Bloodport: Area A
The chaos is beautiful, there are no laws, government or guards and yet they survive as a society. I went in to sell tuna, I came out with a black eye and broken collar bone. I can't wait to return.
Bloodport, also referred to as, the wooden sanctuary or the floating island, is a trade post floating in the ocean. Bloodport is not an actual island, instead it is comprised off many ships, tied together and then wooden planks being laid across the gaps. Pirates, thieves and even a couple very brave sailors sail in and tie their boats to buy and sell supplies and illegal goods. A magical crane resides in the centre of bloodport, which can be operated to lift boats out of the centre of bloodport in the event that they become surrounded by other vessels. The crane can lift anything under 10 000 000 pounds.
Government
There is no official government in Bloodport, instead they achieve semi order by the mutual agreement that they need one another, in order to sustain the economy. Bloodport is a civilization that has crime and violence so deeply ingrained into their society that it is not questioned. This however does not mean that a creature could walk in and kill and steal from whoever they want. Many gangs and pirate crews reside in bloodport and if you cross the wrong man you may end up with running from a crew of half orcs, or with a bounty on your head. While the residents are violent and often take part in crimes such as burglary they also understand that if they rob someone blind, then they can never rob that person again or if you kill the crab merchant then they no longer have access to crab. This mentality, ensures that the pirates only kill those that have wronged them. Nobody owns bloodport as it is a mass of indivigual ships. The creator of the magical crane in the centre of Bloodport is unknown.
Random Encounters
Bloodport is a dangerous area, every hour roll a d20. If the result is over a 16 a random encounter occurs. no more than three random encounters happen per day.
Animal Frenzy
The cage stack releases 1d4 constrictor snakes, cats and giant frogs, 1d4-1 eagles and 1d10 crabs and frogs. The creatures rush towards the characters. Each character must make a DC 15 dexsterity saving throw or fall prone and take 2d8 bludgeoning damage as they are trampled. The constrictor snakes attack the characters afterwords as the rest of the animals run away.
Bandits
Have the bandits roll a group dexterity (stealth) check, against the passive perception of the characters in the back rank. If the assassins succeed the check read the following:
2d6 bandits attack the players in the back rank from behind, after which they go after the character closest to them. If more than half of the bandits die the rest retreat.
If the assassins fail the check read the following:
The characters can attempt to pursue the bandits through bloodport (See chase complications table).
Corpse
This encounter only occurs if the characters are on the move, otherwise treat it as no encounter.
The dwarf is the son of the ████ (see area ████). He was killed by the slaughter house (see area ████). His body contains 2d8 gp and 3d12 2 cp. If his body is brought to the anchor smith he will thank the party and reward them (See area ████ treasure).
If this encounter happens twice the characters find a different corpse, with no significance.
Creature in Need
This encounter only occurs once when the party is on the move, otherwise treat it as a no encounter.
There are 2d4 orcs and 1 orc war chief. If the characters ignore the encounter it does not occur again. If the players help the gnome they become enemies of the orc crew. The orc will retreat back to there ship where they have a large crew of orcs and will retaliate against the party later.
Cultists
If the characters give the Cultists at least 5gp they can go free. Any less and the lead cultist tells them. "Give us some more or we will pry the gold from your lifeless fingers." If the characters give the cultists the money they may run into them again in which case the cultists instead ask for 10gp and continue to increase their price by 5gp every time.
If the characters refuse to give up their gold to the cultists the group attacks. The group consists of 3d4 cultists and 1 cult fanatic. If the characters kill the cultists the next time you roll this encounter have the cultists immediately attack the characters.
Departing Ship
Roll on the random ship table to determine ship that is currently in bloodport, the selected ship begins to depart. If the characters are not currently on the ship that was chosen read:
If the characters are currently aboard the ship that is departing read:
Characters aboard the departing ship must succeed on a DC 12 dexterity saving throw to avoid being knocked prone by the sudden moment of the ship. The ship gets 5ft farther from bloodport every turn (initiative count 20). If the characters are aboard a ship with inhabitants that are hostile to the characters they might attempt stop them from getting to the port. If the boat is surrounded by other ships it is instead lifted up by the crane and taken into the air 5ft every turn to until it reaches 100ft in the air and starts to go down.
This encounter does not count towards the random encounter maximum of three.
Docking Ship
Roll on the random ship table to determine what ship arrives at the port. If the ship is already in Bloodport reroll. This encounter does not count towards the random encounter maximum of three.
Fire
The fire starts at a randomly determined ship (see table below). The fire starts as a ten foot circle and spreads five feet in each direction every round (initiative count 10). A character can try to put out the fire using a pail or spell such as create or destroy water. If the characters can not put out the fire the boats beside fire start to catch fire. If one or more creatures are currently inhabiting the ships beside the fire they will attempt to sail away from the flames. A ship that catches fire burns out eventually, but is damaged.
A character who enters the fire takes 2d10 fire damage and is set on fire. A creature on fire takes 1d10 fire damage every turn until they come into contact with water or until they or another creature uses their action to put out the flames
A damaged boat can not leave bloodport for 1d4 weeks.
Goblins
The 2d8 and single goblin boss fight the party until half their numbers are killed. If the goblin boss dies have the remaining goblins roll a group DC 10 Wisdom saving throw, on a failure they retreat.
Kenku
The voice sounds identical to one of the shopkeepers that the characters have visited. In reality it is a group of Kenku impersonating the shop keepers voice. If the characters follow the voice they are ambushed by 1d6+2 Kenku. The Kenku retreat if half of their members are killed. The characters can discern that the voice is an impersonation with a DC 14 Wisdom (Insight) check.
Kobolds
If the characters leave the Kobolds alone they do not attack. If the characters attack the Kobolds they try to run. A Kobold that is cornered attacks until it can find a path to continue running. The kobolds have nothing valuable except 2d10 cp.
Midnight Merchant
The following exert assumes the Merchant offers the characters a item, roll on the table first to determine if he actually offers them a potion and change the wording respectively.
The Midnight Merchant does not speak, unless the characters attack him or act rudely towards him. Whenever the Midnight Merchant speaks, he uncontrollably uses the Frightening Speech feature (See below). The merchant offers magical items and potions in exchange for gold. The items the trader gives is either an item (2500gp per item) or a potion (1000gp per potion). The midnight merchant does not barter with the characters and if the characters are not interested in a item he does not offer them an additional item. if the characters purchase either an item or potion the Merchant will offer them another, but never more than three items in one encounter. The item is random (see table below) and can be anything from common to legendary (No artifacts), the item may also be cursed. A character can make a DC 20 charisma (insight) check to determine if the item is a good deal for the price or a DC 20 intelligence (arcana) check to attempt to determine the rarity of the item, if the check exceeds by 5 or more they can also determine the name of the item and whether or not it is cursed. Roll 2d20 on the table below to determine what the Midnight Merchant offers the characters. Most items can only be bought once from the merchant.
*item can be bought more than once
Killing the Midnight Merchant Reveals three random magic items from the table, or less depending on how many the characters already bought from the merchant and an additional dagger of venom. The Midnight merchant is a Archmage, with a dagger of venom (the dagger is already coated in poison when he interacts with the characters) in place of the regular dagger attack, the dagger of venom action is as follows:
Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 5ft or range 20/60ft., one target. Hit: 4 ( 1d4+2 ) piercing damage. Once per dawn: the hit creature must make a DC 15 Constitution saving throw or take 2d10 additional poison damage and be poisoned for 1 minute.
The Midnight Merchant also has the following feature which he can take as a bonus action on it's turn:
Frightening Speech. Every creature that can hear the Midnight Merchant within 60ft must make a DC 18 wisdom saving throw, becoming freighted of the Midnight Merchant for 1 minute on a failure and take 2d8 necrotic damage. A creature can retake the saving throw at the end of each of it's turns. On a successful saving throw a creature is immune to this effect for 24 hours.
Pirate crew
Roll a d20 if the result is below 10 the pirates ( 2d8 human berserkerers) attack. The berserkerers have 2d10gp and 4d10ep on them if killed as well each one has a greataxe.
Tentacles
The tentacles are dipped in poison and attack the characters and any creatures near them. The tentacles are immune to psychic damage and the following effects: frightened, paralyzed, prone, charmed, blind, deaf and poisoned, spell that makes the target fall asleep. Each tentacle has 22 ( 3d10 ) hp, AC 12 (natural armour), +0 to all ability checks and saving throws and can take the following actions:
Grab. Melee weapon attack: +4 to hot, one target. Hit: 4 ( 1d4+2 ) slashing damage. On a hit the target must succeed on a DC 15 Dexterity saving throw or be grappled and restrained by the tentacle. A creature grappled by a tentacle is raised 10 ft into the air and moves with the tentacles. A creature can retake the saving throw at the end of each of it's turns
Submerge. The tentacles submerge under the water pulling any grappled creature with it. A grappled creature can no longer escape with a Dexterity saving throw and instead must succeed on a DC 15 strength check to end the condition. A creature under water is subject to the rules of suffocation in the players handbook.
A creature who succeeds on a DC 13 intelligence (investigation) check can determine that the tentacles are actually constructed out of wood, as opposed to flesh. A creature who follows the tentacles into the water finds them leading to a small cave where a man (Human commoner) Is controlling the tentacles with a series of pulleys.
If the characters front the man he reveals that he has been using the tentacles to drowned people then plunder their bodies for loot. The man offers all of his treasure in exchange for his life.
Treasure
Inside the cave is 4d10+10 gp, 1d100+50 sp and 2d100+60 cp, as well as three magic items from magic item table A (see dungeon masters guide) and one item from magic item table B.
Thugs
The thugs attempt to knock out the characters to steal their supplies. A thug reduced to 5 Hp or less attempts to retreat. If the characters give the thugs at least 20gp they leave the party alone.
Undead
This encounter only occurs at night, otherwise reroll.
The bodies are 2d8 zombies and 1d4 skeletons. The characters can make a Dexterity (stealth) check against the undead creatures passive Wisdom( perception). Otherwise the undead attack.
Weak Wood
This encounter only takes place if the characters are travelling otherwise treat it as no encounter.
Each character must make a DC 18 dexsterity saving throw to avoid falling through. If on or more characters fall add:
in the water are 2d8 reef sharks, they attack on sight.
Chase Complications
d20 | Complication |
---|---|
1 | A group of cultists block your way. Make a DC 12 Strength check to push through the crowd or a DC 12 Dexterity (acrobatics) to weave past them. On a failed check the group counts as 5 feet of difficult terrain. |
2 | The board beneath you comes loose. Make a DC 15 Dexterity saving throw. On a failed save you fall into the water below bloodport and must spend 15 feet of movement climbing back up. |
3 | The boat ahead of you starts to rock. Make a DC 15 Dexterity (acrobatics) check to avoid falling prone. |
4 | The mast of the ship your on is suddenly raised. Make a DC 15 Dexterity saving throw to move around it or a DC 18 Strength saving throw to tear through it. On a failed save the mast counts as 10 feet of difficult terrain. |
5 | The wood beneath you is slippery with water, ale or blood. Make a DC 12 Dexterity (acrobatics) check to navigate it safely. On failed save you fall prone. |
6 | The bowsprit of another ship blocks your path. Make a DC 10 Strength (athletics) or dexsterity (acrobatics) check to slide under it. On a failed check you run into the bowsprit taking 2d6 bludgeoning damage and counts as 10 feet of difficult terrain. |
7 | A random encounter occurs (see random encounters above). |
8 | A cannon misfires. Make a DC 12 Wisdom saving throw to avoid stopping out of fear. On a failed save you spend 5 feet worth of movement making sure the path is safe. |
9 | Two people carrying a rowboat, stack of planks or another large item blocks your path. Make a DC 15 Strength (athletics) or Dexterity (acrobatics) check to avoid running into the obstacle. On a failed save you run into the obstacle taking 2d6 bludgeoning damage and falling prone. |
10 | A pile of barrels, crates, scrap metal or another obstacle blocks your path. Make A DC 10 strength (athletics) or Dexterity (acrobatics) check to get past the obstacles. On a failed save the crates count as 10 feet of difficult terrain. |
11-19 | No complication |
20 | The boat ahead of you starts to be lifted up by the crane. Make a DC 15 strength (athletics) or dexsterity (acrobatics) check (your choice) to jump and grab on to the boat as it rises. If the pursuers fail the check they can no longer reach you as the boat is lifted away. A character who fails the check must swim through the 20 foot area where the boat once was. This complication is run the same way as the departing ship random encounter (see above) |
Areas of Bloodport
In order to determine what ships currently reside in bloodport when the characters arrive, roll on the following table below. if the players are away from bloodport for at least two full days all the ships in bloodport change out and you must reroll how many and what ships are in bloodport. Roll 4d6 +5 to determine how many ships are in bloodport then roll on the table below to determine what they are:
Number | Ship | Area |
---|---|---|
1-50 | Buyers ship | Area A1 |
51-53 | Tom Cravens Tuna shop | Area A2 |
54-57 | Anchorsmith's Ship | Area A3 |
58-61 | Gabol's Casino and Bar | Area A4 |
62-65 | Ship Sales | Area A5 |
66-69 | Bluesmokes inn | Area A6 |
70-73 | Bounties Peak | Area A7 |
74-77 | Area A8 | |
78-81 | Area A9 | |
82-85 | Area A10 | |
86-89 | Area A11 | |
90-93 | Area A12 | |
94-97 | Area A13 | |
98-100 | The Crane | Area A14 |
Area A1
Nothing of interest. The ship belongs to a crew of pirates or sailors that came to buy merchandise not sell it.
Area A2: Tom Craven's Tuna Shop
This small sailboat is home to Tom Craven an old dwarvish Tuna fisher. Craven sells his large pieces of tuna for 10cp per pound. Each tuna weigh 1d6 x 100 pounds. Tom Craven was recently robbed by a group of bandits. A character can make a DC 17 intelligence (investigation) check to reveal footprints that lead them to a group of 2d8 bandits. If the characters get the stolen money from the bandits (see treasure below), Tom will offer the characters a free tuna every time he comes to Bloodport.
Roleplaying Tom Craven
Tom is an old man who is trying to make a living to provide for his family. Tom has given up hope now that his money has been stolen and he is desperate trying to get by.
Tom speaks quietly as if there is no more hope inside him. If the characters return his treasure Tom, becomes lively and fun, he talks about how he has always enjoyed the chaos and busyness of Bloodport.
Treasure
If the characters regain the stolen treasure from the bandits they receive, 23gp, 329sp and 98cp as well as two potions of healing, an antique fishing rod (worth 15gp) and a potion of waterbreathing. If the party returns the treasure to Tom he allows them to keep the fishing rod and gives them free Tuna whenever he comes to Bloodport.
Area A2a: Deck
This is the top level of Tom's small fishing boat. It contains 1d12 tuna which restocks whenever he returns to bloodport. Tom uses this level as a shop to sell the fish he catches. Although Tom is a tuna fisher his boat also contains 1d4 salmon which he sells for 1gp each and 1d8 small pike which he sells for 5sp each.
Area A2b: Below Deck
The bottom level of Tom's fishing boat contains his sleeping quarters as well as extra fishing equipment including nets, fishing rods and spears.
Area A3: The Anchorsmith's Ship
The anchorsmith, Reven Micheal, is known for his unique and quality craftsmanship when it comes to anchors. His anchors have a strange appeal and he makes a living off of selling them alone, at least that's what people think. In realty he is the leader of a a crew of hitman that people are able to hire. The code for such a deal is to ask to purchase the old rusted anchor that no one else touches. After doing so the creature is sent to the meeting room (area A3c) to talk about the details of the assassination with Reven's wife Laura Micheal.
Roleplaying the Micheals
Reven Micheal (Bandit captain with 60Hp) is a cheerful man who seems very delighted in his craft. Despite his secret organization Reven genuinely enjoys creating custom anchors for others to enjoy. Reven is almost always smiling and greets everyone who warmly when they come to his ship. If the characters are rude to Reven he will kindly ask them to leave his ship after which he will send 2d6 bandits after them. The bandits attempt to knock the party unconscious before bring them back to Reven who will likely let them go after taking much of their equipment or kill them if they attack him. If the bandits fail Reven himself will go after the party with his wife.
Laura Micheal (Bandit captain with 78Hp) is a mysterious female drow who handles the dark affairs with those who wish to hire hitmen. Laura talks quietly and likes to get right down to business, Laura only talks about herself with her very good friends as she fears that she may accidentally reveal a secret about her business. Laura is the opposite of Micheal in personality and talks cold to everyone who attempts to make conversation with her.
Area A3a: Main Deck
The deck of the ship is where the Micheals sell the anchors that Reven makes in his free time. The deck has every size and weight of anchor you could possibly need and they are all carved with unique designs, save for the one rusted anchor in the corner. A small anchor cost 100gp a medium anchor costs 250gp and a large anchor costs 750gp. A staircase leads down to the workshop (Area A3b).
Area A3b: Workshop
This is the workshop where Reven constructs anchors out of metal. The padlocked door leads to the, meeting room (Area A3c) and the wooden door leads to the living quarters (Area A3d).
Treasure
The strap metal in the corner can be sold for 200gp but would take many hours to move outside.
Area A3c: Meeting Room
This room is where Lauren makes deals with people who want to hire assassins. A group of bandits costs 5gp for each assassin needed to carry out the job. If the target is powerful Lauren will increase the wage to 10gp and require you to hire a minimum number of hitmen to ensure that they survive.
Treasure
The four paintings on the wall are worth 50gp each.
Area A3d: Living Quarters
This is where the crew rests and eats when they are not hunting people or tending to the ship. The crew is comprised of 40 people (Human Bandits). a young man named Flivin Quarol is the crews cook. He makes food out of the fish the crew catches. Flivin's two sons Camester and Remi help him in the kitchen and with setting the large dinning table, in addition to there other duties on board.
Flivin Quarol is a cheery old man who loves his sons more than anything. Flivin hates when people say they do not like his food and refuses to cook for any member of the crew who says as much. When Flivin sees the characters he invites them eat at the large table in the room. The food he survives is not seasoned well, but edible.
Camester and Remi are both extremely energetic and often cause problems in the kitchen and to the rest of the crew. Both kids are boys and are 8 years old. Despite this both boys are decently skilled when it comes to making food.
Area A4: Gabol's Casino and Bar
This large ship contains a large bar and casino in the under deck room. The owner of the ship is a half elf named Gabol Veraro. The bar sells many drinks and there are many games to bet on, the real drive however is betting on the fights that occur periodically through the night.
Roleplaying Gabol
Gabol is a middle aged man who delights in drinks and betting. Gabol actively bets in his own casino, especially on fights. Gabol is drunk during most hours of the day and spends his time betting with the patrons in his own casino. When the characters meet Gabol he is incredibly drunk and tries to immediately make bets with the party. If the characters are nice and engage in betting with them he buys them a round of free drinks.
Area A4a: Deck
Anyone can enter the casino as long as they pay the man standing by the door (Human Berserker), 1gp. A creature who repeats the phrase "I wish turnerbuck was still on the menu," is let inside without needing to pay the fee. Turnerbuck is a alcoholic drink that used to be on the menu, but was taken off when nobody liked the taste of it.
Area A4b: Casino
The characters can sign up for the next fight if they wish, otherwise after five minutes the man beside the ring calls out for betting to begin, in which case characters can place bets on who the winner of the fight will be. A character who signs up for the fight goes against a randomly determined opponent (see table below). Otherwise to fighters from the table face off together. A creature wins the match by knocking out their opponent or if their opponent taps out. A creature that walks out or is forced out of the ring must allow their opponent one free shot on them where they automatically hit regardless of armour class.
A creature can attempt to push their opponent out of the ring with a strength (athletics) check against the targeted creatures strength (athletics) or dexterity (acrobatics) check (Targets choice). If the target is already grappled the creature has advantage on the check.
A creature can attempt to put another creature in a submission hold to force them to forfeit the match. A creature can put a creature they have grappled in a submission hold with a strength (athletics) check against the targets strength (athletics) check or dexterity (acrobatics) check (target choice) the creature can attempt to break free of the submission hold on their turn with a strength (athletics) or dexterity (acrobatics) check (targets choice) against the strength (athletics) check against the creature holding them. A creature in a submission hold must make a DC 15 constitution saving throw at the end of each turn, they tap out and forfeit the match on a failure.
Whether or not weapons are allowed is determined by the contestants. Spells are allowed, however the crowd will jeer at anyone who uses charming or mind control spells (i.e. charm person, command) to force their opponent to forfeit the match as they see it as boring.
Characters who play poker are given actual cards as if it were a real poker game. The rules are the exact same as real life Texas Holdem. A character can try to bluff by making a charisma (Deception) check contested by the other creatures wisdom (insight) check.
Black Jack and Roulette are the same as real life.
Treasure
The characters can bet with anyone in the casino. Bets work by each creature included in the bet putting in equal amounts of money. The winner takes all of the money. Each NPC in the casino has 6d10 cp, 3d10 sp and 1d10 gp to bet with.
Area A4c: Bar
The characters can buy any of the meals and beverages mentioned on the Food, Drink and Lodging table (See players handbook), but at three times the base price. Fights break out often at the bar and when they do the bartender motions them to the circle in the middle of the casino so others can take bets.
Area A5: Ship Sales
This large ship is run by pirates wishing to sell off the ships they conquer while travelling. Characters can purchase the ships from the pirates, using the mounts and vehicles table (see players handbook), but at twice the base price. The pirates are currently selling 1d8 rowboats, 1d4-1 keelboats, 1d4-2 sailboats and 1d4-3 warships. The ship's captain is Flevin Carvain. Flevin is young man and many think he is unfit to be the captain of a ship, including his own crew. When Flevin was only sixteen his father (the former captain) was killed in battle and the title of captain was passed onto his son, four years later Flevin is still the captain, his crew however is about to reach their breaking point.
Roleplaying Flevin Carvain
Flevin is young and lacks much of the skill many think is required of a captain. Although he is young and very weak Flevin speaks to everyone as if they are beneath him, then gets his crew to bail him out if he gets into trouble. When speaking with the characters Flevin will not barter as he believes that he is much smarter and superior to the party.
Area A5a: Deck
Aboard the ship are 40 pirates (Use the Orc stat block), the first in command (Use orc war chief stat block), as well as the captain Flevin (human bandit). Flevin asks the party if they would to buy anything and gets impatient with them if they do not immediately pick something. Twenty crew members, including Rano are currently on the deck.
The stairs lead up go to the bridge (Area A5b), the stairs leading down go below deck (Area A5d) and the door leads to the captains quarters (Area A5c). The door to the captains quarters is locked and requires a DC 15 dexsterity check with thieves tools to open, doing so will alert the crew, unless they are distracted by something else.
A character who talks to the other crew can discover that none of them like Flevin and wish he was not the captain. The second in command Rano Topler is especially displeased with the mans performance, as he believes he should have become captain after the previous captains unfortunate death. Among the crew are 10 pirates who are still loyal to Flivin. The Characters can attempt to kill Flivin and these 10 loyalists to earn the rest of the pirates respect and gratitude. Additional a loyalist can be convinced to side against Flivin with a DC 20 Charisma (Persuasion) check, however if a character is to fail by 5 or more the crew member will tell Flivin what the characters are planning. The crew members not loyal to Flivin will not fight their captain, but will not stop the characters from doing so either.
Roleplaying Rano Topler
Rano is the very essence of a pirate fit to be a captain. The entire crew, including the ones loyal to Flivin respect his authority and leadership. Rano is very confident, but still listens to others suggestions and is willing to barter with the characters on the ship prices, usually giving them the option to do something in return for a reduced price. Rano's voice is gruff and low, but carries no less authority because of this. Rano hates Flivin more than anyone else, although he doesn't show it, Rano would do anything to see him gone as the captain of their crew, as long as the is sure the plan will work. During battle Rano will lead the crew.
Area A5b: Bridge
Area A5c: Captains Quarters
The desk in the corner of the room includes a small journal and a 5 pound gold bar, as well as: a quill, 10 pieces of parchment and a ink vial. If the characters break in at night Flivin is in the bed, each creature must make a dexsterity (stealth) check against his passive wisdom (perception) every time they take an action to avoid waking him.
Area A5d: Sleeping quarters.
This area is were the crew sleeps. Currently there are 21 pirates below deck.
Area A6: Bluesmokes Inn
This ship has been repurposed as an inn for creatures to spend the rest safe from the brutality of the streets of bloodport. All in bloodport regard Bluesmoke as a safe haven. The innkeeper is a ghost named Marlen Mahogandy who floats through the walls to ensure everyone is happy.
Freeing Marlen
if the characters can successfully track down Elizabeth and bring her Marlen and convince her to stay the night Marlen's soul will be free. Before Marlen leaves the material plane he asks the characters to take care of his inn, either themselves or by finding someone else worthy to do so.
Roleplaying Marlen Mahongandy
Marlen Mahogandy is determined to find his long lost love Elizabeth Forlore, a elf he loved while he was still alive. Marlen decided that if he could build up an inn on the ship that he died on then one day Elizabeth would come visit him. Marlen tries to greet everyone with a kind smile but nothing can hide the absolute despair behind his eyes. If a creature is seen as a threat to the heaven that is Bluesmoke Marlen will attempt to possess them in there sleep and then drowned them.
Area A6a: Deck
As Marlen appears before the characters he asks them if they wish to stay the night. If the characters say yes he offers them the choice between a normal room (5sp per day) or a upgraded room (3gp per day). If the characters purchase a room Marlen will lead them below deck (Area A6b). Marlen will happily barter with the characters, keeping a cheery smile on his face the entire time unless they are rude to him.
Spying
While inside the Bluesmoke inn the characters can always be spied on by Marlen. Whenever the characters are having a conversation roll a D20. If the result is below a 5 then the characters are being spied on by Marlen who is invisible. If a character confronts Marlen about this after seeing him with a see invisibility spell or similar magic he just shrugs and says it's for the Bluesmokes safety.
Area A6b: Inn
If the characters bought a room earlier (see area A6a) then Marlen leads them to that room and then disappears.
Area A6c: Classic Room
Eight of these room exist. The door is magically locked to everyone who did not purchase a room from Marlen. The door can be forced open with a DC 15 strength check. Inside the draw of the desk is 10 pieces of parchment. Marlen cleans the rooms in between each visitor. Once the characters are settled Marlen comes by with a jug of water and asks the characters if they would like anything to eat. Marlen sells them anything from the drinks, food and lodging table (see players handbook), but at twice the base price. Marlen can be bartered with to lower the price with a successful Charisma (persuasion) check (DC picked by the DM).
Area A6c: Upgraded Room
Four of these rooms exist. The door is magically locked to everyone who hasn't purchased the room from Marlen. The door can be forced open with a DC 15 strength check. Inside the drawer are 50 sheets of parchment and 4 ink pens. Marlen cleans the room everyday. Once the characters are settled Marlen enters with a water jug and asks the characters if they would like anything to eat. He will give them anything from the drinks, food and lodgings table (See players handbook), but for twice the base price. Marlen can be bartered with to lower the price with a successful Charisma (persuasion) check (DC picked by the DM).
Area A6d: Kitchen
The pots, knives and other items in this small kitchen move on there own accord. A character who tries to disturb the activity in the kitchen is attacked by the kitchen knives (Use the flying sword stat block).
Area A7: Bounty's Peak
This large gallon is used by bounty hunters wishing to pick up some spare jobs. Only the main deck is available to visitors. Characters can view the different boards to look for jobs to find - and possibly kill - different people and creatures. The jobs range from easy jobs: reward anywhere from 50-250gp; medium jobs: reward anywhere from 250-500gp; and high class: reward 500gp minimum. The deck is adorned with many easy jobs, a few medium and only 2 high class bounties. Each paper will also determine if the target should be brought in dead or alive; if they must be brought alive the price is closer to the highest price for that level.
A character can create there own wanted poster. The poster will only be picked up by if the characters follow the price rules set above. There is no guarantee that a bounty hunter succeeds in killing the characters chosen target, as discerned by the DM.
Area A8: Misty Remedies
This large ship belongs to Dr. Slinzok a mad man obsessed with creating fresh golems from freshly killed victims. Dr. Slinzok creating flesh golems years ago and has experimented with creating golems out of bodies that have reached different states of decay. His first tests led him to the creation of the rotting flesh golems; he disproved of these golems and prefers golems that look more human. He uses dead bodies that have not started to decay to create ordinary flesh golems (see monster manual).
After years of research Dr. Slinzok discovered that the best flesh golems could be created when the victims were freshly killed. Using this information he created the first true flesh golem, and has made many more since.
If the characters approach the stairs read:
The figure is a true flesh golem (Named Gurc) created by Dr. Slinzok, a man obsessed with creating golems made of flesh out of dead bodies. Dr. Slinzok believes that the best way to create flesh golems is to create them right after the victims are killed; causing him to imprison victims before killing them right before the creation process.
If the characters attempt to go downstairs the flesh golem attempts to grapple then remove them from the premises. If the characters come back the flesh golem fights to the death. Gurc will allow the characters downstairs if they have Dr. Slinzok's invitation (See area ████████).
Dr. Slinzok is currently not taking prisoners as his manual of greater flesh golem creation (see Appendix C) has been stolen.
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