into their campaign.
  • You can change the monster’s stats or choose new monsters to apply this story to PCs of a different level.

Ch.1 One Step Too Far

This quest can be initiated several ways. For those continuing the adventures in the Heroes of Sol’an campaign setting, the group is already familiar with Bonesun and it has been established that he may have work for them in the future. Additionally, the group briefly met Jorun Hunnu (Wild Spire Heroic Townsfolk), a notorious thief and associate of Bonesun. If the group does not go to Bonesun on their own, Jorun can find them out and deliver Bonesun’s invitation.

As a stand alone quest, Bonesun owns a storehouse on the piers of Boiler Bay in which he runs a legitimate, and highly regarded transportation and storage business. At night, he opens his warehouse floors to the scum of Boiler Bay looking for black market items, entertainment, and cheap ladies. The Bone Pit is a popular attraction to locals, and your party may just happen upon it, leading to a chance meeting with ‘Bones’. A fight in the bone pit (Lady Atiel and the Moon Crown) is an easy way for your group to gain Bonesun’s trust, resulting in this adventure.

Bonesun has plenty of connections, but his “muscle” usually work alone or hike up their prices to work with one another. If the group pushes back too hard, Bonesun will threaten to just find another group and not work with the party anymore.


“So here is the deal… I have a longstanding client who runs several transport ships out of Boiler Bay. He is a high-standing member of society, and all of his stuff is above board. He recently decided to give his young daughter command of one of his smaller transports to get her hands wet in the family business. Of course, this has to be the trip that the pirates get the best of them. They got a lucky shot with their mast-buster bolos and disabled her sails; they plundered the shipment and took the captives for ransom. Now every businessman on this coast knows that your gonna lose a little product to pirates, it’s the name of the game and my associate quickly paid the ransom. When his daughter returned to him, he discovered that they were ‘less than gentlemen’ during her captivity, and that, friends, cannot stand. They knew the drill and they got greedy, and now they must be punished.” You notice that Bonesun is visibly angry and must turn away from the group for a second. “It is times like these that I am thankful I have made the connections I have, for I have already located this particular small band of pirates. They have taken up camp at Bottleneck Cove, just a bit out of Boiler Bay to the east. Their brashness will be their demise, that is of course, if you will join me on this cause?

The Plan


I cannot take on a group of pirates on my own, but with your help I am sure we won’t have a problem. My client has deep pockets and has already advanced me a sizable bounty, with the caveat that his name cannot be linked to this action. Getting my information was not cheap, but I will gladly split the rest with you, 50/50, which is around 550 gold coins.”

Bonesun has plenty of connections, but his “muscle” usually work alone or hike up their prices to work with one another. If the group pushes back too hard on gold or “why them?”, Bonesun will threaten to just find another group and not work with the party anymore.

Insight Check on Bonesun
DC Outcome
10 He is having trouble controlling some deeper emotions, but he is able to steady himself and remain calm overall.
13 When he mentioned the pirates’ dastardly deeds, you register deep pain from the rogue, as if he was the one being assaulted.
18 You also catch signs of affection when he mentions the client’s daughter, potentially the source of his ire.

Ch.2 All Aboard!

Bonesun has commissioned a small transport ship to take you all to Bottleneck Cove. You may have Captain Jiyloo (Wild Spire Heroic Townsfolk) take the job, offering a quick reunion to the group. Otherwise, any random captain and a keelboat can transport the group.


You leave Boiler Bay and sail for nearly an hour and a half until Bonesun directs the captain to the shoreline. “We will disembark here, I don’t want to announce our arrival”. The boat veers towards the rocky shoreline that has about 10-20 feet of water-level shore followed by the tell-tale tall cliffs of Solreem’on. During travel, you had noticed several small pockets and holes within these cliff faces, but now on shore you can see some of them are much larger than you first thought. Once on land, Boneson takes up his short bow and motions for you to follow. As you walk, he says, “Bottleneck cove is a well-known landmark, for them to take up camp there means they are either really stupid or really sure of themselves. I’m voting on the stupid side, and most likely if left alone they would be removed by a much more prestigious band. It is a prime location, as it has a hidden anchor spot for a sizeable ship and a single entrance into the cavern.”

Investigation/History Check on Bottleneck Cove
DC Outcome
10 Bottleneck Cove is named for the wrecked ship located inside the cavern, for when you look rocky entrance, you cannot determine how the vessel made it inside.
13 Legend has it that the vessel used to belong to a notorious orc pirate that angered Umberlee, the goddess of the sea. She used sea swells to push his prized ship into the rocky cavern.
18 That same legend references the lost gold of Dread Pirate Voshta, for his horde of treasure was never found.

To the Hideout!

The group should consider the time of day, and Bonesun will suggest they go in at night, as pirates tend to get wasted and are worse fighters at night. The pirates are usually out on their boat during the day, and within their hideout at night. The group may be able to witness the vessel departing in the morning or anchoring in the late afternoon. Another option is for them to set up an ambush within the cove while the pirates are away. This particular band is smart enough that they move their valuable to and form their ship, leaving the hideout void of their treasure or possessions (just incase a stronger band of pirates take up residence). If the group suggests setting an open water ambush or attacking the pirate ship straight on from their transport, the captain will not put their boat up to a pirate ship for the coin Bonesun paid.

Once within range of bottleneck cove, the group will see the pirate ship anchored in an alcove hidden by large crags just off the shore, about 100 ft. off the cove entrance if at night, or an empty alcove if during the day.

Ch.3 Bottleneck Cove

Daytime


You enter the cavern on a thin strip of sandy beach along the southern cliff face. This pathway has recent boot marks and seems well traveled as it expands further into the cave. Small cracks of light filter through the high cavern ceiling, reflecting off the water and illuminating the cove. You continue forward, and now can see the remnants of the large pirate ship, broken and decaying in the damp cave. Wooden pathways have been constructed connecting the southern shore to the boat, and then on to the northern shore. The natural beach spreads out on the northern shore, with sections weaving in and out of natural crevices and deeper caves.

Nighttime


You enter the cavern on a thin strip of sandy beach along the southern cliff face. This pathway has recent boot marks and seems well traveled as it expands further into the cave. Small cracks of light filter through the high cavern ceiling, reflecting off the water and illuminating the cove. You continue forward, and now can see the remnants of the large pirate ship, broken and decaying in the damp cave. Wooden pathways have been constructed connecting the southern shore to the boat, and then on to the northern shore. The natural beach spreads out on the northern shore, with sections weaving in and out of natural crevices and deeper caves.

Encounter: The Tortra's Hand

Tortra’s Hand Captain, Tortra’s Hand Veteran, Tortra’s Hand Rookie

This dynamic encounter will involve your party, Bonesun, and a band of pirates called Tortra’s Hand. You can adjust the size of the band of pirates to fit your party’s size and strength (suggestions below).

  • If the group has set up an ambush, all of the pirates but the captain will come in carrying gear and loot from their ship.
  • If the group is assaulting at night, place the pirates throughout the cove how you like, preferably with at least one pirate on watch duty.
Encounter Guide (4 PCs)
Level Encounter (Add per additional member)
2 Captain x1, Veteran x1, Rookie x4 (Rookie x4)
3 Captain x1, Veteran x2, Rookie x4 (Veteran x1, Rookie x4)
4 Captain x1, Veteran x3, Rookie x6 (Veteran x1, Rookie x4)

Tortra's Hand

Investigation/History Check on Tortra's Hand
DC Outcome
10 Tortra refers to a fabled dragon turtle that inhabits the barrier sea.
13 Several bands of pirates claim to be followers of the creature, often offering tithes in the form of a portion of their prize thrown into the sea.
18 The current captain, Harkly the Mad, is a tortle pirate of reasonable renown, yet he has skirted challenging any other captains of considerable rank.

Captain Harkly the Mad


The captain is a large tortle wearing a large thick emerald green jacket and black pirate cap with a light green feather. A heavy belt crosses diagonally under his coat, with a scimitar dangling on his left hip. There is a section of his shell in the lower middle that is covered with red rags.

Combat Notes

  • The captain will be yelling commands and mostly defending the central camp

  • Bonesun will focus on reaching the captain. He will shoot and hide as he makes his way to the captain and will viciously attack once in melee.

  • Have fun with some pirates being wasted and having difficulty in battle.

  • Want to add a fun element? Give the pirate band a cannon they roll to and from their pirate ship. It can add a high pressure moment if they let it get loaded and fired. Disadvantage for the cannon aiming at individuals is recommended, as well as Reload 1 (2 people) or Reload 2 (1 person) and Misfire 2 statistics.

Weapon: 8-Pound Cannon

AC 17 HP 60 Ranged Weapon Attack: +6 to hit, range 600/2400 ft., one target. Hit: 17 (3d10) bludgeoning damage.

  • Once the pirates appear to be handedly defeated, they will surrender.

Tortra's Hand Rookie

Medium humanoid (any race), chaotic neutral


  • Armor Class 12 (Leather Armor)
  • Hit Points 10 (2d8+2)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 13 (+1) 12 (+1) 9 (-1) 10 (+0) 10 (+0)

  • Senses Passive Perception
  • Languages Common, racial
  • Challenge 1/8 (25 XP)

Drunkard. Pirate rookies have yet to transition from their carefree young lives to grizzled pirate crewmen. They often party at nights leading to drinking even when on watch.

Actions

Scimitar. Melee Weapon Attack:+3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) slashing damage.

Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 5 (1d8+1) piercing damage.


Tortra's Hand Veteran

Medium humanoid (any race), chaotic neutral


  • Armor Class 14 (Leather Armor)
  • Hit Points 18 (3d8+3)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 13 (+1) 13 (+1) 11 (+0) 13 (+1) 11 (+0)

  • Skills Nature +4, Perception +5, Stealth +6, Survival +5
  • Senses Passive Perception 15
  • Languages Common, racial
  • Challenge 1/2 (100 XP)

Trusted Lookout. These veteran pirates have learned from past mistakes. They do not drink when on watch and are good perimeter scouts.

Actions

Multiattack. The veteran makes two melee attacks or two ranged attacks.

Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6+3) piercing damage.

Shortbow. Ranged Weapon Attack: +5 to hit, range 120/450, one target. Hit: 5 (1d6+3) piercing damage.



Tortra's Hand Captain

Medium Tortle, chaotic evil


  • Armor Class 17 (Shell)
  • Hit Points 45 (8d8+10)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 12 (+1) 14 (+2) 11 (+0) 14 (+2)

  • Saving Throws STR +4, DEX +5, WIS +2
  • Skills Athletics +4, Deception +4, Survival +2
  • Senses Passive Perception 10
  • Languages Common, Aquan
  • Challenge 2 (450 XP)

Devoted of Tortra. The mad captain of the Tortra’s Hand pirates is a believer that his devotion and service to the great beast will reward him in time with riches and reputation.

Skilled Dualist. When engaging a new enemy, the captain will draw and fire his blunderbuss as a bonus action. The blunderbuss is then used as an off-hand weapon until the captain can re-load as an action.

Shell Defense. You can withdraw into your shell as an action and gain +4 to AC as well as advantage on STR and CON saves. You are prone, speed is 0, and have disadvantage on DEX saving throws. You cannot take reactions and can emerge as a bonus action.

Actions

Multiattack. The captain makes three melee attack, two scimitar attacks and one blunderbuss butt attack.

Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit 6 (1d6+3) slashing damage.

Blunderbuss Butt. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit 4 (1d4+3) bludgeoning damage.

Blunderbuss. Ranged Weapon Attack: +5 to hit, range 40/80 ft., one target. Hit 11 (2d8+3) bludgeoning damage. Reload 1. Misfire 1.

Ch. 4 Bones is Losing It!

Once the threat of the pirate band is neutralized, your party is confronted with the typical “kill them or let them live” scenario with the addition of Bonesun’s influence. Bonesun, however, is unable to control his anger, and is letting the situation and emotions get the best of him!

Role-Playing

This is an opportunity for you to challenge their alignments. Bonesun is furious and uncontrollable (you can repeat the previous insight check) and is trying to interrogate the surrendered pirates to determine who put their hands on the girl. Allow your group to make skill checks against Bonesun or the pirates, as well as persuasion (and potentially intimidation) checks by Bonesun against your adventurers. Reward good rolls by your group by calming Boneson down and making him more rational and agreeable. Or have your chaotic good PC join Bonesun to call for the criminal to be judged. Of the many outcomes, several are listed below as suggestions.

  • The group calms Bonesun down, and convinces him to allow the authorities to handle the pirates. The remaining pirate band can by marched to Boiler Bay and handed over to the sunguard.

  • The group calms Bonesun down, but take compassion in the pirates allowing them to flee.

  • The PCs could claim ownership of the pirate vessel.

  • The PCs could agree that the evil actions of the pirates (or just the captain) deserve harsher punishment.

The keelboat is still waiting by the time you return to your rendezvous point and will take you back to Boiler Bay. Bonesun is emotionally drained but will hesitantly converse with the group. By the time you return to port, he has collected himself and thanks the group for their aid, paying them the 550 g coins he promised.

Jorun and the Heinous Hedge Heist

A Wildspire Homebrew

Introduction

Welcome to one of the miniature-inspired quests for your Wildspire Heroic Townsfolk miniatures. It is our aim to help DMs integrate these figures into their campaigns either as a side-quest in an established realm, or a continuation of the Heroes of Sol’an campaign setting.

This quest, as part of the Boiler Bay setting, features the infamous rogue Jorun Hunnu. Jorun has been hired by a wealthy aristocrat to help win over his mistress, a cute tabaxi waitress at a local tavern. The mistress, however, is playing hard to get and has told her wealthy suitor to bring her an unusual prize, a single golden rose from the imperial garden. Guide your party through a complex, high-stakes skills challenge as they help Jorun navigate the beautiful hedge maze within the imperial garden at the Thornbull Family Palace.

Additional NPCs from the Heroic Townsfolk collection have been integrated into this setting and quest module. For a more detailed description of Boiler Bay, refer to the Heroes of Sol’an campaign setting at wild-spire.com.

NPC: Jorun Hunnu

Level 5 Human Assassination Rogue

How to Use This Module

This quest can also be inserted into any campaign as a quick diversion or side quest chain. Preferably, this quest can be initiated in any moderately sized port town along a group’s travels, with only minimal terrain considerations.

  • Please reference the Boiler Bay Setting document for information about Boiler Bay and the NPCs within.
  • Text in italics is meant to be read directly to the PCs.
  • Text in bold are suggestions and can be easily changed to fit your campaign environment.
  • Skill check DCs are general and meant to reward higher rolls with more information. Higher skill check rolls gain the knowledge from lower DCs. Feel free to adjust DCs based on your preference.
  • Remember, everything in this guide is merely a suggestion, and we encourage DMs to change any details to best make it fit into their campaign.
  • You can change the monster’s stats or choose new monsters to apply this story to PCs of a different level.

Ch.1 A Strange Prize

If this is a continuation of the Heroes of Sol’an campaign setting and Heroic Townsfolk quest modules, this adventure will be initiated through a meeting with Bonesun, Jorun, and the party. This could be started nearly immediately after the previous module (Bonesun and those Pirate Bastards!) with Bonesun introducing Jorun to the PCs. Bonesun has recommended the party to Jorun to help him in his current job.

  • If a stand-alone quest. Jorun has been scouting for a group to help him. He usually does not take jobs that require outside help, but this one is a particularly challenging request and the pay is enough to pursue.

Either way, the groups standing with the Last Hope or other mercenary guild should allow the PCs easy passage to the imperial garden as visitors. Due to the significant risk on Jorun’s part, he insists that the gold (1500 g) is split 50/50 yet can be influenced by skill checks. You could also allow the group to renegotiate loot after a plan is devised.


The human male before you is short, standing around 5’5 with shaggy light brown hair and a solid 5 o’clock shadow. He is wearing a black turtleneck shirt and khaki pants. You find yourself having to re-examine his features, as they are oddly forgettable with no striking physical features.

The Plan


“I have been promised a fantastic amount of gold by a ‘friend’ of considerable reputation and wealth, to complete a rather unique task. I’ve done the needed research and man, I know when to admit when I am gonna need a little help. I usually don’t take jobs that require freakin’ teammates, but like I said, a fantastic amount of gold here. So here’s the deal… this ‘friend’, he went and fell in love with some young tabaxi girl working nights in some bar in the harbor district, you know the story. They’ve been hanging out for a bit, and mister bigshot wants to ‘proceed’ with their relationship. Get this, that girl tells him he has to get her one of the golden roses from the imperial garden. Talk about a tease, making him prove some sort of ability or stature… well needless to say his stature allows him to afford guys like me who have ability. People like him cannot be publicly linked to people like me, so there is some risk involved here on my part. I’m gonna be the one gettin’ locked up here if I get caught, so there is that. What I need from you guys is just some well timed distractions, all innocent and coincidental like. Not just the guards either, there are constantly groups touring the garden that I gotta manage as well! You guys go in there in put on your pretty faces and ask silly questions about the flowers and herbs and whatever, and I can do the rest. You do that, I give you 750 gold, easy as pie.”

Investigation/History Check on The Imperial Garden
DC Outcome
10 The imperial garden is located in front of the Thornbull Family Palace atop the central cliff outcrop that separates the east and west hills, facing away from the sea. The garden contains sections of seasonal blooming flowers separated by tall hedge walls. The golden roses are located within the central courtyard at both the NE and NW corners.
13 Upper class citizens and the social elite can usually access the gardens during the day.
18 Typically, the palace will hold special events and groups within the garden around lunchtime, with the late morning and early afternoons being the least crowded.
Insight Check on Jorun
DC Outcome
10 Jorun is definitely a little hot about having to ask for help on this mission. He does not take lightly to feeling helpless.
13 You recognize the subtle signs of a person with an addiction, something to occupy his time and coin when not doing spy things.
18 As Jorun talks of the silly lovers and their silly demands, you catch the tinges of deep pain, as if Jorun has been hurt in this arena.

Ch.2 Best Laid Plans

Jorun will lay out the plan he has devised so far, which involves the group attending the imperial garden as visitors in order to distract other guests and guards. Jorun show the group his notes and has his role pretty well mapped out.


“I have arranged to be let into the palace grounds by a delivery service worker that comes daily for laundry and waste. Once I am inside, I will don a disguise that will allow me to move among the hedges virtually undetectable. However, the golden roses are within the inner area of the garden, and in the most visible location. Not only that, but they are by far the most popular attraction at the garden and will have the most eyes present. I will make my way from the servant access area on the SE corner of the garden along the eastern perimeter, turning and making it to the hedges immediately next to the target. Once there, I will be able to squeeze through the bushes and acquire the package. I’ll retrace my steps back to the palace, change back into my service close and ride out with the waste.”

Investigation Check on Jorun's Plan
DC Outcome
10 Jorun talks about how he spent several hours casing the garden, timing the guards patrol and taking as many mental notes as possible.
13 He also managed to assess the crowds over several days, determining that the late morning and early afternoon seem to be the least busy.
18 Luckily, he caught a glimpse of the mid afternoon guard shift change, where the two central guards walked the grounds and engaged visitors for a bit before taking up their post at the large fountain.

Forming a Plan

The group must then contribute ideas on timing coordination, distraction tactics, and other considerations. As DM, feel free to make this skills challenge as difficult or easy as you desire. Several considerations are listed below.

  • Day of the week: Early week may be less crowded. Weekends may be extra crowded.
  • Time of the day: This will affect crowds present and guard rotations.
  • Signals and communication: How will PCs communicate with Jorun?
  • Other guests: How will the PCs distract groups that may witness Jorun?
  • Patrolling guards: How will the PCs distract or communicate the position of patrolling guards?
  • Stationary guards: How will the PCs distract the stationary guards the fountain?
  • Jorun’s Notes: How complete are Jorun’s Notes? Did he miss anything?
  • Contingency plans: What is plan B, C, D?

Ch.3 Time for The Show


You make your way up the hills to the imperial district. As soon as you crest the top of the modest incline of the hills, the architecture and landscaping of this area is breathtaking. You enter the district already rather close to the imperial palace which is clearly visible. The large Golden dome covers the white stone palace, with a strong brick and fence wall that encompasses the grounds. The back of the palace extends onto the small outcrop of stone that juts out towards the bay, separating the two hills districts. The gates at the front of the palace are open, and after a quick conversation about your credentials, you are allowed to visit the gardens. Your senses are delighted as you enter the colorful and fragrant imperial garden and begin to walk around.

Skills Challenge

This skills challenge will vary for each group depending on how much preparation they have done. Also, each group should come up with interesting and unique ways to attempt to aid Jorun. DMs are encouraged to grant some creative license to PCs and reward clever uses of skills.

Each group has statistics for this skills challenge. In general, perception checks will be based on the proximity (ft) of the NPCs to Jorun. Jorun can move 20 ft. per round and has a static stealth of 22. He is moderately aware of how people have a better chance of observing him close up (especially within 10 ft.).

Alternatively, you can have the PCs control Jorun’s movement without affecting the guards and guests. Successful distractions cause the NPC to stop moving and focus directly at the PC or distracting event, causing any perception checks made to be at disadvantage for as long as the distraction succeeds.

Patrolling Guards (x2)

Speed = 30 ft., Patrolling in rectangular pattern down central path and around either side.

  • Initiative: +2
  • Perception: > 30 ft. = No Check, 10 - 30 ft. = +2, < 10 ft. = +5
  • Distraction: DC 12

Fountain Guards (x2)

Speed = 30 ft., Standing at the central fountain and actively scanning the central square.

  • Initiative: +3
  • Perception: > 40 ft. = No Check, 10 - 40 ft. = +5, < 10 ft. = +10
  • Distraction: DC 13

Palace Guards (x2)

Speed = 30 ft., Standing at southern edge of map at the entrance to the palace, staring straight ahead.

  • Initiative: +5
  • Perception: > 50 ft. = No Check, 30 - 50 ft. = +3, < 10 ft. = +5
  • Distraction: DC 16

Garden Visitors (x4 - x6)

Speed = 25 ft., Observing flower displays for 1d4 rounds before moving on to the next display in a random 1d4 direction.

  • Initiative: +1
  • Perception: > 15 ft. = No Check, 10 - 15 ft. = +3, < 10 ft. = +6
  • Distraction: DC 10

Skills Challenge Notes

  • If Jorun is discovered by a group of guests, perhaps the group can intervene before Jorun is revealed to the guards. For example, a PC may attempt to weave a story of a disabled war veteran who spends an hour each day in the gardens pretending he is a spy.

  • Failed Distractions: Once a PC fails to distract an NPC, that NPC will have advantage on any perception checks for its next round.

  • Repeated Distractions: If the same PC attempts to distract the same NPC after a failed distraction, the DC is increased by 3.

  • Critical Fails: If a player critically fails at distracting a guard, it could have more severe consequences such as a detailed interrogation or even removal from the garden grounds.

Ch.4 Consequence or Coin

Jorun Caught

If Jorun is discovered by any of the guard units, he will be arrested and taken to the prison down in the harbor district.

Jorun Escapes Without Flower

If Jorun has to bail due to a plan gone wrong, he potentially has to search for a new group if the PCs identity or reputation was put into question. If not, the group could disguise and attempt again on another day.

Jorun Succeeds

Jorun buys rounds of ale and good cheer follows at the Bone Pit. The group is rewarded with the 750 gold from Jorun.


“Well, I hope this helps my client achieve whatever happiness he is looking for… I don’t really care as long as he keeps needing my services and paying up front! Cheers guys, thanks for your help.”

Tangai and the Great Hunt

A Wildspire Homebrew

Introduction

Welcome to one of the miniature-inspired quests for your Wildspire Heroic Townsfolk miniatures. It is our aim to help DMs integrate these figures into their campaigns either as a side-quest in an established realm, or a continuation of the Heroes of Sol’an campaign setting.

This quest, as part of the Boiler Bay setting, features Tangai, the tabaxi trapper that has a local reputation for sport hunting. Tangai owns a shop within the imperial district that specializes in high-end fabrics, materials, furniture, and exotics. He is an avid hunter and often pawns harvested bones, poisons, and hides from his shop or to locals at the Smoke House Tavern. Guide your group as they embark on a thrilling hunt of a vorpa (scorpion-wasp creature) in the rolling hills west of Badlin Mine.

Additional NPCs from the Heroic Townsfolk collection have been integrated into this setting and quest module. For a more detailed description of Boiler Bay, refer to the Heroes of Sol’an campaign setting at wild-spire.com.

NPC: Tangai

Level 5 Tabaxi Thief Rogue

How to Use This Module

This quest can also be inserted into any campaign as a quick diversion or side quest chain. Preferably, this quest can be initiated in any moderately sized port town along a group’s travels, with only minimal terrain considerations.

  • Please reference the Boiler Bay Setting document for information about Boiler Bay and the NPCs within.
  • Text in italics is meant to be read directly to the PCs.
  • Text in bold are suggestions and can be easily changed to fit your campaign environment.
  • Skill check DCs are general and meant to reward higher rolls with more information. Higher skill check rolls gain the knowledge from lower DCs. Feel free to adjust DCs based on your preference.
  • Remember, everything in this guide is merely a suggestion, and we encourage DMs to change any details to best make it fit into their campaign.
  • You can change the monster’s stats or choose new monsters to apply this story to PCs of a different level.

Ch.1 The Tabaxi Trapper

There are several opportunities to engage with Tangai. Tangai will spend his mornings down in the harbor district, checking on shipments and quickly scanning the markets for any items of interest. The afternoons he can be found in his shop, Tangai Trades, followed by evenings into late nights at the Smoke House Tavern.


This cat-man has tabby coloration of brown and white fur in braided thin stripes. His light yellow eyes seem ferocious with the thin feline pupils, yet his smile is kind and disarming. He is wearing a purple jacket over a tan shirt with dark brown pants, with a rapier dangling from his hip.

Tangai's Trades

Tangai’s storefront is located in the imperial district of Boiler Bay. Tangai will happily entertain guests with stories of his hunts, as well as attempt to acquire new customers and trade partners.


Your senses are teased with scents of treated leathers and strong dyes on colorful furniture and cloth materials. There are trophy skulls and horns mounted on the walls, with placards describing the details of that particular hunt. The tabaxi shopkeep approaches you smiling and says, “Well hello there, see anything that catches your fancy?”

Smoke House Tavern

Tangai spends most of his evenings at this particular tavern socializing. There is even a section of the tavern that has several of his trophies displayed.


The smoke house is aptly named, as the air is filled with the sweet aromas of a variety of tobaccos. With an all around theme, the smoke house offers infused cocktails and dried meats to accompany the selection of ales and tobacco. Along one of the walls are several hunting trophies including a large talon from some predatory bird and the skull of a very large cat. A tabaxi gentleman has caught your attention, or you caught his, and is motioning for you to join his table. “Well hello there, you guys are new in town, yes?”

Ch.2 Top of the List

Tangai will propose a hunt to the group, a prize that he has wanted for quite some time, yet no groups have desired to join him. He will offer 250-300 gold to the group plus items he harvests from the corpse below (Persuasion check).


Ch.2 Top of the List “I have one mark that has evaded me for years, vermin that offer many tradeable trophies, yet none that are worth the risk to many local hunters. Apparently, when trying to form a hunting party you should avoid phrases like ‘large scorpion with wasp wings’. The vorpa have a hive north of town and east of the Badlin mines in the dry plains that approach the coast. Every 3-5 years, the Galfarum dwarves send an expedition from their mountain fortress out to exterminate the hive, mostly to ensure it doesn’t ever expand to threaten their mining operations. They just cleared the hive two years ago, and sure enough a small hive is reforming. I would want to hunt down a deep scout, the ones that live way outside the main hive. Now don’t get me wrong, I have accomplished several solo hunts that were of notable challenge and risk. But these creatures are extremely formidable, and my ability to compare risk versus reward has kept me out of the stomach of many beasts. But with the right group and a proper plan, the rewards here are quite nice, plus I will pay a reasonable fee for your assistance as well as part of the harvest.”

Vorpa Harvest

These items can be harvested from the vorpa with sufficient survival or medicine checks.

  • Vorpa chitin. (exoskeleton = 1 set of armor) Can be used to make specialized Vorpa Chitin Armor, an export of the Galfarum dwarven empire.
  • Vorpa wings. (x2). The light-weight, but strong membranous wings can be used for multiple items such as ship sails and windmill blades.
  • Vorpa poison. (1 – 4 doses) A relatively rare poison, sought after by rogues for its paralysis.
  • Vorpa claws. (x2) Trophies.
Investigation Check on Galfarum Dwarves or Badlin Mine
DC Outcome
10 The Galfarum dwarves are viewed as extremely greedy and wealth-driven, hence the large amount of resources poured into the mining operations at Badlin mine.
13 The extermination expedition is a large event, starting and ending with festivals in the mountain basecamp of Galfarum.
18 The dwarven king often invites outside diplomats and royals to participate and lead the extermination, usually to the great delight of those guests.
Nature Check on Vorpa
DC Outcome
10 These scorpion-wasp beasts are large, about 6 ft from head to curled tail, which when stretched can get up to 10 ft long. Their body is mostly scorpion-like and their hives are located underground in dry plains or grasslands.
13 The deep scouts are unique vorpa usually selected from the strongest males in the hive. They are hardy and brave, spending the remainder of their healthy lives outside the nest.
18 The vorpa poison does not do too much outright damage, but the temporary paralysis can prove deadly as the vermin devours you whole or feeds you to their young.

If the group is not currently at Tangai’s shop, he will suggest they meet him there to discuss the plan and gather his tools.

Ch.3 Tools of the Trade

If the PCs are seeing Tangai’s shop for the first time, read the description as given in Ch.1, otherwise continue below. Tangai will quickly go through mundane hunting items such as traps and rope contraptions. He closes by showing the moonglass items he possesses.


Tangai currently has common trapping contraptions and equipment displayed on a large counter near the rear of his shop including large thick rope netting, various camouflage materials, and tools for harvesting animal parts.


With notable excitement in his voice, he begins to describe the more exquisite items he has available. “This one right here, this is one of my personal favorites!” he exclaims reaching for something on the large counter. He struggles to lift something difficult to discern from the counter, which only appears as a shimmer in the air. Upon closer inspection, you can see that it is a rope net that is made from a translucent light blue material. “This is moonglass silk, the moon elves harvest it from some ‘thing’ up in the forest. It is damn strong, and difficult for most natural beasts to perceive.


It is also very expensive, but I find it invaluable! In fact, I got more of it for these guys,” he says as he leads you to a room in the back of the shop where there are two very large crossbows on tripod mounts. “These ballistae can be heavily camouflaged and have specialized bolts that have 40 ft. of moonglass silk attached, enough distance to remain out of danger. The bolts don’t do as much damage but are designed to pierce deep and hold on.”

Moonglass Silk Items

These items are prized possessions of Tangai, and he is not looking to part with them unless the coin is very favorable. Moonglass items and raw material can be found within the moon elf empire under the Solreem Canopy.

Moonglass Silk Net

Throw. Ranged Weapon Attack: +5 to hit, range 25 ft., Creatures within a 10-ft. square. Hit: Large or smaller creatures within net must make a DEX saving throw DC 15 or become restrained. Restrained creatures may make a STR saving throw DC 21 to break out of the net.

Moonglass Ballista

Bolt. Ranged Weapon Attack: +6 to hit, range 40 ft., one target. Hit: 10 (2d10) Piercing damage. Reload (1 bonus action). Aim (1 action). Upon a successful hit, large or smaller creatures are now anchored to the heavy ballista with a maximum distance of 40 ft. The creature can break this tether with a STR saving throw DC 21 or initiate opposed STR checks with any creature attempting to hold the rope.

The Deal


“Ok, so now that you guys see what we are working with here, what do you think? Can we make a deal?”

The group can attempt to barter with Tangai on the split of the rewards and coin from his pocket. A failed skill check results in 250 g coins and 1 dose of poison.

Persuasion Check on Tangai
DC Outcome
10 250 g, 1 dose of poison, 1 claw
13 300 g, 1 dose of poison, 1 claw
18 300 g, ½ total doses of poison, 1 claw, and 1 additional

Ch.4 Hit the Road

Even on horseback, the journey north is around 60 miles and will take a little more than 2 full days of riding. According to your preference, you may add random encounters or pre-made side quests during this journey.

Day 1


You set out early in the morning, Tangai has a small breakfast of a meaty gravy stew and fruit breads. You load up the cart with the two ballistae, nearly a week’s supply of food and water, and several bins of Tangai’s hunting gear. Four medium-sized characters including Tangai can ride in the cart, with horses supplied for the rest of the PCs. You make your way through the large imperial gate that acts as the main entrance into Boiler Bay from the north, and head out on the smaller road straight north. You spend most of the day passing large farmlands and ranches with varying herds of livestock. As the sun sets, you heard the sound of running water as you approach the calm river formed from the Badlin mine runoff. “This would be a good place to camp, they can help keep a watch,” Tangai says as he points towards the small structure on the southern shore of a bridge that crosses the river. Several guards are standing near the bridge wearing the insignia of the Thornbull Family out of Boiler Bay.

Day 2


After another satisfying breakfast, you cross the river bridge and continue your trek up north. The road transitioned from maintained gravel to worn grass, but still relatively smooth for your carriage. The coast is only slightly visible to the west, and the grass has started to dry up a bit and is short and patchy.

Day 2 (Continued)


As the evening comes, the rolling hills have become more dynamic, with higher hills and lower valleys. The pathway remains mostly level, cutting between larger mounds and occasionally switching back on steeper grades. “Ok, according to reports I found detailing the extermination and general hive patterns, we should start seeing deep scout nests within a few hours north of here. One big problem is knowing if a nest is recent or from the many cycles of infestation. But we have supplies for several days so let’s have fun with it, eh?! We should set up camp in one of these lower valley areas between the hills.” Tangai prepares a dinner of vegetable hash with some type of meat jerky.

The group should establish a watch. In the morning hours, you could have this be an opportunity for a brief glimpse of a vorpa flying in the distance or the sound of buzzing over one of the hills.

Day 3


The morning sun is a little more oppressive today, with no trees to shade the group. Your morning meal has transitioned into the more sustained rations such as breads and fruits. As the group finishes breakfast, Tangai speaks up, “So the way I see it, best case scenario is we manage to find a fresh nest while the scouts are out and about. Then, we set up an ambush and wait for the sucker to land, ground him, and take him out.”

Ch.5 Set the Trap

Four different encounter scenarios are described below that can be selected randomly (d6) twice a day or by preference. A failed attempt to catch and kill a vorpa can result in a different scenario on the next attempt. Searching for vorpa at night proves near impossible UNLESS the group has already found a current nest.


As Tangai mentioned, just about an hour north from your camping spot you notice the first cluster of several burrows dugout into the dry hills. The burrows are not very deep, about 7 ft. diameter in all directions, with a smaller entrance hole with about a 4 ft. radius. “These haven’t been used recently,” Tangai chimes in, “but its perhaps best we leave the horses somewhere safe and walk from here?”

Trap Table

1 No Such Luck
2 No Such Luck
3 No Such Luck
4 Flying Scout
5 Scout Making Nest
6 Empty Current Nest

No Such Luck

The group spends the morning/afternoon searching with no significant findings. Add +1 to the random scenario roll for each consecutive No Such Luck.

Flying Scout

The PC with the highest passive perception will notice the following...


Off in the distance over several of the rolling hills, you see a creature flying low, slow, and straight across the horizon, about 600 feet away.

The scout is flying at half speed and actively perceiving. If the PCs manage to catch the attention of the scout, it will fly close to investigate, potentially initiating an encounter.

Scout Making Nest

The PC with the highest rolled perception check will notice the following...


You hear the faint sound of buzzing coming from over the next hilltop. The sound comes in frequent bursts and seems to be muffled at times.

The party can investigate the buzzing which will result in the following observation...


You see a large green and black scorpion creature, with dark brown bands on the abdomen and stinger. Its large wings are folded behind as it walks around scratching the inside of half-made dugout. Occasionally the wings burst out in a short fluttering, shooting dirt and sand behind the beast as it works.

The vorpa is fairly preoccupied in its work but will stop every couple of minutes to walk to the crest of the closest hill and look around. The group can either ambush the vorpa here or return at night.

Empty Current Nest

The group has an opportunity to set up a solid ambush here, either attacking as soon as it lands just at sundown or waiting for the creature to fall asleep.


As you search tirelessly through clusters of abandoned nests, Tangai finally squeeks in excitement, “You smell that? That smell comes from some pheromone they excrete to mark a nest as taken to other scouts. These buggers will keep one nest for as long as they feel safe, abandoning it if they ever feel threatened. There is a good chance that someone is coming home to this dugout tonight!”

Encounter: The Deepscout Vorpa

Depending on the scenario that initiates the encounter, the solo vorpa will investigate the group before fleeing.

Combat Notes

  • The vorpa will attempt to fly away and will only fight when trapped. It will aim to constrict a PC while stinging it to paralyze. Once restrained PC is paralyzed, the vorpa will drop player and move to break free or fly away.

  • The vorpa will substitute its two claw attacks for a STR saving throw to attempt to break one source of restraint. If the vorpa breaks all restraints, it will attempt to fly away suffering any opportunity attacks.

Rewards

For this encounter, rewards come from a nature or medicine (disadvantage) skill check and based on the agreement with Tangai. Tangai is not a highly skilled harvester and may differ to a PC or suggest they take the entire body back to town with the risk of losing some of the quality of their trophies.

Nature / Medicine (Disadv) Check

DC Outcome
FAIL 2 doses poison, 2 claws (1 good quality, 1 poor quality), 1 wing (good quality), and 60% chitin needed for 1 set of armor.
10 2 doses poison, 2 claws (1 good quality, 1 poor quality), 2 wings (good quality), and 80% chitin needed for 1 set of armor.
13 2 doses poison, 2 claws (good quality), 2 wings (good quality), and enough chitin needed for 1 set of armor.
18 1d4+1 doses poison, 2 claws (good quality), 2 wings (good quality), and enough chitin needed for 1 set of armor.

Tangai spreads out his tools off to his side and takes a few minutes to look the corpse over. As he mumbles to himself searching the chitinous skeleton, he becomes increasingly nervous. After about 10 minutes, he speaks up, “Guys, this thing is… I have never attempted to harvest something this… I’m worried I might mess this up.”

The Journey Home

The journey back can also contain random encounters or storyline encounters. Once back, Tangai will cover the cost of harvesting the vorpa parts (receive DC 10 rewards) if not harvested by party.



Deep Scout Vorpa

Large Vermin, neutral

The deep scouts travel far from the nest to act as an early warning for the scorpion-wasp vorpa hive. They often establish a safe spot for rest at night, and scout during the day.


  • Armor Class 16 (Natural Armor)
  • Hit Points 91 (11d8+44)
  • Speed 50 ft., fly 60 ft.

STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 18 (+4) 8 (-1) 10 (+0) 5 (-3)

  • Saving Throws STR +7, CON +7
  • Skills Athletics +9, Perception +6, Stealth +6
  • Senses Passive Perception 16
  • Languages None
  • Challenge 6 (1,100 XP)

Constricting Grip. If the vorpa hits with one of its claws, it can immediately make a grapple attempt (opposed athletics check). If both claws hit, the grapple attempt has advantage. The vorpa can only have 1 creature grappled at a time. If the vorpa starts its turn with a creature grappled, it can use constrict (no critical).

Vorpa Poison. A creature struck with the stinger must succeed a CON saving throw DC 11 or take 1d6 poison damage as well as become paralyzed for up to 1 minute. The creature may repeat its saving throw at the end of each of its turns to end the effect. Once a creature recovers from the poison, any additional stinger hits will attempt to re-apply the poison for which the creatures save will be at disadvantage until the creature clears the poison (10 minutes).

Actions

Multiattack. The Deepscout Vorpa can make 2 claw attacks and 1 stinger attack per round.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit 6 (1d6+4) piercing damage.

Stinger. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit 8 (3d4+2) piercing damage. Vorpa Poison.

Constrict. Melee Weapon Attack: Automatic hit, reach 5 ft., one target. Hit 6 (1d6+4) piercing damage (no critical).

Index

References

The World of Sol'an

Sol'an was created under the Fan Content Policy by Wizards of the Coast. The lore and history pull from multiple sources and editions of The Forgotten Realms, as well as Planescape.

  • The Hypertext d20 SRD Copyright 2004, Jans W Carton; transferred to BoLS Interactive, 2016.

  • Creative Commons Sharealike 1.0 by Wordpress.com and ObsidianPortal.com

Monsters

  • Monster Manual Wizards of the Coast LLC 2014

  • D&D Beyond Homebrew

    • Coastal Siren by Wolf_Track
Wildspire Homebrew

Special Permission was granted by Expeditious Retreat to modify creatures in their Monster Geographica series.

  • Deepscout Vorpa based on the Vorpa in Monster Geographica: Plain & Desert

Items

  • 8-Pound Cannon based on the 12-pound cannon by Shawn Ellsworth in The Seas of Vodari: Of Ships and Cannons 5e Tribality Publishing

Art

Wizards of the Coast

Under the Fan Content Policy, artwork may be included from the source books such as the Monster Manual (MM) and Dungeon Master's Guide (DMG).

Inkarnate

The authors have purchased a premium membership which allows for the inclusion of maps generated from Inkarnate's website in this document. For more information , please check out www.inkarnate.com.

Dungeon Fog

The authors have purchased a subscription which allows for the inclusion of maps generated from Dungeon Fog's website in this document. For more information, please check out www.dungeonfog.com.

Vinero Studios

Commissioned art.

Ja Zirebiec

Freelance artist.

Sophie Tonkin

Freelance artist. Instagram: @ArtLovesPaper

Son Nguyen

Freelance artist. Instagram: @Sonno5

Jordan Cardenas

Freelance artist. Instagram: @sucworf

Nicole Harre

Freelance artist.

Sam Leshner

Freelance artist.

Wildspire

Original Art.

Heroes

of

Sol'an

Sol’an, a world caught halfway between the Blessed Fields of Elysium, the idyllic plane of absolute neutral good, and the dark void beyond, has fallen into constant turmoil. The forces for good, led by the Sunguard Paladins of Pelor, must be ever ready to defend the Nations of Light from the darkness that encroaches across the Barrier Sea to the south.

In the north, the empires of goodly races are bathed in the warming light of Pelor, with the Sunguard Cathedral centrally resting atop the Golden Peak Mountains. In the south, monster cities led by evil denizens outlie the massive crater that swallows the southern pole.

Look for the Heroes of Sol'an Campaign Setting from Wildspire

 

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