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Fri, May 9th 2025 12:56   Edited on Fri, May 9th 2025 02:36

Kelp-Bed Keepers | CR 1

Recommended Party Size: 2-4 players (scalable by GM for 1 player by reducing enemy numbers)

Estimated Duration: 1-2 threads (preparation/travel to site, then clearing the area)

Quest Type: Repeatable Bounty / Side Quest

Prerequisites (If any): Access to water breathing (potions, spells, racial ability) is highly recommended or necessary.

 

Objective:

Details: Marina "Mari" Saltwick, a cheerful halfling proprietor of "The Gilded Gill" tavern and seafood eatery (located near the city's waterfront), relies on a small, cultivated patch of prized Azure Kelp and Shimmer-Oysters just off the coast for her signature dishes. Recently, unusually aggressive reefclaw schools (or other suitable small aquatic pests) have moved into the kelp bed, damaging the kelp and preying on the young oysters. Mari needs a group to dive down, thin out the pests, and ensure the kelp bed can recover. She can provide a skiff to reach the location, which is about a mile offshore, marked by a specific buoy.

 

Primary Goal:

  • Travel to the Azure Kelp Bed.
  • Eliminate the primary group of aggressive aquatic pests (e.g., 3-5 Reefclaws or a swarm of Quippers).
  • Ensure the immediate area around the main oyster cultivation racks is clear.
 

Secondary Goals:

  • Retrieve at least 3 undamaged Shimmer-Oysters for Mari (they are delicate).
  • Identify if there's a larger predator or unusual environmental factor attracting the pests (e.g., a larger creature's refuse pile nearby, a strange glowing rock).
  • Avoid damaging the Azure Kelp fronds unnecessarily.
 

Failure Conditions:

  • The party causes significant damage to the kelp bed or oyster racks through negligence.
  • The party is forced to retreat without significantly reducing the pest population.
  • A party member is killed by the aquatic threats (quest isn't necessarily failed for the survivors, but it's a poor outcome).
 

Location: The Azure Kelp Bed, approximately 1 mile offshore from the main settlement, about 20-40 feet deep. It's a patch of vibrant blue kelp forests with several wooden racks where oysters are cultivated.

Timeline: Mari would like the kelp bed cleared within a day or two, as the pests are impacting her supply. The pests are an ongoing nuisance, so this task may come up every few weeks.

Difficulty Level: CR 1 (The underwater combat rules add inherent difficulty; the creatures themselves are low CR but can be dangerous in their environment and in numbers).

 

Useful Skills/Abilities:

Skills:

  • Swim: Essential for maneuvering and fighting effectively underwater.
  • Perception: To spot hidden pests in the kelp, notice clues for secondary objectives, and assess the environment. Underwater penalties may apply.
  • Survival: To navigate to the buoy, understand aquatic creature behavior, or identify unusual environmental signs.
  • Knowledge (Nature): To identify the pests, their weaknesses, or understand the kelp bed ecosystem.
  • Sleight of Hand: For carefully harvesting the Shimmer-Oysters without damaging them.
 

Abilities:

  • Water Breathing: Essential.
  • Swim Speed: Highly beneficial.
  • Darkvision or low-light vision, as light diminishes with depth.
  • Spells/attacks not hindered by water (piercing weapons are generally good; some bludgeoning/slashing are penalized). Spells like hydraulic push or shocking grasp can be effective.
  • Abilities granting freedom of movement (unlikely at CR1, but potent).
 

Potential Challenges:

Threats:

  • Aquatic Pests:
    • 2-4 Reefclaws (Small) (CR 1/3 each).
    • A Quipper Swarm (CR 1).
    • (If scaling up slightly or for variety) A lone Grindylow (CR 1/2) or two that have taken up residence.
  • Environmental Hazards (minor):
    • Kelp Tangles: Dense patches of kelp might act as difficult terrain or provide opportunities for creatures to hide. A character moving recklessly through thick kelp might need a Reflex save (DC 10) or Swim check to avoid becoming entangled for 1 round.
    • Currents: Mild to moderate currents (Swim DC 10-12 to resist being pushed 5ft).
    • Poor Visibility: Murky spots or dense kelp can reduce visibility.
 

Environmental Factors

Weather (Surface): Can range from calm seas to choppy waves, affecting the skiff journey. GM can introduce light rain or fog.

Terrain (Underwater):

  • Kelp Forest: Tall fronds providing cover and concealment.
  • Sandy Bottom with Rocky Outcrops: Where oyster racks are anchored.
  • Depth: 20-40 feet. Visibility typically 30-60ft, reduced in dense kelp.
 

NPCs:

Allies:

  • Marina "Mari" Saltwick: (See Quest Giver). She can offer advice on the pests and might provide one or two Potions of Water Breathing (or the gold for them) if the party is polite and seems capable but unprepared.

Enemies: (GM chooses or combines for a CR 1 encounter budget, approx 400 XP)

  • 3x Reefclaws (Small) (135 XP each = 405 XP total)
  • 1x Quipper Swarm (400 XP)
  • 2x Grindylows (200 XP each = 400 XP total) - could be a slightly tougher variant.
 

Quest Giver:

Name: Marina "Mari" Saltwick

Description: A halfling woman with sun-kissed skin, bright, observant eyes, and dark, curly hair often tied back with a fishnet ribbon. She's quick with a smile and a jest, but serious about her seafood quality. She wears practical but colorful clothing suitable for a waterfront proprietor.

 

Rewards:

  • Experience Points (XP): 400 XP (total, to be divided or per player as per your game's rules).
    • Bonus XP:
      • +50 XP for successfully retrieving at least 3 undamaged Shimmer-Oysters.
      • +50 XP for identifying a significant contributing factor to the pest problem (if applicable).
      • +25 XP for notable care in preserving the Azure Kelp.
  • Gold Pieces (GP): 100 GP (total – accounting for travel and underwater risk).
    • Bonus GP: +25 GP if the job is done with exceptional efficiency and all secondary goals are met.
  • Items:
    • Consumables:
      • Mari might provide 1-2 Potions of Water Breathing or equivalent funds (approx 50gp each) before the quest.
      • Upon successful completion, a complimentary seafood meal at "The Gilded Gill" (provides the benefits of a good meal, perhaps a +1 morale bonus on saves vs fear for 1 hour).
      • A small vial of Kelp Salve (functions as a Potion of Cure Light Wounds but only works on abrasions or minor cuts, reflecting its soothing properties).
    • Mundane Treasure (Potentially):
      • A few extra Shimmer-Oysters for the party to keep (can be sold for 1-2 gp each or eaten for a minor, temporary culinary delight).
      • A nicely carved piece of driftwood or a colorful shell from the area.
    • Reputation: Increased positive reputation with Mari Saltwick and potentially other fisherfolk or waterfront merchants who hear of their success. This could lead to discounts or more work.
  • Penalties:
    • Significant damage to the kelp bed or oyster racks will result in a reduced GP reward (e.g., -25 to -50 GP) and Mari's displeasure.
    • Returning with no or damaged Shimmer-Oysters (if that was a clear goal) might also see a slight GP reduction.
    • If the party uses overly destructive methods (like large scale poison or explosives, if they even had them) Mari would be furious and refuse payment, possibly reporting them.